flush update
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@ -1305,6 +1305,10 @@ Properly differentiate local/world bone attach point calculation
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Floating origin implementation for collision engine
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Floating origin implementation for collision engine
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Improve initial asset loading performance
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Improve initial asset loading performance
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PoseModel creation for basic shape types
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PoseModel creation for basic shape types
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Procedural block item types
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(01/25/2025)
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Update flush method in tests to account for faster loading
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@ -16,6 +16,11 @@ public class EngineInit {
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//The maximum number of frames to wait before failing the startup routine
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//The maximum number of frames to wait before failing the startup routine
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public static final int MAX_FRAMES_TO_WAIT = 100;
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public static final int MAX_FRAMES_TO_WAIT = 100;
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/**
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* Max time in milliseconds to wait while flushing
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*/
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public static final int MAX_TIME_TO_WAIT = 3000;
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/**
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/**
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* Initializes the engine
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* Initializes the engine
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*/
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*/
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@ -95,6 +95,7 @@ public class TestEngineUtils {
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//
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//
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//wait for client to be fully init'd
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//wait for client to be fully init'd
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int frames = 0;
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int frames = 0;
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long startTime = System.currentTimeMillis();
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while(Globals.threadManager.isLoading()){
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while(Globals.threadManager.isLoading()){
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TestEngineUtils.simulateFrames(1);
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TestEngineUtils.simulateFrames(1);
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try {
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try {
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@ -103,7 +104,7 @@ public class TestEngineUtils {
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e.printStackTrace();
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e.printStackTrace();
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}
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}
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frames++;
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frames++;
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if(frames > EngineInit.MAX_FRAMES_TO_WAIT){
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if(frames > EngineInit.MAX_FRAMES_TO_WAIT && System.currentTimeMillis() - startTime > EngineInit.MAX_TIME_TO_WAIT){
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String errorMessage = "Failed to setup connected test scene!\n" +
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String errorMessage = "Failed to setup connected test scene!\n" +
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"Still running threads are:\n"
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"Still running threads are:\n"
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;
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;
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