GE Lua Documentation

Press F to search!

logInfo

Definition


-- @/lua/ge/extensions/core/hardwareinfo.lua:187

local function logInfo(filename)
  local hw = {
    mem = Engine.Platform.getMemoryInfo(),
    cpu = Engine.Platform.getCPUInfo(),
    gpu = Engine.Platform.getGPUInfo(),
    os = Engine.Platform.getOSInfo(),
    pwr = Engine.Platform.getPowerInfo(),
  }
  jsonWriteFile(filename, hw, true)
end

Callers

@/lua/ge/extensions/editor/dynamicDecals/layerStack.lua
      layerMaskCopyData = deepcopy(layer.mask)
      editor.logInfo(string.format("%s: %s", logTag, "Copied layer mask"))
      im.CloseCurrentPopup()
      api.setLayer(layerCopy, true)
      editor.logInfo(string.format("%s: %s", logTag, layer.mask and "Replaced Layer Mask" or "Pasted Layer Mask"))
      im.CloseCurrentPopup()
      api.setLayer(layerCopy, true)
      editor.logInfo(string.format("%s: %s", logTag, "Appended Layer Mask"))
      im.CloseCurrentPopup()
@/lua/ge/extensions/editor/dynamicDecals/export.lua
local function exportTextures(directoryPath, name, format)
  editor.logInfo(logTag .. " : exportingTextures textures...")
  -- TODO: Disabled for now. We always export in png format.
@/lua/ge/extensions/editor/assetBrowser.lua
        if skipFile then
          editor.logInfo(logTag .. "Skipping file: " .. file.fullFileName)
        else
local function selectDirectory(dir, toggleOpen, open, addToHistory, createNoAssetData)
  -- editor.logInfo(logTag .. "Select directory: " .. dir.path)
  local keepScroll = (dir == var.selectedDirectory)
local function onDragStarted()
  -- editor.logInfo(logTag .. 'Drag started')
end
    if (FS:directoryExists("/temp/assetBrowser/")) then
      editor.logInfo(logTag .. "Removed thumbnail cache folder.")
      editor.showNotification("Removed thumbnail cache folder.")
        if var.options.skipMainFolder == true and name == 'main' then
          if debug then editor.logInfo(logTag .. "Skipped main dir.") end
        else
        if var.options.skipMainFolder == true and name == 'main' then
          if debug then editor.logInfo(logTag .. "Skipped main dir.") end
        else
  var.state = var.state_enum.loading_done
  editor.logInfo(logTag .. "Asset files have been processed.")
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
        upgradeFileFormatMaterials = {}
        editor.logInfo("Terrain Material's file format has been updated. Please check the files in question.")
        editor_terrainEditor.updateMaterialLibrary()
      if im.SmallButton("Reload Terrain Materials") then
        editor.logInfo("Reloading Terrain Materials")
        reloadTerrainMaterials()
              if im.Button("Apply Changes") then
                editor.logInfo("Applying changes to Terrain Material Texture Set")
                scenetree.terrainMatEditor_PersistMan:setDirty(obj, '')
@/lua/ge/extensions/editor/terrainEditor.lua
local function saveMaterials()
  editor.logInfo("TerrainEditor: Saving materials")
  scenetree.terrEd_PersistMan:saveDirty(true)
@/lua/ge/extensions/editor/assetManagementTool.lua

  editor.logInfo("Started asset migration process...")
              message = "\tCopied '" .. firstOldPath .. "' to '" .. asset.targetPath .. "'"
              editor.logInfo(message)
                FS:removeFile(path)
                editor.logInfo("\tRemoved '" .. path .. "'")
                linkPath = path .. ".link"
                serializeJsonToFile(linkPath, linkJsonData, true)
                editor.logInfo("\tCreated link '" .. linkPath .. "'")
                assets[path] = nil

  editor.logInfo("Delinking " .. tostring(#filenames) .. " link files...")

  editor.logInfo("Relinking " .. tostring(totalFilenames) .. " link files...")
@/lua/ge/extensions/editor/autoSave.lua
  local newPath = autosaves[index].path .. "/"
  editor.logInfo("Restoring autosaved scene tree...")
  editor.copyDirectory(newPath, oldPath)
@/lua/ge/extensions/editor/main.lua
        local dt = timer:stopAndReset()
        editor.logInfo("Initialized " .. val .. " in " .. dt .. "ms")
      end
  if activate and not activated then
    editor.logInfo("Activating editor...")
    editor.savedSmoothCameraParams = smoothCameraParams
      --
      editor.logInfo("Deactivating editor...")
      editor.defocusFocusedWindow()
  if editorWasActive then
    editor.logInfo("Reactivating editor...")
    editor.active = false
@/lua/ge/extensions/editor/materialEditor.lua
  if not be then return end
  if dbg then editor.logInfo(logTag .. 'Update texture maps') end
      local data = ffi.string(payload.Data)
      -- editor.logInfo(logTag .. "Setting property '" .. property .. "' on layer '" .. tostring(layer or o.layer[0]) .. "' to .. '" .. data .. "'")
      setPropertyWithUndo(property, layer or o.layer[0], data)
  v.dirtyMaterials[currentMaterial:getField("name", 0)] = nil
  editor.logInfo(logTag .. "Material '" .. currentMaterial:getName() .. "' has been saved.")
  editor.showNotification("Material '" .. currentMaterial:getName() .. "' has been saved.")
  scenetree.matLuaEd_PersistMan:saveDirty()
  editor.logInfo(logTag .. 'All dirty materials have been saved.')
  editor.showNotification("All dirty materials have been saved.")
    if absPath ~= imgPath then
      editor.logInfo(logTag .. string.format([[
Changed texture path from '%s' to '%s' for material '%s'!
  if im.Combo2("##MaterialEditorLayer", o.layer, "Layer 0\0Layer 1\0Layer 2\0Layer 3\0\0") then
    if dbg then editor.logInfo(logTag .. 'Layer has changed!') end
    updateMaterialProperties()
      if im.Combo1("##Materials", editor.getTempInt_NumberNumber(v.currentMaterialIndex), v.materialNamesPtr, (#v.materialNameList + 1), 20) then
        if dbg then editor.logInfo(logTag .. "Material has changed!") end
        v.currentMaterialIndex = editor.getTempInt_NumberNumber()
    -- load all vehicle materials too
    editor.logInfo("Loading all vehicles materials...")
    loadDirRec("vehicles/")
    --TODO: load all level materials too, assets folder too etc.
    editor.logInfo("Gathering tags from materials...")
    core_jobsystem.create(mapTagsJob, 1)