Direct3D:
    Version:  Direct3D 9.0c [atiumdag.dll 8.14.10.678]
    Renderer: ATI Radeon HD 3850
    Vendor:   ATI
    VRAM:     256 MB
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 DF24=1 INTZ=0 RAWZ=0 NULL=0 RESZ=1 SlowINTZ=1
desktop: 1680x1050 60Hz; virtual: 1680x1050 at 0,0
<I> Initializing (RawInput).

<RI> Input initialized.

Non platform assembly: data-026D7998 (this message is harmless)
Non platform assembly: data-0273BCD0 (this message is harmless)
Non platform assembly: data-078A0048 (this message is harmless)
Non platform assembly: data-02741FB8 (this message is harmless)
Non platform assembly: data-02748F98 (this message is harmless)
Platform assembly: E:\game962\game\1916 The War You Never Knew\1916_Data\Managed\UnityScript.Lang.dll (this message is harmless)
Platform assembly: E:\game962\game\1916 The War You Never Knew\1916_Data\Managed\Boo.Lang.dll (this message is harmless)

Unloading 25 unused Assets to reduce memory usage. Loaded Objects now: 16423.
Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Mouse N Keys :: The cursor is now locked and hidden
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
MouseNKeys:toggleCursor(Boolean)
MouseNKeys:Start()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from Idle to Roaming.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

PlayerSoundManager :: Palyer walks ON WATER!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerSoundManager:TakeStep()
PlayerAnimEventInterface:TakeStep(AnimationEvent)
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

PlayerSoundManager :: Palyer walks ON WATER!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerSoundManager:TakeStep()
PlayerAnimEventInterface:TakeStep(AnimationEvent)
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

PlayerSoundManager :: Palyer walks ON WATER!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerSoundManager:TakeStep()
PlayerAnimEventInterface:TakeStep(AnimationEvent)
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

PlayerSoundManager :: Palyer walks ON WATER!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerSoundManager:TakeStep()
PlayerAnimEventInterface:TakeStep(AnimationEvent)
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

PlayerSoundManager :: Palyer walks ON WATER!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerSoundManager:TakeStep()
PlayerAnimEventInterface:TakeStep(AnimationEvent)
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from Idle to RoamingFast.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from Idle to HuntFast.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from HuntFast to Attack.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from Attack to Hunt.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from Hunt to Attack.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

AI State Machine:: Changing state from Attack to Hunt.

UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AiStateMachine:changeState()
AiStateMachine:Update()
PrototypeBehavior:Update()
 
(Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)

