Output Log
Output Log
Output Log
7f1 (e992b1a16e65)
[Subsystems] Discovering subsystems at path C:/Program Files
(x86)/Steam/steamapps/common/Rust/RustClient_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 3060 Laptop GPU (ID=0x2560)
Vendor:
VRAM: 6023 MB
Driver: 31.0.15.1659
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
<RI> Input initialized.
d3d11: swapchain SetFullscreenState failed (887a0022).
(Filename: Line: 570)
Loading maps/maps.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/audio.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/content.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/items.preload.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/monuments.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/skinnables.preload.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/textures.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/textures.split.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Loading shared/textures.split.split.bundle
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AssetBundleBackend:Load(String)
<Start>d__18:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
System
Name: DOKA
OS: Windows 10 (10.0.0) 64bit
CPU
Model: 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz
Cores: 16
Memory: 16126 MB
GPU
Model: NVIDIA GeForce RTX 3060 Laptop GPU
API: Direct3D 11.0 [level 11.1]
Memory: 6023 MB
SM: 50
Process
Memory: 907 MB
Mono
Collects: 27
Memory: 12 MB
Loading EasyAntiCheat
EasyAntiCheat Loaded
Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part002" within the
maximum polygons limit (256). The partial hull will be used. Consider simplifying
your mesh.
UnityEngine.AssetBundle:LoadAsset(String)
AssetBundleBackend:LoadAsset(String)
FileSystemBackend:Load(String)
Bootstrap:InstantiatePrefabPersistent(String)
<ClientStartup>d__28:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 91]
(Filename: Line: 91)
Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part046" within the
maximum polygons limit (256). The partial hull will be used. Consider simplifying
your mesh.
UnityEngine.AssetBundle:LoadAsset(String)
AssetBundleBackend:LoadAsset(String)
FileSystemBackend:Load(String)
Bootstrap:InstantiatePrefabPersistent(String)
<ClientStartup>d__28:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 91]
(Filename: Line: 91)
Unloading 5911 unused Assets to reduce memory usage. Loaded Objects now: 95961.
Total: 195.343300 ms (FindLiveObjects: 4.874700 ms CreateObjectMapping: 5.850600 ms
MarkObjects: 183.585300 ms DeleteObjects: 1.032200 ms)
Couldn't create a Convex Mesh from source mesh "Old_Boat_GM" within the maximum
polygons limit (256). The partial hull will be used. Consider simplifying your
mesh.
(Filename: Line: 91)
[ line 334]
(Filename: Line: 334)
The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
PrefabPreProcess:Process(String, GameObject)
GameManager:FindPrefab(String)
<RunAsyncImpl>d__5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 334]
(Filename: Line: 334)
The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
PrefabPreProcess:Process(String, GameObject)
GameManager:FindPrefab(String)
<RunAsyncImpl>d__5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 334]
(Filename: Line: 334)
Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 2818812.
Total: 4045.472000 ms (FindLiveObjects: 157.146300 ms CreateObjectMapping:
127.780500 ms MarkObjects: 3757.509800 ms DeleteObjects: 3.034400 ms)
[ line 185]
(Filename: Line: 185)
Renderer 'keypad_LOD1' is registered with more than one LODGroup ('keypad' and
'keypad').
GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<SpawnAsync>d__68:MoveNext()
<InitCoroutine>d__15:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 185]
(Filename: Line: 185)
Renderer 'keypad_LOD2' is registered with more than one LODGroup ('keypad' and
'keypad').
GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<SpawnAsync>d__68:MoveNext()
<InitCoroutine>d__15:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 185]
(Filename: Line: 185)
Renderer 'keypad_LOD0' is registered with more than one LODGroup ('keypad' and
'keypad').
GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<SpawnAsync>d__68:MoveNext()
<InitCoroutine>d__15:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 185]
(Filename: Line: 185)
Renderer 'keypad_LOD1' is registered with more than one LODGroup ('keypad' and
'keypad').
GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<SpawnAsync>d__68:MoveNext()
<InitCoroutine>d__15:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 185]
(Filename: Line: 185)
Renderer 'keypad_LOD2' is registered with more than one LODGroup ('keypad' and
'keypad').
GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<SpawnAsync>d__68:MoveNext()
<InitCoroutine>d__15:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ line 185]
(Filename: Line: 185)
[5.2s] Cleaning Up
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimerSwitch:get_HasMenuOptions()
<InitCoroutine>d__15:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Unloading 240849 unused Assets to reduce memory usage. Loaded Objects now: 4750943.
Total: 6920.285000 ms (FindLiveObjects: 791.835000 ms CreateObjectMapping:
191.602600 ms MarkObjects: 5166.001400 ms DeleteObjects: 770.845000 ms)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()
Quitting
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ConVar.Global:quit(Arg)
System.Action`1:Invoke(T)
ConsoleSystem:Internal(Arg)
ConsoleSystem:Run(Option, String, Object[])
ConsoleUI:SubmitCommand(String)
System.Action`1:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent`1:Invoke(T0)
UnityEngine.UI.InputField:DeactivateInputField()
UnityEngine.UI.InputField:OnUpdateSelected(BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData,
EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()