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Ignore:
Timestamp:
May 20, 2010, 10:36:48 PM (14 years ago)
Author:
dafrick
Message:

A lot of cleanup, mostly increasing output levels, which means, that the console is no longer cluttered by lots and lots of Quest-stuff (the log file still is, but that should be ok…).
Also some possible bugs (or let's say pitfalls) removed, which have been around for a long time and didn't cause any problems so far. Now they never will.
Also, regarding my previous commit. Quests seem tu work just fine, even the second time the level is loaded, which is awesome.

Ergo: Questsystem/Notificationsystem segfault upon loading a level with Quests/Notifications in it twice is now officially resolved.

File:
1 edited

Legend:

Unmodified
Added
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  • code/branches/presentation3/src/modules/questsystem/QuestGUINode.cc

    r6746 r6945  
    8181        this->createWindow();
    8282
    83         COUT(3) << "New QuestGUINode '" << this->window_->getName() << "' created." << std::endl;
     83        COUT(4) << "New QuestGUINode '" << this->window_->getName() << "' created." << std::endl;
    8484    }
    8585
     
    269269            }
    270270
    271             COUT(3) << "Show Details: " << this->details_->getName() << std::endl;
     271            COUT(4) << "Show Details: " << this->details_->getName() << std::endl;
    272272        }
    273273
     
    281281    bool QuestGUINode::openDetails(const CEGUI::EventArgs& e)
    282282    {
    283         COUT(3) << "Open QuestItem..." << std::endl;
     283        COUT(4) << "Open QuestItem..." << std::endl;
    284284
    285285        //CEGUI::Window* window = this->gui_->getRootWindow();
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