Wasteland 2: now with improved modding capabilities!

For community content (fan-art, fanfic, etcetera) for Wasteland 2.
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

Not yet, but shouldn't take too long to implement.
Shadow Jack
Scholar
Posts: 100
Joined: October 25th, 2017, 7:53 am

Thanks a lot, but please do it only if it is really easy. I still haven't figured out/learned how to match number of vertices to the number of normals. I have a reflex sight mod and I just want to replace vanilla scope model with some red dot sight mesh without textures.
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

0.9.4.064 now available here

GENERAL
  • FOWRevealRange changes are now propagated promptly
MODDING
  • can now add/edit 3D model prefabs for ItemTemplate_ModVisibles
  • when creating new weapon prefab using the template field, some changes were also inadvertently affecting the template
Last edited by Executor_ on May 23rd, 2021, 3:04 am, edited 1 time in total.
Shadow Jack
Scholar
Posts: 100
Joined: October 25th, 2017, 7:53 am

Executor_ wrote: May 22nd, 2021, 3:31 am
[*]when creating new weapon prefab using the template field, some changes were also inadvertently affecting the template
Thanks a lot, Executor! Can you elaborate what changes you are talking about? Or it has no practical impact for the end user(e.g. me)?
Shadow Jack
Scholar
Posts: 100
Joined: October 25th, 2017, 7:53 am

I've tried to replace mesh of existing scope and it overrides successfully. However I have some trouble with creating new one. I've created prefab file but I get <Error [Line 6 at 'Mod_Scope2'] Could not find an object of type GameObject named 'Mod_Scope2'.>

Here is my prefab mson
{
template : Mod_Scope // only needed if creating a new prefab; fill with the name of a pre-existing prefab that will be used as the basis of this new object

localPosition : { x : 0.0, y : 0.0, z : 0.0 }
localRotation : { x : 0.0, y : 0.0, z : 0.0 }
localScale : { x : 1.0, y : 1.0, z : 1.0 }

children : [
{
name : "W_Scope"
activeSelf : true

localPosition : { x : 0.0, y : 0.0, z : 0.0 }
localRotation : { x : 270.0, y : 90.0, z : 0.0 }
localScale : { x : 1.0, y : 1.0, z : 1.0 }
}
]

overrideMesh : true
meshFilename : "RedDotSight"

// diffuse (main) texture settings
overrideDiffuse : false
diffuseFilename : "T_PSG1_D"
diffuseScale : { x : 1.0, y : 1.0 }
diffuseOffset : { x : 0.0, y : 0.0 }
diffuseColor : { r : 1.0, g : 1.0, b : 1.0, a : 1.0 }

// normal (bump) map texture settings
overrideNormal : false
normalFilename : "T_PSG1_N"
normalScale : { x : 1.0, y : 1.0 }
normalOffset : { x : 0.0, y : 0.0 }
normalColor : { r : 0.0, g : 0.0, b : 0.0, a : 0.0 }

// cube (environment/reflection) map texture settings
overrideCube : false
cubeFilename : ""
cubeScale : { x : 0.0, y : 0.0 }
cubeOffset : { x : 0.0, y : 0.0 }
cubeColor : { r : 0.0, g : 0.0, b : 0.0, a : 0.0 }
}
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

0.9.4.065 now available here

MODDING
  • mod prefab MSONs now properly white-listed so that they will be processed

_____________________________________
Shadow Jack wrote: May 22nd, 2021, 8:21 am Can you elaborate what changes you are talking about? Or it has no practical impact for the end user(e.g. me)?
Before, both the copy's and the template's mesh and textures would end up being changed if you were overriding the mesh/textures.
Shadow Jack wrote: May 22nd, 2021, 11:58 am I've tried to replace mesh of existing scope and it overrides successfully. However I have some trouble with creating new one. I've created prefab file but I get <Error [Line 6 at 'Mod_Scope2'] Could not find an object of type GameObject named 'Mod_Scope2'.>
Sorry about that. Should be working now.
CraftlordDark
Initiate
Posts: 3
Joined: June 3rd, 2021, 9:52 am

Hi!

I have a situation when i try to patch the Assembly-CSharp.dll. The file size of the .dll is 16.2 mb (17,001,984 bytes), i tried to delete the file and verify again on steam, but im still getting the same file size. I have Wasteland 2 Director Cut steam version (Im using Windows), does that version doesnt work with this patch?
What can i do to fix the problem? Please i need help, i really wanted to try the Red Boots mod on nexus :(
Last edited by CraftlordDark on June 3rd, 2021, 10:47 am, edited 1 time in total.
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

These patches are only for the Director's Cut version of WL2. The size of the DLL you listed exactly matches the size of the original WL2 Assembly-CSharp.dll. Since DC incorporates so many improvements to the game, there's little reason to play the original version.
CraftlordDark
Initiate
Posts: 3
Joined: June 3rd, 2021, 9:52 am

Executor_ wrote: June 4th, 2021, 5:26 pm These patches are only for the Director's Cut version of WL2. The size of the DLL you listed exactly matches the size of the original WL2 Assembly-CSharp.dll. Since DC incorporates so many improvements to the game, there's little reason to play the original version.
Oh god, thank you. Im so stupid, i realized i downloaded the wasteland 2 normal version, not the DC version :/ Sorry and thanks again.
CraftlordDark
Initiate
Posts: 3
Joined: June 3rd, 2021, 9:52 am

Hi!

I think maybe the universe is telling me to not play Wasteland 2. I found a bug starting the game, when i try to create a custom squad and then click the Create Custom Character the game freeze a couple of second and nothing happens, i can click many times the "Create Custom Character" and keep repeating the same error. In the output_log.txt it appears this "exception"

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at PCStats.RecalculateAllStats () [0x00000] in <filename unknown>:0 
  at PCInventory.Equip (.ItemInstance_Equipment equipItem, EquipmentSlot slot) [0x00000] in <filename unknown>:0 
  at PCInventory.InitEquipment (Boolean equip) [0x00000] in <filename unknown>:0 
  at PCInventory.Init (.PC pc) [0x00000] in <filename unknown>:0 
  at PC.Init () [0x00000] in <filename unknown>:0 
  at CharacterScreen.CreateActualPC () [0x00000] in <filename unknown>:0 
  at CharacterScreen.OnCharacterCreationEvent (.EventInfoBase eventInfo) [0x00000] in <filename unknown>:0 
  at CharacterCreationScreenConsole.OnCharacterCreationEvent (.EventInfoBase eventInfo) [0x00000] in <filename unknown>:0 
  at (wrapper delegate-invoke) EventManager/EventHandler:invoke_void__this___EventInfoBase (EventInfoBase)
  at (wrapper delegate-invoke) EventManager/EventHandler:invoke_void__this___EventInfoBase (EventInfoBase)
  at EventManager.Publish (.EventInfoBase eventInfo, Boolean forcePublish) [0x00000] in <filename unknown>:0 
  at CHA_GenderPanel.OnMaleClicked (UnityEngine.GameObject obj) [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UIButtonMessage:Send()
UIButtonMessage:OnClick()
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)
I tried a work around doing the "Using Default Squad" and customizing each member, but if i make any change to a squad member (change name, portrait or appearance) the game again get bugged and doesnt let me change skills or perks (it just show the background).
Again, i found the output_log.txt showed me two "exceptions"

This one

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at PCTemplate.GetSkillLevel (.Skill skill, Boolean clamped) [0x00000] in <filename unknown>:0 
  at CHA_SkillEditor.GetAdjustedBaseValue () [0x00000] in <filename unknown>:0 
  at CHA_SkillEditor.UpdateValueLabelCollider () [0x00000] in <filename unknown>:0 
  at CHA_SkillEditor.UpdateEditor () [0x00000] in <filename unknown>:0 
  at CHA_SkillEditor.SetSkill (.Skill skill, .PC pc, .PointRetrievalDelegate pointsCallback, .SkillChangedDelegate callback, .SkillEditorPressedDelegate pressedCallback) [0x00000] in <filename unknown>:0 
  at CHA_SkillPanel.PopulateData (.PC pc) [0x00000] in <filename unknown>:0 
  at CHA_AttributePanel.PopulateData (.PC pc, Boolean force) [0x00000] in <filename unknown>:0 
  at CHA_AttributePanel.PopulateData (.PC pc) [0x00000] in <filename unknown>:0 
  at CharacterScreen.GoToPanel (EditorPanel panel) [0x00000] in <filename unknown>:0 
  at CharacterCreationScreenConsole.GoToNextScreen () [0x00000] in <filename unknown>:0 
  at CharacterCreationScreenConsole.OnDoneClicked (UnityEngine.GameObject obj) [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UIButtonMessage:Send()
UIButtonMessage:OnClick()
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)
And this one

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at PCTemplate.GetSkillLevel (.Skill skill, Boolean clamped) [0x00000] in <filename unknown>:0 
  at PCTemplate.CanAcquireTrait (.Trait trait) [0x00000] in <filename unknown>:0 
  at PC.GetUnlockedTraits () [0x00000] in <filename unknown>:0 
  at CHA_TraitsPanel.PopulateData (.PC pc) [0x00000] in <filename unknown>:0 
  at CharacterScreen.GoToPanel (EditorPanel panel) [0x00000] in <filename unknown>:0 
  at CharacterCreationScreenConsole.GoToNextScreen () [0x00000] in <filename unknown>:0 
  at CharacterCreationScreenConsole.OnDoneClicked (UnityEngine.GameObject obj) [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UIButtonMessage:Send()
UIButtonMessage:OnClick()
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)
For reference, i havent installed any mods yet, just patched the Assembly-CSharp.dll and was doing the last step you put in the installs instructions... checking the output_log.txt doesnt show up any "exception".
Also tried without the patched Assembly-CSharp.dll, and it works, i could create a custom character and custom squad with no troubles.
I really have an horrible luck :/
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

0.9.4.066 now available here

UPDATED GAME BUG FIXES
  • character creation working again
_____________________________________
CraftlordDark wrote: June 5th, 2021, 3:46 pm I think maybe the universe is telling me to not play Wasteland 2. I found a bug starting the game, when i try to create a custom squad and then click the Create Custom Character the game freeze a couple of second and nothing happens, i can click many times the "Create Custom Character" and keep repeating the same error. In the output_log.txt it appears this "exception"
It seems I broke character creation back in 0.9.4.064 when I was making changes to fowRevealRange and it wasn't noticed till you tried it. Sorry.
zenblack
Initiate
Posts: 4
Joined: August 29th, 2016, 10:09 pm
badge image for wl3badge.png

As of the current Xdelta Rabbit Leap doesn't seem to work for some reason. Since there is no attach option for files I'm attatching the Export of:

AE_RE_Giant_Rabbit.mson

Code: Select all

{
	displayName : "<@>Giant Rabbit{N}"
	grammaticalName : "<@>(a/[COUNT]) giant rabbit(/s)"
	isProperName : false                                     // unused
	descriptionText : ""
	
	CastID : ""
	faction : Faction.Bad
	factionAnger : 0                                         // 0 to 100; adjustment to faction relations if NPC attacked
	tier : 1
	mobType : MobType.Animal
	isCNPC : false
	cnpcCharismaRequirement : 0                              // total party Charisma needed for this NPC to join
	isSynth : false
	synthTechSkillDifficulty : SkillLevelCategory.VeryEasy   // if a synth, skill level needed to turn NPC friendly, actual Computer Science level required based on region difficulty
	synthTechSkillOffset : 0
	animalWhispererSkillDifficulty : SkillLevelCategory.Medium   // if an animal, skill level needed to turn NPC friendly, actual Animal Whisperer level required based on region difficulty
	animalWhispererSkillOffset : 0
	animalFollowerEffect : null                              // StatusEffect applied to PC being followed
	
	portraitTexture : wl2_portrait_rabbit01
	characterPrefab : Rabbit
	noMeshCollider : false
	skinColor : SkinColor.Caucasian
	size : MobSize.Normal
	randomizeSize : false                                    // vary NPC size between -10 to +15%; not meant for unique NPCs
	
	animSets : [ ]
	animSetNames : [ ]
	useHeadLook : true
	explodeOnDeathAoeTemplate : null
	noCorpse : false
	
	soundCategoryName : GiantRabbit
	useLoopingMoveSFX : false
	useLoopingAliveSFX : false
	audioControllerNames : [ ]
	audioControllerPartyBarkAZ : ""
	audioControllerPartyBarkCA : ""
	
	ignoresCombat : false
	combatAI : AIBehaviour_NPCCombat
	aiWeightTemplate : AZ1_AI_Rabbit
	idleAI : ""
	
	perceptionRadius : 10
	perceptionFOV : 45
	looksAtSounds : true
	investigatesSounds : true                                // whether hostile NPCs will move towards noise made by party members
	
	maxHP : 20.0
	chanceToEvade : 15
	armor : 1
	conductive : false
	
	// which body parts are targetable by precision strikes, and the displayed name for each body part
	allowPrecisionHead : true
	headLabelOverride : ""
	allowPrecisionTorso : true
	torsoLabelOverride : ""
	allowPrecisionArm : true
	armLabelOverride : "<@>Fangs"
	allowPrecisionLegs : true
	legsLabelOverride : ""
	expandCanBeHitRange : false                              // for abnormally wide NPCs
	
	chanceToHit : 60                                         // base chance, modified by weapon
	chanceToCriticalHit : 15
	criticalHitDamageMultiplier : 1.3
	specialAttacks : [ RabbitLeap ]
	
	actionPoints : 8
	combatInitiative : 14
	combatStartRandomness : 0
	combatSpeed : 3.0
	walkSpeed : 2.2
	runSpeed : 8.0
	canUseLadders : false
	
	descriptorRadius : 6.0
	SkillExamineDifficulty : SkillLevelCategory.VeryEasy     // actual Perception level required based on region difficulty
	SkillExamineDifficultyOffset : 0
	
	mySEC : {
		changer : [ ]                                         // allows replacing specific StatusEffects with others
	}
	
	useEquipment : false
	equipment : [
		EquipmentSlot.None : null
		EquipmentSlot.Hair : null
		EquipmentSlot.Head : null
		EquipmentSlot.Shoulders : null
		EquipmentSlot.Torso : null
		EquipmentSlot.Packs : null
		EquipmentSlot.Legs : null
		EquipmentSlot.WeaponR : AZ1_Bunny_Basic
		EquipmentSlot.AmmoR_DEPRECATED : null
		EquipmentSlot.WeaponL : null
		EquipmentSlot.AmmoL_DEPRECATED : null
		EquipmentSlot.Trinket1 : null
		EquipmentSlot.Trinket2 : null
		EquipmentSlot.Trinket3 : null
		EquipmentSlot.GasMask : null
		EquipmentSlot.RadSuit : null
		EquipmentSlot.UnderArmor : null
		EquipmentSlot.Canteen : null
	]
	aoeAmmo : 0                                              // amount of projectile AoE weapons carried by this NPC
	dropSet : DropSet_AZ1_Rabbit                             // loot dropped by NPC
	DontDropWeapon : false
	SubstituteWeaponDrop : null
	
	xpValue : 15                                             // XP awarded upon death
	UpdateWSOnDeath : [ ]                                    // names of World State variables changed upon death
}
and RabbitLeap.mson

Code: Select all

{
	actionPoints : 4
	
	alwaysHitsWeaponTemplate : AZ1_Bunny_Special
	initialCooldown : 0
	initialCooldownMax : 0
	allCooldown : 0
	scoreModifier : 100.0
	runAtEndTurn : false
	cooldown : 3
	statModifiers : [ ]
}
My output file has no exceptions and nothing stating anything about special attacks or anything.
Last edited by zenblack on June 23rd, 2021, 9:37 am, edited 1 time in total.
zenblack
Initiate
Posts: 4
Joined: August 29th, 2016, 10:09 pm
badge image for wl3badge.png

My output log:

Code: Select all

Initialize engine version: 5.2.2p2 (67d68477bb52)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce RTX 3080 (ID=0x2206)
    Vendor:   NVIDIA
    VRAM:     10077 MB
Begin MonoManager ReloadAssembly
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\DecalSystem.Runtime.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\DecalSystem.Runtime.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Hayate.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Hayate.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\SteamworksManaged.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\SteamworksManaged.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Newtonsoft.Json.dll (this message is harmless)
Loading D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\System.Core.dll (this message is harmless)
- Completed reload, in  0.087 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 2560x1080 200Hz; virtual: 4480x1083 at 0,0
<RI> Initialized touch support.

Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\UnityScript.Lang.dll (this message is harmless)
Platform assembly: D:\steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Managed\Boo.Lang.dll (this message is harmless)
Starting Launcher Load at 0.4400592
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Setting up 8 worker threads for Enlighten.
  Thread -> id: 4a20 -> priority: 1 
  Thread -> id: 44fc -> priority: 1 
  Thread -> id: 643c -> priority: 1 
  Thread -> id: 3c70 -> priority: 1 
  Thread -> id: 50d4 -> priority: 1 
  Thread -> id: fbc -> priority: 1 
  Thread -> id: 5ad0 -> priority: 1 
  Thread -> id: 42f0 -> priority: 1 

Wasteland 2 version 97264, mod version 0.9.4.066
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

running in 64-bit mode
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing MSON...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing UnityTypes...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Mods folder path in use: D:/steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing UnityObjectDatabase...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing MSON_FileDatabase...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing ModSlot + ModClass + Caliber...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing MobTemplateManager...
	239 base templates found
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

initializing ItemManager...
	1907 base templates found
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 11: Assignment: 'version' = '1'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 34: Assignment: 'nativeName' = 'English'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 35: Assignment: 'twoLetterCode' = 'en'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 36: Assignment: 'englishName' = 'English'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 37: Assignment: 'noSubtitles' = 'true'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 40: Assignment: 'nativeName' = 'English (Subtitled)'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 41: Assignment: 'twoLetterCode' = 'en'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 42: Assignment: 'englishName' = 'English (Subtitled)'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 43: Assignment: 'noSubtitles' = 'false'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 48: Assignment: 'nativeName' = 'Français'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 49: Assignment: 'twoLetterCode' = 'fr'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 50: Assignment: 'englishName' = 'French'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 51: Assignment: 'nonASCIIChars' = '°,î,â,ê,Î,Â,Ê,é,É,è,à,ù,È,À,Ù,ë,Ë,ç,Ç,œ,«,»'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 54: Assignment: 'nativeName' = 'Italiano'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 55: Assignment: 'twoLetterCode' = 'it'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 56: Assignment: 'englishName' = 'Italian'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 57: Assignment: 'nonASCIIChars' = '°,é,ç,à,è,ì,ò,ù,À,È,Ì,Ò,Ù'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 60: Assignment: 'nativeName' = 'Deutsch'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 61: Assignment: 'twoLetterCode' = 'de'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 62: Assignment: 'englishName' = 'German'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 63: Assignment: 'nonASCIIChars' = 'ä,Ä,ö,Ö,ü,Ü,ß'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 66: Assignment: 'nativeName' = 'Español Americano'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 67: Assignment: 'twoLetterCode' = 'sp'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 68: Assignment: 'englishName' = 'Spanish'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 69: Assignment: 'nonASCIIChars' = 'ñ,Ñ,ü,Ü,á,é,í,ó,ú,Á,É,Í,Ó,Ú,º,¿,¡'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 72: Assignment: 'nativeName' = 'Español Castellano'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 73: Assignment: 'twoLetterCode' = 'es'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 74: Assignment: 'englishName' = 'Castilian'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 75: Assignment: 'nonASCIIChars' = 'ñ,Ñ,ü,Ü,á,é,í,ó,ú,Á,É,Í,Ó,Ú,º,¿,¡'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 80: Assignment: 'nativeName' = 'Polski'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 81: Assignment: 'twoLetterCode' = 'pl'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 82: Assignment: 'englishName' = 'Polish'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 83: Assignment: 'nonASCIIChars' = 'Ą,Ć,Ę,Ł,Ń,Ó,Ś,Ź,Ż,,ą,ć,ę,ł,ń,ó,ś,ź,ż'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 88: Assignment: 'nativeName' = 'Русский язык'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 89: Assignment: 'twoLetterCode' = 'ru'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 90: Assignment: 'englishName' = 'Russian'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 91: Assignment: 'nonASCIIChars' = 'А,а,Б,б,В,в,Г,г,Д,д,Е,е,Ё,ё,Ж,ж,З,з,И,и,Й,й,К,к,Л,л,'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 97: Assignment: 'nativeName' = 'Türkçe'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 98: Assignment: 'twoLetterCode' = 'tr'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 99: Assignment: 'englishName' = 'Turkish'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 100: Assignment: 'nonASCIIChars' = 'Ç,Ğ,İ,Ö,Ş,,Ü,ç,ğ,ı,ö,ş,ü'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 101: Assignment: 'disabled' = 'false'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 111: Assignment: 'twoLetterCode' = 'RV'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 112: Assignment: 'englishName' = 'Reversi'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SimpleJSONReader(): at input line 113: Assignment: 'nativeName' = 'Reverse English'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading language file "D:/steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/StreamingAssets/Localization/Defines_en.txt"
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading language file "D:/steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/StreamingAssets/Localization/Main_en.txt"
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading language file "D:/steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/StreamingAssets/Localization/main_en2.txt"
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Steam Achievements Enabled
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Init Game...5.406766
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostGameInit
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PortraitManager.Initialize
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

JournalManager.Initialize
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PCStatsManager.InitAll
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

StatusEffectManager.Initialize
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PCStatsManager.InitTraits
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

UnityObjectDatabase.Populate
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ApplyTableOverrides
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ApplyUniversalOverrides
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

InitDerivedStatDependencies
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

InitTraitRequirements
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Game Loaded 7.684321
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SaveLoad Loaded
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Starting Main Menu Load
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 36 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 6.093232 ms

Unloading 566 unused Assets to reduce memory usage. Loaded Objects now: 41465.
Total: 27.127190 ms (FindLiveObjects: 0.868685 ms CreateObjectMapping: 1.032323 ms MarkObjects: 24.977406 ms  DeleteObjects: 0.242209 ms)

Unloading 1 Unused Serialized files (Serialized files now loaded: 2)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 41471.
Total: 30.302246 ms (FindLiveObjects: 0.491473 ms CreateObjectMapping: 0.765041 ms MarkObjects: 29.015907 ms  DeleteObjects: 0.024514 ms)

Finished movies, launching main menu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 3 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 2.356584 ms

Unloading 414 unused Assets to reduce memory usage. Loaded Objects now: 43645.
Total: 29.247223 ms (FindLiveObjects: 1.142673 ms CreateObjectMapping: 1.622273 ms MarkObjects: 26.315775 ms  DeleteObjects: 0.161822 ms)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=68
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=72
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=76
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=82
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading next scene AZ10_Cops_01 == AZ10_Cops_01 with display name: Radio Tower
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PreLoadMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Variables
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Menu Stack
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Cleared Variables in 12ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Set camera active false in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 4 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 2.338705 ms
load empty scene in 40ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 1189 unused Assets to reduce memory usage. Loaded Objects now: 41990.
Total: 26.410898 ms (FindLiveObjects: 0.588133 ms CreateObjectMapping: 0.709168 ms MarkObjects: 24.679253 ms  DeleteObjects: 0.423936 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 2)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 41990.
Total: 27.502308 ms (FindLiveObjects: 0.970793 ms CreateObjectMapping: 1.372101 ms MarkObjects: 25.130638 ms  DeleteObjects: 0.023676 ms)

Unloaded Unused Assets in 62ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

The referenced script on this Behaviour is missing!
 
(Filename:  Line: 1649)

The referenced script on this Behaviour is missing!
 
(Filename:  Line: 1649)

The referenced script on this Behaviour is missing!
 
(Filename:  Line: 1649)

Unloading 7 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 2.549625 ms
Only one instance of this component may exist: 'PCStatsManager'.  Please remove all extra instances from your scene.  If it persists across scenes, it is probably created on game init, and you should remove all instances from your scene.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading async done in 1787ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 71436.
Total: 33.484982 ms (FindLiveObjects: 2.127574 ms CreateObjectMapping: 1.395777 ms MarkObjects: 29.853235 ms  DeleteObjects: 0.102736 ms)

Async-Loaded new level AZ10_Cops_01 in 36ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadScene
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Cached Spawners in 8ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Spawned Party in 58ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Check for saved Gameplay Level: AZ10_Cops_01
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Saved Level Data found...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Disabled Cached Spawners in 250ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed NPCs in 103ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Started NPC Dramas in 19ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Updated Targetable Objects in 3ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed Pickup Items in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed bombs in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Load FOW Map
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Applied Fog Of War in 15ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Done Loading Saved Scene Data
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Finding next game state
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Created Scene HUD in 123ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Everything else to finish 235ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 6 Unused Serialized files (Serialized files now loaded: 2)

Unloading 2334 unused Assets to reduce memory usage. Loaded Objects now: 79818.
Total: 44.251156 ms (FindLiveObjects: 2.571416 ms CreateObjectMapping: 2.414762 ms MarkObjects: 38.607910 ms  DeleteObjects: 0.651968 ms)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=68
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=72
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=76
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=82
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading next scene AZ10_Cops_01 == AZ10_Cops_01 with display name: Radio Tower
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PreLoadMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Variables
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Menu Stack
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Cleared Variables in 10ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Set camera active false in 1ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 4 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 61.200165 ms
load empty scene in 104ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 4212 unused Assets to reduce memory usage. Loaded Objects now: 42956.
Total: 37.295940 ms (FindLiveObjects: 0.644006 ms CreateObjectMapping: 0.775447 ms MarkObjects: 27.332523 ms  DeleteObjects: 8.538863 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 2)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 42956.
Total: 31.700399 ms (FindLiveObjects: 1.125981 ms CreateObjectMapping: 1.655936 ms MarkObjects: 28.888659 ms  DeleteObjects: 0.024165 ms)

Unloaded Unused Assets in 152ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

The referenced script on this Behaviour is missing!
 
(Filename:  Line: 1649)

The referenced script on this Behaviour is missing!
 
(Filename:  Line: 1649)

The referenced script on this Behaviour is missing!
 
(Filename:  Line: 1649)

Unloading 7 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 2.133301 ms
Only one instance of this component may exist: 'PCStatsManager'.  Please remove all extra instances from your scene.  If it persists across scenes, it is probably created on game init, and you should remove all instances from your scene.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading async done in 1744ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 72226.
Total: 36.269272 ms (FindLiveObjects: 2.218857 ms CreateObjectMapping: 1.241498 ms MarkObjects: 32.707718 ms  DeleteObjects: 0.095542 ms)

Async-Loaded new level AZ10_Cops_01 in 38ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadScene
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Cached Spawners in 9ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Spawned Party in 18ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Check for saved Gameplay Level: AZ10_Cops_01
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Saved Level Data found...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Disabled Cached Spawners in 3ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed NPCs in 100ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Started NPC Dramas in 14ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Updated Targetable Objects in 3ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed Pickup Items in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed bombs in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Load FOW Map
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Applied Fog Of War in 14ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Done Loading Saved Scene Data
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Finding next game state
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Created Scene HUD in 63ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Everything else to finish 156ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 1 Unused Serialized files (Serialized files now loaded: 2)

Unloading 2340 unused Assets to reduce memory usage. Loaded Objects now: 79827.
Total: 41.729954 ms (FindLiveObjects: 2.297428 ms CreateObjectMapping: 1.695187 ms MarkObjects: 37.109535 ms  DeleteObjects: 0.622704 ms)

SaveRoutine() - Edit 1 in slot 0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

SaveData() to scene: AZ10_Cops_01 in saveslot 0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Controller enabled check()
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Level Data
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PCs
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Adding Status Effect: Status_Trait_Disparnumerophobia_Odd
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Adding Status Effect: Status_Trait_Disparnumerophobia_Odd
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Adding Status Effect: Status_Trait_Disparnumerophobia_Odd
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Adding Status Effect: Status_Trait_Disparnumerophobia_Odd
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

NPCs
 
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Faction Anger
 
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World Map
 
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HUD Data
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

JOurnal Data
 
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Tutorials
 
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ToXml() !
 
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refreshing save games
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ReadBytes read [0]=87
 
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ReadBytes read [0]=87
 
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ReadBytes read [0]=87
 
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ReadBytes read [0]=87
 
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ReadBytes read [0]=68
 
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ReadBytes read [0]=72
 
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ReadBytes read [0]=76
 
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ReadBytes read [0]=82
 
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Loading next scene AZ10_Cops_01 == AZ10_Cops_01 with display name: Radio Tower
 
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PreLoadMap
 
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Clearing Variables
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Menu Stack
 
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Cleared Variables in 11ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Set camera active false in 1ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 4 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 67.252403 ms
load empty scene in 108ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 4272 unused Assets to reduce memory usage. Loaded Objects now: 42967.
Total: 40.193237 ms (FindLiveObjects: 1.092946 ms CreateObjectMapping: 1.052647 ms MarkObjects: 28.812460 ms  DeleteObjects: 9.230083 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 2)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 42967.
Total: 33.126419 ms (FindLiveObjects: 1.161530 ms CreateObjectMapping: 1.692324 ms MarkObjects: 30.241692 ms  DeleteObjects: 0.025561 ms)

Unloaded Unused Assets in 157ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

The referenced script on this Behaviour is missing!
 
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The referenced script on this Behaviour is missing!
 
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The referenced script on this Behaviour is missing!
 
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Unloading 7 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 2.187708 ms
Only one instance of this component may exist: 'PCStatsManager'.  Please remove all extra instances from your scene.  If it persists across scenes, it is probably created on game init, and you should remove all instances from your scene.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading async done in 1755ms
 
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Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 72237.
Total: 36.627907 ms (FindLiveObjects: 2.242114 ms CreateObjectMapping: 1.407162 ms MarkObjects: 32.877365 ms  DeleteObjects: 0.097079 ms)

Async-Loaded new level AZ10_Cops_01 in 38ms
 
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PostLoadScene
 
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Cached Spawners in 8ms
 
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Spawned Party in 20ms
 
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Check for saved Gameplay Level: AZ10_Cops_01
 
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Saved Level Data found...
 
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Disabled Cached Spawners in 3ms
 
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Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
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Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Killer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Malformed displayName 'Robot Clawer{M}'. Missing localizatin prefix '<@>'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed NPCs in 100ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Started NPC Dramas in 15ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Updated Targetable Objects in 3ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed Pickup Items in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Placed bombs in 0ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Load FOW Map
 
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Applied Fog Of War in 15ms
 
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Done Loading Saved Scene Data
 
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Finding next game state
 
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Created Scene HUD in 62ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadMap
 
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Everything else to finish 154ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 1 Unused Serialized files (Serialized files now loaded: 2)

Unloading 2347 unused Assets to reduce memory usage. Loaded Objects now: 79835.
Total: 41.430962 ms (FindLiveObjects: 2.193854 ms CreateObjectMapping: 1.823904 ms MarkObjects: 36.805794 ms  DeleteObjects: 0.602311 ms)

Can not play a disabled audio source
 
(Filename:  Line: 436)

RadioBroadcast Executing Assembly name ============ 'Assembly-CSharp'.  Type Assembly Name ========== 'Assembly-CSharp'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

You can't place widgets on a layer different than the UIPanel that manages them.
If you want to move widgets to a different layer, parent them to a new panel instead.
   UISprite 'HUD_StatusEffect(Clone)' layer: 13
   UIPanel 'Drag Drop Root' layer: 12
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

You can't place widgets on a layer different than the UIPanel that manages them.
If you want to move widgets to a different layer, parent them to a new panel instead.
   UISprite 'HUD_StatusEffect(Clone)' layer: 13
   UIPanel 'Drag Drop Root' layer: 12
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

You can't place widgets on a layer different than the UIPanel that manages them.
If you want to move widgets to a different layer, parent them to a new panel instead.
   UISprite 'HUD_StatusEffect(Clone)' layer: 13
   UIPanel 'Drag Drop Root' layer: 12
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

You can't place widgets on a layer different than the UIPanel that manages them.
If you want to move widgets to a different layer, parent them to a new panel instead.
   UISprite 'HUD_StatusEffect(Clone)' layer: 13
   UIPanel 'Drag Drop Root' layer: 12
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Can not play a disabled audio source
 
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Can not play a disabled audio source
 
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Can not play a disabled audio source
 
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Can not play a disabled audio source
 
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Done with portal transition
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
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No audio category with name UIMasterVolume
 
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No audio category with name UIMasterVolume
 
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No audio category with name UIMasterVolume
 
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No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No audio category with name UIMasterVolume
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Can not play a disabled audio source
 
(Filename:  Line: 436)

Audio item with name '__' does not exist
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Audio item with name '__' does not exist
 
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Done with portal transition
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

RadioBroadcast Executing Assembly name ============ 'Assembly-CSharp'.  Type Assembly Name ========== 'Assembly-CSharp'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: DelayedMoveRedirection --> (2) eDelayedMoveCur is null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: DelayedMoveRedirection --> (2) eDelayedMoveCur is null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: DelayedMoveRedirection --> (2) eDelayedMoveCur is null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: DelayedMoveRedirection --> (2) eDelayedMoveCur is null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Load Map ArizonaWorldMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PreLoadMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Variables
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Clearing Menu Stack
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Cleared Variables in 10ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Set camera active false in 2ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 4 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 86.647881 ms
load empty scene in 137ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 9289 unused Assets to reduce memory usage. Loaded Objects now: 56278.
Total: 64.424530 ms (FindLiveObjects: 1.914279 ms CreateObjectMapping: 1.559346 ms MarkObjects: 34.323772 ms  DeleteObjects: 26.622377 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 2)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 56278.
Total: 39.198277 ms (FindLiveObjects: 2.112908 ms CreateObjectMapping: 2.108717 ms MarkObjects: 33.436230 ms  DeleteObjects: 1.534831 ms)

Unloaded Unused Assets in 246ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 3.853562 ms
Loading async done in 1804ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)


Unloading 39 unused Assets to reduce memory usage. Loaded Objects now: 85534.
Total: 42.727287 ms (FindLiveObjects: 3.206343 ms CreateObjectMapping: 2.069397 ms MarkObjects: 37.319550 ms  DeleteObjects: 0.127250 ms)

Async-Loaded new level ArizonaWorldMap in 69ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadScene
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Cached Spawners in 24ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Spawned Party in 22ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Check for saved Gameplay Level: ArizonaWorldMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

No saved Level data for: ArizonaWorldMap -- turning on spawners
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Spawned NPCs in 2ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Started NPC Dramas in 5ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Finding next game state
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Created Scene HUD in 145ms
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: Overhead status manager anchor is null! Unable to create status container.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: Overhead status manager anchor is null! Unable to create status container.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: Overhead status manager anchor is null! Unable to create status container.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: Overhead status manager anchor is null! Unable to create status container.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

WARNING: Overhead status manager anchor is null! Unable to create status container.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

PostLoadMap
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

0.9.4.067 now available here

BASE GAME BUG FIXES
  • rabbit leap animation was bugging out half the time, preventing the attack from completing
_____________________________________
zenblack wrote: June 23rd, 2021, 9:34 am As of the current Xdelta Rabbit Leap doesn't seem to work for some reason.
At first I thought it was something I had broken, but the change I finally implemented was to InXile's original code, so I went back and tested the base game more extensively and I started seeing the bug there too. Thanks for reporting it, bug was a bit weird in that the rabbit leap could work fine for several attacks in a row, or it might appear immediately on the first attack.

Specifically, the bug was in AIAction_RabbitLeap.Update, which did not confirm that the rabbit's navMeshAgent.hasPath was false, causing MobAnimManager2.GetLoopingTriggerName to sometimes return "Run" instead of "Idle". Hence, instead of switching to the idle animation after the leap as intended, it would start the run animation, which would result in the attack animation never taking place.
Shadow Jack
Scholar
Posts: 100
Joined: October 25th, 2017, 7:53 am

Hi Executor, I think there is some bug in random encounter/weighting system. When I create new game and come out of ranger citadel I always get new(modded) random encounter even if its weight is quite low (10). Is there any way to pinpoint it to provide you with more information(log files, debug etc)?
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

The weighting has no influence on whether a random encounter is triggered, it only determines the likelihood of any particular encounter being chosen. If there is only one possible encounter, whether it has a weighting of 10 or a 1000 will make no difference. What's the percentChance value for the WorldMapRandomEncounterZone covering Ranger Citadel? percentChance is what controls whether a random encounter occurs.
Shadow Jack
Scholar
Posts: 100
Joined: October 25th, 2017, 7:53 am

Executor_ wrote: June 29th, 2021, 3:17 am The weighting has no influence on whether a random encounter is triggered, it only determines the likelihood of any particular encounter being chosen. If there is only one possible encounter, whether it has a weighting of 10 or a 1000 will make no difference. What's the percentChance value for the WorldMapRandomEncounterZone covering Ranger Citadel? percentChance is what controls whether a random encounter occurs.
{
position : { x : 375.0, y : 880.0 }
size : { x : 150.0, y : 160.0 }

scenes : [ AZ_RandomMap_04 ]
collection : {
percentChance : 100

encounters : [
{ encounter : RE_Desert_Human_VeryEasy, weighting : 95 }
{ encounter : RE_Desert_Vendor, weighting : 5 }
{ encounter : RE_Desert_RangerDeathSquad_01, weighting : 200 }
{ encounter : RE_Desert_RangerDeathSquad_02, weighting : 200 }
{ encounter : RE_Desert_RangerDeathSquad_03, weighting : 200 }
{ encounter : RE_Desert_Human_Desertiers, weighting : 10 }
{ encounter : RE_Desert_Human_Ultra, weighting : 10 }

]
}
}
Executor_
Explorer
Posts: 336
Joined: August 11th, 2014, 5:38 am

Exactly. You've set percentChance to 100, hence you're always getting a random encounter ASAP. The weighting affects the relative likelihood of any of the 7 encounters being chosen, though likely only 4 are available, as the death squad ones are usually ineligible. Assuming that's the case, the final percentages will be:

100% chance of a random encounter spawning in this area every time a check is made

of the 4 possible random encounters:
79% chance (95/120) it will be RE_Desert_Human_VeryEasy
4% chance (5/120) it will be RE_Desert_Vendor
8% chance (10/120) it will be RE_Desert_Human_Desertiers
8% chance (10/120) it will be RE_Desert_Human_Ultra
Shadow Jack
Scholar
Posts: 100
Joined: October 25th, 2017, 7:53 am

You are right, I forgot that zones overlap, I thought that [2,5] RE_AroundRC - Copy.mson was causing issues but it was due to DUMMY ENCOUNTER.mson, it had only my encounters and death squads.
apoc_now
Initiate
Posts: 5
Joined: April 21st, 2021, 2:43 am

I've replaced this mesh and for some reason, localRotation is not working not matter which value I set. The weapon is always be like this.
I'm not sure if it's not working or I messed something up. Here is the pic.
https://imgur.com/a/5Nb5sxh
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