Paste your logs.

Built for Minecraft & Hytale

Unknown Log

25000 lines
Raw
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.
<RI> Initializing input.
Using Windows.Gaming.Input
<RI> Input initialized.
<RI> 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.<<ApplyDisplaySettings>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.<RequestPoll>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.<RequestPoll>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<TimeLoop>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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.<<StartGame>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 '<null>') is missing!
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform)
[ line -1230057592]
The referenced script on this Behaviour (Game Object '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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 '<null>') 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.<<StartGame>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<StartGame>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()
<<InvokeAllStaggered>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)
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<BeginHandover>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.<<BeginHandover>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Finalize>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()
<<InvokeAllStaggered>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<<Hit>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<<StartNegotiation>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.<<StartNegotiation>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.<<StartNegotiation>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.<<StartNegotiation>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.<<StartNegotiation>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Hit>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:<Start>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()
<<InvokeAllStaggered>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:<Start>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:<Start>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.<AsyncsIsDone>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<<Knock>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.<<Knock>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.<<Knock>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Hit>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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)
<<InvokeAllStaggered>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)
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Knock>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.<<Knock>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<SearchRoutine>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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)
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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:<Start>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<Start>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.<Start>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.<Start>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.<Start>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.<Start>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.<Start>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.<<SleepStart>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.<<SleepStart>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.<<StartEvent>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.<<StartEvent>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<Save>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:<Start>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Finalize>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.<<Finalize>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Finalize>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()
<<InvokeAllStaggered>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>g__StaggeredInvoke|4_0>d:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Breaking jump
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
ScheduleOne.Skating.<<Jump>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Save>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.<<Hit>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Hit>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.<<Hit>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.<<Hit>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.<<Hit>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.<<Hit>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.<<Hit>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.<<Continue>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.<<Continue>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)
<<InvokeAllStaggered>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)
<<InvokeAllStaggered>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.<<Hit>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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)
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Save>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<Start>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<Start>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<Start>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.<Start>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.<Start>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.<Start>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.<<SleepStart>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.<<SleepStart>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.<<StartEvent>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<StartSleep>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.<<Save>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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:<InitializePathProcessor>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<Start>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:<Start>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:<Start>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.<<Hit>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.<AsyncsIsDone>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:<Start>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.<<Hit>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.<<Hit>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.<<Hit>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.<<Hit>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<<Punch>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.<<Punch>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()
<<InvokeAllStaggered>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.<<Punch>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.<<Punch>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.<<Hit>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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:<RemoveAndReturnProductFromInventory>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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.<TimeLoop>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:<Start>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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()
<<InvokeAllStaggered>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<BeginHandover>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.<<BeginHandover>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.<<BeginHandover>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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:<Start>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()
<<InvokeAllStaggered>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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 <color=#88CBFF>Brad Crosby</color> 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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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:<HandoverChosen>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<AsyncsIsDone>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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.<<Finalize>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()