comment all the debug prints

This commit is contained in:
Starbeamrainbowlabs 2022-09-25 01:57:41 +01:00
parent f998110303
commit 7a14e8a590
Signed by: sbrl
GPG key ID: 1BE5172E637709C2
6 changed files with 8 additions and 10 deletions

View file

@ -15,8 +15,8 @@ function worldeditadditions.ellipsoid2(pos1, pos2, target_node, hollow)
local radius = (pos2 - pos1) / 2
print("DEBUG:ellipsoid2 | pos1: "..pos1..", pos2: "..pos2..", target_node: "..target_node)
print("DEBUG:ellipsoid2 radius", radius)
-- print("DEBUG:ellipsoid2 | pos1: "..pos1..", pos2: "..pos2..", target_node: "..target_node)
-- print("DEBUG:ellipsoid2 radius", radius)
-- position = { x, y, z }
local hollow_inner_radius = radius - 1
@ -35,7 +35,7 @@ function worldeditadditions.ellipsoid2(pos1, pos2, target_node, hollow)
local here = Vector3.new(x, y, z)
local pos_relative = (here - pos1) - volume_half
print("DEBUG pos1", pos1, "pos2", pos2, "volume_half", volume_half, "pos_relative", pos_relative)
-- print("DEBUG pos1", pos1, "pos2", pos2, "volume_half", volume_half, "pos_relative", pos_relative)
-- If we're inside the ellipse, then fill it in
local comp = pos_relative / radius

View file

@ -31,7 +31,7 @@ function worldeditadditions.noiseapply2d(pos1, pos2, threshold, scale, func)
local data_after = manip_after:get_data()
local size2d = pos2 - pos1 + Vector3.new(1, 1, 1)
print("DEBUG pos1", pos1, "pos2", pos2, "size2d", size2d)
-- print("DEBUG pos1", pos1, "pos2", pos2, "size2d", size2d)
local success, noise = worldeditadditions.noise.make_2d(size2d, pos1, {
algorithm = "perlinmt",
scale = scale

View file

@ -28,7 +28,7 @@ function worldeditadditions.spiral_circle(pos1, pos2, target_node, interval_init
local volume = pos2:subtract(pos1)
local volume_half = volume:divide(2)
print("DEBUG:spiral_square | pos1", pos1, "pos2", pos2, "target_node", target_node, "interval_initial:", interval_initial, "acceleration", acceleration)
-- print("DEBUG:spiral_square | pos1", pos1, "pos2", pos2, "target_node", target_node, "interval_initial:", interval_initial, "acceleration", acceleration)
interval_initial = interval_initial + 1

View file

@ -28,7 +28,7 @@ function worldeditadditions.spiral_square(pos1, pos2, target_node, interval, acc
local volume = pos2:subtract(pos1)
local volume_half = volume:divide(2)
print("DEBUG:spiral_square | pos1: "..pos1..", pos2: "..pos2..", target_node: "..target_node, "interval:"..interval..", acceleration: "..acceleration)
-- print("DEBUG:spiral_square | pos1: "..pos1..", pos2: "..pos2..", target_node: "..target_node, "interval:"..interval..", acceleration: "..acceleration)
-- Fetch the nodes in the specified area

View file

@ -91,7 +91,7 @@ local function set_number(entity, display_number)
local number_left = (display_number - number_right) / 10
texture_name = texture_name.."worldeditadditions_l"..number_left..".png"
texture_name = texture_name.."^worldeditadditions_r"..number_right..".png"
print("DEBUG:set_number number_left", number_left, "number_right", number_right)
-- print("DEBUG:set_number number_left", number_left, "number_right", number_right)
local colour_id = ((display_number - 1) % 12) + 1 -- Lua starts from 1, not 0 :-/
texture_name = "("..texture_name..")^[colorize:"..number_colours[colour_id]..":255"
@ -102,7 +102,7 @@ local function set_number(entity, display_number)
texture_name = "worldeditadditions_bg.png"
end
print("DEBUG:set_number texture_name", texture_name)
-- print("DEBUG:set_number texture_name", texture_name)
entity:set_properties({
textures = {

View file

@ -60,7 +60,6 @@ end
-- @param i number The index of the position to set.
-- @returns Vector3? The position to set.
local function compat_worldedit_set(player_name, i, pos)
print("DEBUG:compat_worldedit_set i", i, "pos", pos)
if not worldedit then return end
if i == 1 and worldedit.pos1 then
worldedit.pos1[player_name] = nil
@ -223,7 +222,6 @@ end
local function push_pos(player_name, pos)
ensure_player(player_name)
table.insert(positions[player_name], pos)
print("DEBUG poslist", wea_c.inspect(positions[player_name]))
compat_worldedit_set(player_name, #positions[player_name], pos)
anchor:emit("push", { player_name = player_name, pos = pos, i = #positions[player_name] })