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profilerPushEvent

Definition


-- @/lua/common/luaCore.lua:41

function nop()
end

Callers

@/lua/vehicle/main.lua

profilerPushEvent("lua init")
function initSystems()
  profilerPushEvent("3.1 init - compat")
  backwardsCompatibility.init()

  profilerPushEvent("3.2.X init - materials (sum)")
  material.init()

  profilerPushEvent("3.2 init - first stage")
  bdebug.init()

  profilerPushEvent("3.3 init - second stage")
  wheels.initSecondStage()

  profilerPushEvent("3.4 init - groupA")
  sensors.reset()

  profilerPushEvent("3.5 init - audio")
  sounds.init()

  profilerPushEvent("3.6 init - groupB")
  props.init()

  profilerPushEvent("3.7 init - extensions")
  extensions.hook("onInit")

  profilerPushEvent("3.8 init - last stage")
  mapmgr.init()
function init(path, initData)
  profilerPushEvent("4.X.X.X total (sum)")

  profilerPushEvent("0 startup")

  profilerPushEvent("loadVehicleStage2 (sum)")
  if type(initData) == "string" and string.len(initData) > 0 then
    profilerPushEvent("deserialize")
    local state, initData = pcall(lpack.decode, initData)

  profilerPushEvent("3.X init systems (sum)")
  initSystems()

  profilerPushEvent("5 postspawn")
@/lua/ge/extensions/gameplay/rallyLoop.lua
local function onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("gameplay_rallyLoop - onUpdate")
local function onGuiUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("gameplay_rallyLoop - onGuiUpdate")
@/lua/common/jbeam/sections/assorted.lua
local function process(vehicle)
  profilerPushEvent('jbeam/assorted.process')
@/lua/common/jbeam/sections/mirror.lua
local function process(objID, vehicleObj, vehicle)
  profilerPushEvent('jbeam/mirror.process')
@/lua/common/extensions.lua
  return function(...)
    profilerPushEvent(name)
    local results = {func(...)}
        table.insert(hookFuncs, funcInfo)
        if not profileAllExtensionFunctions then profilerPushEvent(funcInfo.extCallName) end
        func(...)
    for _, funcInfo in ipairs(funcList) do
      if not profileAllExtensionFunctions then profilerPushEvent(funcInfo.extCallName) end
      funcInfo.func(...)
@/lua/common/jbeam/sections/wheels.lua
local function processWheels(vehicle)
  profilerPushEvent('jbeam/wheels.processWheels')
  if vehicle.wheels ~= nil  then
@/lua/common/jbeam/scaling.lua
local function process(vehicle)
  profilerPushEvent('jbeam/scaling.process')
  local str_byte, str_sub = string.byte, string.sub
@/lua/common/jbeam/sections/vropes.lua
local function processRopes(objID, vehicleObj, vehicle)
  profilerPushEvent('processRopes')
local function process(objID, vehicleObj, vehicle)
  profilerPushEvent('jbeam/ropes.process')
@/lua/vehicle/ai.lua
local function updatePlanLen(plan, j, k)
  --profilerPushEvent("ai_update_planLen")
  -- bulk recalculation of plan edge lengths and length of entire plan

  --profilerPushEvent("ai_buildPlan")
  if not pmode then -- run buildNextRoute only when we update main plan

  --profilerPushEvent("ai_trajectory_splitting")
  densifyPlan(plan, route.path)
  ------######### Compute Forces ########---------
  --profilerPushEvent("ai_calculate_smoothing")
  for i = 0, plan.planCount do
  ------######### Smoothing ##########----------
  --profilerPushEvent("ai_smoothness_integration")
  local tmpVec = vec3()
  -----###### calculate node horizontal curvature ######------
  --profilerPushEvent("ai_calculate_curvature")
  local len, n3vec = 0, vec3()
  -- Use Backward or Forward + Backward algorithm
  --profilerPushEvent('ai_speedProfile')
  local gT = vec3()

  --profilerPushEvent("ai_buildPlan")
  while not plan[MIN_PLAN_COUNT] or (plan.planLen - (plan.egoXnormOnSeg or 0) * plan[1].length) < minPlanLen do -- TODO: (plan.planLen < minPlanLen and plan.stopSeg + 1 == plan.planCount)
  -- check path node at lastLaneChangeIdx for a possible lane change
  --profilerPushEvent("ai_find_LaneChanges")
  if route.lastLaneChangeIdx < #route.path then

  --profilerPushEvent("ai_trajectory_splitting")
  densifyPlan(plan, route.path)

  --profilerPushEvent("ai_calculate_smoothing")
  -- calculate spring forces
  -- and computing filter radius
  --profilerPushEvent("ai_awareness")
  local indexes = {start = plan[1].pathidx , final = plan[plan.planCount].pathidx}
  -- remove lane change if vehicle has gone past it
  --profilerPushEvent("ai_remove_laneChange")
  while route.laneChanges[1] and plan[2].pathidx > route.laneChanges[1].pathIdx do

  --profilerPushEvent("ai_process_laneChange")
  if route.laneChanges[1] and math.floor(plan[2].rangeLaneCount + 0.5) > 1 and route.laneChanges[1].side ~= 0 then

  --profilerPushEvent("ai_smoothness_integration")
  local tmpVec = vec3()
  -- smoothly distribute error from planline onto the front segments
  --profilerPushEvent("ai_error_smoother")
  if parameters.planErrorSmoothing and plan.targetPos and plan.targetSeg and plan.planCount > plan.targetSeg and twt.state == 0 then

  --profilerPushEvent("ai_calculate_target")
  calculateTarget(plan)
  -- calculate node horizontal curvature
  --profilerPushEvent("ai_calculate_curvature")
  local len, n3vec = 0, vec3()
  -- Use Backward or Forward + Backward algorithm
  --profilerPushEvent('ai_speedProfile')
  if speedProfileMode then
local function trafficPlan()
  --profilerPushEvent('ai_trafficPlan_pathfinding')
  if trafficStates.block.block then

  --profilerPushEvent('ai_trafficActions')
  trafficActions()

  --profilerPushEvent('ai_planAhead')
  planAhead(currentRoute)
  elseif M.mode == 'traffic' then
    --profilerPushEvent('ai_trafficPlan')
    trafficPlan()
@/lua/ge/extensions/core/vehicle/manager.lua

  profilerPushEvent('serialize')
  -- do not send everything, filter some UI things that are not required

  profilerPushEvent('spawnPhysics')
  vehicleObj:spawnPhysics(vehicleBundleDataString or '', luaVMType)
  end
  profilerPushEvent('spawn')
  local vehicleObj = scenetree.findObject(objID)

  profilerPushEvent('spawn/materials')
  loadVehicleMaterialsDirectory(vehicleDir)
  -- this will finish the 3d meshes and alike
  profilerPushEvent('finishConstructionGESide')
  vehicleObj:finishConstructionGESide()
@/lua/common/jbeam/interaction.lua
local function process(vehicle)
  profilerPushEvent('jbeam/interaction.process')
@/lua/common/utils.lua
function readFile(filename)
  profilerPushEvent("readFile open")
  local f = io.open(filename, "r")
  end
  profilerPushEvent("readFile readClose")
  local content = f:read("*all")
  for _, batch in ipairs(batches) do
    profilerPushEvent("readFiles batch")
    local batchFiles = {}
    -- open all files in batch
    profilerPushEvent("readFiles open batch")
    for i = batch.from, batch.to do
      local filename = filenames[i]
      profilerPushEvent("readFiles open file "..filename)
      local f = io.open(filename, "r")
    -- read and close all files in batch
    profilerPushEvent("readFiles readClose batch")
    for filename, f in pairs(batchFiles) do
      if f ~= nil then
        profilerPushEvent("readFiles readClose file "..filename)
        contents[filename] = f:read("*all")
@/lua/ge/extensions/core/vehicles.lua
  single = function()
    profilerPushEvent("single computeFileCache")
    local jfiles = FS:findFiles("/vehicles/", "info*.json\t*.pc\t*.png\t*.jpg\t*.paintLibrary.json", -1, true, true)
  batch = function()
    profilerPushEvent("batch computeFileCache")
    local jfiles = FS:findFiles("/vehicles/", "info*.json\t*.pc\t*.png\t*.jpg\t*.paintLibrary.json", -1, true, true)
@/lua/ge/extensions/career/modules/delivery/generator.lua
local function generateItemWithDuplicates(template, origin, destination, timeOffset, generatorLabel)
  profilerPushEvent("Duplicate Item")
  local offerExpiresAt = dGeneral.time() + template.offerDuration * (0.9+math.random()*0.2) + timeOffset
        local origin, destination
        profilerPushEvent("Origin and Destination")
        if generator.type == "parcelProvider" then
local function triggerGenerator(fac, generator, timeOffset)
  profilerPushEvent("Generator: " .. generator.name)
  timeOffset = timeOffset or 0
@/lua/common/jbeam/optimization.lua
local function assignCIDs(vehicle)
  profilerPushEvent('jbeam/optimization.assignCIDs')
  vehicle.maxIDs = {}
local function optimize(vehicle)
  profilerPushEvent('jbeam/optimization.optimize')
  --log('D', "jbeam.optimize","- Optimizing ...")
local function process(vehicle, debugEnabled)
  profilerPushEvent('jbeam/optimization.process')
  optimize(vehicle)
@/lua/ge/extensions/editor/terrainEditor.lua
local function terrainToolsEditModeUpdate()
  profilerPushEvent("terrainEditor terrainToolsEditModeUpdate")
  for tbName, tbData in pairs(terrainBlockProxies) do
@/lua/ge/extensions/gameplay/rally/driveline/drivelineRoute.lua
function C:recalculate()
  profilerPushEvent("DrivelineRoute - recalculate")
  -- log('D', logTag, 'recalculate')
function C:evaluatePacenoteEvents(pacenote, speedMs)
  profilerPushEvent("DrivelineRoute - evaluatePacenoteEvents")
  -- print(string.format("evaluating pacenote %s", pacenote.name))
  -- but the distance is along the route's line.
  profilerPushEvent("DrivelineRoute - evaluatePacenotesWindow")
  evalPos = self:getPosition()
function C:onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("DrivelineRoute - onUpdate")
  if not self.route then return end
@/lua/ge/extensions/gameplay/rally/vehicleTracker.lua
function C:onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("VehicleTracker - onUpdate")
  local vehId = self:getVehicleId()
function C:updateVehicleDamage()
  profilerPushEvent("VehicleTracker - updateVehicleDamage")
  local currDamage = self:damage()
@/lua/common/jbeam/variables.lua
local function _sanitizeVars(allVariables, userVars)
  profilerPushEvent('jbeam/variables._sanitizeVars')
local function processParts(rootPart, unifyJournal, vehicleConfig, vars)
  profilerPushEvent('jbeam/variables.processParts')
  vars['$components'] = {val = rootPart.components} -- with this you can use '$components.' in your expressions
local function processComponents(rootPart, unifyJournal, vehicleConfig, vars)
  profilerPushEvent('jbeam/variables.processComponents')
local function cleanup(vehicle)
  profilerPushEvent('jbeam/variables.componentsCleanup')
@/lua/ge/map.lua
  --local timer = hptimer()
  profilerPushEvent('aiMap')
  M.objects = {}
@/lua/ge/extensions/career/modules/delivery/general.lua
M.onUpdate = function(dtReal, dtSim, dtRaw)
  profilerPushEvent("Delivery DeliveryManager")
  -- update game time
@/lua/common/jbeam/links.lua
local function prepareLinksDestructive(vehicle, sectionRenames)
  profilerPushEvent('jbeam/links.prepareLinksDestructive')
  local links = {}
local function resolveLinks(vehicle, links)
  profilerPushEvent('jbeam/links.resolveLinks')
  for i = 1, #links, 3 do
local function resolveGroupLinks(vehicle)
  profilerPushEvent('jbeam/links.resolveGroupLinks')
  local journal = {}
@/lua/common/jbeam/sections/events.lua
local function processEvents(objID, vehicleObj, vehicle)
  profilerPushEvent('processEvents')
  if vehicle.events ~= nil then
local function processTriggers(objID, vehicleObj, vehicle)
  profilerPushEvent('processTriggers')
local function processTriggerEventLinks(objID, vehicleObj, vehicle)
  profilerPushEvent('processTriggerEventLinks')
local function process(objID, vehicleObj, vehicle)
  profilerPushEvent('jbeam/events.process')
@/lua/vehicle/powertrain.lua

    --profilerPushEvent(orderedDevices[i].name .. ":updateGFX")
    if device.updateGFX then

    --profilerPushEvent(orderedDevices[i].name .. ":updateSounds")
    if device.updateSounds then
  for i = deviceCount, 1, -1 do
    --profilerPushEvent(orderedDevices[i].name .. ":velocityUpdate")
    orderedDevices[i]:velocityUpdate(dt)
  for i = 1, deviceCount, 1 do
    --profilerPushEvent(orderedDevices[i].name .. ":torqueUpdate")
    orderedDevices[i]:torqueUpdate(dt)
@/lua/vehicle/jbeam/stage2.lua

  profilerPushEvent('jbeam/loadVehicleStage2')
@/lua/ge/extensions/gameplay/markers/bigmapMarker.lua
  --if not self.visible then return end
  profilerPushEvent("BigMap Marker")
  --debugDrawer:drawTextAdvanced(self.pos, String(self.bigMapIconId), ColorF(1,1,1,1), true, false, ColorI(0,0,0,192))
    self.hoveredListItem = self.cluster.containedIdsLookup[freeroam_bigMapMode.hoveredListItem]
    profilerPushEvent("BigMap Marker Icons")
    -- updating the icons
@/lua/ge/extensions/gameplay/rally/audioManager.lua
function C:enqueuePacenoteAudio(pacenote, addToFront)
  profilerPushEvent("AudioManager - enqueuePacenoteAudio")
function C:onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("AudioManager - onUpdate")
  self:playNextInQueue()
@/lua/common/jbeam/sections/camera.lua
local function process(objID, vehicle)
  profilerPushEvent('jbeam/camera.process')
@/lua/ge/extensions/gameplay/markerInteraction.lua
local function displayMissionMarkers(level, dtSim, dtReal)
  profilerPushEvent("MissionMarker precalc")
  local activeMission = gameplay_missions_missionManager.getForegroundMissionId()

  profilerPushEvent("MissionEnter parkingSpeedFactor")
  local parkingSpeedFactor, isAtParkingSpeed, parkingSpeedChanged = getParkingSpeedFactor(playerVelocity)
  local maxRadius = 100
  profilerPushEvent("MissionEnter QTStuff")
      -- transitioning or normal play mode
  end
  profilerPushEvent("MissionEnter onPreRender")
  profilerPushEvent("MissionEnter groundMarkers")
  profilerPushEvent("MissionEnter onPreRender")
  profilerPushEvent("MissionEnter groundMarkers")
  -- Disable navigation when player is close to the goal
  if level then
    profilerPushEvent("DisplayMissionMarkers")
    displayMissionMarkers(level, dtSim, dtReal)
@/lua/common/jbeam/sections/meshs.lua
local function processTris(objID, vehicleObj, vehicle)
  profilerPushEvent('processTris')
  if vehicleObj and vehicle.triangles then
local function processProps(objID, vehicleObj, vehicle)
  profilerPushEvent('processProps')
  local disableSteeringProp = settings.getValue("disableSteeringwheel")
local function processFlexbodies(objID, vehicleObj, vehicle)
  profilerPushEvent('processFlexbodies')
  local flexmesh_count = 0
local function process(objID, vehicleObj, vehicle)
  profilerPushEvent('jbeam/meshs.process')
  if vehicle.flexbodies ~= nil then
  if vehicle.flexbodies ~= nil then
    profilerPushEvent('flexmesh_rotate')
    for _, v in pairs(vehicle.flexbodies) do

  profilerPushEvent('meshFinalize')
  local reuseMesh = false

  profilerPushEvent('meshCommit')
  if vehicleObj then
@/lua/ge/extensions/gameplay/rally.lua
local function onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("gameplay_rally - onUpdate")
@/lua/ge/extensions/core/audio.lua

  profilerPushEvent('audioLoadBanksFirstFrame')
  if M.hotloadTriggered then
  -- log("I", "loadLevelBank", "Loading default level banks")
  profilerPushEvent('loadAudioBanks')
@/lua/common/jbeam/tableSchema.lua
local function process(vehicle, processSlotsTable, omitWarnings)
  profilerPushEvent('jbeam/tableSchema.process')
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
function C:onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("rallyLoopManager:onUpdate")
  if not self.clockPaused then
function C:onGuiUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("rallyLoopManager:onGuiUpdate")
  -- self.clock = self.clock + dtSim
@/lua/common/jbeam/materials.lua
local function process(vehicleObj, vehicle)
  profilerPushEvent('jbeam/materials.process')
  -- clean material cache
@/lua/ge/main.lua
  --log('D', "update", "Lua memory usage: " .. tostring(used_memory_bytes/1024) .. "kB")
  profilerPushEvent("GE Main Update")
function vehicleSpawned(vid)
  profilerPushEvent('vehicleSpawned')
  local v = getObjectByID(vid)
function vehicleSwitched(oldVehicle, newVehicle, player)
  profilerPushEvent('vehicleSwitched')
  local oid = oldVehicle and oldVehicle:getId() or -1
@/lua/ge/extensions/gameplay/route/route.lua
local function fixStartEnd(p, a, b)
  profilerPushEvent("Route - fixStartEnd")
  local xnorm = p.pos:xnormOnLine(a.pos, b.pos)
function C:setupPathMultiWaypoints(wpList)
  profilerPushEvent("Route - setupPathMultiWaypoints")
  for i = 1, #wpList-1 do
function C:setupPathMulti(positions)
  profilerPushEvent("Route - setupPathMulti")
  table.clear(self.path)
    local from, to = positions[i], positions[i+1]
    profilerPushEvent("Route - get point to point")
    local path = map.getPointToPointPath(from, to, self.cutOffDrivability, self.dirMult, self.penaltyAboveCutoff, self.penaltyBelowCutoff, self.wD, self.wZ)
function C:recalculateRoute(startPos)
  profilerPushEvent("Route - recalculateRoute")
  local fixedWps = {}
function C:getPositionOffset(currentPos)
  profilerPushEvent("Route - getPositionOffset")
  -- go through all segments and check where we are on that line
function C:shortenPath(idx)
  profilerPushEvent("Route - shortenPath")
  for i = 2, idx do
function C:updatePathForPos(pos)
  profilerPushEvent("Route - updatePathForPos")
  -- are we there yet? no path or only one element remaining?
@/lua/vehicle/controller.lua
  for i = 1, gfxUpdateCount, 1 do
    --profilerPushEvent(controllerNameLookup.updateGFXStep[i] .. ":updateGFXStep")
    gfxUpdates[i](dt)
local function updateFixedStep(dt)
  --profilerPushEvent("controller:updateFixedStep")
  for i = 1, fixedStepUpdateCount, 1 do
  for i = 1, fixedStepUpdateCount, 1 do
    --profilerPushEvent(controllerNameLookup.updateFixedStep[i] .. ":updateFixedStep")
    fixedStepUpdates[i](dt)
local function updateWithFixedStep(dt)
  --profilerPushEvent("controller:updatePhysicsStep")
  for i = 1, physicsUpdateCount, 1 do
  for i = 1, physicsUpdateCount, 1 do
    --profilerPushEvent(controllerNameLookup.updatePhysicsStep[i] .. ":updatePhysicsStep")
    physicsUpdates[i](dt)
  for i = 1, physicsUpdateCount, 1 do
    --profilerPushEvent(controllerNameLookup.updatePhysicsStep[i] .. ":updatePhysicsStep")
    physicsUpdates[i](dt)
  for i = 1, wheelsIntermediateUpdateCount, 1 do
    --profilerPushEvent(controllerNameLookup.updateWheelsIntermediate[i] .. ":updateWheelsIntermediate")
    wheelsIntermediateUpdates[i](dt)
@/lua/ge/extensions/core/environment.lua

  profilerPushEvent('reloadGroundModels')
@/lua/ge/extensions/flowgraph/graph.lua
    if optick_enabled then
      table.insert(fun, '\n  profilerPushEvent("' .. string.format("Graph: %s%d", self.name, self.id) .. '")')
    end
    if optick_enabled then
      table.insert(fun, '\n  profilerPushEvent("preTrigger Modules")')
    end
      if optick_enabled then
        table.insert(fun, '\n  profilerPushEvent("' .. profilerName .. '")')
      end
    if optick_enabled then
      table.insert(fun, '\n  profilerPushEvent("afterTrigger Events")')
    end
@/lua/ge/extensions/gameplay/route/raceRoute.lua
  resetMetadata = resetMetadata or false
  profilerPushEvent("RaceRoute - fixStartEnd")
function C:setupPathMultiWaypoints(wpList)
  profilerPushEvent("RaceRoute - setupPathMultiWaypoints")
  for i = 1, #wpList-1 do
function C:setupPathMulti(positions)
  profilerPushEvent("RaceRoute - setupPathMulti")
  local positionsWithMetadata = {}
  -- log('D', '', "setupPathMultiWithMetadata")
  profilerPushEvent("RaceRoute - setupPathMultiWithMetadata")
  table.clear(self.path)
      -- Get the path from the current position to the next position
      profilerPushEvent("RaceRoute - get point to point")
      local path = map.getPointToPointPath(from.pos, to.pos, self.cutOffDrivability, self.dirMult, self.penaltyAboveCutoff, self.penaltyBelowCutoff, self.wD, self.wZ)
function C:recalculateRoute(startPos)
  profilerPushEvent("RaceRoute - recalculateRoute")
  -- create a copy of the position because otherwise the data will be updated in-place by the vehicle position tracking.
function C:recalculateRouteWithOriginalPositions(startPos)
  profilerPushEvent("RaceRoute - recalculateRouteWithOriginalPositions")
  local fixedWps = {}
function C:getPositionOffset(currentPos)
  profilerPushEvent("RaceRoute - getPositionOffset")
  -- go through all segments and check where we are on that line
function C:shortenPath(idx)
  profilerPushEvent("RaceRoute - shortenPath")
  for i = 2, idx do
function C:updatePathForPos(pos)
  profilerPushEvent("RaceRoute - updatePathForPos")
  -- are we there yet? no path or only one element remaining?
@/lua/ge/extensions/editor/api/gui.lua
    local line1 = {}
    profilerPushEvent("brush segments")
    for i = 0, numberOfSegments, 1 do
    profilerPopEvent("brush segments")
    profilerPushEvent("brush terrainBlock")
    if terrainBlock then
    profilerPopEvent("brush terrainBlock")
    profilerPushEvent("brush edgebox")
    for i=1, #line1-1, 1 do
@/lua/common/jbeam/slotSystem.lua
  local originalPath = path
  profilerPushEvent(originalPath)
  if level > 50 then
    -- 1) Gather available parts for the slot
    profilerPushEvent('getCompatiblePartNamesForSlot')
    slotTreeEntry.suitablePartNames, slotTreeEntry.unsuitablePartNames = jbeamIO.getCompatiblePartNamesForSlot(ioCtx, slotDef, slotMap)
local function findParts(ioCtx, vehicleConfig)
  profilerPushEvent('jbeam/slotsystem.findParts')
local function unifyPartJournal(ioCtx, unifyJournal)
  profilerPushEvent('jbeam/slotsystem.unifyParts')
  for i, j in ipairs(unifyJournal) do
@/lua/ge/extensions/career/modules/delivery/parcelManager.lua
  if not dGeneral then return end
  profilerPushEvent("Delivery CargoManager")
@/lua/ge/extensions/gameplay/rally/rallyManager.lua
function C:triggerPacenote(pacenote)
  profilerPushEvent("rallyManager:triggerPacenote")
  if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'triggerPacenote name='..tostring(pacenote.name)) end
  if not pacenote then return end
  profilerPushEvent("rallyManager:triggerShowVisualPacenote")
  local compiledPacenote = pacenote:asCompiled()
  if not pacenote then return end
  profilerPushEvent("rallyManager:triggerClearVisualPacenote")
  if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, string.format('triggerClearVisualPacenote name=%s, serialNo=%s', pacenote.name, pacenote.visualSerialNo)) end
function C:triggerClearAllVisualPacenotes()
  profilerPushEvent("rallyManager:triggerClearAllVisualPacenotes")
  if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'triggerClearAllVisualPacenotes') end
function C:onUpdate(dtReal, dtSim, dtRaw)
  profilerPushEvent("rallyManager:onUpdate")
  if self.vehicleTracker then
  if not self.pacenoteProcessingEnabled then return end
  profilerPushEvent("rallyManager:processPacenoteQueue")
  peekValue = self.pacenoteQueue:peek_left()
@/lua/common/jbeam/loader.lua
local function loadJbeam(objID, loadingProgress, vehicleDirectories, vehicleConfig)
  profilerPushEvent('jbeam/loader')
  if loadingProgress then loadingProgress:update(0.1, 'Reading files...') end
local function loadBundle(objID, vehicleBundle, loadingProgress)
  profilerPushEvent('loadBundle')
  if not vehicleBundle then return end
local function loadVehicleStage1(objID, vehicleDir, vehicleConfig)
  profilerPushEvent('loadVehicleStage1')
  local loadingProgress
@/lua/ge/extensions/freeroam/bigMapMode.lua

  profilerPushEvent("BigMap onPreRender")
  if airSoundId then
  if not bigMapActive() then return end
  profilerPushEvent("bigmap onCameraPreRender")
  if not transitionActive then
@/lua/common/jbeam/sections/nodeBeam.lua
local function process(vehicle)
  profilerPushEvent('jbeam/nodeBeam.process')
  processNodes(vehicle)
@/lua/ge/extensions/gameplay/markers/missionMarker.lua
  if not self.visible then return end
  profilerPushEvent("Mission Marker")
@/lua/common/jbeam/groups.lua
local function process(vehicle)
  profilerPushEvent('jbeam/groups.process')
@/lua/common/jbeam/sectionMerger.lua
local function process(vehicle, sectionRenames)
  profilerPushEvent('jbeam/sectionMerger.process')
@/lua/ge/server/server.lua
  local timerFunc = hptimer()
  profilerPushEvent('createGameActual')
  levelPath = lvlPath

  profilerPushEvent('init')

  profilerPushEvent('clientPreStartMission')

  profilerPushEvent('datablocks')
  loadingProgress:update(-1, 'datablocks done')
  profilerPushEvent('materials')
  loadingProgress:update(-1, 'materials done')
  profilerPushEvent('objects')
  loadingProgress:update(-1, 'objects done')
  profilerPushEvent('start physics')
  loadingProgress:update(-1, 'physics done')
  profilerPushEvent('spawn player')
  if not skipStart then
    profilerPushEvent('clientPostStartMission')
    profilerPopEvent("clientPostStartMission")
    profilerPushEvent('clientStartMission')
@/lua/common/jbeam/io.lua
local function startLoading(directories)
  profilerPushEvent('jbeam/io.startLoading')
@/lua/common/jbeam/sections/licenseplatesSkins.lua
local function process(objID, vehicleObj, config, activePartsData)
  profilerPushEvent('jbeam/licenseplatesSkins.process')
@/lua/ge/extensions/core/weather.lua
local function onClientPostStartMission(levelPath)
  profilerPushEvent('loadWeather')
  --log('I', 'weather', "map loaded: " .. tostring(mission))
@/lua/ge/extensions/core/groundMarkers.lua
local function generateRouteDecals(startPos)
  profilerPushEvent("Groundmarkers generateRouteDecals")
  if not M.endWP then return end
  profilerPushEvent("Groundmarkers onPreRender")
local function setPath(wp, options)
  profilerPushEvent("Groundmarkers setFocus")
  options = options or {}

    profilerPushEvent("Groundmarkers route setupPath")
    M.routePathTmp = multiPath
@/lua/ge/extensions/gameplay/rally/recceApp.lua
  if not enabled then return end
  profilerPushEvent("RecceApp - onUpdate")
@/lua/ge/extensions/editor/api/dynamicDecals.lua
  if app then
    profilerPushEvent('dynamicDecals/app:onUpdate_()')
    app:onUpdate()
      if M.projectDynamicDecals == true then
        profilerPushEvent('dynamicDecals/decalProjection:projectDynamicDecals()')
        decalProjection:projectDynamicDecals(app:getCameraM(), app:getProjM())
      end
      profilerPushEvent('dynamicDecals/decalProjection:combineTextures()')
      decalProjection:combineTextures(app.textureSet)