Input System module state changed to: Initialized. [PhysX] Initialized MultithreadedTaskDispatcher with 32 workers. Initialize engine version: 2022.3.62f2 (7670c08855a9) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Schedule I/Schedule I_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon RX 7900 XT (ID=0x744c) Vendor: ATI VRAM: 20420 MB Driver: 32.0.23017.1001 D3D11 device created for Microsoft Media Foundation video decoding. Initializing input. Using Windows.Gaming.Input Input initialized. Initialized touch support. Input System polling thread started. ------------------------------------------------------------------------------------------------------- UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ~ This Game has been MODIFIED using MelonLoader. DO NOT report any issues to the Game Developers! ~ UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ------------------------------------------------------------------------------------------------------- UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Couldn't create a Convex Mesh from source mesh "Spawn_Full" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Couldn't create a Convex Mesh from source mesh "Banana" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Couldn't create a Convex Mesh from source mesh "Main_Collider" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. The referenced script on this Behaviour (Game Object 'Equippable_Storable') is missing! [PhysX] Initialized MultithreadedTaskDispatcher with 32 workers. UnloadTime: 5.228300 ms Default unit type for player region is Imperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.DevUtilities.Settings:ReadDisplaySettings() ScheduleOne.DevUtilities.Settings:Awake() Default unit type for player region is Imperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.DevUtilities.Settings:ReadDisplaySettings() ScheduleOne.DevUtilities.Settings:Awake() Coroutine couldn't be started because the the game object 'Disclaimer' is inactive! Initialized individual save folder path: C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.SaveManager:CheckSaveFolderInitialized() Successfully verified write permission on save folder: C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.SaveManager:CheckSaveFolderInitialized() Game folder path: C:\Program Files (x86)\Steam\steamapps\common\Schedule I UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.LoadManager:Bananas() ScheduleOne.Persistence.LoadManager:Start() Loaded player appearance from C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080\SaveGame_1\Players\Player_0\Appearance.json UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.MainMenu.MainMenuRig:LoadStuff() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Persistence.LoadManager:RefreshSaveInfo() ScheduleOne.Persistence.LoadManager:Start() Active display set to: H27T27(0) with resolution 2560x1440 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.DevUtilities.Settings:ApplyDisplaySettings(DisplaySettings) ScheduleOne.DevUtilities.Settings:Start() Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LightShadowQualitySetter.ToggleAdditionalLightShadows (System.Boolean on) [0x00000] in <00000000000000000000000000000000>:0 Setting resolution to: 2560x1440 @ FullScreenWindow UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.DevUtilities.<g__Wait|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Received poll response: {"success":true,"data":{"polls":[{"pollId":1,"answers":["Rival Cartel","Police Expansion","Shrooms"],"question":"What do you want to see in the next major Schedule I update?","winnerIndex":0,"confirmationMessage":"Thanks for voting, everyone! With over 440,000 submissions, 64% voted for the Rival Cartel. This update is currently available to test on the beta branch."},{"pollId":2,"answers":["Hireable Drivers","Fishing","Shrooms"],"question":"What do you want to see in the next Schedule I update?","winnerIndex":2,"confirmationMessage":"Thanks for voting! Shrooms won this vote, receiving over 269K submissions. This update is estimated to release in November."}],"active":-1,"confirmed":-1}} UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Polling.PollManager:ResponseCallback(String) ScheduleOne.Polling.d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Received 2 polls. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Polling.PollManager:ResponseCallback(String) ScheduleOne.Polling.d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting game! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.LoadManager:StartGame(SaveInfo, Boolean, Boolean) ScheduleOne.UI.MainMenu.ContinueScreen:LoadGame(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Removed runtime items from registry UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Registry:RemoveRuntimeItems() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) GUIDManager cleared! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) GUIDManager:Clear() ScheduleOne.Persistence.LoadManager:CleanUp() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The referenced script on this Behaviour (Game Object 'ACpipeModular(Clone)') is missing! The referenced script on this Behaviour (Game Object 'SM_GarageDoor_Button (1)') is missing! The referenced script on this Behaviour (Game Object 'SM_GarageDoor') is missing! The referenced script on this Behaviour (Game Object 'SM_GarageDoor_Button (1)') is missing! The referenced script on this Behaviour (Game Object 'SM_GarageDoor') is missing! The referenced script on this Behaviour (Game Object 'SM_GarageDoor_Button') is missing! The referenced script on this Behaviour (Game Object 'SM_GarageDoor_Button') is missing! The referenced script on this Behaviour (Game Object 'ACpipeModular(Clone)') is missing! Unloading 7 Unused Serialized files (Serialized files now loaded: 0) [PhysX] Initialized MultithreadedTaskDispatcher with 32 workers. UnloadTime: 15.970300 ms Renderer 'Barber chair' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Barber chair'). Renderer 'Barber chair' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Barber chair'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Police station'). Renderer 'Door' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'DoorHandle' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'Glass.002' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'Door' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'DoorHandle' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'Glass.002' is registered with more than one LODGroup ('PostOffice' and 'Door'). Renderer 'Bend' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Block' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Connector' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Handle' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Drain' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Black' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Bend' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Block' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Bend' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Block' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Connector' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Handle' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Drain' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Black' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Bend' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Block' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap' and 'BarnBuilding'). Renderer 'Door' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'DoorHandle' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'Glass.002' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'Door' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'DoorHandle' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'Glass.002' is registered with more than one LODGroup ('HardwardStore' and 'Door'). Renderer 'Bend' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Connector' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Handle' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Drain' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Black' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Bend' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Bend' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Connector' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Handle' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Drain' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Black' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Bend' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Head' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'Pipe' is registered with more than one LODGroup ('Tap (1)' and 'BarnBuilding'). Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('SM_Prop_PowerBoxes_02' and 'Pizzeria'). Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('SM_Prop_PowerBoxes_02' and 'Pizzeria'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Arcade (1)' and 'SM_Prop_PowerBoxes_02'). Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Arcade (1)' and 'SM_Prop_PowerBoxes_02'). Renderer 'Door' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'Glass.002' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'Door' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'Glass.002' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'Door' is registered with more than one LODGroup ('Door' and 'Tattoo Parlour New'). Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('SM_Prop_PowerBoxes_02' and 'Shooting range'). Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('SM_Prop_PowerBoxes_02' and 'Shooting range'). Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh Failed to create agent because there is no valid NavMesh First video frame not zero: 2 (0.033333s). Result may be out of sync. Please make sure tracks all start at 0 in C:/Program Files (x86)/Steam/steamapps/common/Schedule I/Schedule I_Data/sharedassets0.resource Color primaries 0 is unknown or unsupported by WindowsMediaFoundation. Falling back to default may result in color shift. C:/Program Files (x86)/Steam/steamapps/common/Schedule I/Schedule I_Data/sharedassets0.resource Multiple instances of @Persistence exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.Persistence.SaveManager:Awake() Multiple instances of @Persistence exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054760] Failed to create agent because it is not close enough to the NavMesh UnityEngine.AI.NavMesh:AddNavMeshData(NavMeshData, Vector3, Quaternion) Unity.AI.Navigation.NavMeshSurface:AddData() [ line -1230054536] Multiple instances of @Audio exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.Audio.AudioManager:Awake() Multiple instances of @Music exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:Awake_UserLogic_ScheduleOne.GameTime.TimeManager_Assembly-CSharp.dll() ScheduleOne.GameTime.TimeManager:Awake() Multiple instances of @Settings exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.DevUtilities.Settings:Awake() Setting sewer key location to index: 46 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.SewerManager:RpcLogic___SetSewerKeyLocation_2681120339(NetworkConnection, Int32) ScheduleOne.Map.SewerManager:SetSewerKeyLocation(NetworkConnection, Int32) ScheduleOne.Map.SewerManager:Awake_UserLogic_ScheduleOne.Map.SewerManager_Assembly-CSharp.dll() ScheduleOne.Map.SewerManager:Awake() Region unlocked: Northtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.MapRegionData:SetUnlocked() ScheduleOne.Map.Map:Awake() Multiple instances of @Audio exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() Setting Manor state to Original UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Property.Manor:RpcLogic___SetManorState_365422978(NetworkConnection, EManorState, Boolean) ScheduleOne.Property.Manor:SetManorState(NetworkConnection, EManorState, Boolean) ScheduleOne.Property.Manor:Awake() Multiple instances of @Registry exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.Registry:Awake() Multiple instances of @LobbyInterface exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.Networking.Lobby:Awake() PhysicsManager Awake: autoSyncTransforms set to True UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GamePhysics.PhysicsManager:Awake() Multiple instances of @Achievements exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.AchievementManager:Awake() Multiple instances of @LoadingScreen exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.UI.LoadingScreen:Awake() Multiple instances of @LobbyInterface exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() ScheduleOne.UI.Multiplayer.LobbyInterface:Awake() Multiple instances of @GameInput exist. Destroying this instance. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.DevUtilities.Singleton`1:Awake() ScheduleOne.DevUtilities.PersistentSingleton`1:Awake() Not in a lobby, cannot set data. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) New cooldown for Uptown: 28 hours (Influence: 1, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:Start() CartelDealer (Westville)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Economy.Dealer:Start() ScheduleOne.Cartel.CartelDealer:Start() CartelDealer (Uptown)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Economy.Dealer:Start() ScheduleOne.Cartel.CartelDealer:Start() CartelDealer (Downtown)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Economy.Dealer:Start() ScheduleOne.Cartel.CartelDealer:Start() CartelDealer (Suburbia)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Economy.Dealer:Start() ScheduleOne.Cartel.CartelDealer:Start() CartelDealer (Docks)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Economy.Dealer:Start() ScheduleOne.Cartel.CartelDealer:Start() New cooldown for Northtown: 14 hours (Influence: 0, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:Start() Scene loaded: Main UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting server UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Renderer 'Bend' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Block' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Connector' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Handle' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Head' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Pipe' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Drain' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Black' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Bend' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Connector' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Handle' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Head' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Pipe' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Drain' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Black' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Bend' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Block' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Connector' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Handle' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Head' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Pipe' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Drain' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Black' is registered with more than one LODGroup ('BarnBuilding' and 'Tap'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Bend' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Connector' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Handle' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Head' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Pipe' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Drain' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Black' is registered with more than one LODGroup ('BarnBuilding' and 'Tap (1)'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] First video frame not zero: 2 (0.033333s). Result may be out of sync. Please make sure tracks all start at 0 in C:/Program Files (x86)/Steam/steamapps/common/Schedule I/Schedule I_Data/sharedassets0.resource Color primaries 0 is unknown or unsupported by WindowsMediaFoundation. Falling back to default may result in color shift. C:/Program Files (x86)/Steam/steamapps/common/Schedule I/Schedule I_Data/sharedassets0.resource Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Glass.002' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Door' is registered with more than one LODGroup ('Door' and 'PostOffice'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] TimeLoop waiting for host load to finish... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) LiteNetLib.Layers.XorEncryptLayer:.ctor(String) FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Renderer 'Door' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Glass.002' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Glass.002' is registered with more than one LODGroup ('Clothing store with interior' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Door' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Glass.002' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Glass.002' is registered with more than one LODGroup ('HardwardStore' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Door' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Glass.002' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Glass.002' is registered with more than one LODGroup ('Police station' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Barber chair' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Barber chair'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Door' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Glass.002' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'Barber chair' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Barber chair'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Door' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'DoorHandle.001' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'Glass.002' is registered with more than one LODGroup ('Tattoo Parlour New' and 'Door'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Pizzeria' and 'SM_Prop_PowerBoxes_02'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Pizzeria' and 'SM_Prop_PowerBoxes_02'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Shooting range' and 'SM_Prop_PowerBoxes_02'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Shooting range' and 'SM_Prop_PowerBoxes_02'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Arcade (1)' and 'SM_Prop_PowerBoxes_02'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055960] Renderer 'SM_Prop_PowerBoxes_02' is registered with more than one LODGroup ('Arcade (1)' and 'SM_Prop_PowerBoxes_02'). FishNet.Managing.Server.ServerObjects:SetupWithoutSynchronization(NetworkObject, NetworkConnection, Nullable`1) FishNet.Managing.Server.ServerObjects:SetupSceneObjects(Scene) FishNet.Managing.Server.ServerObjects:OnServerConnectionState(ServerConnectionStateArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerConnectionState(ServerConnectionStateArgs) FishNet.Transporting.Yak.CommonSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Server.ServerSocket:SetLocalConnectionState(LocalConnectionState, Boolean) FishNet.Transporting.Yak.Yak:StartConnection(Boolean) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line -1230055912] Unloading 1600 unused Assets to reduce memory usage. Loaded Objects now: 1084297. Total: 292.374700 ms (FindLiveObjects: 56.306400 ms CreateObjectMapping: 32.472700 ms MarkObjects: 200.039500 ms DeleteObjects: 3.555700 ms) New cooldown for Westville: 14 hours (Influence: 1, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:Start() New cooldown for Downtown: 30 hours (Influence: 1, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:Start() New cooldown for Docks: 19 hours (Influence: 1, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:Start() New cooldown for Suburbia: 18 hours (Influence: 1, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:Start() CartelGoon's baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Cartel.CartelGoon:Start() CartelGoon (1)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Cartel.CartelGoon:Start() CartelGoon (2)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Cartel.CartelGoon:Start() CartelGoon (3)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Cartel.CartelGoon:Start() CartelGoon (4)'s baked GUID is not valid! Choosing random GUID UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPC:Start() ScheduleOne.Cartel.CartelGoon:Start() Server initialized UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "@Managers/@NPCs/NPC Containers/Mick/Mick's Car/Pickup/pickup/SideStep (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Docks/Industrial Building A/Billy parking/ExitPoint" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Downtown/Dealership/Dealership/Vehicles/Pickup/pickup/SideStep (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Downtown/Boutique Store/boutique store/InnerFloor" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Downtown/Boutique Store/boutique store/InnerFloor" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Downtown/Boutique Store/boutique store/InnerRoof" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Door_Outside_A4" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Door_Outside_A4 (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Mick's house parking/ExitPoint" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Basketball hoop/Basketball hoop/Base" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Basketball hoop/Basketball hoop/Board" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Colliders/Cube" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Colliders/Cube (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Colliders/Cube (2)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Colliders/Cube (3)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Westville/Mick's house/Mick's house parking/ExitPoint" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Region_Northtown/Construction yard/Construction parking/ExitPoint" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Decorative Vehicles/Pickup/pickup/SideStep (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/Hyland Point/Decorative Vehicles/Pickup (1)/pickup/SideStep (1)" Network initialized UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Spawning player prefab... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) FishNet.Component.Spawning.PlayerSpawner:SceneManager_OnClientLoadedStartScenes(NetworkConnection, Boolean) FishNet.Managing.Scened.SceneManager:OnClientLoadedScenes(NetworkConnection, ClientScenesLoadedBroadcast) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Creating player variables for yasha_mikage (76561198045149080) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.PlayerScripts.Player:CreatePlayerVariables() ScheduleOne.PlayerScripts.Player:OnStartClient() LiteNetLib.Layers.XorEncryptLayer:.ctor(String) FishNet.Managing.Client.ClientObjectCache:Iterate() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player spawned (yasha_mikage) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.PlayerScripts.Player:OnStartClient() LiteNetLib.Layers.XorEncryptLayer:.ctor(String) FishNet.Managing.Client.ClientObjectCache:Iterate() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Multiple instances of ProductManagerApp(Clone) exist. Keeping prior instance reference. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.UI.App`1:OnStartClient(Boolean) ScheduleOne.UI.Phone.ProductManagerApp.ProductManagerApp:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) Local player spawned UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Load start! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:Load(TimeData) ScheduleOne.Persistence.Loaders.TimeLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loaded 261 contract receipts. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.ProductManagerLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading players UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.PlayersLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property file: C:\Users\********\AppData\LocalLow\TVGS\Schedule I\Saves\76561198045149080\SaveGame_1\Properties\Bungalow.json UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: bungalow UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deferring sending item slot data until product data has been sent! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.ItemFramework.IItemSlotOwner:SendItemSlotDataToClient(NetworkConnection) ScheduleOne.ObjectScripts.PackagingStation:OnSpawnServer(NetworkConnection) FishNet.Object.NetworkObject:OnSpawnServer(NetworkConnection) LiteNetLib.Layers.XorEncryptLayer:.ctor(String) FishNet.Managing.Server.ServerObjects:SpawnWithoutChecks(NetworkObject, NetworkConnection, Nullable`1) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Object.NetworkObject:Spawn(GameObject, NetworkConnection, Scene) ScheduleOne.Building.BuildManager:CreateGridItem(ItemInstance, Grid, Vector2, Int32, String, Action`1) ScheduleOne.Persistence.Loaders.PackagingStationLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property file: C:\Users\********\AppData\LocalLow\TVGS\Schedule I\Saves\76561198045149080\SaveGame_1\Properties\Hyland Manor.json UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: manor UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting Manor state to Original UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Property.Manor:RpcLogic___SetManorState_365422978(NetworkConnection, EManorState, Boolean) ScheduleOne.Property.Manor:SetManorState(NetworkConnection, EManorState, Boolean) ScheduleOne.Property.Manor:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property file: C:\Users\********\AppData\LocalLow\TVGS\Schedule I\Saves\76561198045149080\SaveGame_1\Properties\Motel Room.json UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: motelroom UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property file: C:\Users\********\AppData\LocalLow\TVGS\Schedule I\Saves\76561198045149080\SaveGame_1\Properties\Sewer Office.json UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: seweroffice UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property file: C:\Users\********\AppData\LocalLow\TVGS\Schedule I\Saves\76561198045149080\SaveGame_1\Properties\Sweatshop.json UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: sweatshop UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.PropertiesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: carwash UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.BusinessesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: laundromat UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.BusinessesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: postoffice UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.BusinessesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading property: tacoticklers UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Persistence.Loaders.PropertyLoader:Load(PropertyData, String) ScheduleOne.Persistence.Loaders.BusinessesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) RegisterObject called and passed obj whose GUID is already registered. Replacing old entries with new UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) GUIDManager:RegisterObject(IGUIDRegisterable, GameObject) ScheduleOne.Vehicles.LandVehicle:Load(VehicleData, String) ScheduleOne.Vehicles.VehicleManager:LoadVehicle(VehicleData, String) ScheduleOne.Persistence.Loaders.DeliveriesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Found world storage entities: 0 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.StorageLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading variables at: C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080\SaveGame_1\Variables UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.VariablesLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Jessi Waters relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Donna Martin relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Geraldine Poon relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Keith Wagner relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kathy Henderson relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beth Penn relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kim Delaney relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Trent Sherman relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dean Webster relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Elizabeth Homley relationship changed from 2 -> 1.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Genghis Barn relationship changed from 2 -> 1.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Chloe Bowers relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Sam Thompson relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dealer Molly Presley set as recruited UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcLogic___SetIsRecruited_328543758(NetworkConnection) ScheduleOne.Economy.Dealer:SetIsRecruited(NetworkConnection) ScheduleOne.Economy.Dealer:Load(DynamicSaveData, NPCData) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Jerry Montero relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) George Greene relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dealer Benji Coleman set as recruited UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcLogic___SetIsRecruited_328543758(NetworkConnection) ScheduleOne.Economy.Dealer:SetIsRecruited(NetworkConnection) ScheduleOne.Economy.Dealer:Load(DynamicSaveData, NPCData) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Albert Hoover relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Peter File relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Austin Steiner relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mrs. Ming relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland relationship changed from 2 -> 4 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kelly Reynolds relationship changed from 2 -> 1.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kyle Cooley relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Lucy Pennington relationship changed from 2 -> 1.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Peggy Myers relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ludwig Meyer relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Randy Caulfield relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Doris Lubbin relationship changed from 2 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Persistence.Loaders.NPCLoader:Load(DynamicSaveData) ScheduleOne.Persistence.Loaders.NPCsLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Region unlocked: Northtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.MapRegionData:SetUnlocked() ScheduleOne.Levelling.LevelManager:RpcLogic___SetUnlockedRegions_563230222(NetworkConnection, List`1) ScheduleOne.Levelling.LevelManager:SetUnlockedRegions(NetworkConnection, List`1) ScheduleOne.Persistence.Loaders.RankLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Region unlocked: Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.MapRegionData:SetUnlocked() ScheduleOne.Levelling.LevelManager:RpcLogic___SetUnlockedRegions_563230222(NetworkConnection, List`1) ScheduleOne.Levelling.LevelManager:SetUnlockedRegions(NetworkConnection, List`1) ScheduleOne.Persistence.Loaders.RankLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Region unlocked: Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.MapRegionData:SetUnlocked() ScheduleOne.Levelling.LevelManager:RpcLogic___SetUnlockedRegions_563230222(NetworkConnection, List`1) ScheduleOne.Levelling.LevelManager:SetUnlockedRegions(NetworkConnection, List`1) ScheduleOne.Persistence.Loaders.RankLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting sewer key location to index: 0 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.SewerManager:RpcLogic___SetSewerKeyLocation_2681120339(NetworkConnection, Int32) ScheduleOne.Map.SewerManager:SetSewerKeyLocation(NetworkConnection, Int32) ScheduleOne.Map.SewerManager:Load(SewerData) ScheduleOne.Persistence.Loaders.SewerLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting sewer key possessor to index: 0 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Map.SewerManager:RpcLogic___SetRandomKeyPossessor_2681120339(NetworkConnection, Int32) ScheduleOne.Map.SewerManager:SetRandomKeyPossessor(NetworkConnection, Int32) ScheduleOne.Map.SewerManager:Load(SewerData) ScheduleOne.Persistence.Loaders.SewerLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading shop data: gas_mart_west UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.ShopInterface:Load(ShopData) ScheduleOne.Persistence.Loaders.ShopManagerLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading shop data: gas_mart_central UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.ShopInterface:Load(ShopData) ScheduleOne.Persistence.Loaders.ShopManagerLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading cartel UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity CartelCustomerDeal in Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.Cartel:Load(CartelData) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.Cartel:Load(CartelData) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.Cartel:Load(CartelData) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity CartelCustomerDeal in Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.Cartel:Load(CartelData) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.Cartel:Load(CartelData) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.Cartel:Load(CartelData) ScheduleOne.Persistence.Loaders.CartelLoader:Load(String) ScheduleOne.Persistence.LoadRequest:Complete() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player teleported: (-172.58, -2.73, 119.44) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.PlayerScripts.PlayerMovement:Teleport(Vector3, Boolean) ScheduleOne.PlayerScripts.Player:Load(PlayerData) ScheduleOne.PlayerScripts.Player:Load(PlayerData, String) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PackagingStation_Mk2(Clone)/Packaging tool/packaging tool/Body/Hopper/Right/Button" Multiple instances of DealerManagement(Clone) exist. Keeping prior instance reference. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.UI.App`1:OnStartClient(Boolean) ScheduleOne.UI.Phone.Messages.DealerManagementApp:Awake() UnityEngine.Object:Instantiate(T) Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) UnityEngine.Transform:set_parent(Transform) Player teleported: (-172.58, -2.73, 119.44) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.PlayerScripts.PlayerMovement:Teleport(Vector3, Boolean) ScheduleOne.PlayerScripts.Player:Load(PlayerData) ScheduleOne.PlayerScripts.Player:Load(PlayerData, String) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Property Contents/Bungalow/PackagingStation_Mk2(Clone)/Packaging tool/packaging tool/Body/Hopper/Right/Button" The referenced script (PropertyContainer) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! The referenced script (EmployeeListing) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script (DraggableItem) on this Behaviour is missing! The referenced script (PopupHandler) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object 'Botanist') is missing! The referenced script (EmployeeListing) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script (DraggableItem) on this Behaviour is missing! The referenced script (DraggableItem) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script (DraggableItem) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script (EmployeeListing) on this Behaviour is missing! The referenced script (HireEmployeeInterface) on this Behaviour is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object 'Chemist') is missing! The referenced script (EmployeeListing) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'AddHandlerListing') is missing! The referenced script on this Behaviour (Game Object 'AddCleanerListing') is missing! The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057592] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057592] The referenced script (PopupHandler) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056824] The referenced script on this Behaviour (Game Object 'PopupBackground') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056632] The referenced script (HireEmployeeInterface) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056824] The referenced script on this Behaviour (Game Object 'HireEmployeeInterface') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056632] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057688] The referenced script (EmployeeListing) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057000] The referenced script on this Behaviour (Game Object 'AddBotanistListing') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056808] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057688] The referenced script (EmployeeListing) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057000] The referenced script on this Behaviour (Game Object 'AddChemistListing') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056808] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057688] The referenced script (EmployeeListing) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057000] The referenced script on this Behaviour (Game Object 'AddHandlerListing') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056808] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057688] The referenced script (EmployeeListing) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057000] The referenced script on this Behaviour (Game Object 'AddCleanerListing') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056808] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057864] The referenced script (PropertyContainer) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230057160] The referenced script on this Behaviour (Game Object 'PropertyContainer') is missing! UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) [ line -1230056968] Settings loaded UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Law.LawController:OnLoadComplete() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting delivery status to Arrived for delivery 92313280-ad3a-4dbf-8510-24bd7a96124e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___ReceiveDelivery_2795369214(NetworkConnection, DeliveryInstance) ScheduleOne.Delivery.DeliveryManager:RpcReader___Observers_ReceiveDelivery_2795369214(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Activating delivery vehicle for delivery instance 92313280-ad3a-4dbf-8510-24bd7a96124e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryVehicle:Activate(DeliveryInstance) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___ReceiveDelivery_2795369214(NetworkConnection, DeliveryInstance) ScheduleOne.Delivery.DeliveryManager:RpcReader___Observers_ReceiveDelivery_2795369214(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Loading dock Loading Dock is occupied. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.LoadingDock:SetOccupant(LandVehicle) ScheduleOne.Delivery.LoadingDock:RefreshOccupant() Game loaded UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__LoadRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Trash item fell below the world. Destroying. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Trash.TrashItem:MinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting delivery status to Completed for delivery 92313280-ad3a-4dbf-8510-24bd7a96124e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___SetDeliveryState_316609003(String, EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading dock Loading Dock is empty. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.LoadingDock:SetOccupant(LandVehicle) ScheduleOne.Delivery.LoadingDock:RefreshOccupant() Rank progress: 372/825 (Total 7322) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 377/825 (Total 7327) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 382/825 (Total 7332) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 387/825 (Total 7337) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 392/825 (Total 7342) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 397/825 (Total 7347) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 402/825 (Total 7352) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benzies Dealer in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() ScheduleOne.Economy.Dealer:AddContract(Contract) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now not accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() ScheduleOne.Economy.Dealer:AddContract(Contract) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benzies Dealer start attend deal: Deal for Jeff UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Jeff Gilmore was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 407/825 (Total 7357) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 412/825 (Total 7362) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 417/825 (Total 7367) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 422/825 (Total 7372) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 427/825 (Total 7377) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 87 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 90 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 93 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 96 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 99 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 102 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 105 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 108 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 111 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 114 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 117 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 120 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 123 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 126 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 129 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 132 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 135 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 138 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 141 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 144 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Jeff Gilmore relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 190 Total bonus: 0 Satisfaction: 1 Dealer: CartelDealer (Downtown) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Dealer Benzies Dealer received payment: 190 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Contract accepted by dealer Benji Coleman in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Austin UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Austin Steiner was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Austin Steiner relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 437/825 (Total 7387) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Molly Presley in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Meg UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Molly Presley in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Conducting body search on yasha_mikage UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Police.PoliceOfficer:ConductBodySearch(Player) ScheduleOne.Police.PoliceOfficer:UpdateExistingInvestigation() ScheduleOne.Police.PoliceOfficer:Update() Coroutine continue failure Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 447/825 (Total 7397) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Molly Presley start attend deal: Deal for Joyce UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Coroutine continue failure Coroutine continue failure Hit Vending Machine (1) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Coroutine continue failure Coroutine continue failure Coroutine continue failure No ATM found for NPC to use UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ScheduleOne.NPCs.Schedules.NPCSignal_UseATM:Started() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 457/825 (Total 7407) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Conducting body search on yasha_mikage UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Police.PoliceOfficer:ConductBodySearch(Player) ScheduleOne.Police.PoliceOfficer:UpdateExistingInvestigation() ScheduleOne.Police.PoliceOfficer:Update() Coroutine continue failure Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Kyle UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [Sewer] Mushroom index removed: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [Sewer] Mushroom index removed: 5 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 5 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Kyle Cooley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 32.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 81.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 406.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 467/825 (Total 7417) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [Sewer] Mushroom index removed: 31 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 31 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Peter UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [Sewer] Mushroom index removed: 50 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 50 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [Sewer] Mushroom index removed: 49 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 49 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [Sewer] Mushroom index removed: 37 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 37 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Peter File relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 32.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 81.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 406.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 477/825 (Total 7427) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [Sewer] Mushroom index removed: 33 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:RemoveAt(Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:Remove(T) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.ItemFramework.ItemPickup:Pickup() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() [Sewer] Mushroom index removed: 33 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Map.SewerMushrooms:MushroomIndicesChanged(SyncListOperation, Int32, Int32, Int32, Boolean) FishNet.Object.Synchronizing.SyncList`1:InvokeOnChange(SyncListOperation, Int32, T, T, Boolean) FishNet.Object.Synchronizing.SyncList`1:Read(PooledReader, Boolean) FishNet.Object.NetworkBehaviour:OnSyncType(PooledReader, Int32, Boolean, Boolean) FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Doris UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Doris Lubbin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) George Greene was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Sam UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Sam Thompson was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Doris Lubbin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 19.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 243.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 487/825 (Total 7437) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Molly Presley start attend deal: Deal for George UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Value multiplier: 0.7395576 -> 0.743997 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PawnShopInterface:GetItemValue(ItemInstance) ScheduleOne.UI.<g__NegotiationRoutine|67_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Value multiplier: 0.7395576 -> 0.7439969 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PawnShopInterface:GetItemValue(ItemInstance) ScheduleOne.UI.<g__NegotiationRoutine|67_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting offer: 55 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PawnShopInterface:SetOffer(Single) ScheduleOne.UI.<g__NegotiationRoutine|67_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting selected payment: 55 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PawnShopInterface:SetSelectedPayment(Single) ScheduleOne.UI.PawnShopInterface:SetOffer(Single) ScheduleOne.UI.<g__NegotiationRoutine|67_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player response: None UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PawnShopInterface:SetPlayerResponse(EPlayerResponse) ScheduleOne.UI.<g__NegotiationRoutine|67_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Player response: Accept UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PawnShopInterface:SetPlayerResponse(EPlayerResponse) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Coroutine continue failure Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Sam Thompson relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 27.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 185 Total bonus: 27.75 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 212.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 497/825 (Total 7447) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) George Greene relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 93.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 625 Total bonus: 93.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 718.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 507/825 (Total 7457) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Adding 20 Viagor to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Coroutine continue failure Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Charles UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland relationship changed from 4 -> 4.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 39 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 260 Total bonus: 39 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 299 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 517/825 (Total 7467) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Hit Vending Machine (5) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Setting delivery status to InTransit for delivery 7e3ec910-35b5-4430-86a4-090c4597ad12 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___ReceiveDelivery_2795369214(NetworkConnection, DeliveryInstance) ScheduleOne.Delivery.DeliveryManager:RpcReader___Observers_ReceiveDelivery_2795369214(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Chloe UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Chloe Bowers was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Chloe Bowers relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 527/825 (Total 7477) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() ScheduleOne.GameInput:Exit(ExitType) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 577/825 (Total 7527) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Building is empty! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Doors.<g__knockRoutine|16_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Building is empty! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Doors.<g__knockRoutine|16_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Building is empty! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Doors.<g__knockRoutine|16_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Hit Vending Machine (2) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Benji Coleman start attend deal: Deal for Kathy UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 627/825 (Total 7577) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Jerry UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Kathy Henderson relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 51.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 34.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 345 Total bonus: 86.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 431.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 637/825 (Total 7587) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Peggy UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Adding crime: ScheduleOne.Law.DrugTrafficking UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:AddCrime(Crime, Int32) ScheduleOne.Police.NPCResponses_Police:NoticedDrugDeal(Player) ScheduleOne.Vision.VisionEvent:UpdateEvent(Single, Single) ScheduleOne.Vision.VisionCone:UpdateEvents(Single) New pursuit level: Arresting UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.Police.NPCResponses_Police:NoticedDrugDeal(Player) ScheduleOne.Vision.VisionEvent:UpdateEvent(Single, Single) ScheduleOne.Vision.VisionCone:UpdateEvents(Single) Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() ScheduleOne.GameInput:Exit(ExitType) Setting delivery status to Arrived for delivery 7e3ec910-35b5-4430-86a4-090c4597ad12 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating delivery vehicle for delivery instance 7e3ec910-35b5-4430-86a4-090c4597ad12 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryVehicle:Activate(DeliveryInstance) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Target too far! Escalating UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() New pursuit level: NonLethal UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.PlayerScripts.PlayerCrimeData:Escalate() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() Loading dock Loading Dock is occupied. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.LoadingDock:SetOccupant(LandVehicle) ScheduleOne.Delivery.LoadingDock:RefreshOccupant() Jerry Montero relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 39 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 390 Total bonus: 97.5 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 487.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 647/825 (Total 7597) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Failed to find reachable point near: (-9.12, 4.08, 85.52) within 1m UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Combat.CombatBehaviour:GetRandomReachablePointNear(Vector3, Single, Vector3&, Single) ScheduleOne.Combat.CombatBehaviour:RepositionToTargetMeleeRange(Vector3) ScheduleOne.Combat.CombatBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() New pursuit level: None UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.PlayerScripts.PlayerCrimeData:Update() Rank progress: 687/825 (Total 7637) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Peggy Myers relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 51.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 34.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 345 Total bonus: 86.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 431.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 697/825 (Total 7647) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Building is empty! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Doors.<g__knockRoutine|16_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Adding crime: ScheduleOne.Law.Theft UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:AddCrime(Crime, Int32) ScheduleOne.Police.NPCResponses_Police:SawPickpocketing(Player) ScheduleOne.Vision.VisionEvent:UpdateEvent(Single, Single) ScheduleOne.Vision.VisionCone:UpdateEvents(Single) New pursuit level: Arresting UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.Police.NPCResponses_Police:SawPickpocketing(Player) ScheduleOne.Vision.VisionEvent:UpdateEvent(Single, Single) ScheduleOne.Vision.VisionCone:UpdateEvents(Single) Target too far! Escalating UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() New pursuit level: NonLethal UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.PlayerScripts.PlayerCrimeData:Escalate() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() Building is empty! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Doors.<g__knockRoutine|16_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now not accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to find reachable point near: (-3.97, 5.14, 80.88) within 15.33338m UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Combat.CombatBehaviour:GetRandomReachablePointNear(Vector3, Single, Vector3&, Single) ScheduleOne.Combat.CombatBehaviour:GetNextSearchLocation() ScheduleOne.Combat.d__93:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ScheduleOne.Combat.CombatBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() New pursuit level: None UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.PlayerScripts.PlayerCrimeData:Update() Rank progress: 737/825 (Total 7687) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Mick UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beth Penn was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 47.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 315 Total bonus: 47.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 362.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 747/825 (Total 7697) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [CartelActivities] trying to start new activity UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelActivities:HourPass() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New global activity cooldown: 22 hours. Possible range: 14.325 - 22.58906 (Influence Fraction: 0.2916667, Time Since Hostile Began Fraction: 0.5375) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivities:GetNewCooldown() ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity Ambush in region Docks UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.Ambush:Activate(EMapRegion) ScheduleOne.Cartel.CartelActivities:RpcLogic___StartGlobalActivity_1796582335(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:StartGlobalActivity(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New global activity cooldown: 18 hours. Possible range: 14.325 - 22.58906 (Influence Fraction: 0.2916667, Time Since Hostile Began Fraction: 0.5375) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivities:GetNewCooldown() ScheduleOne.Cartel.CartelActivities:RpcLogic___StartGlobalActivity_1796582335(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:StartGlobalActivity(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Beth UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Donna Martin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 797/825 (Total 7747) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Trent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Trent Sherman was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beth Penn relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 807/825 (Total 7757) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Donna UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting delivery status to Completed for delivery 7e3ec910-35b5-4430-86a4-090c4597ad12 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___SetDeliveryState_316609003(String, EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading dock Loading Dock is empty. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.LoadingDock:SetOccupant(LandVehicle) ScheduleOne.Delivery.LoadingDock:RefreshOccupant() Trent Sherman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 817/825 (Total 7767) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Donna Martin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 827/825 (Total 7777) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Ranked up to Hustler: 3 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_IncreaseTierNetworked_3953286437(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Dean UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dean Webster was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 7/825 (Total 7782) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 12/825 (Total 7787) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 17/825 (Total 7792) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 22/825 (Total 7797) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 27/825 (Total 7802) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 32/825 (Total 7807) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dean Webster relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 69 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 460 Total bonus: 69 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 529 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 42/825 (Total 7817) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 47/825 (Total 7822) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 52/825 (Total 7827) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 57/825 (Total 7832) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 62/825 (Total 7837) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 67/825 (Total 7842) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 72/825 (Total 7847) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Kim UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kim Delaney was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kim Delaney relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 82/825 (Total 7857) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Attempting to start activity in region Downtown UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New cooldown for Downtown: 13 hours (Influence: 0.5500001, Player Activity Factor: 0) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Starting activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity CartelCustomerDeal in Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Philip Wentworth was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract accepted by dealer Molly Presley in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Keith UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Keith Wagner relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 19.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 78 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 273 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 92/825 (Total 7867) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Ludwig Meyer relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 31.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Ludwig Meyer with satisfaction 100 % and base payment 210 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 210 Total bonus: 31.5 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 112/825 (Total 7887) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Mrs. Ming relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Mrs. Ming with satisfaction 100 % and base payment 195 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 132/825 (Total 7907) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Geraldine Poon relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 138 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Geraldine Poon with satisfaction 100 % and base payment 460 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 460 Total bonus: 138 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 152/825 (Total 7927) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Jessi Waters relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 166.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Jessi Waters with satisfaction 100 % and base payment 555 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 555 Total bonus: 166.5 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 172/825 (Total 7947) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Eugene Buckley relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Eugene Buckley with satisfaction 100 % and base payment 315 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 315 Total bonus: 0 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 192/825 (Total 7967) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Lucy Pennington relationship changed from 1.75 -> 2.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Lucy Pennington with satisfaction 100 % and base payment 625 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 625 Total bonus: 0 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 212/825 (Total 7987) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Philip Wentworth relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Philip Wentworth with satisfaction 100 % and base payment 390 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 390 Total bonus: 0 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 232/825 (Total 8007) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Ambush cancelled due to timeout UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Cartel.Ambush:MinPassed() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity Ambush in region Docks UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.Ambush:Deactivate() ScheduleOne.Cartel.Ambush:MinPassed() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Rank progress: 237/825 (Total 8012) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 242/825 (Total 8017) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 247/825 (Total 8022) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 252/825 (Total 8027) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 257/825 (Total 8032) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 262/825 (Total 8037) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 267/825 (Total 8042) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 272/825 (Total 8047) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 277/825 (Total 8052) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 282/825 (Total 8057) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 287/825 (Total 8062) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 292/825 (Total 8067) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [CartelActivities] Attempting to start activity in region Westville UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New cooldown for Westville: 23 hours (Influence: 0.25, Player Activity Factor: 1) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Starting activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity CartelCustomerDeal in Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() ScheduleOne.GameInput:Exit(ExitType) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Adding post sleep event: RankUpCanvas UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.SleepCanvas:AddPostSleepEvent(IPostSleepEvent) ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Walter Cussler inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:AddRandomCashInstance() ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Jack Knight inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:AddRandomCashInstance() ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Jack Knight inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Host sleep done: False UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetHostSleepDone_1140765316(Boolean) Repairing... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.ObjectScripts.VendingMachine:RpcReader___Observers_Repair_2166136261(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Repairing... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.ObjectScripts.VendingMachine:RpcReader___Observers_Repair_2166136261(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Repairing... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.ObjectScripts.VendingMachine:RpcReader___Observers_Repair_2166136261(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Running post sleep event: RankUpCanvas UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.<g__Sleep|41_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) XP Gain: 750 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.RankUpCanvas:StartEvent() ScheduleOne.UI.<g__Sleep|41_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Hustler II 367 -> 825 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.<g__Routine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Hustler III 0 -> 292 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.<g__Routine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Host sleep done: True UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetHostSleepDone_1140765316(Boolean) Skipping from 400 to 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___OnTimeSkip_Client_1692629761(Int32, Int32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:RpcLogic___OnTimeSkip_Client_1692629761(Int32, Int32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Client received time data. Server Tick: 111082 Current Tick: 111082 Delay: 0 seconds. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetTimeData_Client_1794730778(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SetTimeData_Client(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:RpcLogic___SetTimeData_Client_1794730778(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SetTimeData_Client(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time data: Days: 19 Current Time: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetTimeData_Client_1794730778(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SetTimeData_Client(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Saving game to C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080\SaveGame_1 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.SaveManager:Save(String) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Will play Morning Ambience at 750 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Audio.AmbientTrack:Update() Coroutine continue failure Coroutine continue failure Save complete! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__SaveRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1142 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1145 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1148 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1151 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1154 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1157 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1160 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1163 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1166 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1169 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1172 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1175 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1178 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1181 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1184 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1187 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1190 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1193 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1196 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 1199 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Contract accepted by dealer Benzies Dealer in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() ScheduleOne.Economy.Dealer:AddContract(Contract) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now not accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() ScheduleOne.Economy.Dealer:AddContract(Contract) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benzies Dealer start attend deal: Deal for Kevin UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kevin Oakley relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 270 Total bonus: 0 Satisfaction: 1 Dealer: CartelDealer (Downtown) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dealer Benzies Dealer received payment: 270 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Austin UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Austin Steiner was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying meth effects to NPC: Kevin Oakley UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Product.MethInstance:ApplyEffectsToNPC(NPC) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Austin Steiner relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 302/825 (Total 8077) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Meg UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Molly Presley in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 312/825 (Total 8087) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Molly Presley start attend deal: Deal for Joyce UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 322/825 (Total 8097) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Setting delivery status to InTransit for delivery 6647bdaf-00c9-4592-a947-5389d3a0733e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___ReceiveDelivery_2795369214(NetworkConnection, DeliveryInstance) ScheduleOne.Delivery.DeliveryManager:RpcReader___Observers_ReceiveDelivery_2795369214(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() No ATM found for NPC to use UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ScheduleOne.NPCs.Schedules.NPCSignal_UseATM:Started() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Breaking jump UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ScheduleOne.Skating.<g__Jump|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ScheduleOne.Skating.Skateboard:CheckJump() ScheduleOne.Skating.Skateboard:FixedUpdate() Benji Coleman start attend deal: Deal for Kyle UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Adding 4 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Kyle Cooley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 32.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 81.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 406.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 332/825 (Total 8107) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Peter UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 337/825 (Total 8112) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 342/825 (Total 8117) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 347/825 (Total 8122) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Peter File relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 32.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 81.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 406.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 357/825 (Total 8132) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 362/825 (Total 8137) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 367/825 (Total 8142) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Doris UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 372/825 (Total 8147) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Doris Lubbin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 377/825 (Total 8152) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Doris Lubbin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 19.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 243.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 387/825 (Total 8162) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 392/825 (Total 8167) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 397/825 (Total 8172) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 402/825 (Total 8177) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 407/825 (Total 8182) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 412/825 (Total 8187) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for George UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) George Greene was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Sam UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Sam Thompson relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 27.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 18.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 185 Total bonus: 46.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 231.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 422/825 (Total 8197) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [CartelActivities] Attempting to start activity in region Downtown UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New cooldown for Downtown: 28 hours (Influence: 0.5500001, Player Activity Factor: 0.3) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Starting activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity CartelCustomerDeal in Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benzies Dealer in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity CartelCustomerDeal in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() ScheduleOne.Economy.Dealer:AddContract(Contract) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now not accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() ScheduleOne.Economy.Dealer:AddContract(Contract) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benzies Dealer start attend deal: Deal for Greg UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) No dealer found to notify the player UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckNotifyPlayerOfDeal(Dealer, Contract) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Greg Figgle was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) George Greene relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 93.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 625 Total bonus: 93.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 718.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 432/825 (Total 8207) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Greg Figgle relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 90 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 300 Total bonus: 90 Satisfaction: 1 Dealer: CartelDealer (Downtown) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dealer Benzies Dealer received payment: 390 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Charles UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland relationship changed from 4.5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 442/825 (Total 8217) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Saving game to C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080\SaveGame_1 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.SaveManager:Save(String) ScheduleOne.Persistence.SavePoint:Interacted() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() Save complete! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__SaveRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Hit Vending Machine (7) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Chloe UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Chloe Bowers was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Chloe Bowers relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 452/825 (Total 8227) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Hit Vending Machine (3) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Adding crime: ScheduleOne.Law.Vandalism UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:AddCrime(Crime, Int32) ScheduleOne.Police.NPCResponses_Police:NoticedVandalism(Player) ScheduleOne.Vision.VisionEvent:UpdateEvent(Single, Single) ScheduleOne.Vision.VisionCone:UpdateEvents(Single) New pursuit level: Arresting UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.Police.NPCResponses_Police:NoticedVandalism(Player) ScheduleOne.Vision.VisionEvent:UpdateEvent(Single, Single) ScheduleOne.Vision.VisionCone:UpdateEvents(Single) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Target too far! Escalating UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() New pursuit level: NonLethal UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.PlayerScripts.PlayerCrimeData:Escalate() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() Attempted to dispatch officers, but there are no officers in the pool. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Map.PoliceStation:Dispatch(Int32, Player, EDispatchType, Boolean) ScheduleOne.PlayerScripts.PlayerCrimeData:Escalate() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrestBehaviour() ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() Hit Name [OfficerHoward] ComponentId [0] NetworkObject Name [OfficerHoward] NetworkObject Id [22102] with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Officer Howard relationship changed from 2 -> 1.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Police.NPCResponses_Police:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.Police.NPCResponses_Police:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Adding crime: ScheduleOne.Law.Assault UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:AddCrime(Crime, Int32) ScheduleOne.Police.NPCResponses_Police:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.Police.NPCResponses_Police:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New pursuit level: Lethal UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.PlayerScripts.PlayerCrimeData:Escalate() ScheduleOne.Police.NPCResponses_Police:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.Police.NPCResponses_Police:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Attempted to dispatch officers, but there are no officers in the pool. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Map.PoliceStation:Dispatch(Int32, Player, EDispatchType, Boolean) ScheduleOne.PlayerScripts.PlayerCrimeData:Escalate() ScheduleOne.Police.NPCResponses_Police:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.Police.NPCResponses_Police:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Crimes recorded UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.ArrestNoticeScreen:RecordCrimes() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.PlayerScripts.Player:RpcLogic___Arrest_Client_2166136261() ScheduleOne.PlayerScripts.PlayerCrimeData:SetArrestProgress(Single) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrest(Single) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() New pursuit level: None UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:UpdateArrest(Single) ScheduleOne.NPCs.Behaviour.PursuitBehaviour:BehaviourUpdate() ScheduleOne.NPCs.Behaviour.NPCBehaviour:Update() Player teleported: (13.10, 2.85, 38.00) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.PlayerScripts.PlayerMovement:Teleport(Vector3, Boolean) ScheduleOne.PlayerScripts.Player:RpcLogic___Free_Client_2166136261() ScheduleOne.UI.<g__Routine|9_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New pursuit level: None UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.PlayerScripts.PlayerCrimeData:SetPursuitLevel(EPursuitLevel) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.PlayerScripts.Player:RpcLogic___Free_Client_2166136261() ScheduleOne.UI.<g__Routine|9_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting delivery status to Arrived for delivery 6647bdaf-00c9-4592-a947-5389d3a0733e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating delivery vehicle for delivery instance 6647bdaf-00c9-4592-a947-5389d3a0733e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryVehicle:Activate(DeliveryInstance) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading dock Loading Dock is occupied. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.LoadingDock:SetOccupant(LandVehicle) ScheduleOne.Delivery.LoadingDock:RefreshOccupant() Hit Vending Machine (2) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Will play Afternoon Ambience 1 at 1641 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Audio.AmbientTrack:Update() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Kathy UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kathy Henderson relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 51.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 34.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 345 Total bonus: 86.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 431.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 462/825 (Total 8237) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Setting delivery status to Completed for delivery 6647bdaf-00c9-4592-a947-5389d3a0733e UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.DeliveryInstance:SetStatus(EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:RpcLogic___SetDeliveryState_316609003(String, EDeliveryStatus) ScheduleOne.Delivery.DeliveryManager:OnTimePass(Int32) <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loading dock Loading Dock is empty. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Delivery.LoadingDock:SetOccupant(LandVehicle) ScheduleOne.Delivery.LoadingDock:RefreshOccupant() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Peggy UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Jerry UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Peggy Myers relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 51.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 34.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 345 Total bonus: 86.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 431.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 472/825 (Total 8247) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Jerry Montero relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 39 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 390 Total bonus: 97.5 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 487.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 482/825 (Total 8257) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Saving game to C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080\SaveGame_1 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.SaveManager:Save(String) ScheduleOne.Persistence.SavePoint:Interacted() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() ScheduleOne.Interaction.InteractableObject:StartInteract() ScheduleOne.Interaction.InteractionManager:CheckInteraction() Save complete! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__SaveRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now not accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Mick UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beth Penn was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 320 Total bonus: 48 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 368 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 492/825 (Total 8267) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Beth UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 497/825 (Total 8272) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 502/825 (Total 8277) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 507/825 (Total 8282) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [CartelActivities] trying to start new activity UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelActivities:HourPass() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New global activity cooldown: 18 hours. Possible range: 12.525 - 22.47 (Influence Fraction: 0.2666667, Time Since Hostile Began Fraction: 0.6375) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivities:GetNewCooldown() ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity Ambush in region Docks UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.Ambush:Activate(EMapRegion) ScheduleOne.Cartel.CartelActivities:RpcLogic___StartGlobalActivity_1796582335(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:StartGlobalActivity(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New global activity cooldown: 21 hours. Possible range: 12.525 - 22.47 (Influence Fraction: 0.2666667, Time Since Hostile Began Fraction: 0.6375) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivities:GetNewCooldown() ScheduleOne.Cartel.CartelActivities:RpcLogic___StartGlobalActivity_1796582335(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:StartGlobalActivity(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 512/825 (Total 8287) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Donna Martin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 517/825 (Total 8292) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Beth Penn relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 527/825 (Total 8302) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Donna UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 532/825 (Total 8307) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 537/825 (Total 8312) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 542/825 (Total 8317) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Trent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 547/825 (Total 8322) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 552/825 (Total 8327) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 557/825 (Total 8332) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 562/825 (Total 8337) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Donna Martin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 572/825 (Total 8347) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dean Webster was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Trent Sherman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 582/825 (Total 8357) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Molly Presley start attend deal: Deal for Dean UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() ScheduleOne.GameInput:Exit(ExitType) Dean Webster relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 69 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 460 Total bonus: 69 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 529 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 592/825 (Total 8367) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Kim UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Kim Delaney relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 602/825 (Total 8377) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Mrs. Ming relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Mrs. Ming with satisfaction 100 % and base payment 195 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 622/825 (Total 8397) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Geraldine Poon relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 138 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Geraldine Poon with satisfaction 100 % and base payment 460 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 460 Total bonus: 138 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 642/825 (Total 8417) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Jeff Gilmore relationship changed from 2.5 -> 3 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Jeff Gilmore with satisfaction 100 % and base payment 255 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 255 Total bonus: 0 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 662/825 (Total 8437) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Ludwig Meyer relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 31.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Ludwig Meyer with satisfaction 100 % and base payment 210 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 210 Total bonus: 31.5 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 682/825 (Total 8457) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Philip Wentworth relationship changed from 2.5 -> 3 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Philip Wentworth with satisfaction 100 % and base payment 390 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 390 Total bonus: 0 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 702/825 (Total 8477) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Jessi Waters relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 166.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Jessi Waters with satisfaction 100 % and base payment 555 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 555 Total bonus: 166.5 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 722/825 (Total 8497) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Contract accepted by dealer Molly Presley in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Keith UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Keith Wagner was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Keith Wagner relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 58.5 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 253.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 732/825 (Total 8507) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Game paused UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Pause() ScheduleOne.UI.PauseMenu:Exit(ExitAction) ScheduleOne.GameInput:Exit(ExitType) Game resumed UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.PauseMenu:Resume() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Ambush cancelled due to timeout UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Cartel.Ambush:MinPassed() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity Ambush in region Docks UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.Ambush:Deactivate() ScheduleOne.Cartel.Ambush:MinPassed() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Albert Hoover meeting at Under the north end of the overpass for 360 minutes UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Supplier:RpcLogic___MeetAtLocation_3470796954(NetworkConnection, Int32, Int32) ScheduleOne.Economy.Supplier:MeetupRequested() ScheduleOne.Messaging.SendableMessage:Send(Boolean, Int32) ScheduleOne.Messaging.SendableMessage:Send(Boolean, Int32) ScheduleOne.UI.Phone.Messages.MessageSenderInterface:SendableSelected(SendableMessage) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 48 Green Crack Seed to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() [CartelActivities] Attempting to start activity in region Westville UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New cooldown for Westville: 17 hours (Influence: 0.25, Player Activity Factor: 1) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Starting activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity CartelCustomerDeal in Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 737/825 (Total 8512) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 742/825 (Total 8517) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 747/825 (Total 8522) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 752/825 (Total 8527) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 757/825 (Total 8532) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 762/825 (Total 8537) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 767/825 (Total 8542) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 772/825 (Total 8547) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 777/825 (Total 8552) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 782/825 (Total 8557) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 787/825 (Total 8562) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 792/825 (Total 8567) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Adding 1 Drying Rack to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Adding post sleep event: RankUpCanvas UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.SleepCanvas:AddPostSleepEvent(IPostSleepEvent) ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Walter Cussler inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:AddRandomCashInstance() ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Walter Cussler inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Jack Knight inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:AddRandomCashInstance() ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Jack Knight inventory InsertItem() called but CanItemFit() returned false UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.NPCInventory:InsertItem(ItemInstance, Boolean) ScheduleOne.NPCs.NPCInventory:OnSleepStart() ScheduleOne.GameTime.TimeManager:RpcLogic___StartSleep_2166136261() ScheduleOne.GameTime.TimeManager:Update() Host sleep done: False UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetHostSleepDone_1140765316(Boolean) Repairing... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.ObjectScripts.VendingMachine:RpcReader___Observers_Repair_2166136261(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Repairing... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.ObjectScripts.VendingMachine:RpcReader___Observers_Repair_2166136261(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Repairing... UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.ObjectScripts.VendingMachine:RpcReader___Observers_Repair_2166136261(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Applying volume: 0.8 * 1 * 1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Audio.AudioSourceController:ApplyVolume() ScheduleOne.Audio.d__23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Running post sleep event: RankUpCanvas UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.<g__Sleep|41_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) XP Gain: 500 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.RankUpCanvas:StartEvent() ScheduleOne.UI.<g__Sleep|41_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Hustler III 292 -> 792 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.<g__Routine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Host sleep done: True UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetHostSleepDone_1140765316(Boolean) Skipping from 400 to 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___OnTimeSkip_Client_1692629761(Int32, Int32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:RpcLogic___OnTimeSkip_Client_1692629761(Int32, Int32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Client received time data. Server Tick: 222844 Current Tick: 222844 Delay: 0 seconds. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetTimeData_Client_1794730778(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SetTimeData_Client(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time to: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:SetTime(Int32) ScheduleOne.GameTime.TimeManager:RpcLogic___SetTimeData_Client_1794730778(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SetTimeData_Client(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Setting time data: Days: 20 Current Time: 700 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.GameTime.TimeManager:RpcLogic___SetTimeData_Client_1794730778(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SetTimeData_Client(NetworkConnection, Int32, Int32, UInt32) ScheduleOne.GameTime.TimeManager:SkipForwardToTime(Int32) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Saving game to C:/Users/********/AppData/LocalLow/TVGS/Schedule I\Saves\76561198045149080\SaveGame_1 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.SaveManager:Save(String) ScheduleOne.GameTime.<g__WaitForSleepEnd|118_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Coroutine continue failure Save complete! UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Persistence.<g__SaveRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2030 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2033 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2036 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2039 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2042 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2045 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2048 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2051 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2054 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2057 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2060 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2063 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2066 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2069 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2072 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2075 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2078 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.00 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2081 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2084 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Path Failed : Computation Time 0.50 ms Searched Nodes 2010 Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case workaround (though this comes with a performance cost). Path Number 2087 (unique id) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:b__122_1(Path) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) Contract accepted by dealer Benji Coleman in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Austin UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Austin Steiner was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meeting ended UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Supplier:MinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Austin Steiner relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 802/825 (Total 8577) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Meg UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Meg Cooley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 812/825 (Total 8587) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Morning UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Joyce UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Joyce Ball relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 822/825 (Total 8597) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 827/825 (Total 8602) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Ranked up to Hustler: 4 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_IncreaseTierNetworked_3953286437(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 7/825 (Total 8607) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 12/825 (Total 8612) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 17/825 (Total 8617) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 22/825 (Total 8622) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 27/825 (Total 8627) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 32/825 (Total 8632) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 37/825 (Total 8637) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 42/825 (Total 8642) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 47/825 (Total 8647) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() No ATM found for NPC to use UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ScheduleOne.NPCs.Schedules.NPCSignal_UseATM:Started() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 52/825 (Total 8652) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 57/825 (Total 8657) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Kyle UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kyle Cooley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 39 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 390 Total bonus: 97.5 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 487.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 67/825 (Total 8667) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Peter UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Will play Midday Ambience 2 at 1258 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Audio.AmbientTrack:Update() Peter File relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 32.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 81.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 406.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 77/825 (Total 8677) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Doris UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Doris Lubbin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) George Greene was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Sam UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Sam Thompson was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Doris Lubbin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 19.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 243.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 87/825 (Total 8687) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Molly Presley start attend deal: Deal for George UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Sam Thompson relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 28.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 19 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 190 Total bonus: 47.5 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 237.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 97/825 (Total 8697) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() George Greene relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 93.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 625 Total bonus: 93.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 718.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 107/825 (Total 8707) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Charles UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Charles Rowland relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 117/825 (Total 8717) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Hit Vending Machine (2) (ScheduleOne.Combat.PhysicsDamageable) with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "$10 Pickup(Clone)/BankNote/banknote" Coroutine continue failure Rank progress: 167/825 (Total 8767) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Hit Name [Kelly] ComponentId [0] NetworkObject Name [Kelly] NetworkObject Id [40899] with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kelly Reynolds relationship changed from 1.75 -> 1.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.NPCs.Responses.NPCResponses_Civilian:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Hit Name [Kelly] ComponentId [0] NetworkObject Name [Kelly] NetworkObject Id [40899] with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kelly Reynolds has been knocked out. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.NPCHealth:KnockOut() ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Afternoon UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Chloe UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Chloe Bowers was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Quick-moving 1 items... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.Items.ItemUIManager:StartDragCash() ScheduleOne.UI.Items.ItemUIManager:SlotClicked(ItemSlotUI) ScheduleOne.UI.Items.ItemUIManager:Update() Chloe Bowers relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 177/825 (Total 8777) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() RandomizedAudioSourceController: No clips to play UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Audio.AmbientOneShot:MinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kelly Reynolds has died. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.NPCHealth:Die() ScheduleOne.Map.WaterCollider:OnTriggerEnter(Collider) Coroutine continue failure Coroutine continue failure Hit Name [Randy] ComponentId [0] NetworkObject Name [Randy] NetworkObject Id [37210] with 34.55047 damage and 157.0031 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Combat.PunchController:ExecuteHit(Single) ScheduleOne.Combat.<g__PunchRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Randy Caulfield relationship changed from 2.5 -> 2.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.NPCs.Responses.NPCResponses_Civilian:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Combat.PunchController:ExecuteHit(Single) ScheduleOne.Combat.<g__PunchRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Failed to pull officer from station UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.Law.SentryInstance:StartEntry() ScheduleOne.Law.LawActivitySettings:Evaluate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Coroutine continue failure Hit Name [Kevin] ComponentId [0] NetworkObject Name [Kevin] NetworkObject Id [53357] with 33.05036 damage and 147.0024 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Combat.PunchController:ExecuteHit(Single) ScheduleOne.Combat.<g__PunchRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kevin Oakley relationship changed from 2.5 -> 2.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.NPCs.Responses.NPCResponses_Civilian:RespondToFirstNonLethalAttack(Player, Impact) ScheduleOne.NPCs.Responses.NPCResponses:ImpactReceived(Impact) ScheduleOne.NPCs.NPC:RpcLogic___ReceiveImpact_427288424(Impact) ScheduleOne.Combat.PunchController:ExecuteHit(Single) ScheduleOne.Combat.<g__PunchRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Coroutine continue failure Hit Name [Kevin] ComponentId [0] NetworkObject Name [Kevin] NetworkObject Id [53357] with 50 damage and 180 force. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Equipping.Equippable_MeleeWeapon:ExecuteHit(Single) ScheduleOne.Equipping.<g__HitRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 179/825 (Total 8779) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Quick-moving 1 items... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.Items.ItemUIManager:StartDragCash() ScheduleOne.UI.Items.ItemUIManager:SlotClicked(ItemSlotUI) ScheduleOne.UI.Items.ItemUIManager:Update() [CartelActivities] Attempting to start activity in region Downtown UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New cooldown for Downtown: 15 hours (Influence: 0.4750001, Player Activity Factor: 0.5) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Starting activity SprayGraffiti in region Downtown UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity SprayGraffiti in Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity SprayGraffiti in region Downtown UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.SprayGraffiti:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) GraffitiRegion: acitvity activated in region Downtown using spray surface SpraySurface (38) by goon CartelGoon UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.SprayGraffiti:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 184/825 (Total 8784) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 189/825 (Total 8789) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 194/825 (Total 8794) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 199/825 (Total 8799) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 204/825 (Total 8804) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 209/825 (Total 8809) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 214/825 (Total 8814) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Kathy UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 219/825 (Total 8819) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 224/825 (Total 8824) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Jerry UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 229/825 (Total 8829) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 234/825 (Total 8834) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 239/825 (Total 8839) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Kathy Henderson relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 51.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 34.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 345 Total bonus: 86.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 431.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 249/825 (Total 8849) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Peggy UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity CartelCustomerDeal in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Cartel dealer Benzies Dealer is now not accepting deals. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelDealer:SetIsAcceptingDeals(Boolean) ScheduleOne.Cartel.CartelCustomerDeal:Deactivate() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Peggy Myers relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 51.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 34.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 345 Total bonus: 86.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 431.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 259/825 (Total 8859) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Jerry Montero relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Quick Delivery Bonus Amount: 39 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 390 Total bonus: 97.5 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 487.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 269/825 (Total 8869) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman start attend deal: Deal for Mick UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [NPC Behaviour][Graffiti] Graffiti behaviour completed, applying drawing bags to surface SpraySurface (38) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.NPCs.Behaviour.GraffitiBehaviour:RpcLogic___Complete_Server_2166136261() FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beth Penn was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Mick Lubbin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 279/825 (Total 8879) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Beth UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Attempting to start activity in region Westville UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New cooldown for Westville: 27 hours (Influence: 0.25, Player Activity Factor: 1) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:GetNewCooldown(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [CartelActivities] Starting activity RobDealer in region Westville UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting regional activity RobDealer in Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity RobDealer in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.RobDealer:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dealer Molly Presley has highest combat utility weapon: 0.8 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:TryRobDealer() ScheduleOne.Cartel.RobDealer:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dealer Molly Presley defense delta: 0.846813 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:TryRobDealer() ScheduleOne.Cartel.RobDealer:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deactivating activity RobDealer in region Westville UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Deactivate() ScheduleOne.Cartel.RobDealer:Activate(EMapRegion) ScheduleOne.Cartel.CartelRegionActivities:RpcLogic___StartActivity_2681120339(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:StartActivity(NetworkConnection, Int32) ScheduleOne.Cartel.CartelRegionActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Benji Coleman in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Donna Martin was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Trent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Trent Sherman was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Beth Penn relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 289/825 (Total 8889) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Benji Coleman start attend deal: Deal for Donna UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() ScheduleOne.NPCs.CharacterClasses.Benji:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Trent Sherman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 299/825 (Total 8899) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Coroutine continue failure Donna Martin relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 29.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 29.25 Satisfaction: 1 Dealer: Benji UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Benji Coleman relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Benji Coleman received payment: 224.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 309/825 (Total 8909) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Dean UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dean Webster was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) NPC Harold was unable to reach vehicle SUV and was teleported to it. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_DriveToCarPark:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Splitting 1x Green Crack (5) (Jar) into 5x Baggie UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:SplitItemSlot(ItemSlot) ScheduleOne.Economy.Dealer:g__RemoveProduct|112_1(List`1, Boolean, Boolean, <>c__DisplayClass112_0&) ScheduleOne.Economy.Dealer:RemoveAndReturnProductFromInventory(String, Int32, EQuality) ScheduleOne.Economy.Dealer:RemoveContractItems(Contract, EQuality, List`1&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Dean Webster relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 69 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 460 Total bonus: 69 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 529 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 319/825 (Total 8919) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window Night UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Kim UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kim Delaney was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Kim Delaney relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 48.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 325 Total bonus: 48.75 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 373.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 329/825 (Total 8929) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [CartelActivities] trying to start new activity UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Cartel.CartelActivities:HourPass() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New global activity cooldown: 11 hours. Possible range: 10.5 - 22.36875 (Influence Fraction: 0.2416667, Time Since Hostile Began Fraction: 0.75) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivities:GetNewCooldown() ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Activating activity Ambush in region Docks UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivity:Activate(EMapRegion) ScheduleOne.Cartel.Ambush:Activate(EMapRegion) ScheduleOne.Cartel.CartelActivities:RpcLogic___StartGlobalActivity_1796582335(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:StartGlobalActivity(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) New global activity cooldown: 16 hours. Possible range: 10.5 - 22.36875 (Influence Fraction: 0.2416667, Time Since Hostile Began Fraction: 0.75) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Cartel.CartelActivities:GetNewCooldown() ScheduleOne.Cartel.CartelActivities:RpcLogic___StartGlobalActivity_1796582335(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:StartGlobalActivity(NetworkConnection, EMapRegion, Int32) ScheduleOne.Cartel.CartelActivities:TryStartActivity() ScheduleOne.GameTime.TimeManager:RpcLogic___PassMinute_Client_3316948804(Int32) ScheduleOne.GameTime.d__105:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Contract accepted by dealer Molly Presley in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Dealer:ContractedOffered(ContractInfo, Customer) ScheduleOne.Economy.Customer:OfferContractToDealer(ContractInfo, Dealer) ScheduleOne.Economy.Customer:OnMinPass() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley start attend deal: Deal for Keith UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Economy.Dealer:CheckAttendStart() ScheduleOne.Economy.Dealer:OnTick() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Keith Wagner was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Keith Wagner relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Bonus: Exceeded Quality Bonus Amount: 58.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Base payment: 195 Total bonus: 58.5 Satisfaction: 1 Dealer: Molly UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.NPCs.Behaviour.<g__Routine|11_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Molly Presley relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Dealer:RpcReader___Server_CompletedDeal_2166136261(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Dealer Molly Presley received payment: 253.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcReader___Server_SubmitPayment_431000436(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 339/825 (Total 8939) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Player accepted contract in window LateNight UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:PlayerAcceptedContract(EDealWindow) ScheduleOne.UI.Phone.Messages.<>c__DisplayClass18_0:b__0() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Contract initialized UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.Quests.Contract:InitializeContract(String, String, QuestEntryData[], String, Customer, Single, ProductList, String, QuestWindowConfig, Int32, GameDateTime) ScheduleOne.Quests.QuestManager:CreateContract_Local(String, String, QuestEntryData[], String, Boolean, Customer, Single, ProductList, String, QuestWindowConfig, Boolean, GameDateTime, Int32, GameDateTime, Dealer) ScheduleOne.Quests.QuestManager:ContractAccepted(Customer, ContractInfo, Boolean, String, Dealer) ScheduleOne.Economy.Customer:ContractAccepted(EDealWindow, Boolean, Dealer) ScheduleOne.Economy.Customer:RpcReader___Server_SendContractAccepted_507093020(PooledReader, Channel, NetworkConnection) FishNet.Component.Transforming.TransformData:Update(TransformData) FishNet.Serializing.Reader:ReadList(List`1&, Boolean) FishNet.Managing.Server.ServerManager:ParseReceived(ServerReceivedDataArgs) FishNet.Managing.Server.ServerManager:Transport_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnServerReceivedData(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleServerReceivedDataArgs(ServerReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Philip Wentworth was warped to delivery location UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:CheckWarp() ScheduleOne.NPCs.Schedules.NPCSignal_WaitForDelivery:OnActiveTick() ScheduleOne.NPCs.NPCScheduleManager:UpdateActions() <g__StaggeredInvoke|4_0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rank progress: 344/825 (Total 8944) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 349/825 (Total 8949) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 354/825 (Total 8954) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 359/825 (Total 8959) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 364/825 (Total 8964) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 369/825 (Total 8969) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 374/825 (Total 8974) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 379/825 (Total 8979) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 384/825 (Total 8984) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 389/825 (Total 8989) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 394/825 (Total 8994) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 399/825 (Total 8999) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Geraldine Poon relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 276 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Geraldine Poon with satisfaction 100 % and base payment 460 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 460 Total bonus: 276 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 419/825 (Total 9019) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Jessi Waters relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 333 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Jessi Waters with satisfaction 100 % and base payment 555 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 555 Total bonus: 333 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 439/825 (Total 9039) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Ludwig Meyer relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 94.50001 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Ludwig Meyer with satisfaction 100 % and base payment 210 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 210 Total bonus: 94.50001 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 459/825 (Total 9059) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Mrs. Ming relationship changed from 5 -> 5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 87.75001 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Mrs. Ming with satisfaction 100 % and base payment 195 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 195 Total bonus: 87.75001 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 479/825 (Total 9079) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Elizabeth Homley relationship changed from 1.75 -> 2.25 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 196.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Elizabeth Homley with satisfaction 100 % and base payment 655 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 655 Total bonus: 196.5 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 499/825 (Total 9099) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Bruce Norton relationship changed from 2 -> 2.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 114 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Bruce Norton with satisfaction 100 % and base payment 380 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 380 Total bonus: 114 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 519/825 (Total 9119) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Lucy Pennington relationship changed from 2.25 -> 2.75 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 114 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Lucy Pennington with satisfaction 100 % and base payment 380 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 380 Total bonus: 114 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 539/825 (Total 9139) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Eugene Buckley relationship changed from 2.5 -> 3 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 114 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Eugene Buckley with satisfaction 100 % and base payment 380 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 380 Total bonus: 114 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Customer Eugene Buckley recommended dealer Brad Crosby to player UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:RecommendDealer(Dealer) ScheduleOne.Economy.Customer:RpcReader___Observers_ProcessHandoverClient_2441224929(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Showing hint: You can now hire Brad Crosby as a dealer. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.HintDisplay:ShowHint(String, Single) ScheduleOne.Economy.Customer:RecommendDealer(Dealer) ScheduleOne.Economy.Customer:RpcReader___Observers_ProcessHandoverClient_2441224929(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() ScheduleOne.Dialogue.DialogueContainer must be instantiated using the ScriptableObject.CreateInstance method instead of new DialogueContainer. ScheduleOne.Economy.Customer:RecommendDealer(Dealer) ScheduleOne.Economy.Customer:RpcReader___Observers_ProcessHandoverClient_2441224929(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() [ line -1230055048] Rank progress: 559/825 (Total 9159) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Philip Wentworth relationship changed from 3 -> 3.5 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.NPCs.Relation.NPCRelationData:SetRelationship(Single, Boolean) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Bonus: Exceeded Quality Bonus Amount: 138 UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Playing deal completion popup for Philip Wentworth with satisfaction 100 % and base payment 460 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.DealCompletionPopup:PlayPopup(Customer, Single, Single, Single, List`1) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Base payment: 460 Total bonus: 138 Satisfaction: 1 Dealer: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Customer:ProcessHandover(EHandoverOutcome, Contract, List`1, Boolean, Boolean) ScheduleOne.Economy.Customer:OfferDealItems(List`1, Boolean, Boolean&) ScheduleOne.Economy.Customer:b__222_0(EHandoverOutcome, List`1, Single) ScheduleOne.UI.Handover.HandoverScreen:Close(EHandoverOutcome) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 579/825 (Total 9179) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Dealer Brad Crosby set as recruited UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Economy.Dealer:RpcLogic___SetIsRecruited_328543758(NetworkConnection) ScheduleOne.Economy.Dealer:SetIsRecruited(NetworkConnection) ScheduleOne.Dialogue.DialogueController_Dealer:ChoiceCallback(String) ScheduleOne.Dialogue.ControlledDialogueHandler:ChoiceCallback(String) ScheduleOne.Dialogue.DialogueHandler:ChoiceSelected(Int32) ScheduleOne.UI.DialogueCanvas:ChoiceSelected(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Coroutine continue failure Coroutine continue failure Coroutine continue failure Coroutine continue failure Stroke size set to: 32 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.GraffitiMenu:WeightButtonClicked(Int32) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 629/825 (Total 9229) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Rank progress: 679/825 (Total 9279) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Stroke size set to: 32 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ScheduleOne.UI.GraffitiMenu:WeightButtonClicked(Int32) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rank progress: 729/825 (Total 9329) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Levelling.LevelManager:RpcLogic___AddXPLocal_3316948804(Int32) ScheduleOne.Levelling.LevelManager:RpcReader___Observers_AddXPLocal_3316948804(PooledReader, Channel) System.Collections.Generic.EqualityComparer`1:get_Default() FishNet.Managing.Scened.d__14:System.Collections.IEnumerator.Reset() FishNet.Managing.Client.ClientManager:ParseReader(PooledReader, Channel, Boolean) FishNet.Managing.Client.ClientManager:Transport_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Multipass.Multipass:Multipass_OnClientReceivedData(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:HandleClientReceivedDataArgs(ClientReceivedDataArgs) FishNet.Transporting.Yak.Yak:IterateIncoming(Boolean) FishNet.Transporting.Multipass.Multipass:IterateIncoming(Boolean) FishNet.Managing.Transporting.TransportManager:IterateIncoming(Boolean) FishNet.Managing.Timing.TimeManager:IncreaseTick() FishNet.Managing.Timing.TimeManager:TickUpdate() Adding 4 Spray Paint to cart UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.UI.Shop.Cart:AddItem(ShopListing, Int32) ScheduleOne.UI.Shop.ShopInterface:ListingClicked(ListingUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Initialize(Task, FunctionalPackaging, Int32, ProductItemInstance, Int32) ScheduleOne.PlayerTasks.PackageProductTaskMk2:.ctor(PackagingStationMk2) ScheduleOne.Packaging.PackagingStationMk2:StartTask() ScheduleOne.UI.Stations.PackagingStationCanvas:BeginButtonPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging() ScheduleOne.Packaging.PackagingTool:Update() Finalized packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.<g__FinalizeRoutine|0>d:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Deployed packaging UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) ScheduleOne.Packaging.PackagingTool:DeployPackaging()