Hello, i've configured "outputMundane": false
but my console is flooded with:
(08:28:25) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 11.0021 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 11.0031 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 11.0017 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 11.002 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 12.0034 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 11.0022 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 12.0032 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 12.0026 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 11.0029 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 13.0032 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 14.0035 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 15.0033 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 10.0023 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 10.0028 ms to execute.
(08:28:27) | [NoDecay] NoDecay.OnEntityTakeDamage on wall.window.glass.reinforced took 10.0026 ms to execute.
Any idea on how to avoid this ?