Advertisement
djstick

Output_log

Apr 21st, 2019
149
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 82.45 KB | None | 0 0
  1. Initialize engine version: 2018.3.3f1 (393bae82dbb8)
  2. Forcing GfxDevice: OpenGL Core
  3. GfxDevice: creating device client; threaded=1
  4. Renderer: GeForce GTX 750 Ti/PCIe/SSE2
  5. Vendor: NVIDIA Corporation
  6. Version: 4.5.0 NVIDIA 417.35
  7. GLES: 0
  8. GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragm
  9. ent_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sa
  10. mpler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_
  11. ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_
  12. ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color G
  13. L_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrore
  14. d_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
  15. GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffe
  16. r_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  17. OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 65537
  18. Begin MonoManager ReloadAssembly
  19. - Completed reload, in 0.441 seconds
  20. <RI> Initializing input.
  21.  
  22. <RI> Input initialized.
  23.  
  24. <RI> Initialized touch support.
  25.  
  26. WARNING: Shader Unsupported: 'Legacy Shaders/Diffuse' - Pass 'Meta' has no vertex shader
  27. UnloadTime: 0.629810 ms
  28. DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
  29.  
  30. (Filename: Line: 516)
  31.  
  32. Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Space Wars Interstellar Empires/Spacewars_Data/Mono/libc
  33. Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Space Wars Interstellar Empires/Spacewars_Data/Mono/libc.dll
  34. Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Space Wars Interstellar Empires/Spacewars_Data/Mono/libc
  35. Request: https://web.spacewars.com/maintenance
  36.  
  37. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  38.  
  39. Null
  40.  
  41. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  42.  
  43. {"servers":[{"dataId":19,"name":"Europa I","description":"","speed":1.0,"type":0,"startTime":1555676400000,"asset":"server_europa","rows":50,"columns":50,"hostname":"game-1.spacewars.com","port":7000,"status":1,"allowCharacterDeletions":true}]}
  44.  
  45. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  46.  
  47. ------------------------
  48.  
  49. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  50.  
  51. System.Collections.Generic.Dictionary`2[System.String,System.Object]
  52.  
  53. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  54.  
  55. Connecting: game-1.spacewars.com:7000
  56.  
  57. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  58.  
  59. Connected.
  60.  
  61. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  62.  
  63. ON CONNECT!
  64.  
  65. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  66.  
  67. Recieve: ConnectionOkayMessage
  68.  
  69. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  70.  
  71. Sending com.spacewars.server.shared.net.protocol.AuthenticateTokenMessage
  72.  
  73. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  74.  
  75. Recieve: AuthenticatedMessage
  76.  
  77. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  78.  
  79. Sending com.spacewars.server.shared.net.protocol.JoinServerMessage
  80.  
  81. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  82.  
  83. Recieve: EmptyCharacterMessage
  84.  
  85. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  86.  
  87. Sending com.spacewars.server.shared.net.protocol.GetBalancesMessage
  88.  
  89. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  90.  
  91. Sending com.spacewars.server.shared.net.protocol.GetStarterShipsMessage
  92.  
  93. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  94.  
  95. Sending com.spacewars.server.shared.net.protocol.GetAvatarsMessage
  96.  
  97. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  98.  
  99. Sending com.spacewars.server.shared.net.protocol.GetUnlockedAvatarsMessage
  100.  
  101. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  102.  
  103. Sending com.spacewars.server.shared.net.protocol.GetBalancesMessage
  104.  
  105. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  106.  
  107. Sending com.spacewars.server.shared.net.protocol.GetStarterShipsMessage
  108.  
  109. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  110.  
  111. Sending com.spacewars.server.shared.net.protocol.GetAvatarsMessage
  112.  
  113. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  114.  
  115. Sending com.spacewars.server.shared.net.protocol.GetUnlockedAvatarsMessage
  116.  
  117. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  118.  
  119. Sending com.spacewars.server.shared.net.protocol.GetLeadershipPointsBonusesMessage
  120.  
  121. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  122.  
  123. Recieve: BalanceListMessage
  124.  
  125. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  126.  
  127. BalancesHandler HANDLER! (balances {
  128. currency: 2
  129. balance: 0
  130. }
  131. )
  132.  
  133. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  134.  
  135. Recieve: ShipCoreDataListMessage
  136.  
  137. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  138.  
  139. ShipCoreDataListMessage HANDLER! (ships {
  140. id: 34
  141. name: "Mendi"
  142. description: "Even though the SOL Imperium had an edge over Genari regarding technology, the Genari used uncommon tactics to overcome their disadvantage. SOL\'s loss of ships and crew were on the rise with the smaller warships such as corvettes and frigates. The need for a more sturdy and versatile corvette became clear -- the Mendi was the result. It had more firepower to deal with Genari that tried to outflank the ship. The Mendi also eliminated one of Genari\'s common tactics of disabling a ship\'s primary weapons by directed weapons fire via extra superstructure surrounding the weapon mounts."
  143. factionId: 1
  144. classRank: 3
  145. role: 0
  146. crew: 52
  147. mass: 95
  148. hullPoints: 16
  149. leadershipPointsCost: 70
  150. starter: true
  151. commissionDate: "2171"
  152. length: 270
  153. width: 152
  154. height: 105
  155. attackRating: "6.3"
  156. defenseRating: "11.2"
  157. hardpoints {
  158. id: 24945
  159. arc: 3
  160. position: 3
  161. system {
  162. weapon {
  163. id: 105
  164. name: "SIWLB-6A"
  165. description: "Ming Industries took their LB-6 laser, and improved the range, achieving the milestone of 10,000km. This was a big achievement for them, and the laser still finds itself extremely popular with engineers designing corvettes and frigates. It has even found its way on larger ships, as secondary weapons.\r\n+1 DAM (1-2RNG) "
  166. powerIncrement: 0
  167. maxPower: 2
  168. mass: 10
  169. crewRequirement: 3
  170. weaponType: 1
  171. powerRatio: 1
  172. weight: 10
  173. range: 10
  174. accuracy: 50
  175. manufacturer {
  176. id: 1
  177. name: "Ming Industries"
  178. shortName: "MI"
  179. }
  180. damageBonusSet {
  181. id: 1
  182. name: "Short range beam"
  183. damageBonus {
  184. id: 1
  185. rangeBegin: 1
  186. rangeEnd: 2
  187. bonus: 1
  188. }
  189. }
  190. }
  191. }
  192. }
  193. hardpoints {
  194. id: 24947
  195. arc: 0
  196. position: 5
  197. system {
  198. scanner {
  199. id: 8
  200. name: "SIWS-1A"
  201. description: "A slightly modified scanner boosting range by 2000km, it maintains the light mass requirements for small combat craft. Most commonly used by Corvettes and Frigates."
  202. powerIncrement: 0
  203. maxPower: 6
  204. mass: 5
  205. crewRequirement: 0
  206. range: 10
  207. manufacturer {
  208. id: 7
  209. name: "Novaspace Industries"
  210. shortName: "NI"
  211. }
  212. }
  213. }
  214. }
  215. hardpoints {
  216. id: 24944
  217. arc: 2
  218. position: 2
  219. system {
  220. weapon {
  221. id: 105
  222. name: "SIWLB-6A"
  223. description: "Ming Industries took their LB-6 laser, and improved the range, achieving the milestone of 10,000km. This was a big achievement for them, and the laser still finds itself extremely popular with engineers designing corvettes and frigates. It has even found its way on larger ships, as secondary weapons.\r\n+1 DAM (1-2RNG) "
  224. powerIncrement: 0
  225. maxPower: 2
  226. mass: 10
  227. crewRequirement: 3
  228. weaponType: 1
  229. powerRatio: 1
  230. weight: 10
  231. range: 10
  232. accuracy: 50
  233. manufacturer {
  234. id: 1
  235. name: "Ming Industries"
  236. shortName: "MI"
  237. }
  238. damageBonusSet {
  239. id: 1
  240. name: "Short range beam"
  241. damageBonus {
  242. id: 1
  243. rangeBegin: 1
  244. rangeEnd: 2
  245. bonus: 1
  246. }
  247. }
  248. }
  249. }
  250. }
  251. hardpoints {
  252. id: 24948
  253. arc: 0
  254. position: 6
  255. system {
  256. shield {
  257. id: 30
  258. name: "SIWFF2-2"
  259. description: "While competing military corporations were trying to catch up, and develop their own second tier force field systems, Faumex Corp. had already moved to the next generation of tier 2. This force field became very popular with Corvettes and Frigates, and is the most widely produced force field for the company."
  260. powerIncrement: 0
  261. maxPower: 2
  262. mass: 20
  263. crewRequirement: 0
  264. powerProtectionRatio: 2
  265. manufacturer {
  266. id: 6
  267. name: "Faumex Corp"
  268. shortName: "FC"
  269. }
  270. }
  271. }
  272. }
  273. hardpoints {
  274. id: 24943
  275. arc: 0
  276. position: 1
  277. system {
  278. weapon {
  279. id: 105
  280. name: "SIWLB-6A"
  281. description: "Ming Industries took their LB-6 laser, and improved the range, achieving the milestone of 10,000km. This was a big achievement for them, and the laser still finds itself extremely popular with engineers designing corvettes and frigates. It has even found its way on larger ships, as secondary weapons.\r\n+1 DAM (1-2RNG) "
  282. powerIncrement: 0
  283. maxPower: 2
  284. mass: 10
  285. crewRequirement: 3
  286. weaponType: 1
  287. powerRatio: 1
  288. weight: 10
  289. range: 10
  290. accuracy: 50
  291. manufacturer {
  292. id: 1
  293. name: "Ming Industries"
  294. shortName: "MI"
  295. }
  296. damageBonusSet {
  297. id: 1
  298. name: "Short range beam"
  299. damageBonus {
  300. id: 1
  301. rangeBegin: 1
  302. rangeEnd: 2
  303. bonus: 1
  304. }
  305. }
  306. }
  307. }
  308. }
  309. hardpoints {
  310. id: 24946
  311. arc: 0
  312. position: 4
  313. system {
  314. weapon {
  315. id: 103
  316. name: "SIWLB-5"
  317. description: "Benson Dynamics\' first foray into modern laser weaponry started with the LB-5, believing that a higher yield is more effective than improved range. This laser was unprecedented for its time, as it had three times the power output over the older Ming Industries laser systems.\r\n+1 DAM (1-2RNG) "
  318. powerIncrement: 0
  319. maxPower: 3
  320. mass: 12
  321. crewRequirement: 3
  322. weaponType: 1
  323. powerRatio: 1
  324. weight: 12
  325. range: 5
  326. accuracy: 60
  327. manufacturer {
  328. id: 3
  329. name: "Benson Dynamics"
  330. shortName: "BD"
  331. }
  332. damageBonusSet {
  333. id: 1
  334. name: "Short range beam"
  335. damageBonus {
  336. id: 1
  337. rangeBegin: 1
  338. rangeEnd: 2
  339. bonus: 1
  340. }
  341. }
  342. }
  343. }
  344. }
  345. hardpoints {
  346. id: 24942
  347. arc: 1
  348. position: 0
  349. system {
  350. engine {
  351. id: 348
  352. name: "SIWFHD-4x3"
  353. description: "McKellan\'s first entry into the heavy fusion drives put in competition with Volkov, and created a quality, if not generic drive that some mid-range corvettes still use to this day. It has the lightest overall mass, which allows ships like the Mendi corvette more room to mount weapon hardpoints and shielding."
  354. powerIncrement: 0
  355. maxPower: 16
  356. mass: 36
  357. crewRequirement: 30
  358. powerProduction: 16
  359. manufacturer {
  360. id: 9
  361. name: "McKellan Engineering"
  362. shortName: "ME"
  363. }
  364. engineClassId: 2
  365. }
  366. }
  367. }
  368. officerSetId: 1
  369. subtitle: "Assault"
  370. subclass: "Corvette"
  371. skill {
  372. id: 162
  373. name: "Armored Weapons"
  374. description: "Weapons cannot be damaged by enemy fire. (Can be by explosions)"
  375. rank: 1
  376. activationType: 0
  377. targetType: 0
  378. activated: 1
  379. }
  380. unlockCost: 0
  381. purchaseCost: 5
  382. asset: ""
  383. portrait: ""
  384. silhouette: ""
  385. scale: 0.7
  386. }
  387. ships {
  388. id: 7
  389. name: "Bengbu"
  390. description: "Considered one of the least popular Corvettes due to its lower power output, it more than compensates defensively with extra armor and a more efficient force field system. However, with its weaker, shorter ranged weapons, it proved to be more effective in controlling non-Genari threats. Commonly seen escorting convoys under threat of piracy, or making a presence in regions of local unrest. Less tactically-inclined Captains fresh out of the Academy tend to choose this class."
  391. factionId: 1
  392. classRank: 3
  393. role: 0
  394. crew: 51
  395. mass: 95
  396. hullPoints: 26
  397. leadershipPointsCost: 60
  398. starter: true
  399. commissionDate: "2152"
  400. length: 270
  401. width: 112
  402. height: 54
  403. attackRating: "3"
  404. defenseRating: "18.8"
  405. hardpoints {
  406. id: 24938
  407. arc: 0
  408. position: 1
  409. system {
  410. weapon {
  411. id: 105
  412. name: "SIWLB-6A"
  413. description: "Ming Industries took their LB-6 laser, and improved the range, achieving the milestone of 10,000km. This was a big achievement for them, and the laser still finds itself extremely popular with engineers designing corvettes and frigates. It has even found its way on larger ships, as secondary weapons.\r\n+1 DAM (1-2RNG) "
  414. powerIncrement: 0
  415. maxPower: 2
  416. mass: 10
  417. crewRequirement: 3
  418. weaponType: 1
  419. powerRatio: 1
  420. weight: 10
  421. range: 10
  422. accuracy: 50
  423. manufacturer {
  424. id: 1
  425. name: "Ming Industries"
  426. shortName: "MI"
  427. }
  428. damageBonusSet {
  429. id: 1
  430. name: "Short range beam"
  431. damageBonus {
  432. id: 1
  433. rangeBegin: 1
  434. rangeEnd: 2
  435. bonus: 1
  436. }
  437. }
  438. }
  439. }
  440. }
  441. hardpoints {
  442. id: 24939
  443. arc: 0
  444. position: 2
  445. system {
  446. weapon {
  447. id: 105
  448. name: "SIWLB-6A"
  449. description: "Ming Industries took their LB-6 laser, and improved the range, achieving the milestone of 10,000km. This was a big achievement for them, and the laser still finds itself extremely popular with engineers designing corvettes and frigates. It has even found its way on larger ships, as secondary weapons.\r\n+1 DAM (1-2RNG) "
  450. powerIncrement: 0
  451. maxPower: 2
  452. mass: 10
  453. crewRequirement: 3
  454. weaponType: 1
  455. powerRatio: 1
  456. weight: 10
  457. range: 10
  458. accuracy: 50
  459. manufacturer {
  460. id: 1
  461. name: "Ming Industries"
  462. shortName: "MI"
  463. }
  464. damageBonusSet {
  465. id: 1
  466. name: "Short range beam"
  467. damageBonus {
  468. id: 1
  469. rangeBegin: 1
  470. rangeEnd: 2
  471. bonus: 1
  472. }
  473. }
  474. }
  475. }
  476. }
  477. hardpoints {
  478. id: 24937
  479. arc: 1
  480. position: 0
  481. system {
  482. engine {
  483. id: 59
  484. name: "SIWID-2x2"
  485. description: "Shortly after its type1 ion drive, McKellan produced a second unit that combined two prototype engines with slightly reduced power output, making it more practical for smaller corvette class warships. The Bengbu corvette with its heavy armor needed something small and light to offset the armor mass, and these engines were a better fit than the available heavy fission drives. In fact, the Bengbu became the first Navy warship to mount ion drives."
  486. powerIncrement: 0
  487. maxPower: 15
  488. mass: 30
  489. crewRequirement: 28
  490. powerProduction: 15
  491. manufacturer {
  492. id: 9
  493. name: "McKellan Engineering"
  494. shortName: "ME"
  495. }
  496. engineClassId: 3
  497. }
  498. }
  499. }
  500. hardpoints {
  501. id: 24940
  502. arc: 0
  503. position: 3
  504. system {
  505. shield {
  506. id: 40
  507. name: "SIWFF3-2"
  508. description: ""
  509. powerIncrement: 0
  510. maxPower: 2
  511. mass: 55
  512. crewRequirement: 0
  513. powerProtectionRatio: 3
  514. manufacturer {
  515. id: 6
  516. name: "Faumex Corp"
  517. shortName: "FC"
  518. }
  519. }
  520. }
  521. }
  522. hardpoints {
  523. id: 24941
  524. arc: 0
  525. position: 4
  526. system {
  527. scanner {
  528. id: 8
  529. name: "SIWS-1A"
  530. description: "A slightly modified scanner boosting range by 2000km, it maintains the light mass requirements for small combat craft. Most commonly used by Corvettes and Frigates."
  531. powerIncrement: 0
  532. maxPower: 6
  533. mass: 5
  534. crewRequirement: 0
  535. range: 10
  536. manufacturer {
  537. id: 7
  538. name: "Novaspace Industries"
  539. shortName: "NI"
  540. }
  541. }
  542. }
  543. }
  544. officerSetId: 1
  545. subtitle: "Armored"
  546. subclass: "Corvette"
  547. skill {
  548. id: 190
  549. name: "Heavy Armor"
  550. description: "Armor gives 30% more hull points."
  551. rank: 1
  552. activationType: 0
  553. targetType: 0
  554. activated: 1
  555. }
  556. unlockCost: 0
  557. purchaseCost: 5
  558. asset: ""
  559. portrait: ""
  560. silhouette: ""
  561. scale: 0.8
  562. }
  563. ships {
  564. id: 25
  565. name: "Orchis"
  566. description: "Several years after the Genari wars began, there was a strong need for a ship that could scout an enemy border region ahead of an invading fleet. Something fast that would avoid fire from more powerful warships, but give an advanced view of enemy movements and structures before the main fleet arrived. A new corvette superstructure was developed from the ground up, with enhanced engines providing extra power when needed. The Orchis is not only fast, it has advanced scanners that allow it probe deeper into enemy territory and return unscathed. It still takes a courageous Captain & crew to man one of these ships however, with its weak shielding and relatively poor armament; not strong enough to go head to head with other Corvettes. "
  567. factionId: 1
  568. classRank: 3
  569. role: 0
  570. crew: 59
  571. mass: 94
  572. hullPoints: 14
  573. leadershipPointsCost: 70
  574. starter: true
  575. commissionDate: "2165"
  576. length: 290
  577. width: 112
  578. height: 85
  579. attackRating: "7.5"
  580. defenseRating: "9.2"
  581. hardpoints {
  582. id: 24949
  583. arc: 1
  584. position: 0
  585. system {
  586. engine {
  587. id: 54
  588. name: "SIWFHD-3Ax3c"
  589. description: "Volkov\'s final and most advanced fusion drive, the FHD-3A takes three of its type 3 heavy engines and combines them to deliver a significant amount of power. Still favored on high speed corvettes for its low demand for real estate and its efficient power output. Because of competition, and to save money on research & development, Volkov Star Drives has not made any more leaps in technology since."
  590. powerIncrement: 0
  591. maxPower: 20
  592. mass: 45
  593. crewRequirement: 0
  594. powerProduction: 20
  595. manufacturer {
  596. id: 8
  597. name: "Volkov Star Drives"
  598. shortName: "VSD"
  599. }
  600. engineClassId: 2
  601. }
  602. }
  603. }
  604. hardpoints {
  605. id: 24950
  606. arc: 1
  607. position: 1
  608. system {
  609. weapon {
  610. id: 108
  611. name: "SIWLB-8"
  612. description: "Nakabayashi, a rather new company with its own ideas on building lasers, did not dismiss Genari laser technology as obsolete. By reverse-engineering stolen Genari beam weapons, they saw significant advances that could lighten up laser weapons without sacrificing range. The LB-8 became a perfect balance of power and range.\r\n+1 DAM (1-2RNG) "
  613. powerIncrement: 0
  614. maxPower: 3
  615. mass: 15
  616. crewRequirement: 5
  617. weaponType: 1
  618. powerRatio: 1
  619. weight: 15
  620. range: 12
  621. accuracy: 50
  622. manufacturer {
  623. id: 2
  624. name: "Nakabayashi Weapons Sys."
  625. shortName: "NWS"
  626. }
  627. damageBonusSet {
  628. id: 1
  629. name: "Short range beam"
  630. damageBonus {
  631. id: 1
  632. rangeBegin: 1
  633. rangeEnd: 2
  634. bonus: 1
  635. }
  636. }
  637. }
  638. }
  639. }
  640. hardpoints {
  641. id: 24953
  642. arc: 0
  643. position: 4
  644. system {
  645. scanner {
  646. id: 10
  647. name: "SIWS-3"
  648. description: "A well balanced scanning system that provides 14,000 scanning range, it is seen on ships as small as Orchis Scouts, but also common on Destroyers and Light Cruisers. "
  649. powerIncrement: 0
  650. maxPower: 10
  651. mass: 15
  652. crewRequirement: 0
  653. range: 14
  654. manufacturer {
  655. id: 7
  656. name: "Novaspace Industries"
  657. shortName: "NI"
  658. }
  659. }
  660. }
  661. }
  662. hardpoints {
  663. id: 24951
  664. arc: 0
  665. position: 2
  666. system {
  667. weapon {
  668. id: 108
  669. name: "SIWLB-8"
  670. description: "Nakabayashi, a rather new company with its own ideas on building lasers, did not dismiss Genari laser technology as obsolete. By reverse-engineering stolen Genari beam weapons, they saw significant advances that could lighten up laser weapons without sacrificing range. The LB-8 became a perfect balance of power and range.\r\n+1 DAM (1-2RNG) "
  671. powerIncrement: 0
  672. maxPower: 3
  673. mass: 15
  674. crewRequirement: 5
  675. weaponType: 1
  676. powerRatio: 1
  677. weight: 15
  678. range: 12
  679. accuracy: 50
  680. manufacturer {
  681. id: 2
  682. name: "Nakabayashi Weapons Sys."
  683. shortName: "NWS"
  684. }
  685. damageBonusSet {
  686. id: 1
  687. name: "Short range beam"
  688. damageBonus {
  689. id: 1
  690. rangeBegin: 1
  691. rangeEnd: 2
  692. bonus: 1
  693. }
  694. }
  695. }
  696. }
  697. }
  698. hardpoints {
  699. id: 24952
  700. arc: 0
  701. position: 3
  702. system {
  703. shield {
  704. id: 29
  705. name: "SIWFF2-1"
  706. description: "Faumex Corporation broke through basic force field technology, and advanced to a second power force field, capable of doubling the force field strength with only 1 terawatt of power. At the time, a newer, more defensive variant of the Bengbu corvette was coming online, and it was used at the primary test bed for the FF2-1. "
  707. powerIncrement: 0
  708. maxPower: 1
  709. mass: 10
  710. crewRequirement: 0
  711. powerProtectionRatio: 2
  712. manufacturer {
  713. id: 6
  714. name: "Faumex Corp"
  715. shortName: "FC"
  716. }
  717. }
  718. }
  719. }
  720. officerSetId: 1
  721. subtitle: "Scout"
  722. subclass: "Corvette"
  723. skill {
  724. id: 171
  725. name: "Combat Thrusters"
  726. description: "+1 Power to Engines"
  727. rank: 1
  728. activationType: 0
  729. targetType: 0
  730. activated: 1
  731. }
  732. unlockCost: 0
  733. purchaseCost: 5
  734. asset: ""
  735. portrait: ""
  736. silhouette: ""
  737. scale: 0.8
  738. }
  739. )
  740.  
  741. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  742.  
  743. System.FormatException: Input string was not in a correct format.
  744. at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <0000d56de0ae43ca875d7babfd990580>:0
  745. at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <0000d56de0ae43ca875d7babfd990580>:0
  746. at System.Single.Parse (System.String s) [0x0000b] in <0000d56de0ae43ca875d7babfd990580>:0
  747. at Spacewars.Data.ShipData..ctor (com.spacewars.server.shared.net.protocol.ShipCoreDataMessage core) [0x00037] in <28daff4b381a4d34bd0f0495638a42a7>:0
  748. at Spacewars.Cache.VesselDataCache.Add (com.spacewars.server.shared.net.protocol.ShipCoreDataMessage core) [0x00000] in <28daff4b381a4d34bd0f0495638a42a7>:0
  749. at Spacewars.Network.ShipCoreDataListHandler.OnProcess (com.spacewars.server.shared.net.protocol.ShipCoreDataListMessage list) [0x0002f] in <28daff4b381a4d34bd0f0495638a42a7>:0
  750. at Spacewars.Network.HandlerAction`1[M].ActionBegin (System.Single secLate) [0x00007] in <28daff4b381a4d34bd0f0495638a42a7>:0
  751. at Sequencer.ActionGroup.ActionTick (System.Single secOffset) [0x00147] in <28daff4b381a4d34bd0f0495638a42a7>:0
  752.  
  753. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  754.  
  755. Recieve: AvatarCoreDataListMessage
  756.  
  757. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  758.  
  759. Recieve: BalanceListMessage
  760.  
  761. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  762.  
  763. Recieve: ShipCoreDataListMessage
  764.  
  765. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  766.  
  767. Recieve: AvatarCoreDataListMessage
  768.  
  769. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  770.  
  771. Recieve: LeadershipPointsBonusListMessage
  772.  
  773. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  774.  
  775. System.NullReferenceException: Object reference not set to an instance of an object
  776. at Spacewars.UI.CharacterCreationMenu.OnAvatarsRecieved () [0x00020] in <28daff4b381a4d34bd0f0495638a42a7>:0
  777. at Spacewars.UI.LoginCanvas.OnAvatarsRecieved () [0x00000] in <28daff4b381a4d34bd0f0495638a42a7>:0
  778. at Spacewars.Network.AvatarCoreDataListHandler.RefreshAvatarScreens () [0x00025] in <28daff4b381a4d34bd0f0495638a42a7>:0
  779. at Spacewars.Network.AvatarCoreDataListHandler.OnProcess (com.spacewars.server.shared.net.protocol.AvatarCoreDataListMessage message) [0x00034] in <28daff4b381a4d34bd0f0495638a42a7>:0
  780. at Spacewars.Network.HandlerAction`1[M].ActionBegin (System.Single secLate) [0x00007] in <28daff4b381a4d34bd0f0495638a42a7>:0
  781. at Sequencer.ActionGroup.ActionTick (System.Single secOffset) [0x00147] in <28daff4b381a4d34bd0f0495638a42a7>:0
  782.  
  783. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  784.  
  785. BalancesHandler HANDLER! (balances {
  786. currency: 2
  787. balance: 0
  788. }
  789. )
  790.  
  791. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  792.  
  793. ShipCoreDataListMessage HANDLER! (ships {
  794. id: 142
  795. name: "Star Warrior"
  796. description: "With every possible weapon hardpoint taken advantage of for a ship of this size, it bears a deadly mix of laser and missile based weaponry. The Star Warrior manages to support all five weapons because of their small size, with the sacrifice being the weapons\' limited range. It is the ultimate close-combat corvette, meant to approach an enemy ship at extreme close range and connect with significant amounts of damage. The ship also boasts a unique layer of armor around the engines, keeping them from being damaged by weapons fire. In the war of the four Genari empires, these ships were the front line of any assault. Now with the new war against the Imperium, these ships have found themselves at a big disadvantage. Longer ranged, more accurate weaponry of the enemy has led to the destruction of many of these rather dated and slow warships."
  797. factionId: 2
  798. classRank: 3
  799. role: 0
  800. crew: 88
  801. mass: 87
  802. hullPoints: 26
  803. leadershipPointsCost: 50
  804. starter: true
  805. commissionDate: "2150"
  806. length: 270
  807. width: 250
  808. height: 45
  809. attackRating: "5.1"
  810. defenseRating: "9.1"
  811. hardpoints {
  812. id: 24154
  813. arc: 2
  814. position: 4
  815. system {
  816. weapon {
  817. id: 234
  818. name: "GSEFW-2"
  819. description: "Moshtigh improved on its prototype FW-1, by increasing the yield, without sacrificing anything else. Its power-to-damage ratio increased by 50%, and became incorporated into the design of the Star Warrior\'s fission warhead array. "
  820. powerIncrement: 2
  821. maxPower: 2
  822. mass: 7
  823. crewRequirement: 7
  824. weaponType: 3
  825. powerRatio: 1.5
  826. weight: 7
  827. range: 5
  828. accuracy: 40
  829. manufacturer {
  830. id: 25
  831. name: "Moshtigh Matriarchy"
  832. shortName: "DMM"
  833. }
  834. }
  835. }
  836. }
  837. hardpoints {
  838. id: 24150
  839. arc: 1
  840. position: 0
  841. system {
  842. engine {
  843. id: 346
  844. name: "GSEFHD-1x2"
  845. description: "Hendevanegh\'s engineers were the first to develop a totally new heavy fusion drive, which could produce a lot more power than the lighter variant. These engines were quickly introduced to the fleet, with corvettes being designed around these engines. The Honor Bound and Star Warrior corvettes took full advantage of these dual drives, generating enough power to make them both maneuverable and effective in combat."
  846. powerIncrement: 0
  847. maxPower: 14
  848. mass: 20
  849. crewRequirement: 50
  850. powerProduction: 14
  851. manufacturer {
  852. id: 23
  853. name: "Hendevanegh Matriarchy"
  854. shortName: "MHM"
  855. }
  856. engineClassId: 2
  857. }
  858. }
  859. }
  860. hardpoints {
  861. id: 24156
  862. arc: 0
  863. position: 6
  864. system {
  865. scanner {
  866. id: 201
  867. name: "GSES-2"
  868. description: "The most common Corvette-class sensor system, it is a rather generic and dated sensor apparatus developed by Hendevanegh very commonly used by Corvettes and Frigates. It has very minimal crew support and mass requirements."
  869. powerIncrement: 0
  870. maxPower: 6
  871. mass: 5
  872. crewRequirement: 0
  873. range: 10
  874. manufacturer {
  875. id: 23
  876. name: "Hendevanegh Matriarchy"
  877. shortName: "MHM"
  878. }
  879. }
  880. }
  881. }
  882. hardpoints {
  883. id: 24152
  884. arc: 0
  885. position: 2
  886. system {
  887. weapon {
  888. id: 225
  889. name: "GSELB-2"
  890. description: "One of the oldest lasers still produced for warships, it remains incredibly popular for gunboats and corvettes. The LB-2 is a very light laser, with minimal crew support and maintenance, and very reliable. This weapon is most prominent as a primary weapons array on the Agile Flyer and Star Warrior corvettes.\r\n+1 DAM (1RNG)"
  891. powerIncrement: 0
  892. maxPower: 2
  893. mass: 6
  894. crewRequirement: 0
  895. weaponType: 1
  896. powerRatio: 1
  897. weight: 6
  898. range: 6
  899. accuracy: 50
  900. manufacturer {
  901. id: 25
  902. name: "Moshtigh Matriarchy"
  903. shortName: "DMM"
  904. }
  905. damageBonusSet {
  906. id: 14
  907. name: "Old Laser"
  908. damageBonus {
  909. id: 64
  910. rangeBegin: 1
  911. rangeEnd: 1
  912. bonus: 1
  913. }
  914. }
  915. }
  916. }
  917. }
  918. hardpoints {
  919. id: 24153
  920. arc: 0
  921. position: 3
  922. system {
  923. weapon {
  924. id: 225
  925. name: "GSELB-2"
  926. description: "One of the oldest lasers still produced for warships, it remains incredibly popular for gunboats and corvettes. The LB-2 is a very light laser, with minimal crew support and maintenance, and very reliable. This weapon is most prominent as a primary weapons array on the Agile Flyer and Star Warrior corvettes.\r\n+1 DAM (1RNG)"
  927. powerIncrement: 0
  928. maxPower: 2
  929. mass: 6
  930. crewRequirement: 0
  931. weaponType: 1
  932. powerRatio: 1
  933. weight: 6
  934. range: 6
  935. accuracy: 50
  936. manufacturer {
  937. id: 25
  938. name: "Moshtigh Matriarchy"
  939. shortName: "DMM"
  940. }
  941. damageBonusSet {
  942. id: 14
  943. name: "Old Laser"
  944. damageBonus {
  945. id: 64
  946. rangeBegin: 1
  947. rangeEnd: 1
  948. bonus: 1
  949. }
  950. }
  951. }
  952. }
  953. }
  954. hardpoints {
  955. id: 24155
  956. arc: 3
  957. position: 5
  958. system {
  959. weapon {
  960. id: 234
  961. name: "GSEFW-2"
  962. description: "Moshtigh improved on its prototype FW-1, by increasing the yield, without sacrificing anything else. Its power-to-damage ratio increased by 50%, and became incorporated into the design of the Star Warrior\'s fission warhead array. "
  963. powerIncrement: 2
  964. maxPower: 2
  965. mass: 7
  966. crewRequirement: 7
  967. weaponType: 3
  968. powerRatio: 1.5
  969. weight: 7
  970. range: 5
  971. accuracy: 40
  972. manufacturer {
  973. id: 25
  974. name: "Moshtigh Matriarchy"
  975. shortName: "DMM"
  976. }
  977. }
  978. }
  979. }
  980. hardpoints {
  981. id: 24151
  982. arc: 0
  983. position: 1
  984. system {
  985. weapon {
  986. id: 225
  987. name: "GSELB-2"
  988. description: "One of the oldest lasers still produced for warships, it remains incredibly popular for gunboats and corvettes. The LB-2 is a very light laser, with minimal crew support and maintenance, and very reliable. This weapon is most prominent as a primary weapons array on the Agile Flyer and Star Warrior corvettes.\r\n+1 DAM (1RNG)"
  989. powerIncrement: 0
  990. maxPower: 2
  991. mass: 6
  992. crewRequirement: 0
  993. weaponType: 1
  994. powerRatio: 1
  995. weight: 6
  996. range: 6
  997. accuracy: 50
  998. manufacturer {
  999. id: 25
  1000. name: "Moshtigh Matriarchy"
  1001. shortName: "DMM"
  1002. }
  1003. damageBonusSet {
  1004. id: 14
  1005. name: "Old Laser"
  1006. damageBonus {
  1007. id: 64
  1008. rangeBegin: 1
  1009. rangeEnd: 1
  1010. bonus: 1
  1011. }
  1012. }
  1013. }
  1014. }
  1015. }
  1016. officerSetId: 2
  1017. subtitle: "Assault"
  1018. subclass: "Corvette"
  1019. skill {
  1020. id: 157
  1021. name: "Armored Engines"
  1022. description: "Engines cannot be damaged"
  1023. rank: 1
  1024. activationType: 0
  1025. targetType: 0
  1026. activated: 1
  1027. }
  1028. unlockCost: 0
  1029. purchaseCost: 50
  1030. asset: ""
  1031. portrait: ""
  1032. silhouette: ""
  1033. scale: 0.8
  1034. }
  1035. ships {
  1036. id: 47
  1037. name: "Agile Flyer"
  1038. description: "In response to a greater need for a variety of low-cost warships for the fleet, a new Genari corvette with a power plant improved over the relatively dated Honor Bound corvette was created. The Agile Flyer has a bold new design, and well-liked by its captains based on its profile alone. It was modeled after a rather tough and poisonous arachnid-like insect found in the dry areas of Saneth, called the Ankhab. Offensively, it has three forward-bearing lasers and twenty marines. The ship is meant to attack in groups, strike weaker Sol ships at close range and leave before taking too much damage. Its smaller overall profile and mass makes it slightly faster than most corvettes."
  1039. factionId: 2
  1040. classRank: 3
  1041. role: 0
  1042. crew: 85
  1043. mass: 92
  1044. hullPoints: 19
  1045. leadershipPointsCost: 50
  1046. starter: true
  1047. commissionDate: "2169"
  1048. length: 280
  1049. width: 190
  1050. height: 72
  1051. attackRating: "6.3"
  1052. defenseRating: "8"
  1053. hardpoints {
  1054. id: 24121
  1055. arc: 0
  1056. position: 2
  1057. system {
  1058. weapon {
  1059. id: 225
  1060. name: "GSELB-2"
  1061. description: "One of the oldest lasers still produced for warships, it remains incredibly popular for gunboats and corvettes. The LB-2 is a very light laser, with minimal crew support and maintenance, and very reliable. This weapon is most prominent as a primary weapons array on the Agile Flyer and Star Warrior corvettes.\r\n+1 DAM (1RNG)"
  1062. powerIncrement: 0
  1063. maxPower: 2
  1064. mass: 6
  1065. crewRequirement: 0
  1066. weaponType: 1
  1067. powerRatio: 1
  1068. weight: 6
  1069. range: 6
  1070. accuracy: 50
  1071. manufacturer {
  1072. id: 25
  1073. name: "Moshtigh Matriarchy"
  1074. shortName: "DMM"
  1075. }
  1076. damageBonusSet {
  1077. id: 14
  1078. name: "Old Laser"
  1079. damageBonus {
  1080. id: 64
  1081. rangeBegin: 1
  1082. rangeEnd: 1
  1083. bonus: 1
  1084. }
  1085. }
  1086. }
  1087. }
  1088. }
  1089. hardpoints {
  1090. id: 24119
  1091. arc: 1
  1092. position: 0
  1093. system {
  1094. engine {
  1095. id: 246
  1096. name: "GSEFHD-2x2"
  1097. description: "Though the FHD-1 was a successful prototype that made it into production, Zeranghi\'s FHD-2 generated 15% more power just as reliably as its predecessor. Ships that incorporated this newer heavy fusion drive were faster, and more effective in combat. The newer Agile Flyer corvette is known to be very nimble thanks to the extra power these engines generate, and even the Star Warrior type III upgraded to these engines becoming the favorite variant for new Genari captains."
  1098. powerIncrement: 0
  1099. maxPower: 16
  1100. mass: 24
  1101. crewRequirement: 52
  1102. powerProduction: 16
  1103. manufacturer {
  1104. id: 24
  1105. name: "Zeranghi Matriarchy"
  1106. shortName: "TZM"
  1107. }
  1108. engineClassId: 2
  1109. }
  1110. }
  1111. }
  1112. hardpoints {
  1113. id: 24120
  1114. arc: 0
  1115. position: 1
  1116. system {
  1117. weapon {
  1118. id: 225
  1119. name: "GSELB-2"
  1120. description: "One of the oldest lasers still produced for warships, it remains incredibly popular for gunboats and corvettes. The LB-2 is a very light laser, with minimal crew support and maintenance, and very reliable. This weapon is most prominent as a primary weapons array on the Agile Flyer and Star Warrior corvettes.\r\n+1 DAM (1RNG)"
  1121. powerIncrement: 0
  1122. maxPower: 2
  1123. mass: 6
  1124. crewRequirement: 0
  1125. weaponType: 1
  1126. powerRatio: 1
  1127. weight: 6
  1128. range: 6
  1129. accuracy: 50
  1130. manufacturer {
  1131. id: 25
  1132. name: "Moshtigh Matriarchy"
  1133. shortName: "DMM"
  1134. }
  1135. damageBonusSet {
  1136. id: 14
  1137. name: "Old Laser"
  1138. damageBonus {
  1139. id: 64
  1140. rangeBegin: 1
  1141. rangeEnd: 1
  1142. bonus: 1
  1143. }
  1144. }
  1145. }
  1146. }
  1147. }
  1148. hardpoints {
  1149. id: 24123
  1150. arc: 0
  1151. position: 4
  1152. system {
  1153. scanner {
  1154. id: 202
  1155. name: "GSES-4"
  1156. description: "Zeranghi\'s S-4 was developed just before the Genari-Sol wars, and became very useful when newer warship models demanded greater scanning range against the more long distance combat tactics the Humans employed. At a comfortable 14,000km, it met most of Sol\'s weapons ranges and allowed Genari ships to close in for the kill."
  1157. powerIncrement: 0
  1158. maxPower: 10
  1159. mass: 20
  1160. crewRequirement: 0
  1161. range: 14
  1162. manufacturer {
  1163. id: 24
  1164. name: "Zeranghi Matriarchy"
  1165. shortName: "TZM"
  1166. }
  1167. }
  1168. }
  1169. }
  1170. hardpoints {
  1171. id: 24125
  1172. arc: 0
  1173. position: 6
  1174. system {
  1175. marinePod {
  1176. id: 295
  1177. name: "Genari Marine Pod"
  1178. description: "Assault pod designed to attach to an enemy vessel. Allows boarding of enemy ship by cutting and blasting through vulnerable parts of the hull. "
  1179. powerIncrement: 1
  1180. maxPower: 1
  1181. mass: 10
  1182. crewRequirement: 0
  1183. marines: 10
  1184. range: 1
  1185. requiredPower: 1
  1186. manufacturer {
  1187. id: 17
  1188. name: "Genari"
  1189. shortName: "GEN"
  1190. }
  1191. }
  1192. }
  1193. }
  1194. hardpoints {
  1195. id: 24122
  1196. arc: 0
  1197. position: 3
  1198. system {
  1199. weapon {
  1200. id: 225
  1201. name: "GSELB-2"
  1202. description: "One of the oldest lasers still produced for warships, it remains incredibly popular for gunboats and corvettes. The LB-2 is a very light laser, with minimal crew support and maintenance, and very reliable. This weapon is most prominent as a primary weapons array on the Agile Flyer and Star Warrior corvettes.\r\n+1 DAM (1RNG)"
  1203. powerIncrement: 0
  1204. maxPower: 2
  1205. mass: 6
  1206. crewRequirement: 0
  1207. weaponType: 1
  1208. powerRatio: 1
  1209. weight: 6
  1210. range: 6
  1211. accuracy: 50
  1212. manufacturer {
  1213. id: 25
  1214. name: "Moshtigh Matriarchy"
  1215. shortName: "DMM"
  1216. }
  1217. damageBonusSet {
  1218. id: 14
  1219. name: "Old Laser"
  1220. damageBonus {
  1221. id: 64
  1222. rangeBegin: 1
  1223. rangeEnd: 1
  1224. bonus: 1
  1225. }
  1226. }
  1227. }
  1228. }
  1229. }
  1230. hardpoints {
  1231. id: 24124
  1232. arc: 0
  1233. position: 5
  1234. system {
  1235. marinePod {
  1236. id: 295
  1237. name: "Genari Marine Pod"
  1238. description: "Assault pod designed to attach to an enemy vessel. Allows boarding of enemy ship by cutting and blasting through vulnerable parts of the hull. "
  1239. powerIncrement: 1
  1240. maxPower: 1
  1241. mass: 10
  1242. crewRequirement: 0
  1243. marines: 10
  1244. range: 1
  1245. requiredPower: 1
  1246. manufacturer {
  1247. id: 17
  1248. name: "Genari"
  1249. shortName: "GEN"
  1250. }
  1251. }
  1252. }
  1253. }
  1254. officerSetId: 2
  1255. subtitle: ""
  1256. subclass: "Corvette"
  1257. skill {
  1258. id: 142
  1259. name: "Initiative"
  1260. description: "+2 Initiative per round (does not increase movement points)"
  1261. rank: 1
  1262. activationType: 0
  1263. targetType: 0
  1264. activated: 1
  1265. }
  1266. unlockCost: 0
  1267. purchaseCost: 50
  1268. asset: ""
  1269. portrait: ""
  1270. silhouette: ""
  1271. scale: 0.8
  1272. }
  1273. ships {
  1274. id: 10
  1275. name: "HonorBound"
  1276. description: "The Honor Bound was the first true combat-ready Corvette built by the Genari, boasting the most advanced laser weapons at the time. Considered the pride of the early Empires, they were the largest warships that could take off and land on planets and bases, acting as the Force Commanders\' primary ships. Its profile is a stark replica of the Shaheen, a large bird of prey commonly found on Saneth. Even though it is now a dated design with limited weaponry for fighting against similar-classed Sol warships, it still brings a lot of honor and respect to command one. Specially designed combat thrusters also give the ship extra power when needed, and its wings actually benefit the stability of the weapon giving it enhanced accuracy."
  1277. factionId: 2
  1278. classRank: 3
  1279. role: 0
  1280. crew: 90
  1281. mass: 90
  1282. hullPoints: 20
  1283. leadershipPointsCost: 80
  1284. starter: true
  1285. commissionDate: "2142"
  1286. length: 210
  1287. width: 285
  1288. height: 38
  1289. attackRating: "10.7"
  1290. defenseRating: "7.65"
  1291. hardpoints {
  1292. id: 24135
  1293. arc: 0
  1294. position: 4
  1295. system {
  1296. marinePod {
  1297. id: 295
  1298. name: "Genari Marine Pod"
  1299. description: "Assault pod designed to attach to an enemy vessel. Allows boarding of enemy ship by cutting and blasting through vulnerable parts of the hull. "
  1300. powerIncrement: 1
  1301. maxPower: 1
  1302. mass: 10
  1303. crewRequirement: 0
  1304. marines: 10
  1305. range: 1
  1306. requiredPower: 1
  1307. manufacturer {
  1308. id: 17
  1309. name: "Genari"
  1310. shortName: "GEN"
  1311. }
  1312. }
  1313. }
  1314. }
  1315. hardpoints {
  1316. id: 24137
  1317. arc: 0
  1318. position: 6
  1319. system {
  1320. marinePod {
  1321. id: 295
  1322. name: "Genari Marine Pod"
  1323. description: "Assault pod designed to attach to an enemy vessel. Allows boarding of enemy ship by cutting and blasting through vulnerable parts of the hull. "
  1324. powerIncrement: 1
  1325. maxPower: 1
  1326. mass: 10
  1327. crewRequirement: 0
  1328. marines: 10
  1329. range: 1
  1330. requiredPower: 1
  1331. manufacturer {
  1332. id: 17
  1333. name: "Genari"
  1334. shortName: "GEN"
  1335. }
  1336. }
  1337. }
  1338. }
  1339. hardpoints {
  1340. id: 24134
  1341. arc: 0
  1342. position: 3
  1343. system {
  1344. scanner {
  1345. id: 195
  1346. name: "GSES-3"
  1347. description: "Zeranghi\'s dated combat sensor system is still widely used as a light, versatile scanning apparatus that matches most of Genari\'s laser weapons\' effective range. Corvettes, Frigates, and Destroyers tend to be close combat warships, that do not need more than the 12,000km detection distance this system provides."
  1348. powerIncrement: 0
  1349. maxPower: 8
  1350. mass: 10
  1351. crewRequirement: 0
  1352. range: 12
  1353. manufacturer {
  1354. id: 24
  1355. name: "Zeranghi Matriarchy"
  1356. shortName: "TZM"
  1357. }
  1358. }
  1359. }
  1360. }
  1361. hardpoints {
  1362. id: 24133
  1363. arc: 0
  1364. position: 2
  1365. system {
  1366. weapon {
  1367. id: 384
  1368. name: "GSELB-4h"
  1369. description: "Considered to be of the best standard lasers ever made, the techno-centric Henedvanegh Matriarchy produces more of these LB-4 lasers than any other type. It was a big step up on range, breaking the 10,000km milestone, and significantly improving accuracy that originally was thought to be impossible with the technology. It is seen on a wide range of corvettes and frigates; this one has been stabilized even further for the Honor Bound for improved accuracy.\r\n+1 DAM (1-2RNG)"
  1370. powerIncrement: 0
  1371. maxPower: 3
  1372. mass: 15
  1373. crewRequirement: 0
  1374. weaponType: 1
  1375. powerRatio: 1
  1376. weight: 15
  1377. range: 10
  1378. accuracy: 70
  1379. manufacturer {
  1380. id: 23
  1381. name: "Hendevanegh Matriarchy"
  1382. shortName: "MHM"
  1383. }
  1384. damageBonusSet {
  1385. id: 1
  1386. name: "Short range beam"
  1387. damageBonus {
  1388. id: 1
  1389. rangeBegin: 1
  1390. rangeEnd: 2
  1391. bonus: 1
  1392. }
  1393. }
  1394. }
  1395. }
  1396. }
  1397. hardpoints {
  1398. id: 24131
  1399. arc: 1
  1400. position: 0
  1401. system {
  1402. engine {
  1403. id: 241
  1404. name: "GSEFHD-1cx2"
  1405. description: "Hendevanegh\'s engineers were the first to develop a totally new heavy fusion drive, which could produce a lot more power than the lighter variant. These engines were quickly introduced to the fleet, with corvettes being designed around these engines. The Honor Bound and Star Warrior corvettes took full advantage of these dual drives, generating enough power to make them both maneuverable and effective in combat."
  1406. powerIncrement: 0
  1407. maxPower: 15
  1408. mass: 20
  1409. crewRequirement: 0
  1410. powerProduction: 15
  1411. manufacturer {
  1412. id: 23
  1413. name: "Hendevanegh Matriarchy"
  1414. shortName: "MHM"
  1415. }
  1416. engineClassId: 2
  1417. }
  1418. }
  1419. }
  1420. hardpoints {
  1421. id: 24136
  1422. arc: 0
  1423. position: 5
  1424. system {
  1425. marinePod {
  1426. id: 295
  1427. name: "Genari Marine Pod"
  1428. description: "Assault pod designed to attach to an enemy vessel. Allows boarding of enemy ship by cutting and blasting through vulnerable parts of the hull. "
  1429. powerIncrement: 1
  1430. maxPower: 1
  1431. mass: 10
  1432. crewRequirement: 0
  1433. marines: 10
  1434. range: 1
  1435. requiredPower: 1
  1436. manufacturer {
  1437. id: 17
  1438. name: "Genari"
  1439. shortName: "GEN"
  1440. }
  1441. }
  1442. }
  1443. }
  1444. hardpoints {
  1445. id: 24132
  1446. arc: 0
  1447. position: 1
  1448. system {
  1449. weapon {
  1450. id: 384
  1451. name: "GSELB-4h"
  1452. description: "Considered to be of the best standard lasers ever made, the techno-centric Henedvanegh Matriarchy produces more of these LB-4 lasers than any other type. It was a big step up on range, breaking the 10,000km milestone, and significantly improving accuracy that originally was thought to be impossible with the technology. It is seen on a wide range of corvettes and frigates; this one has been stabilized even further for the Honor Bound for improved accuracy.\r\n+1 DAM (1-2RNG)"
  1453. powerIncrement: 0
  1454. maxPower: 3
  1455. mass: 15
  1456. crewRequirement: 0
  1457. weaponType: 1
  1458. powerRatio: 1
  1459. weight: 15
  1460. range: 10
  1461. accuracy: 70
  1462. manufacturer {
  1463. id: 23
  1464. name: "Hendevanegh Matriarchy"
  1465. shortName: "MHM"
  1466. }
  1467. damageBonusSet {
  1468. id: 1
  1469. name: "Short range beam"
  1470. damageBonus {
  1471. id: 1
  1472. rangeBegin: 1
  1473. rangeEnd: 2
  1474. bonus: 1
  1475. }
  1476. }
  1477. }
  1478. }
  1479. }
  1480. officerSetId: 2
  1481. subtitle: ""
  1482. subclass: "Corvette"
  1483. skill {
  1484. id: 171
  1485. name: "Combat Thrusters"
  1486. description: "+1 Power to Engines"
  1487. rank: 1
  1488. activationType: 0
  1489. targetType: 0
  1490. activated: 1
  1491. }
  1492. unlockCost: 0
  1493. purchaseCost: 80
  1494. asset: ""
  1495. portrait: ""
  1496. silhouette: ""
  1497. scale: 0.8
  1498. }
  1499. )
  1500.  
  1501. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1502.  
  1503. System.FormatException: Input string was not in a correct format.
  1504. at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <0000d56de0ae43ca875d7babfd990580>:0
  1505. at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <0000d56de0ae43ca875d7babfd990580>:0
  1506. at System.Single.Parse (System.String s) [0x0000b] in <0000d56de0ae43ca875d7babfd990580>:0
  1507. at Spacewars.Data.ShipData..ctor (com.spacewars.server.shared.net.protocol.ShipCoreDataMessage core) [0x00037] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1508. at Spacewars.Cache.VesselDataCache.Add (com.spacewars.server.shared.net.protocol.ShipCoreDataMessage core) [0x00000] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1509. at Spacewars.Network.ShipCoreDataListHandler.OnProcess (com.spacewars.server.shared.net.protocol.ShipCoreDataListMessage list) [0x0002f] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1510. at Spacewars.Network.HandlerAction`1[M].ActionBegin (System.Single secLate) [0x00007] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1511. at Sequencer.ActionGroup.ActionTick (System.Single secOffset) [0x00147] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1512.  
  1513. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1514.  
  1515. System.NullReferenceException: Object reference not set to an instance of an object
  1516. at Spacewars.UI.CharacterCreationMenu.OnAvatarsRecieved () [0x00020] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1517. at Spacewars.UI.LoginCanvas.OnAvatarsRecieved () [0x00000] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1518. at Spacewars.Network.AvatarCoreDataListHandler.RefreshAvatarScreens () [0x00025] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1519. at Spacewars.Network.AvatarCoreDataListHandler.OnProcess (com.spacewars.server.shared.net.protocol.AvatarCoreDataListMessage message) [0x00034] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1520. at Spacewars.Network.HandlerAction`1[M].ActionBegin (System.Single secLate) [0x00007] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1521. at Sequencer.ActionGroup.ActionTick (System.Single secOffset) [0x00147] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1522.  
  1523. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1524.  
  1525. NullReferenceException: Object reference not set to an instance of an object
  1526. at CinematicTextScroll.Start () [0x0001e] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1527.  
  1528. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1529.  
  1530. NullReferenceException: Object reference not set to an instance of an object
  1531. at Spacewars.UI.AvatarSelectPanel.set_CharacterPanel (Spacewars.UI.CharacterCreationPanel value) [0x00043] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1532. at Spacewars.UI.CharacterCreationMenu.ShowAvatarSelect (Spacewars.UI.CharacterCreationPanel panel) [0x0002c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1533. at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1534. at UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) [0x00001] in <945c24c342914372bc599495ca1ade0d>:0
  1535. at UnityEngine.Events.UnityEvent.Invoke () [0x0006e] in <945c24c342914372bc599495ca1ade0d>:0
  1536. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1537. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1538. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1539. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1540. UnityEngine.DebugLogHandler:Internal_LogException()
  1541. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1542. UnityEngine.Logger:LogException(Exception, Object)
  1543. UnityEngine.Debug:LogException(Exception)
  1544. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1545. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1546. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1547. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1548. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1549. UnityEngine.EventSystems.EventSystem:Update()
  1550.  
  1551. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1552.  
  1553. NO STARTER SHIP FOUND!
  1554.  
  1555. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1556.  
  1557. NO STARTER SHIP FOUND!
  1558.  
  1559. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1560.  
  1561. NO STARTER SHIP FOUND!
  1562.  
  1563. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1564.  
  1565. NO STARTER SHIP FOUND!
  1566.  
  1567. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1568.  
  1569. NO STARTER SHIP FOUND!
  1570.  
  1571. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1572.  
  1573. NullReferenceException: Object reference not set to an instance of an object
  1574. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1575. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1576. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1577. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1578. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1579. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1580. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1581. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1582. UnityEngine.DebugLogHandler:Internal_LogException()
  1583. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1584. UnityEngine.Logger:LogException(Exception, Object)
  1585. UnityEngine.Debug:LogException(Exception)
  1586. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1587. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1588. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1589. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1590. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1591. UnityEngine.EventSystems.EventSystem:Update()
  1592.  
  1593. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1594.  
  1595. NullReferenceException: Object reference not set to an instance of an object
  1596. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1597. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1598. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1599. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1600. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1601. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1602. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1603. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1604. UnityEngine.DebugLogHandler:Internal_LogException()
  1605. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1606. UnityEngine.Logger:LogException(Exception, Object)
  1607. UnityEngine.Debug:LogException(Exception)
  1608. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1609. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1610. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1611. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1612. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1613. UnityEngine.EventSystems.EventSystem:Update()
  1614.  
  1615. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1616.  
  1617. NullReferenceException: Object reference not set to an instance of an object
  1618. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1619. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1620. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1621. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1622. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1623. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1624. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1625. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1626. UnityEngine.DebugLogHandler:Internal_LogException()
  1627. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1628. UnityEngine.Logger:LogException(Exception, Object)
  1629. UnityEngine.Debug:LogException(Exception)
  1630. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1631. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1632. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1633. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1634. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1635. UnityEngine.EventSystems.EventSystem:Update()
  1636.  
  1637. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1638.  
  1639. NullReferenceException: Object reference not set to an instance of an object
  1640. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1641. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1642. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1643. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1644. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1645. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1646. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1647. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1648. UnityEngine.DebugLogHandler:Internal_LogException()
  1649. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1650. UnityEngine.Logger:LogException(Exception, Object)
  1651. UnityEngine.Debug:LogException(Exception)
  1652. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1653. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1654. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1655. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1656. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1657. UnityEngine.EventSystems.EventSystem:Update()
  1658.  
  1659. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1660.  
  1661. NullReferenceException: Object reference not set to an instance of an object
  1662. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1663. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1664. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1665. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1666. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1667. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1668. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1669. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1670. UnityEngine.DebugLogHandler:Internal_LogException()
  1671. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1672. UnityEngine.Logger:LogException(Exception, Object)
  1673. UnityEngine.Debug:LogException(Exception)
  1674. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1675. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1676. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1677. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1678. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1679. UnityEngine.EventSystems.EventSystem:Update()
  1680.  
  1681. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1682.  
  1683. NullReferenceException: Object reference not set to an instance of an object
  1684. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1685. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1686. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1687. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1688. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1689. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1690. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1691. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1692. UnityEngine.DebugLogHandler:Internal_LogException()
  1693. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1694. UnityEngine.Logger:LogException(Exception, Object)
  1695. UnityEngine.Debug:LogException(Exception)
  1696. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1697. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1698. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1699. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1700. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1701. UnityEngine.EventSystems.EventSystem:Update()
  1702.  
  1703. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1704.  
  1705. NullReferenceException: Object reference not set to an instance of an object
  1706. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1707. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1708. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1709. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1710. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1711. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1712. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1713. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1714. UnityEngine.DebugLogHandler:Internal_LogException()
  1715. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1716. UnityEngine.Logger:LogException(Exception, Object)
  1717. UnityEngine.Debug:LogException(Exception)
  1718. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1719. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1720. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1721. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1722. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1723. UnityEngine.EventSystems.EventSystem:Update()
  1724.  
  1725. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1726.  
  1727. NullReferenceException: Object reference not set to an instance of an object
  1728. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1729. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1730. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1731. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1732. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1733. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1734. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1735. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1736. UnityEngine.DebugLogHandler:Internal_LogException()
  1737. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1738. UnityEngine.Logger:LogException(Exception, Object)
  1739. UnityEngine.Debug:LogException(Exception)
  1740. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1741. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1742. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1743. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1744. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1745. UnityEngine.EventSystems.EventSystem:Update()
  1746.  
  1747. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1748.  
  1749. NullReferenceException: Object reference not set to an instance of an object
  1750. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1751. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1752. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1753. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1754. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1755. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1756. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1757. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1758. UnityEngine.DebugLogHandler:Internal_LogException()
  1759. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1760. UnityEngine.Logger:LogException(Exception, Object)
  1761. UnityEngine.Debug:LogException(Exception)
  1762. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1763. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1764. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1765. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1766. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1767. UnityEngine.EventSystems.EventSystem:Update()
  1768.  
  1769. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1770.  
  1771. NullReferenceException: Object reference not set to an instance of an object
  1772. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1773. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1774. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1775. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1776. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1777. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1778. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1779. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1780. UnityEngine.DebugLogHandler:Internal_LogException()
  1781. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1782. UnityEngine.Logger:LogException(Exception, Object)
  1783. UnityEngine.Debug:LogException(Exception)
  1784. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1785. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1786. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1787. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1788. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1789. UnityEngine.EventSystems.EventSystem:Update()
  1790.  
  1791. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1792.  
  1793. NullReferenceException: Object reference not set to an instance of an object
  1794. at Spacewars.UI.CharacterCreationPanel.OnSubmit () [0x0004c] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1795. at Spacewars.UI.ModalDialog.OnSubmit () [0x0001d] in <28daff4b381a4d34bd0f0495638a42a7>:0
  1796. at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <945c24c342914372bc599495ca1ade0d>:0
  1797. at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <945c24c342914372bc599495ca1ade0d>:0
  1798. at UnityEngine.UI.Button.Press () [0x00027] in <fd4582246e8641f7af0253e32a51f627>:0
  1799. at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00011] in <fd4582246e8641f7af0253e32a51f627>:0
  1800. at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <fd4582246e8641f7af0253e32a51f627>:0
  1801. at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00070] in <fd4582246e8641f7af0253e32a51f627>:0
  1802. UnityEngine.DebugLogHandler:Internal_LogException()
  1803. UnityEngine.DebugLogHandler:LogException(Exception, Object)
  1804. UnityEngine.Logger:LogException(Exception, Object)
  1805. UnityEngine.Debug:LogException(Exception)
  1806. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
  1807. UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
  1808. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
  1809. UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
  1810. UnityEngine.EventSystems.StandaloneInputModule:Process()
  1811. UnityEngine.EventSystems.EventSystem:Update()
  1812.  
  1813. (Filename: <28daff4b381a4d34bd0f0495638a42a7> Line: 0)
  1814.  
  1815. NO STARTER SHIP FOUND!
  1816.  
  1817. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1818.  
  1819. NO STARTER SHIP FOUND!
  1820.  
  1821. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1822.  
  1823. NO STARTER SHIP FOUND!
  1824.  
  1825. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1826.  
  1827. NO STARTER SHIP FOUND!
  1828.  
  1829. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1830.  
  1831. NO STARTER SHIP FOUND!
  1832.  
  1833. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1834.  
  1835. NO STARTER SHIP FOUND!
  1836.  
  1837. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1838.  
  1839. NO STARTER SHIP FOUND!
  1840.  
  1841. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1842.  
  1843. NO STARTER SHIP FOUND!
  1844.  
  1845. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1846.  
  1847. NO STARTER SHIP FOUND!
  1848.  
  1849. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)
  1850.  
  1851. Setting up 4 worker threads for Enlighten.
  1852. Thread -> id: 2834 -> priority: 1
  1853. Thread -> id: 98 -> priority: 1
  1854. Thread -> id: 1a8c -> priority: 1
  1855. Thread -> id: 2a34 -> priority: 1
  1856. GLContext: failed to activate 10001: Unknown error [-1073282985]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement