2019-02-06 06:45:14.834|Main Thread> Log Started 2019-02-06 06:45:14.834|Main Thread> Timezone (local - UTC): -8h 2019-02-06 06:45:14.835|Main Thread> VRage renderer started 2019-02-06 06:45:14.933|Main Thread> All detected adapters: 2019-02-06 06:45:14.956|Main Thread> AMD Radeon(TM) R7 360 Series - VendorID=4098, SubsystemID=1935677058, DeviceID=26200 2019-02-06 06:45:14.956|Main Thread> Microsoft Basic Render Driver - VendorID=5140, SubsystemID=0, DeviceID=140 2019-02-06 06:45:16.283|Main Thread> AdapterInfo = { 2019-02-06 06:45:16.284|Main Thread> Name = AMD Radeon(TM) R7 360 Series + DISPLAY1 2019-02-06 06:45:16.284|Main Thread> Description = dev id: 26200, mem: 2122756096, shared mem: 8562696192, Luid: 50240, rev: 0, subsys id: 1935677058, vendor id: 4098 2019-02-06 06:45:16.284|Main Thread> Driver version = 25.20.15011.1004 2019-02-06 06:45:16.284|Main Thread> Driver date = 20190109000000.000000-000 2019-02-06 06:45:16.284|Main Thread> DriverUpdateNecessary = False 2019-02-06 06:45:16.284|Main Thread> Adapter id = 0 2019-02-06 06:45:16.284|Main Thread> Supported = True 2019-02-06 06:45:16.284|Main Thread> RAM = 2122756096 2019-02-06 06:45:16.284|Main Thread> Priority = 2 2019-02-06 06:45:16.284|Main Thread> Multithreaded rendering supported = False 2019-02-06 06:45:16.284|Main Thread> Output is attached = True 2019-02-06 06:45:16.285|Main Thread> DesktopBounds = {X:0 Y:0 Width:1920 Height:1080} 2019-02-06 06:45:16.285|Main Thread> Display modes = { 2019-02-06 06:45:16.286|Main Thread> DXGIOutput id = 0 2019-02-06 06:45:16.286|Main Thread> 640x480@60Hz 2019-02-06 06:45:16.286|Main Thread> 640x480@75Hz 2019-02-06 06:45:16.286|Main Thread> 640x480@59.94006Hz 2019-02-06 06:45:16.286|Main Thread> 720x400@75Hz 2019-02-06 06:45:16.286|Main Thread> 720x400@75Hz 2019-02-06 06:45:16.286|Main Thread> 720x400@70Hz 2019-02-06 06:45:16.286|Main Thread> 720x400@59.94006Hz 2019-02-06 06:45:16.286|Main Thread> 720x400@59.94006Hz 2019-02-06 06:45:16.286|Main Thread> 720x480@60Hz 2019-02-06 06:45:16.286|Main Thread> 720x480@75Hz 2019-02-06 06:45:16.286|Main Thread> 720x480@75Hz 2019-02-06 06:45:16.286|Main Thread> 720x480@59.94006Hz 2019-02-06 06:45:16.286|Main Thread> 720x576@75Hz 2019-02-06 06:45:16.287|Main Thread> 720x576@75Hz 2019-02-06 06:45:16.287|Main Thread> 720x576@50Hz 2019-02-06 06:45:16.287|Main Thread> 720x576@59.94006Hz 2019-02-06 06:45:16.287|Main Thread> 720x576@59.94006Hz 2019-02-06 06:45:16.287|Main Thread> 800x600@60Hz 2019-02-06 06:45:16.287|Main Thread> 800x600@75Hz 2019-02-06 06:45:16.287|Main Thread> 1024x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1024x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1152x864@75Hz 2019-02-06 06:45:16.287|Main Thread> 1152x864@59.94006Hz 2019-02-06 06:45:16.287|Main Thread> 1152x864@59.94006Hz 2019-02-06 06:45:16.287|Main Thread> 1280x720@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x720@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x720@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x720@50Hz 2019-02-06 06:45:16.287|Main Thread> 1280x720@59.94006Hz 2019-02-06 06:45:16.287|Main Thread> 1280x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x800@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x800@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x800@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x960@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x960@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x960@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x960@75Hz 2019-02-06 06:45:16.287|Main Thread> 1280x1024@60Hz 2019-02-06 06:45:16.287|Main Thread> 1280x1024@75Hz 2019-02-06 06:45:16.287|Main Thread> 1360x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1360x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1360x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1360x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1366x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1366x768@60Hz 2019-02-06 06:45:16.287|Main Thread> 1366x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1366x768@75Hz 2019-02-06 06:45:16.287|Main Thread> 1400x1050@60Hz 2019-02-06 06:45:16.287|Main Thread> 1400x1050@75Hz 2019-02-06 06:45:16.287|Main Thread> 1400x1050@75Hz 2019-02-06 06:45:16.287|Main Thread> 1440x900@60Hz 2019-02-06 06:45:16.287|Main Thread> 1440x900@75Hz 2019-02-06 06:45:16.287|Main Thread> 1440x900@75Hz 2019-02-06 06:45:16.287|Main Thread> 1600x900@60Hz 2019-02-06 06:45:16.287|Main Thread> 1600x900@75Hz 2019-02-06 06:45:16.287|Main Thread> 1600x900@75Hz 2019-02-06 06:45:16.287|Main Thread> 1680x1050@60Hz 2019-02-06 06:45:16.287|Main Thread> 1680x1050@75Hz 2019-02-06 06:45:16.287|Main Thread> 1680x1050@75Hz 2019-02-06 06:45:16.287|Main Thread> 1920x1080@60Hz 2019-02-06 06:45:16.287|Main Thread> 1920x1080@75Hz 2019-02-06 06:45:16.287|Main Thread> 1920x1080@50Hz 2019-02-06 06:45:16.287|Main Thread> 1920x1080@59.94006Hz 2019-02-06 06:45:16.287|Main Thread> } 2019-02-06 06:45:16.287|Main Thread> } 2019-02-06 06:45:17.063|Render thread> CreateDevice - default settings 2019-02-06 06:45:17.066|Render thread> MyRenderDeviceSettings = { 2019-02-06 06:45:17.069|Render thread> Adapter id = 0 2019-02-06 06:45:17.069|Render thread> DXGIAdapter id = 0 2019-02-06 06:45:17.069|Render thread> DXGIOutput id = 0 2019-02-06 06:45:17.069|Render thread> Resolution = 1920 x 1080 2019-02-06 06:45:17.069|Render thread> Window mode = FullscreenWindow 2019-02-06 06:45:17.069|Render thread> } 2019-02-06 06:45:17.077|Render thread> CreateDeviceInternal - CheckSettings() 2019-02-06 06:45:17.077|Render thread> CreateDeviceInternal - GetAdapter() 2019-02-06 06:45:17.080|Render thread> CreateDeviceInternal - FixSettings() 2019-02-06 06:45:17.084|Render thread> CreateDeviceInternal - Fixing of settings is done 2019-02-06 06:45:17.084|Render thread> MyRenderDeviceSettings = { 2019-02-06 06:45:17.085|Render thread> Adapter id = 0 2019-02-06 06:45:17.085|Render thread> DXGIAdapter id = 0 2019-02-06 06:45:17.085|Render thread> DXGIOutput id = 0 2019-02-06 06:45:17.085|Render thread> Resolution = 1920 x 1080 2019-02-06 06:45:17.085|Render thread> Window mode = FullscreenWindow 2019-02-06 06:45:17.085|Render thread> } 2019-02-06 06:45:17.085|Render thread> CreateDeviceInternal - Create device 2019-02-06 06:45:17.124|Render thread> CreateDeviceInternal Steam Overlay integration 2019-02-06 06:45:17.145|Render thread> CreateDeviceInternal Steam Overlay OK 2019-02-06 06:45:17.145|Render thread> CreateDeviceInternal InitDebugOutput 2019-02-06 06:45:17.145|Render thread> CreateDeviceInternal create ImagingFactory 2019-02-06 06:45:17.147|Render thread> CreateDeviceInternal RC Dispose 2019-02-06 06:45:17.147|Render thread> CreateDeviceInternal RC Create 2019-02-06 06:45:17.149|Render thread> Device Context change 2019-02-06 06:45:17.149|Render thread> CreateDeviceInternal RC Initialize 2019-02-06 06:45:17.151|Render thread> CreateDeviceInternal m_initializedOnce (False) 2019-02-06 06:45:17.303|Render thread> CreateDeviceInternal m_initialized (False) 2019-02-06 06:45:17.627|Render thread> DestroyCascadeTextures 2019-02-06 06:45:17.628|Render thread> InitCascadeTextures: 0 2019-02-06 06:45:18.190|Render thread> WARNING: Shader was not precompiled - ShadowsOld/Shape.hlsl @ profile vs_5_0 with defines (B9EDF50ED49160D1242185B796EA8E4A) 2019-02-06 06:45:18.287|Render thread> WARNING: Shader was not precompiled - ShadowsOld/Shape.hlsl @ profile ps_5_0 with defines (B9EDF50ED49160D1242185B796EA8E4A) 2019-02-06 06:45:18.541|Render thread> WARNING: Shader was not precompiled - ShadowsOld/Shadows.hlsl @ profile cs_5_0 with defines ENABLE_PCF;PoissonSamplesNum=8(5AB06D0BD85B941D4D806AA7F4118087) 2019-02-06 06:45:18.756|Render thread> WARNING: Shader was not precompiled - ShadowsOld/Shadows.hlsl @ profile cs_5_0 with defines ENABLE_PCF;PoissonSamplesNum=12;HIGHER_CASCADE_PREFERENCE(63C1DAB5988198A293DBF9468BD9FE70) 2019-02-06 06:45:18.944|Render thread> WARNING: Shader was not precompiled - ShadowsOld/Shadows.hlsl @ profile cs_5_0 with defines ENABLE_PCF;PoissonSamplesNum=16;HIGHER_CASCADE_PREFERENCE;ENABLE_DISTORTION(10A745565FC3254481768399797590D2) 2019-02-06 06:45:19.201|Render thread> WARNING: Shader was not precompiled - Foliage/FoliageStreaming.hlsl @ profile gs_5_0 with defines (50945EB704114497399BF52A903F5485) 2019-02-06 06:45:19.380|Render thread> WARNING: Shader was not precompiled - Foliage/Foliage.hlsl @ profile vs_5_0 with defines (E0E6A23A055E180CA08C655105C1FC24) 2019-02-06 06:45:19.458|Render thread> WARNING: Shader was not precompiled - Foliage/Foliage.hlsl @ profile gs_5_0 with defines (E0E6A23A055E180CA08C655105C1FC24) 2019-02-06 06:45:19.546|Render thread> WARNING: Shader was not precompiled - Foliage/Foliage.hlsl @ profile ps_5_0 with defines (E0E6A23A055E180CA08C655105C1FC24) 2019-02-06 06:45:19.786|Render thread> WARNING: Shader was not precompiled - Foliage/Foliage.hlsl @ profile gs_5_0 with defines ROCK_FOLIAGE(C5657D10BB18203B46CAACA3115B22D6) 2019-02-06 06:45:19.871|Render thread> WARNING: Shader was not precompiled - Foliage/Foliage.hlsl @ profile ps_5_0 with defines ROCK_FOLIAGE(C5657D10BB18203B46CAACA3115B22D6) 2019-02-06 06:45:20.037|Render thread> WARNING: Shader was not precompiled - Lighting/LightDir.hlsl @ profile ps_5_0 with defines (F318940CA97D5A08BB0F3B48AB40A1FC) 2019-02-06 06:45:20.176|Render thread> WARNING: Shader was not precompiled - Lighting/LightDir.hlsl @ profile ps_5_0 with defines SAMPLE_FREQ_PASS(FAE363C5BC0176AC5ADFDD637C4E177B) 2019-02-06 06:45:20.308|Render thread> WARNING: Shader was not precompiled - Lighting/LightPoint.hlsl @ profile ps_5_0 with defines (A51A77852469E0D474AF79B1A106BAAC) 2019-02-06 06:45:20.421|Render thread> WARNING: Shader was not precompiled - Lighting/LightPoint.hlsl @ profile ps_5_0 with defines SAMPLE_FREQ_PASS(5C565CCB85620DCBFFCB9519B1DB48D6) 2019-02-06 06:45:20.490|Render thread> WARNING: Shader was not precompiled - Lighting/PrepareLights.hlsl @ profile cs_5_0 with defines NUMTHREADS=16(9AB973C38374BFA22E0D8B98F8D3AEDB) 2019-02-06 06:45:20.529|Render thread> WARNING: Shader was not precompiled - Lighting/LightSpot.hlsl @ profile vs_5_0 with defines (307541F1D18511C37FF9F9AADDE01256) 2019-02-06 06:45:20.617|Render thread> WARNING: Shader was not precompiled - Lighting/LightSpot.hlsl @ profile ps_5_0 with defines (307541F1D18511C37FF9F9AADDE01256) 2019-02-06 06:45:20.727|Render thread> WARNING: Shader was not precompiled - Lighting/LightSpot.hlsl @ profile ps_5_0 with defines SHADOWS=0(8CD4DAFDEF354837B1F345BCBCE3C05D) 2019-02-06 06:45:20.809|Render thread> WARNING: Shader was not precompiled - Lighting/LightSpot.hlsl @ profile ps_5_0 with defines SAMPLE_FREQ_PASS(2281402B9AA54942ADC281B103E97FA0) 2019-02-06 06:45:20.839|Render thread> WARNING: Shader was not precompiled - Primitives/Lines.hlsl @ profile vs_5_0 with defines (74079548041FE69C93538CBEE7F5BCA7) 2019-02-06 06:45:20.864|Render thread> WARNING: Shader was not precompiled - Primitives/Lines.hlsl @ profile ps_5_0 with defines (74079548041FE69C93538CBEE7F5BCA7) 2019-02-06 06:45:20.920|Render thread> WARNING: Shader was not precompiled - Primitives/Sprites.hlsl @ profile vs_5_0 with defines (52C015F4DE80661E0F7ED34289D54900) 2019-02-06 06:45:20.946|Render thread> WARNING: Shader was not precompiled - Primitives/Sprites.hlsl @ profile ps_5_0 with defines (52C015F4DE80661E0F7ED34289D54900) 2019-02-06 06:45:20.973|Render thread> WARNING: Shader was not precompiled - Primitives/Sprites.hlsl @ profile ps_5_0 with defines SINGLE_CHANNEL_RTV(67DB56803BDC161B8F26183A5D345733) 2019-02-06 06:45:21.016|Render thread> WARNING: Shader was not precompiled - Primitives/Primitives.hlsl @ profile vs_5_0 with defines (D8AF84A53ACFD33597BB610982F3FA87) 2019-02-06 06:45:21.037|Main Thread> MyGuiManager2.LoadContent() - START 2019-02-06 06:45:21.071|Render thread> WARNING: Shader was not precompiled - Primitives/Primitives.hlsl @ profile ps_5_0 with defines (D8AF84A53ACFD33597BB610982F3FA87) 2019-02-06 06:45:21.084|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/InitDeadList.hlsl @ profile cs_5_0 with defines (6D4CFFE3AE657061B7D17E3A7AB48F33) 2019-02-06 06:45:21.106|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Reset.hlsl @ profile cs_5_0 with defines (33F2D6FF3916D2910F460BAB8D5B2545) 2019-02-06 06:45:21.306|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Emit.hlsl @ profile cs_5_0 with defines (A82F2E5A480B7FA6BD0243DE204B55F2) 2019-02-06 06:45:21.314|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/EmitSkipFix.hlsl @ profile cs_5_0 with defines (0A5B3BF2ADCE993C066380697EB6A598) 2019-02-06 06:45:21.522|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Simulation.hlsl @ profile cs_5_0 with defines (19AF02932C59F74528B32376B8B362AC) 2019-02-06 06:45:21.528|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/SimulationArgs.hlsl @ profile cs_5_0 with defines (6881B90F247CF0B6411FE7C7D13878AA) 2019-02-06 06:45:21.785|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile vs_5_0 with defines STREAKS;LIT_PARTICLE(C0443812F002100DCC1C9C83EDDA04E3) 2019-02-06 06:45:22.092|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile vs_5_0 with defines STREAKS;LIT_PARTICLE;OIT;DEBUG_SHADOWS(20C2CA7FEFFF035DF3C462BD953A3554) 2019-02-06 06:45:22.139|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile ps_5_0 with defines STREAKS;LIT_PARTICLE(C0443812F002100DCC1C9C83EDDA04E3) 2019-02-06 06:45:22.184|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile ps_5_0 with defines STREAKS;LIT_PARTICLE;OIT(03992A078A53EDC3E457550BF1B10F56) 2019-02-06 06:45:22.230|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile ps_5_0 with defines STREAKS;LIT_PARTICLE;OIT;DEBUG_SHADOWS(20C2CA7FEFFF035DF3C462BD953A3554) 2019-02-06 06:45:22.273|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile ps_5_0 with defines STREAKS;LIT_PARTICLE;DEBUG_UNIFORM_ACCUM(8B16E39E004FCBD049518ABC3B8F713E) 2019-02-06 06:45:22.315|Render thread> WARNING: Shader was not precompiled - Transparent/GPUParticles/Render.hlsl @ profile ps_5_0 with defines STREAKS;LIT_PARTICLE;OIT;DEBUG_UNIFORM_ACCUM(09A4036C5F0B43393C903769E847B5FF) 2019-02-06 06:45:22.345|Render thread> WARNING: Shader was not precompiled - Transparent/OIT/Resolve.hlsl @ profile ps_5_0 with defines (3D027A2FF3E9463B74A819B30ED436DC) 2019-02-06 06:45:22.607|Render thread> WARNING: Shader was not precompiled - Transparent/ResolveAccumIntoHeatMap.hlsl @ profile ps_5_0 with defines (4FF4EABBED16E2B22100FB95200511B2) 2019-02-06 06:45:22.644|Render thread> WARNING: Shader was not precompiled - Transparent/ResolveAccumIntoHeatMap.hlsl @ profile ps_5_0 with defines USE_GRAYSCALE(79DBCEB99AB560A453E4E90DAA250F18) 2019-02-06 06:45:22.705|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines (EB24E9568B43F186DA3E8D65B64AE33B) 2019-02-06 06:45:22.760|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT(5C1E48F094896CCBA6E03C864FD78350) 2019-02-06 06:45:22.814|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE(60962465B4D6AFF481389AFAF25175F7) 2019-02-06 06:45:22.871|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE(41A02E740EBEFCAE0AAACD6FBB77667E) 2019-02-06 06:45:22.930|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT(E0B50D548B193EEB7B2BAC0C271C1B32) 2019-02-06 06:45:22.986|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT(150E7717564312613322C1808825E1CF) 2019-02-06 06:45:23.041|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT(8C62AFE9CC67B9C2936015BF16BAF9BF) 2019-02-06 06:45:23.100|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT(664BB26B965629C673709BC3665B06A4) 2019-02-06 06:45:23.159|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines SOFT_PARTICLE(C04935728AD89D0F763393582FC22D9C) 2019-02-06 06:45:23.220|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;SOFT_PARTICLE(AB304AD02D901E60E685EF101CC163C9) 2019-02-06 06:45:23.284|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;SOFT_PARTICLE(BC8DD69B5C5C4E609122B76BD97CEFA1) 2019-02-06 06:45:23.346|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;SOFT_PARTICLE(8376BA01F9288602B2C20F25CA76ED1D) 2019-02-06 06:45:23.407|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;SOFT_PARTICLE(C7D0B079BD54935DD2356283F03D5215) 2019-02-06 06:45:23.469|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;SOFT_PARTICLE(EC8EA51494E44A241B8BEE057D32CD53) 2019-02-06 06:45:23.532|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE(47546CF238CE44D4E563764497719BF2) 2019-02-06 06:45:23.595|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE(48BC65C908F7180FDADC1C2E7E40776C) 2019-02-06 06:45:23.630|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines DEBUG_UNIFORM_ACCUM(191399A5218964F64D5B6FA3859CA3C5) 2019-02-06 06:45:23.667|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;DEBUG_UNIFORM_ACCUM(6C7E869280741800D7825E6F222D8645) 2019-02-06 06:45:23.704|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;DEBUG_UNIFORM_ACCUM(E8CCAE5AD310060320214249A634B58C) 2019-02-06 06:45:23.744|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;DEBUG_UNIFORM_ACCUM(5FD586A5FCC3FE5A3F1FF093D2DB6E53) 2019-02-06 06:45:23.778|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM(25EED51A2A3CD6275C7E1A8C62A8CC06) 2019-02-06 06:45:23.817|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM(59C9B0E80F28A0062D8FD865C41C091D) 2019-02-06 06:45:23.853|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM(DAEFB52B9E9850C8FA2546A20D362375) 2019-02-06 06:45:23.894|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM(CA800C8AD79B8BFDE0CE1998C3149EEB) 2019-02-06 06:45:23.942|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(63CD9491E8D15A370D4A8694F3A490E4) 2019-02-06 06:45:23.989|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(2CC32841209A5EB243FA18910CE95487) 2019-02-06 06:45:24.033|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(FD0B036AD72A9C122B98F14312183EF8) 2019-02-06 06:45:24.080|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(3611C570C6972960F356C4942DF4F409) 2019-02-06 06:45:24.124|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(5CF2E7AE6E7551399856BB80EC175AC1) 2019-02-06 06:45:24.173|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(9329D20B47AA12C93F834FFAB4B4A966) 2019-02-06 06:45:24.216|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(8559CCA9E000E2FE3BA1A0D4339B81AB) 2019-02-06 06:45:24.264|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM(0A9575697AA248C225A14CDEA9FC3EA6) 2019-02-06 06:45:24.320|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines SINGLE_CHANNEL(48DC7CB84AB7A851EEBE6B9A4BE9C278) 2019-02-06 06:45:24.376|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;SINGLE_CHANNEL(8491520A744E6ABD893F23BCF260AFC7) 2019-02-06 06:45:24.429|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;SINGLE_CHANNEL(8D5AFB41EA0F8A955F85CAE4895FFFBC) 2019-02-06 06:45:24.489|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;SINGLE_CHANNEL(699E66BD327BAB2274EBF4EE0078B76B) 2019-02-06 06:45:24.555|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;SINGLE_CHANNEL(5DB3F0D96B53B4AB2CC37D36C8A66FB0) 2019-02-06 06:45:24.614|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;SINGLE_CHANNEL(38141531D26837CF3E42C0D456E3A36F) 2019-02-06 06:45:24.668|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;SINGLE_CHANNEL(4F2F8DB57588B9BCB220E58C369028B9) 2019-02-06 06:45:24.727|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT;SINGLE_CHANNEL(0752FB572AF03447589A1586EDE9BE1D) 2019-02-06 06:45:24.785|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines SOFT_PARTICLE;SINGLE_CHANNEL(D3D384E1AC24F49228B54F37971F2E28) 2019-02-06 06:45:24.846|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;SOFT_PARTICLE;SINGLE_CHANNEL(298F84975D3AB13A34E239643AADA509) 2019-02-06 06:45:24.906|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;SOFT_PARTICLE;SINGLE_CHANNEL(730541A763465CD62ACD206CE1BF425B) 2019-02-06 06:45:24.970|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;SOFT_PARTICLE;SINGLE_CHANNEL(9E4181528EA71653EDA1BA38D54AAA39) 2019-02-06 06:45:25.030|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;SOFT_PARTICLE;SINGLE_CHANNEL(2869AEAB22F12BCC891158EF12A5623C) 2019-02-06 06:45:25.095|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;SOFT_PARTICLE;SINGLE_CHANNEL(371E26320A1639EF290360E6A78EA6D4) 2019-02-06 06:45:25.156|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE;SINGLE_CHANNEL(202C3DAE447F72CC85041E28EF830971) 2019-02-06 06:45:25.219|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE;SINGLE_CHANNEL(819D20C9ACC18E765BA4ED6AB2326452) 2019-02-06 06:45:25.255|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(BBC0175961386809ECC8E41C518466DC) 2019-02-06 06:45:25.296|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(486C9BC8208D610E6F719294B34900AB) 2019-02-06 06:45:25.332|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(8E268708E96C44F46356D4ED2D9167E8) 2019-02-06 06:45:25.369|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(DE8502A8BFDB5F5EE96FB226C6EA4852) 2019-02-06 06:45:25.404|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(420D1D1427C130C41597D593B17E54B6) 2019-02-06 06:45:25.442|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(5A0ABAEB72F2281162D7AB88A2E84447) 2019-02-06 06:45:25.477|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(02F11416807DA6E010282B91B2DEB326) 2019-02-06 06:45:25.516|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;ALPHA_CUTOUT;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(C9C17D7600203D5ED0FBCBAF80171C91) 2019-02-06 06:45:25.558|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(1BA00695EE8E1AA117DAA277FAC96DEB) 2019-02-06 06:45:25.606|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(CF0E8298B72AA2FE950B7FB2B0BFECDB) 2019-02-06 06:45:25.648|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(7A547EB7ACDCA79B5DD72A10CB9CAED2) 2019-02-06 06:45:25.696|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;LIT_PARTICLE;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(FE33E1C6EE41D3C7E9E1CE9C90CFEC05) 2019-02-06 06:45:25.739|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(651437220D76B4A90D2AAC5B5275CFD2) 2019-02-06 06:45:25.785|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines OIT;ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(8721CE735098627C84156ED15AB05625) 2019-02-06 06:45:25.833|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile ps_5_0 with defines LIT_PARTICLE;ALPHA_CUTOUT;SOFT_PARTICLE;DEBUG_UNIFORM_ACCUM;SINGLE_CHANNEL(98EFB7A1D5A8EF0ACD686B6A90607044) 2019-02-06 06:45:25.900|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile vs_5_0 with defines (EB24E9568B43F186DA3E8D65B64AE33B) 2019-02-06 06:45:26.039|Render thread> WARNING: Shader was not precompiled - Transparent/Billboards.hlsl @ profile vs_5_0 with defines LIT_PARTICLE(60962465B4D6AFF481389AFAF25175F7) 2019-02-06 06:45:26.268|Render thread> WARNING: Shader was not precompiled - Debug/DebugBaseColor.hlsl @ profile vs_5_0 with defines (DE2CFC89F37320027687FEC6181E5289) 2019-02-06 06:45:26.308|Render thread> WARNING: Shader was not precompiled - Debug/DebugBaseColor.hlsl @ profile ps_5_0 with defines (DE2CFC89F37320027687FEC6181E5289) 2019-02-06 06:45:26.348|Render thread> WARNING: Shader was not precompiled - Debug/DebugAlbedo.hlsl @ profile ps_5_0 with defines (B646FC6F0C7B6F5BBFD219A4280F3356) 2019-02-06 06:45:26.394|Render thread> WARNING: Shader was not precompiled - Debug/DebugNormal.hlsl @ profile ps_5_0 with defines (99DFB211D3E9A9761DB6C49B8C5CEDB3) 2019-02-06 06:45:26.444|Render thread> WARNING: Shader was not precompiled - Debug/DebugNormalView.hlsl @ profile ps_5_0 with defines (14607EC00466CC67719FC2A59C9865CF) 2019-02-06 06:45:26.484|Render thread> WARNING: Shader was not precompiled - Debug/DebugGlossiness.hlsl @ profile ps_5_0 with defines (4E904891239F5E2404378DC443B126F6) 2019-02-06 06:45:26.524|Render thread> WARNING: Shader was not precompiled - Debug/DebugMetalness.hlsl @ profile ps_5_0 with defines (37DCB5A977EEC662AC2A9161D721F5CC) 2019-02-06 06:45:26.564|Render thread> WARNING: Shader was not precompiled - Debug/DebugAmbientOcclusion.hlsl @ profile ps_5_0 with defines (4F3948F71AB93E306929BA48AA91DD14) 2019-02-06 06:45:26.614|Render thread> WARNING: Shader was not precompiled - Debug/DebugEmissive.hlsl @ profile ps_5_0 with defines (717BC9AC7D83788F39CC6CA6DE593BF8) 2019-02-06 06:45:26.653|Render thread> WARNING: Shader was not precompiled - Debug/DebugHeightmap.hlsl @ profile ps_5_0 with defines (E801A577C62D7036B1C687468985935B) 2019-02-06 06:45:26.699|Render thread> WARNING: Shader was not precompiled - Debug/DebugAmbientDiffuse.hlsl @ profile ps_5_0 with defines (CBDB76F44D95C94989CB2F581874D5F6) 2019-02-06 06:45:26.757|Render thread> WARNING: Shader was not precompiled - Debug/DebugAmbientSpecular.hlsl @ profile ps_5_0 with defines (BFE08E59C319401ECB6E062A076D211D) 2019-02-06 06:45:26.872|Render thread> WARNING: Shader was not precompiled - Debug/DebugEdge.hlsl @ profile ps_5_0 with defines (C7561B977A97FA364EC81A4EE354B9D6) 2019-02-06 06:45:27.013|Render thread> WARNING: Shader was not precompiled - Debug/DebugCascadesShadow.hlsl @ profile ps_5_0 with defines (89743EF5C59248FEC6F112E5154B5CA5) 2019-02-06 06:45:27.055|Render thread> WARNING: Shader was not precompiled - Debug/DebugNDotL.hlsl @ profile ps_5_0 with defines (862952B876FF54D4C1E18E4242894E5C) 2019-02-06 06:45:27.105|Render thread> WARNING: Shader was not precompiled - Debug/DebugLOD.hlsl @ profile ps_5_0 with defines (593A28E484E9D02D35D4D7638160E9A9) 2019-02-06 06:45:27.141|Render thread> WARNING: Shader was not precompiled - Debug/DebugDepth.hlsl @ profile ps_5_0 with defines (7D144AB62FBFDC97818CE843E918E5C7) 2019-02-06 06:45:27.170|Render thread> WARNING: Shader was not precompiled - Debug/DebugDepthReprojection.hlsl @ profile cs_5_0 with defines (764EE5CEC03F60F534D514950DB34373) 2019-02-06 06:45:27.210|Render thread> WARNING: Shader was not precompiled - Debug/DebugStencil.hlsl @ profile ps_5_0 with defines (2A2E74AC906FACCE8845AC58CC5A4F65) 2019-02-06 06:45:27.245|Render thread> WARNING: Shader was not precompiled - Debug/DebugRt.hlsl @ profile ps_5_0 with defines (138531CEA6D7AC09B9F32E41BC60E803) 2019-02-06 06:45:27.280|Render thread> WARNING: Shader was not precompiled - Debug/DebugBlitTexture.hlsl @ profile ps_5_0 with defines (4847BB362D539726850B232ABF9489DA) 2019-02-06 06:45:27.317|Render thread> WARNING: Shader was not precompiled - Debug/DebugBlitTexture3D.hlsl @ profile ps_5_0 with defines (13F2787D027449A6A913E5DA1845223B) 2019-02-06 06:45:27.354|Render thread> WARNING: Shader was not precompiled - Debug/DebugBlitTextureArray.hlsl @ profile ps_5_0 with defines (6013C9D322B6AAF15A5FB531D987CDFD) 2019-02-06 06:45:28.764|Render thread> WARNING: Shader was not precompiled - Decals/Decals.hlsl @ profile vs_5_0 with defines (4F2828F7008A8FE475F6223425AE0D1E) 2019-02-06 06:45:30.601|Render thread> WARNING: Shader was not precompiled - Decals/Decals.hlsl @ profile ps_5_0 with defines RENDER_TO_TRANSPARENT(2EB5E3EAC2890B1FAF07F7D03246E3BA) 2019-02-06 06:45:32.409|Render thread> WARNING: Shader was not precompiled - Decals/Decals.hlsl @ profile ps_5_0 with defines USE_COLORMETAL_TEXTURE(A4A58E185611ABFD0231294452CE5866) 2019-02-06 06:45:34.322|Render thread> WARNING: Shader was not precompiled - Decals/Decals.hlsl @ profile ps_5_0 with defines USE_NORMALGLOSS_TEXTURE(44DA8050C8B5EE0D1C61837393837E07) 2019-02-06 06:45:36.237|Render thread> WARNING: Shader was not precompiled - Decals/Decals.hlsl @ profile ps_5_0 with defines USE_COLORMETAL_TEXTURE;USE_NORMALGLOSS_TEXTURE(32B49812953603D631C15F20C5C9BA8E) 2019-02-06 06:45:38.189|Render thread> WARNING: Shader was not precompiled - Decals/Decals.hlsl @ profile ps_5_0 with defines USE_COLORMETAL_TEXTURE;USE_NORMALGLOSS_TEXTURE;USE_EXTENSIONS_TEXTURE(2E674617D414DF6A711D5F6A6F6F21DC) 2019-02-06 06:45:38.234|Render thread> WARNING: Shader was not precompiled - EnvProbe/ForwardPostprocess.hlsl @ profile ps_5_0 with defines (0C52D3FDA2FF892381EB99DDD9617B7A) 2019-02-06 06:45:38.261|Render thread> WARNING: Shader was not precompiled - EnvProbe/EnvProbeBlend.hlsl @ profile ps_5_0 with defines (F3609A4A64259F23EE5D53D99FFE5EF7) 2019-02-06 06:45:38.330|Render thread> WARNING: Shader was not precompiled - EnvProbe/EnvPrefiltering.hlsl @ profile ps_5_0 with defines (55FE5E0DAB0DBD4B673848F7347FB8CE) 2019-02-06 06:45:38.469|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereGBuffer.hlsl @ profile ps_5_0 with defines LQ(67EDE8B5DB91BCFCF89A56C83A5BA4B6) 2019-02-06 06:45:38.624|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereGBuffer.hlsl @ profile ps_5_0 with defines LQ;SAMPLE_FREQ_PASS(8289DD33BA8DCBC7823D3457DD1C1F0F) 2019-02-06 06:45:38.754|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereEnv.hlsl @ profile ps_5_0 with defines LQ(A00A547F9C0B47E7BF91E27E75083491) 2019-02-06 06:45:38.887|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereEnv.hlsl @ profile ps_5_0 with defines LQ;SAMPLE_FREQ_PASS(7A202E09F744ACE9306634C8F30A3A9E) 2019-02-06 06:45:38.957|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmospherePrecompute.hlsl @ profile cs_5_0 with defines (ACDCF08AD41FDDA1BF2C6863A013A327) 2019-02-06 06:45:38.979|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereVS.hlsl @ profile vs_5_0 with defines (A1336B91314F49C747332BE28C0AA19F) 2019-02-06 06:45:39.042|Render thread> WARNING: Shader was not precompiled - Transparent/Clouds/Clouds.hlsl @ profile vs_5_0 with defines (1688CE92BFA1B99D21FC2E60678C88E7) 2019-02-06 06:45:39.100|Render thread> WARNING: Shader was not precompiled - Transparent/Clouds/Clouds.hlsl @ profile ps_5_0 with defines (1688CE92BFA1B99D21FC2E60678C88E7) 2019-02-06 06:45:39.304|Render thread> WARNING: Shader was not precompiled - Transparent/Clouds/Clouds.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(F75C8B156790550013A0A79DE70C15AB) 2019-02-06 06:45:39.422|Render thread> WARNING: Shader was not precompiled - Postprocess/EdgeDetection.hlsl @ profile ps_5_0 with defines (56D2645EEF5613547B18F4512FA3C6A5) 2019-02-06 06:45:39.444|Render thread> WARNING: Shader was not precompiled - Postprocess/PostprocessCopy.hlsl @ profile vs_5_0 with defines (032587A2B581337097F1C21AD8329F1E) 2019-02-06 06:45:39.463|Render thread> WARNING: Shader was not precompiled - Postprocess/PostprocessCopy.hlsl @ profile ps_5_0 with defines (032587A2B581337097F1C21AD8329F1E) 2019-02-06 06:45:39.479|Render thread> WARNING: Shader was not precompiled - Postprocess/PostprocessClearAlpha.hlsl @ profile ps_5_0 with defines (1B256644FD8FFCE4F0DDFB78CED23BDB) 2019-02-06 06:45:39.560|Render thread> WARNING: Shader was not precompiled - Postprocess/PostprocessCopyStencil.hlsl @ profile ps_5_0 with defines (A5571613B4D603F89046A4CB5217644A) 2019-02-06 06:45:39.578|Render thread> WARNING: Shader was not precompiled - Postprocess/PostprocessCopyInverseStencil.hlsl @ profile ps_5_0 with defines (8DED60589393C34D1A75876921EDC6CC) 2019-02-06 06:45:39.754|Render thread> WARNING: Shader was not precompiled - Postprocess/Fxaa.hlsl @ profile ps_5_0 with defines (69C5E313C7640FD7C03018748ECD36B7) 2019-02-06 06:45:39.775|Render thread> WARNING: Shader was not precompiled - Postprocess/DepthResolve.hlsl @ profile ps_5_0 with defines (EF726B8EB5A697D7975D53F3F9885938) 2019-02-06 06:45:39.832|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Init.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(821C85CCDD249950C8015C61A4D72742) 2019-02-06 06:45:39.857|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Downscale2.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(082C5A626318F13D2A1ED3DC1F1246A8) 2019-02-06 06:45:39.888|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Downscale4.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(AB6846FBEA914BFAF884BEAE55D9F106) 2019-02-06 06:45:39.911|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines HORIZONTAL;NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=0(BED8CFDBF22FB92A37AC12DE75AAEE3C) 2019-02-06 06:45:39.935|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=0(ED5D4CCE936E6C521E819A1B7716A3C6) 2019-02-06 06:45:39.974|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines HORIZONTAL;NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=2(6D2A958AB406A88B45A2432682F39DD9) 2019-02-06 06:45:40.013|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=2(4657021DD5A3CD74D3B544D118910D27) 2019-02-06 06:45:40.074|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines HORIZONTAL;NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=4(A43CBA83E7D1DDF607E34791E1EE46D1) 2019-02-06 06:45:40.124|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=4(703E1DCE873825605C625B4453CB574E) 2019-02-06 06:45:40.208|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines HORIZONTAL;NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=6(B28EC3B960A38EC32117E55D994F0BAF) 2019-02-06 06:45:40.269|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=6(2B16599EBB114175448838FEF330E5BA) 2019-02-06 06:45:40.352|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines HORIZONTAL;NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=8(FA0913426F59818A6E2158995FE5F77B) 2019-02-06 06:45:40.424|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=8(3F067294DEFEFB54160503B12742E400) 2019-02-06 06:45:40.524|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines HORIZONTAL;NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=10(8E5E96D222B5C2BB85B9C0DD0E43D5B6) 2019-02-06 06:45:40.608|Render thread> WARNING: Shader was not precompiled - Postprocess/Bloom/Blur.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;NUM_GAUSSIAN_SAMPLES=10(C5392A242504A773E1C0EB87880954E7) 2019-02-06 06:45:40.672|Render thread> WARNING: Shader was not precompiled - Postprocess/LuminanceReduction/Init.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(A9F6D3B1DF5058D8C493A04066637B3F) 2019-02-06 06:45:40.717|Render thread> WARNING: Shader was not precompiled - Postprocess/LuminanceReduction/Sum.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(EC5CF999A7082CCFF7728CC6068ECE6A) 2019-02-06 06:45:40.774|Render thread> WARNING: Shader was not precompiled - Postprocess/LuminanceReduction/Sum.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;_FINAL(D91AF8F7B2C129EA0B44C202A2965ED5) 2019-02-06 06:45:40.799|Render thread> WARNING: Shader was not precompiled - Postprocess/LuminanceReduction/Skip.hlsl @ profile cs_5_0 with defines (D88385F7E124FBA1A5B6EA98AAD02400) 2019-02-06 06:45:40.819|Render thread> WARNING: Shader was not precompiled - Postprocess/EyeAdaptation/UpdateHistogram.hlsl @ profile cs_5_0 with defines (88FF11720F7D5FF2BD36B015AF11FBAD) 2019-02-06 06:45:40.834|Render thread> WARNING: Shader was not precompiled - Postprocess/EyeAdaptation/DownSample.hlsl @ profile ps_5_0 with defines (DB4EA22326781CE291A3051A8BBA386B) 2019-02-06 06:45:40.901|Render thread> WARNING: Shader was not precompiled - Postprocess/EyeAdaptation/DebugHistogram.hlsl @ profile ps_5_0 with defines (4092C55BE9EA371428377623B646883B) 2019-02-06 06:45:40.955|Render thread> WARNING: Shader was not precompiled - Postprocess/EyeAdaptation/EyeAdaptation.hlsl @ profile ps_5_0 with defines (DB415B0346ADD50FE2CAE3B5C8ACD081) 2019-02-06 06:45:40.981|Render thread> WARNING: Shader was not precompiled - Postprocess/EyeAdaptation/ConstantExposure.hlsl @ profile ps_5_0 with defines (5BBA2993A495C4011C9CBFA947CC5B59) 2019-02-06 06:45:41.030|Render thread> WARNING: Shader was not precompiled - Postprocess/Tonemapping/Main.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(8C6973B3E311AA991562437EC21ADB00) 2019-02-06 06:45:41.068|Render thread> WARNING: Shader was not precompiled - Postprocess/Tonemapping/Main.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;DISABLE_TONEMAPPING(232583E18E90C6DDBA88D7467386FA7F) 2019-02-06 06:45:41.098|Render thread> WARNING: Shader was not precompiled - Debug/Histogram.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(26A9386D870A1BADC01350D99823AAE9) 2019-02-06 06:45:41.147|Render thread> WARNING: Shader was not precompiled - Debug/DataVisualizationHistogram.hlsl @ profile ps_5_0 with defines (B69F7F2922F6E112626C233E72F4EFBB) 2019-02-06 06:45:41.163|Render thread> WARNING: Shader was not precompiled - Debug/DataVisualizationDebugHistogram.hlsl @ profile ps_5_0 with defines (8F4CF5A4C8966D92F876BA93074FB604) 2019-02-06 06:45:41.234|Render thread> WARNING: Shader was not precompiled - Debug/DisplayHdrIntensity.hlsl @ profile ps_5_0 with defines (DB7B770BD18C65375925E0C7518CFFB0) 2019-02-06 06:45:41.274|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/LinearizeDepth.hlsl @ profile ps_5_0 with defines (723686B1D363CA3D90BCC1A470C46A9A) 2019-02-06 06:45:41.285|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/DeinterleaveDepth.hlsl @ profile ps_5_0 with defines (128884D033A4B5B0553EA6F1B28D4E24) 2019-02-06 06:45:41.296|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/ReinterleaveAO.hlsl @ profile ps_5_0 with defines (BF35476FC35806032635E526F6E2A8C0) 2019-02-06 06:45:41.305|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/ReinterleaveAO.hlsl @ profile ps_5_0 with defines ENABLE_BLUR=1(45BB0F208CF8326C6F789E0877ABF826) 2019-02-06 06:45:41.321|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/Copy.hlsl @ profile ps_5_0 with defines (50DD4B93DF48E1FBDB8889B861196F50) 2019-02-06 06:45:41.351|Render thread> WARNING: Shader was not precompiled - Primitives/OcclusionQuery.hlsl @ profile vs_5_0 with defines (B14795D96A292D68B7861DC362BE865C) 2019-02-06 06:45:41.371|Render thread> WARNING: Shader was not precompiled - Primitives/OcclusionQuery.hlsl @ profile ps_5_0 with defines (B14795D96A292D68B7861DC362BE865C) 2019-02-06 06:45:41.371|Render thread> CreateDeviceInternal m_swapchain () 2019-02-06 06:45:41.371|Render thread> CreateDeviceInternal create swapchain 2019-02-06 06:45:41.427|Render thread> CreateDeviceInteral Apply Settings 2019-02-06 06:45:41.428|Render thread> ApplySettings 2019-02-06 06:45:41.429|Render thread> MyRenderDeviceSettings = { 2019-02-06 06:45:41.429|Render thread> Adapter id = 0 2019-02-06 06:45:41.429|Render thread> DXGIAdapter id = 0 2019-02-06 06:45:41.429|Render thread> DXGIOutput id = 0 2019-02-06 06:45:41.429|Render thread> Resolution = 1920 x 1080 2019-02-06 06:45:41.429|Render thread> Window mode = FullscreenWindow 2019-02-06 06:45:41.429|Render thread> } 2019-02-06 06:45:41.449|Render thread> DestroyCascadeTextures 2019-02-06 06:45:41.452|Render thread> DestroyCascadeTextures 2019-02-06 06:45:41.452|Render thread> DestroyCascadeTextures 2019-02-06 06:45:41.453|Render thread> InitCascadeTextures: 0 2019-02-06 06:45:41.564|Render thread> Mesh asset Sphere.mwm has inconsistent vertex streams 2019-02-06 06:45:41.565|Render thread> Normals length: 0 expected length: 992 2019-02-06 06:45:41.565|Render thread> Texcoords length: 0 expected length: 992 2019-02-06 06:45:41.565|Render thread> Tangents length: 0 expected length: 992 2019-02-06 06:45:41.565|Render thread> Bitangents length: 0 expected length: 992 2019-02-06 06:45:41.571|Render thread> Mesh asset Models/Debug/Sphere.mwm has no material in part 0 2019-02-06 06:45:41.617|Render thread> CreateDeviceInteral done (MyRenderDeviceSettings: { AdapterOrdinal: 0 NewAdapterOrdinal: 0 WindowMode: FullscreenWindow BackBufferWidth: 1920 BackBufferHeight: 1080 RefreshRate: 60000 VSync: False DebugDrawOnly: False UseStereoRendering: False SettingsMandatory: False }) 2019-02-06 06:45:41.617|Render thread> CreateDevice: deviceCreated = True 2019-02-06 06:45:42.651|Main Thread> MyGuiManager2.LoadContent() - END 2019-02-06 06:45:48.981|Render thread> UpdateRenderSettings 2019-02-06 06:45:48.984|Render thread> MyRenderSettings1 = { 2019-02-06 06:45:48.985|Render thread> AntialiasingMode = FXAA 2019-02-06 06:45:48.985|Render thread> ShadowQuality = HIGH 2019-02-06 06:45:48.985|Render thread> TextureQuality = MEDIUM 2019-02-06 06:45:48.985|Render thread> AnisotropicFiltering = ANISO_4 2019-02-06 06:45:48.985|Render thread> HqDepth = True 2019-02-06 06:45:48.985|Render thread> GrassDrawDistance = 150 2019-02-06 06:45:48.985|Render thread> GrassDensityFactor = 1 2019-02-06 06:45:48.985|Render thread> AmbientOcclusion = HBAO 2019-02-06 06:45:48.985|Render thread> ModelQuality = High 2019-02-06 06:45:48.985|Render thread> VoxelShaderQuality = High 2019-02-06 06:45:48.985|Render thread> AlphaMaskedShaderQuality = High 2019-02-06 06:45:48.985|Render thread> AtmosphereShaderQuality = High 2019-02-06 06:45:48.985|Render thread> } 2019-02-06 06:45:48.988|Render thread> DestroyCascadeTextures 2019-02-06 06:45:48.988|Render thread> DestroyCascadeTextures 2019-02-06 06:45:48.989|Render thread> DestroyCascadeTextures 2019-02-06 06:45:48.990|Render thread> InitCascadeTextures: 0 2019-02-06 06:45:49.017|Main Thread> MyVideoSettingsManager.OnVideoAdaptersResponse 2019-02-06 06:45:49.018|Main Thread> Adapter DeviceName: 'AMD Radeon(TM) R7 360 Series + DISPLAY1', Description: 'dev id: 26200, mem: 2122756096, shared mem: 8562696192, Luid: 50240, rev: 0, subsys id: 1935677058, vendor id: 4098' 2019-02-06 06:45:49.021|Main Thread> 640x480@60Hz 2019-02-06 06:45:49.021|Main Thread> 640x480@75Hz 2019-02-06 06:45:49.021|Main Thread> 640x480@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 720x400@75Hz 2019-02-06 06:45:49.021|Main Thread> 720x400@75Hz 2019-02-06 06:45:49.021|Main Thread> 720x400@70Hz 2019-02-06 06:45:49.021|Main Thread> 720x400@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 720x400@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 720x480@60Hz 2019-02-06 06:45:49.021|Main Thread> 720x480@75Hz 2019-02-06 06:45:49.021|Main Thread> 720x480@75Hz 2019-02-06 06:45:49.021|Main Thread> 720x480@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 720x576@75Hz 2019-02-06 06:45:49.021|Main Thread> 720x576@75Hz 2019-02-06 06:45:49.021|Main Thread> 720x576@50Hz 2019-02-06 06:45:49.021|Main Thread> 720x576@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 720x576@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 800x600@60Hz 2019-02-06 06:45:49.021|Main Thread> 800x600@75Hz 2019-02-06 06:45:49.021|Main Thread> 1024x768@60Hz 2019-02-06 06:45:49.021|Main Thread> 1024x768@75Hz 2019-02-06 06:45:49.021|Main Thread> 1152x864@75Hz 2019-02-06 06:45:49.021|Main Thread> 1152x864@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 1152x864@59.94006Hz 2019-02-06 06:45:49.021|Main Thread> 1280x720@60Hz 2019-02-06 06:45:49.021|Main Thread> 1280x720@75Hz 2019-02-06 06:45:49.021|Main Thread> 1280x720@75Hz 2019-02-06 06:45:49.021|Main Thread> 1280x720@50Hz 2019-02-06 06:45:49.022|Main Thread> 1280x720@59.94006Hz 2019-02-06 06:45:49.022|Main Thread> 1280x768@60Hz 2019-02-06 06:45:49.022|Main Thread> 1280x768@60Hz 2019-02-06 06:45:49.022|Main Thread> 1280x768@75Hz 2019-02-06 06:45:49.022|Main Thread> 1280x768@75Hz 2019-02-06 06:45:49.022|Main Thread> 1280x800@60Hz 2019-02-06 06:45:49.022|Main Thread> 1280x800@75Hz 2019-02-06 06:45:49.022|Main Thread> 1280x800@75Hz 2019-02-06 06:45:49.022|Main Thread> 1280x960@60Hz 2019-02-06 06:45:49.022|Main Thread> 1280x960@60Hz 2019-02-06 06:45:49.022|Main Thread> 1280x960@75Hz 2019-02-06 06:45:49.022|Main Thread> 1280x960@75Hz 2019-02-06 06:45:49.022|Main Thread> 1280x1024@60Hz 2019-02-06 06:45:49.022|Main Thread> 1280x1024@75Hz 2019-02-06 06:45:49.022|Main Thread> 1360x768@60Hz 2019-02-06 06:45:49.022|Main Thread> 1360x768@60Hz 2019-02-06 06:45:49.022|Main Thread> 1360x768@75Hz 2019-02-06 06:45:49.022|Main Thread> 1360x768@75Hz 2019-02-06 06:45:49.022|Main Thread> 1366x768@60Hz 2019-02-06 06:45:49.022|Main Thread> 1366x768@60Hz 2019-02-06 06:45:49.022|Main Thread> 1366x768@75Hz 2019-02-06 06:45:49.022|Main Thread> 1366x768@75Hz 2019-02-06 06:45:49.022|Main Thread> 1400x1050@60Hz 2019-02-06 06:45:49.022|Main Thread> 1400x1050@75Hz 2019-02-06 06:45:49.022|Main Thread> 1400x1050@75Hz 2019-02-06 06:45:49.022|Main Thread> 1440x900@60Hz 2019-02-06 06:45:49.022|Main Thread> 1440x900@75Hz 2019-02-06 06:45:49.022|Main Thread> 1440x900@75Hz 2019-02-06 06:45:49.022|Main Thread> 1600x900@60Hz 2019-02-06 06:45:49.022|Main Thread> 1600x900@75Hz 2019-02-06 06:45:49.022|Main Thread> 1600x900@75Hz 2019-02-06 06:45:49.022|Main Thread> 1680x1050@60Hz 2019-02-06 06:45:49.022|Main Thread> 1680x1050@75Hz 2019-02-06 06:45:49.022|Main Thread> 1680x1050@75Hz 2019-02-06 06:45:49.022|Main Thread> 1920x1080@60Hz 2019-02-06 06:45:49.022|Main Thread> 1920x1080@75Hz 2019-02-06 06:45:49.022|Main Thread> 1920x1080@50Hz 2019-02-06 06:45:49.022|Main Thread> 1920x1080@59.94006Hz 2019-02-06 06:45:50.592|Render thread> WARNING: Shader was not precompiled - Postprocess/Tonemapping/Main.hlsl @ profile cs_5_0 with defines NUMTHREADS=8(659411169BEA007DB5F1301408EAE296) 2019-02-06 06:45:50.633|Render thread> WARNING: Shader was not precompiled - Postprocess/Tonemapping/Main.hlsl @ profile cs_5_0 with defines NUMTHREADS=8;DISABLE_TONEMAPPING(A0E621F86BA5C13D0A56C29C04F908C9) 2019-02-06 06:45:50.841|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereGBuffer.hlsl @ profile ps_5_0 with defines HQ(2C1DC56B19FC5DA5461618C8E9825A2A) 2019-02-06 06:45:50.979|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereGBuffer.hlsl @ profile ps_5_0 with defines HQ;SAMPLE_FREQ_PASS(7F0EEBA1008BE546D21C6E6DBCC66818) 2019-02-06 06:45:51.114|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereEnv.hlsl @ profile ps_5_0 with defines HQ(1FCB11DD654ABACB55464983CD0DEE48) 2019-02-06 06:45:51.256|Render thread> WARNING: Shader was not precompiled - Transparent/Atmosphere/AtmosphereEnv.hlsl @ profile ps_5_0 with defines HQ;SAMPLE_FREQ_PASS(419C78A59AAC6FE1492DF06F1464ADA7) 2019-02-06 06:45:51.430|Render thread> WARNING: Shader was not precompiled - Postprocess/SSAO/Ssao.hlsl @ profile ps_5_0 with defines (841E32F2EED54B7A247313C5B0220C72) 2019-02-06 06:45:51.430|Render thread> UpdateRenderSettings 2019-02-06 06:45:51.431|Render thread> MyRenderSettings1 = { 2019-02-06 06:45:51.431|Render thread> AntialiasingMode = FXAA 2019-02-06 06:45:51.432|Render thread> ShadowQuality = HIGH 2019-02-06 06:45:51.432|Render thread> TextureQuality = MEDIUM 2019-02-06 06:45:51.432|Render thread> AnisotropicFiltering = ANISO_4 2019-02-06 06:45:51.432|Render thread> HqDepth = True 2019-02-06 06:45:51.432|Render thread> GrassDrawDistance = 150 2019-02-06 06:45:51.432|Render thread> GrassDensityFactor = 1 2019-02-06 06:45:51.432|Render thread> AmbientOcclusion = HBAO 2019-02-06 06:45:51.432|Render thread> ModelQuality = High 2019-02-06 06:45:51.432|Render thread> VoxelShaderQuality = High 2019-02-06 06:45:51.432|Render thread> AlphaMaskedShaderQuality = High 2019-02-06 06:45:51.432|Render thread> AtmosphereShaderQuality = High 2019-02-06 06:45:51.432|Render thread> } 2019-02-06 06:46:33.263|Worker Background 0> Compressed texture with MipLevels <= 1: textures\decals\impact_1_cm.dds 2019-02-06 06:46:57.014|Render thread> Warning: Asset Models\Cubes\Small\DeerPlaque.mwm tries to overwrite material BlockSheet with different textures, previously set by Models\Cubes\large\BattlementStoneStraight_Construction_1.mwm 2019-02-06 06:46:57.014|Render thread> Warning: > Alphamask_Texture is different, history: , new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_alphamask.dds 2019-02-06 06:46:57.598|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\large\LogWalls\WallWoodLogWithDoor_LOD1.mwm tries to overwrite material Thatch with different textures, previously set by Models\Cubes\large\LogWalls\WallWoodLogWithDoor.mwm 2019-02-06 06:46:57.598|Render thread> Warning: > Technique is different, history: FOLIAGE, new: MESH 2019-02-06 06:47:00.739|Render thread> Warning: Asset Models\Cubes\large\Mechanical\TransmissionWoodSwitchWithFrame\TransmissionWoodSwitchWithFrame.mwm tries to overwrite material DECAL_Atlas_Various_1 with different textures, previously set by Models\Cubes\large\Mechanical\SawmillMechanical.mwm 2019-02-06 06:47:00.739|Render thread> Warning: > Technique is different, history: FOLIAGE, new: DECAL_NOPREMULT 2019-02-06 06:47:02.514|Render thread> Mesh asset Models\Cubes\large\Palisade_Slope_Mir.mwm has no material in part 2 2019-02-06 06:47:03.192|Render thread> Mesh asset Models\Cubes\large\PalisadeRoundLargeSpikes_V1_C1.mwm has no material in part 2 2019-02-06 06:47:03.303|Render thread> Warning: Asset Models\Cubes\Large\BannerWorkstation.mwm tries to overwrite material BlockSheet with different textures, previously set by Models\Cubes\Small\DeerPlaque.mwm 2019-02-06 06:47:03.303|Render thread> Warning: > Technique is different, history: MESH, new: ALPHA_MASKED 2019-02-06 06:47:03.519|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\large\ClaimBlock_Wood_LOD1.mwm tries to overwrite material BlockSheet with different textures, previously set by Models\Cubes\Large\BannerWorkstation.mwm 2019-02-06 06:47:03.519|Render thread> Warning: > Alphamask_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_alphamask.dds, new: 2019-02-06 06:47:03.728|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\small\Smithy_Upgraded_LOD1.mwm tries to overwrite material blocksheet02 with different textures, previously set by Models\Cubes\small\Smithy_Upgraded.mwm 2019-02-06 06:47:03.728|Render thread> Warning: > Extensions_Texture is different, history: , new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_add.dds 2019-02-06 06:47:03.728|Render thread> Warning: > Alphamask_Texture is different, history: , new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_alphamask.dds 2019-02-06 06:47:03.731|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\small\Smithy_Upgraded_LOD3.mwm tries to overwrite material blocksheet02 with different textures, previously set by C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\small\Smithy_Upgraded_LOD1.mwm 2019-02-06 06:47:03.731|Render thread> Warning: > Technique is different, history: MESH, new: FOLIAGE 2019-02-06 06:47:03.731|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\small\Smithy_Upgraded_LOD3.mwm tries to overwrite material blocksheet with different textures, previously set by Models\Cubes\small\Smithy_Upgraded.mwm 2019-02-06 06:47:03.731|Render thread> Warning: > Technique is different, history: MESH, new: FOLIAGE 2019-02-06 06:47:04.707|Render thread> Warning: Asset Models\Cubes\small\Smithy.mwm tries to overwrite material blocksheet02 with different textures, previously set by C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\small\Smithy_Upgraded_LOD3.mwm 2019-02-06 06:47:04.707|Render thread> Warning: > Alphamask_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_alphamask.dds, new: 2019-02-06 06:47:04.707|Render thread> Warning: > Technique is different, history: FOLIAGE, new: MESH 2019-02-06 06:47:04.765|Render thread> Warning: Asset Models\Environment\ChristmasTree.mwm tries to overwrite material BlockSheet with different textures, previously set by C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\large\ClaimBlock_Wood_LOD1.mwm 2019-02-06 06:47:04.765|Render thread> Warning: > Technique is different, history: ALPHA_MASKED, new: FOLIAGE 2019-02-06 06:47:04.958|Render thread> Warning: Asset Models\Cubes\small\SignPost3x2.mwm tries to overwrite material Decal with different textures, previously set by Models\Cubes\small\Signpost3x1.mwm 2019-02-06 06:47:05.630|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\large\Stockpile_Log_LOD1.mwm tries to overwrite material BlockSheet with different textures, previously set by Models\Environment\ChristmasTree.mwm 2019-02-06 06:47:05.630|Render thread> Warning: > Alphamask_Texture is different, history: , new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_alphamask.dds 2019-02-06 06:47:05.785|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\small\Stockpiles\StockpileIronSmall_LOD3.mwm tries to overwrite material BlockSheet02 with different textures, previously set by Models\Cubes\Small\Stockpiles\StockpileIronSmall.mwm 2019-02-06 06:47:05.785|Render thread> Warning: > Technique is different, history: MESH, new: FOLIAGE 2019-02-06 06:47:06.505|Render thread> Warning: Asset Models\Cubes\small\CrateWood.mwm tries to overwrite material 01 - Default with different textures, previously set by Models\Environment\Farming\Wheat_Seedling.mwm 2019-02-06 06:47:06.505|Render thread> Warning: > NormalGloss_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\farming\wheatseedling_ng.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_ng.dds 2019-02-06 06:47:06.505|Render thread> Warning: > Extensions_Texture is different, history: , new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_add.dds 2019-02-06 06:47:06.505|Render thread> Warning: > Alphamask_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\farming\wheatseedling_alphamask.dds, new: 2019-02-06 06:47:06.505|Render thread> Warning: > Technique is different, history: FOLIAGE, new: MESH 2019-02-06 06:47:10.973|Render thread> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:47:10.973|Render thread> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:47:11.022|Render thread> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:47:11.023|Render thread> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:47:13.945|Render thread> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\models\debug\loadingquad.mwm missing 2019-02-06 06:47:13.945|Render thread> Mwm 'Models\Debug\LoadingQuad.mwm' cannot be loaded from file 2019-02-06 06:47:13.946|Render thread> Error: Mesh asset Models\Components\Sphere.mwm missing 2019-02-06 06:47:14.013|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\models\components\sphere.mwm missing 2019-02-06 06:47:14.013|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\models\components\sphere.mwm' cannot be loaded from file 2019-02-06 06:47:15.062|Render thread> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_cm.dds 2019-02-06 06:47:15.305|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl @ profile vs_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (13FF5785EE2D99F54DA452B36FF5B328) 2019-02-06 06:47:15.470|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (05A3A909F594AEE6AFBE0EBBD4280EA1) 2019-02-06 06:47:15.674|Render thread> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\sky\skyboxclouds_01_ng.dds 2019-02-06 06:47:15.747|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (EBC9315F889C67551FE9A74584EB4FF6) 2019-02-06 06:47:15.867|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ float4 matrix_row0 : TEXCOORD0;\ float4 matrix_row1 : TEXCOORD1;\ float4 matrix_row2 : TEXCOORD2;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ (22F865429FE3852C098795F3AF9679E3) 2019-02-06 06:47:15.966|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ float4 matrix_row0 : TEXCOORD0;\ float4 matrix_row1 : TEXCOORD1;\ float4 matrix_row2 : TEXCOORD2;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ (E613871E2DFC54CE3000FE86B4CB3707) 2019-02-06 06:47:16.076|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ float4 matrix_row0 : TEXCOORD0;\ float4 matrix_row1 : TEXCOORD1;\ float4 matrix_row2 : TEXCOORD2;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ (2E51D60740A051A515AC46131038AE8B) 2019-02-06 06:47:16.194|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl @ profile vs_5_0 with defines RENDERING_PASS=3;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (B80D43764F8DD212A75D101290EF7DAC) 2019-02-06 06:47:16.280|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=3;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (28BD7DDB2E5F6F83D2F09654F7441D50) 2019-02-06 06:47:16.334|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (628980D50A4F02CA8BDC1F13C630D8B2) 2019-02-06 06:47:16.372|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_cm.dds 2019-02-06 06:47:16.372|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_cm.dds 2019-02-06 06:47:16.372|Worker Background 0> Missing or invalid texture: textures\models\cubes\textureatlas_cm.dds 2019-02-06 06:47:16.373|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_ng.dds 2019-02-06 06:47:16.373|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_ng.dds 2019-02-06 06:47:16.373|Worker Background 0> Missing or invalid texture: textures\models\cubes\textureatlas_ng.dds 2019-02-06 06:47:16.374|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_add.dds 2019-02-06 06:47:16.374|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\textureatlas_add.dds 2019-02-06 06:47:16.374|Worker Background 0> Missing or invalid texture: textures\models\cubes\textureatlas_add.dds 2019-02-06 06:47:51.599|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_cm.dds 2019-02-06 06:47:51.600|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_cm.dds 2019-02-06 06:47:51.601|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_cm.dds 2019-02-06 06:47:51.602|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_cm.dds 2019-02-06 06:47:51.686|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_ng.dds 2019-02-06 06:47:51.687|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_ng.dds 2019-02-06 06:47:51.687|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_ng.dds 2019-02-06 06:47:51.688|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_ng.dds 2019-02-06 06:47:51.866|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_alphamask.dds 2019-02-06 06:47:51.867|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_alphamask.dds 2019-02-06 06:47:51.867|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_alphamask.dds 2019-02-06 06:47:51.868|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_alphamask.dds 2019-02-06 06:47:51.932|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_ng.dds 2019-02-06 06:47:51.933|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_ng.dds 2019-02-06 06:47:51.934|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_ng.dds 2019-02-06 06:47:51.935|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_ng.dds 2019-02-06 06:47:52.085|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_alphamask.dds 2019-02-06 06:47:52.086|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_alphamask.dds 2019-02-06 06:47:52.087|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_alphamask.dds 2019-02-06 06:47:52.088|Render thread> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_alphamask.dds 2019-02-06 06:47:59.984|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_ @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(C165E41C707637E2BA21EF17CB1C7DA3) 2019-02-06 06:48:00.033|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_ @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(10F8895540945A955635AC50B7A454C0) 2019-02-06 06:48:00.136|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_ @ profile vs_5_0 with defines RENDERING_PASS=3;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(79943A0FAD16FA50D30F8EABE5AF5173) 2019-02-06 06:48:00.184|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_ @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(980E3BBC674C1D206FA611B42295EE98) 2019-02-06 06:48:00.361|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_ @ profile vs_5_0 with defines RENDERING_PASS=0;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(7CB49083A93072D09F1FBFE5E068E426) 2019-02-06 06:48:00.463|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_ @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(4A98ED6D7C528312243054329A08F23E) 2019-02-06 06:48:00.791|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_ @ profile vs_5_0 with defines RENDERING_PASS=2;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(8D4CCC81035C71DEA0EA30683FDBE050) 2019-02-06 06:48:01.014|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_ @ profile ps_5_0 with defines RENDERING_PASS=2;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(A6B71F9D0477D81B89C9EA9F00C229DA) 2019-02-06 06:48:01.044|Render thread> Warning: Asset Models\Cubes\Small\LogSpruce250cm.mwm tries to overwrite material TreeEnd with different textures, previously set by Models\Environment\Trees\Spruce\SpruceTree25m.mwm 2019-02-06 06:48:01.044|Render thread> Warning: > NormalGloss_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\trees\treeend_ng.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\trees\sprucetreetrunk_ng.dds 2019-02-06 06:48:01.044|Render thread> Warning: > Extensions_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\trees\treeend_add.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\trees\sprucetreetrunk_add.dds 2019-02-06 06:48:01.051|Render thread> Warning: Asset Models\Components\StripsLeather.mwm tries to overwrite material TannedLeather with different textures, previously set by Models\Components\TannedLeather.mwm 2019-02-06 06:48:01.051|Render thread> Warning: > Technique is different, history: MESH, new: ALPHA_MASKED 2019-02-06 06:48:01.357|Render thread> Warning: Asset Models\Components\LinenString.mwm tries to overwrite material 01 - Default with different textures, previously set by Models\Cubes\small\CrateWood.mwm 2019-02-06 06:48:01.357|Render thread> Warning: > NormalGloss_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_ng.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_ng.dds 2019-02-06 06:48:01.357|Render thread> Warning: > Extensions_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_02_add.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_add.dds 2019-02-06 06:48:01.357|Render thread> Warning: > Alphamask_Texture is different, history: , new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_alphamask.dds 2019-02-06 06:48:01.645|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl @ profile vs_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (A5B8310726C3EA4C3B2DEFABBEAC9A07) 2019-02-06 06:48:01.755|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (98E53C4D8CF687252A1A1DC31155D847) 2019-02-06 06:48:01.787|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_ @ profile ps_5_0 with defines RENDERING_PASS=0;STATIC_DECAL;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(0840CCDCA03B7023AA08534CE0C5230C) 2019-02-06 06:48:02.076|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (55E9F5D4F3AB3FD7CDCE45DCAD4446B6) 2019-02-06 06:48:02.261|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Depth_ @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(6CE71787634D7F8514B1F392BA977ACC) 2019-02-06 06:48:02.307|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ float4 matrix_row0 : TEXCOORD0;\ float4 matrix_row1 : TEXCOORD1;\ float4 matrix_row2 : TEXCOORD2;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ (24436755375EA53D8C52FF1AEB596F2D) 2019-02-06 06:48:02.309|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_ @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(633F13CD95F97FCD51DA80981D88137B) 2019-02-06 06:48:02.352|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ float4 matrix_row0 : TEXCOORD0;\ float4 matrix_row1 : TEXCOORD1;\ float4 matrix_row2 : TEXCOORD2;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ (499896AE67C338BC0B2A5293A5DAB64D) 2019-02-06 06:48:02.406|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;ALPHA_MASKED;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ float4 matrix_row0 : TEXCOORD0;\ float4 matrix_row1 : TEXCOORD1;\ float4 matrix_row2 : TEXCOORD2;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ (CDDB9744A9762217AF752DA1ACA15144) 2019-02-06 06:48:02.505|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Highlight_ @ profile vs_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(C8CC9AB4905E7F286FB208EE58C12E0D) 2019-02-06 06:48:02.560|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_ @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(341777C627C9E9BACBBD59568BAAD4E7) 2019-02-06 06:48:02.641|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl @ profile vs_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (A18E12066377222569517C4AB378A56C) 2019-02-06 06:48:02.687|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (B3F9642E15646F09ABF3D9D121BAA474) 2019-02-06 06:48:02.746|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (2F96B092C124D94358ADAA91943F995E) 2019-02-06 06:48:02.756|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_GBuffer_ @ profile vs_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(C7931D4A316FC51C5ADD9AA3569F8653) 2019-02-06 06:48:02.850|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_ @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(F04B13E1D61108B532FDFEC4C874B52E) 2019-02-06 06:48:03.034|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Forward_ @ profile vs_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(501BA7134BFEFDB144E4D70C7E7DABC7) 2019-02-06 06:48:03.237|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_ @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;INDEX_PAGE_SIZE=36(496B4638BEF27EB5DDC5DB4284923CEF) 2019-02-06 06:48:03.450|Render thread> Warning: Asset C:\Program Files (x86)\Steam\steamapps\common\MedievalEngineers\Content\Models\Cubes\large\Mechanical\Millstone_subpart_LOD2.mwm tries to overwrite material DarkWood with different textures, previously set by Models\Special\Destruction_Material_Init_Model.mwm 2019-02-06 06:48:03.450|Render thread> Warning: > NormalGloss_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\woods\roughwood01_dark_ng.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\woods\roughwood01_ng.dds 2019-02-06 06:48:03.450|Render thread> Warning: > Extensions_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\woods\roughwood01_dark_add.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\woods\roughwood01_add.dds 2019-02-06 06:48:04.465|Render thread> Warning: Asset Models\Components\Antlers.mwm tries to overwrite material 07 - Default with different textures, previously set by Models\Cubes\Small\WoodTable.mwm 2019-02-06 06:48:04.465|Render thread> Warning: > NormalGloss_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_ng.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\characters\wildlife\deerdoe\antlers_ng.dds 2019-02-06 06:48:04.465|Render thread> Warning: > Extensions_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_add.dds, new: 2019-02-06 06:48:04.465|Render thread> Warning: > Alphamask_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\block_sheet_alphamask.dds, new: 2019-02-06 06:48:04.545|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;STATIC_DECAL;USE_COLORMETAL_TEXTURE;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (A68AD3B87E2CF8B58EF0935E9945DE5B) 2019-02-06 06:48:04.676|Worker Background 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;STATIC_DECAL;USE_COLORMETAL_TEXTURE;DITHERED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ float4 matrix_row0 : TEXCOORD1;\ float4 matrix_row1 : TEXCOORD2;\ float4 matrix_row2 : TEXCOORD3;\ float4 instance_keyColorDithering : TEXCOORD4;\ float4 instance_colorMultEmissivity : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask.xyz = input.instance_keyColorDithering.xyz;\ __custom_alpha = input.instance_keyColorDithering.w;\ __color_mult = input.instance_colorMultEmissivity.xyz;\ __emissivity = input.instance_colorMultEmissivity.w;\ (BCF399214F1EED1D91F96881AD1BF018) 2019-02-06 06:48:04.832|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=0;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(3EC6FCC2F236DB288E370151E4AABD90) 2019-02-06 06:48:04.969|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(48624A0E7D3799F90A28D182CBEF83BC) 2019-02-06 06:48:05.066|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(77A80C16D311AFBB6AD1162FEDC9C707) 2019-02-06 06:48:05.111|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(0B2E5D5AA1FB3300540FD37A39F4D6FE) 2019-02-06 06:48:05.205|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=3;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(1559A2E4FE1C2CAB603AA04316BB8E37) 2019-02-06 06:48:05.249|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(F3BF2D74A5970E0729C6BAE458612FA1) 2019-02-06 06:48:05.342|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=2;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(C01B87F585106202E6F88093BC8474C8) 2019-02-06 06:48:05.590|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=2;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(E9730DE866702BE115D26DEF01438587) 2019-02-06 06:48:06.156|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=0;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(B68B5C42B04821AC6BF41AFE95028D8B) 2019-02-06 06:48:06.333|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(E3A1FE43BCD402BAF5C1F899E5DC620B) 2019-02-06 06:48:06.804|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(6B19D36D94F7828D253D2481110319F0) 2019-02-06 06:48:06.879|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(3DAD286E930C17B153AEB0CC0F00290E) 2019-02-06 06:48:07.418|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=3;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(E696E3F1A4079C59770E26D04A66A6FB) 2019-02-06 06:48:07.515|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(3B3F05C9E5C1D6116760557B5CE2C0C5) 2019-02-06 06:48:08.049|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=2;USE_SKINNING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(D0ABD3020A473A1CDB909BF929CE497C) 2019-02-06 06:48:08.347|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=2;USE_SKINNING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(576BD9B7CFA9D863C5BDDF8878040D93) 2019-02-06 06:48:08.349|Render thread> Warning: Asset (null) tries to overwrite material BotFlag with different textures, previously set by Models\BotFlags\BotFlag.mwm 2019-02-06 06:48:08.349|Render thread> Warning: > Extensions_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\botflags\botflag_mining_add.dds, new: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\botflags\botflag_defender_add.dds 2019-02-06 06:48:09.108|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_GBuffer_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(F388ACA7C5A4959F4C66D4702228B249) 2019-02-06 06:48:09.272|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(6261B32D1E565C11B36EAE285E5C6BE3) 2019-02-06 06:48:10.026|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Depth_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(967737A357C419A937F3D8A4E01B071E) 2019-02-06 06:48:10.134|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(1D20EF672F360122BC96BE0568F13679) 2019-02-06 06:48:10.878|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Highlight_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(A16772146F9B3B6DEF088FC7CCF62EFB) 2019-02-06 06:48:10.975|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;USE_SKINNING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(AFDB5B545D7062DC146E3EF2173CE8E2) 2019-02-06 06:48:11.736|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Forward_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;USE_SKINNING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(A18D56F91F4D022A72E370CEEDC2ED98) 2019-02-06 06:48:12.030|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION3;BLEND_INDICES;BLEND_WEIGHTS;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;USE_SKINNING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint4 blend_indices : BLENDINDICES0;\ float4 blend_weights : BLENDWEIGHT0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __blend_indices = input.blend_indices;\ __blend_weights = input.blend_weights;\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(9E79CF34DD455D7CE13C71EE6A131C18) 2019-02-06 06:48:12.247|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(80EFBE4AB2A8E878B348C63BA816F711) 2019-02-06 06:48:12.354|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(9C7E68731A1BE47549FA2E779AADE326) 2019-02-06 06:48:12.569|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(95D6497FE38D13DD80CFA358BFC5C54F) 2019-02-06 06:48:12.619|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(0D7655FB30EB95F93EE13F890E018EEC) 2019-02-06 06:48:12.847|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(327ABBEFE7B3878BD94C33A6D708F7AE) 2019-02-06 06:48:12.900|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(7B506E3568EEBB598DF0CDC27DF9A460) 2019-02-06 06:48:13.122|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(5936595DA929C427ACCA718A53BF39C4) 2019-02-06 06:48:13.348|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;DITHERED;USE_GENERIC_INSTANCING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(24FA501AFCF74C010357782E096DCEB1) 2019-02-06 06:48:13.473|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=0;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(738327E4999ADC9A841CF548456AFC59) 2019-02-06 06:48:13.592|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(5ABE8AEE154687D886E2E127FA3F40AD) 2019-02-06 06:48:13.684|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(E4348FC40FD2B93036AF8EEEBB1DC714) 2019-02-06 06:48:13.724|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(67B19D3A6DE6E2982B7612EA5C748B00) 2019-02-06 06:48:13.833|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=3;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(9F3BB20BA3E3925D61B392338DCACF83) 2019-02-06 06:48:13.883|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(49A0DC2EB1326CC570D60595EB712626) 2019-02-06 06:48:13.997|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=2;DITHERED;USE_GENERIC_INSTANCING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(F8E410164220D385373CA7EC2D0CF12E) 2019-02-06 06:48:14.241|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=2;DITHERED;USE_GENERIC_INSTANCING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(40D2A61C1A5C912FC4BDB53AB9EF4EEA) 2019-02-06 06:48:14.556|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(E748DF30E6B6EBDA10310CB110E137BF) 2019-02-06 06:48:14.651|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(199C7449A54373F5DA95CD234D0EAE3C) 2019-02-06 06:48:14.833|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(EE7E0018E985530CAF26376FB0496EE7) 2019-02-06 06:48:14.873|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(65BA5D9905EAD29CF4B7301FDA6A75BF) 2019-02-06 06:48:15.054|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(8754ACDEBE782131F31A982DCC172107) 2019-02-06 06:48:15.098|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(4096C0C5C701F2B2595690B6AC297FF5) 2019-02-06 06:48:15.274|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(A24E34F41D571120E6D8E00F47AB2A35) 2019-02-06 06:48:15.473|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(3BB4CCA0AC5FD62EDF6BCB7BE6F41FE4) 2019-02-06 06:48:15.579|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;STATIC_DECAL;USE_COLORMETAL_TEXTURE;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(BF9512E7FC5D78053990C47857E8AD77) 2019-02-06 06:48:15.621|Render thread> Warning: Asset (null) tries to overwrite material Decal with different textures, previously set by Models\Cubes\small\SignPost3x2.mwm 2019-02-06 06:48:15.621|Render thread> Warning: > Alphamask_Texture is different, history: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\signpost\woodsignpost_alphamask.dds, new: Signpost_74e6494d-ae3d-44e8-a559-be3a3891e56b_am 2019-02-06 06:48:15.622|Render thread> Warning: Asset (null) tries to overwrite material Decal with different textures, previously set by (null) 2019-02-06 06:48:15.622|Render thread> Warning: > Alphamask_Texture is different, history: Signpost_74e6494d-ae3d-44e8-a559-be3a3891e56b_am, new: Signpost_cd29c6c9-0405-44ff-a38f-9f76afb9df2e_am 2019-02-06 06:48:15.622|Render thread> Warning: Asset (null) tries to overwrite material Decal with different textures, previously set by (null) 2019-02-06 06:48:15.622|Render thread> Warning: > Alphamask_Texture is different, history: Signpost_cd29c6c9-0405-44ff-a38f-9f76afb9df2e_am, new: Signpost_0f60a292-6c86-44b7-a77a-817b4b7fc6d2_am 2019-02-06 06:48:15.705|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=0;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(8E32A41C595DC98845ECED4D681889FF) 2019-02-06 06:48:15.829|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(CE3BF65A6472DA32F827E0D45437273C) 2019-02-06 06:48:15.896|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(3841EC56054754FD267A043ED04F942B) 2019-02-06 06:48:15.932|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(34D9ED998CE777EFD0E6147B6D53CE9B) 2019-02-06 06:48:16.013|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile vs_5_0 with defines RENDERING_PASS=3;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(D5507A06CE401C99C9FC5634335190EC) 2019-02-06 06:48:16.056|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(ACAB403429FAAAB9892F7B17AB657179) 2019-02-06 06:48:16.074|Render thread> Warning: Asset (null) tries to overwrite material Decal with different textures, previously set by (null) 2019-02-06 06:48:16.074|Render thread> Warning: > Alphamask_Texture is different, history: Signpost_0f60a292-6c86-44b7-a77a-817b4b7fc6d2_am, new: Signpost_3aeff45e-51c2-4b2b-a2df-75b718f64f84_am 2019-02-06 06:48:16.075|Render thread> Warning: Asset (null) tries to overwrite material Decal with different textures, previously set by (null) 2019-02-06 06:48:16.075|Render thread> Warning: > Alphamask_Texture is different, history: Signpost_3aeff45e-51c2-4b2b-a2df-75b718f64f84_am, new: Signpost_3e3bdd53-64ba-48e8-8df4-e093bda481be_am 2019-02-06 06:48:16.076|Render thread> Warning: Asset (null) tries to overwrite material Decal with different textures, previously set by (null) 2019-02-06 06:48:16.076|Render thread> Warning: > Alphamask_Texture is different, history: Signpost_3e3bdd53-64ba-48e8-8df4-e093bda481be_am, new: Signpost_20bce001-d6e0-4b53-9e61-9e1348b624b1_am 2019-02-06 06:48:16.166|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=0;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (410E350E38403E0A55FEF5C6925444FB) 2019-02-06 06:48:16.263|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile ps_5_0 with defines RENDERING_PASS=0;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (1F3B3ED53CF255CCD946A0638BE03678) 2019-02-06 06:48:16.332|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (F5182D3D15A0C8BD11DFD8FBBE599070) 2019-02-06 06:48:16.363|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (9CDFE97252DCAB5EE5F035C5A0A9A441) 2019-02-06 06:48:16.443|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=3;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (4304F62707F4BAE2D33B947ACD53355E) 2019-02-06 06:48:16.530|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=2;LQ;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (2F6F9A9B070B28FDD201495D46DF2D70) 2019-02-06 06:48:16.735|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile ps_5_0 with defines RENDERING_PASS=2;LQ;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (375CB70016ED624C1A8E4A8F31286F4D) 2019-02-06 06:48:17.510|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(98195AAD4298767E39E7A285A1DDD41E) 2019-02-06 06:48:17.568|Worker Render 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(E06EB59D1B2E08A2D34BD8BD17834838) 2019-02-06 06:48:17.637|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(486012D69DE4DB5F7E16FF62065A89B7) 2019-02-06 06:48:17.804|Worker Background 0> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_cm.dds 2019-02-06 06:48:17.804|Worker Background 0> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_ng.dds 2019-02-06 06:48:17.805|Worker Background 0> Compressed texture with MipLevels <= 1: textures\models\cubes\constructiontexture_alphamask.dds 2019-02-06 06:48:17.808|Worker Background 0> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_ng.dds 2019-02-06 06:48:17.809|Worker Background 0> Compressed texture with MipLevels <= 1: textures\models\cubes\papers_alphamask.dds 2019-02-06 06:48:17.900|Worker Render 0> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=2;DITHERED_LOD;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(D6ED92ADD62F2178D62F827AC5244BA5) 2019-02-06 06:48:18.016|Worker Render 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(58A3343D6B1E70FEF9E80B5EF0053D4E) 2019-02-06 06:48:18.078|Worker Render 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(D40D12AE9C2DD43932E6324BE8A989C7) 2019-02-06 06:48:18.143|Worker Render 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;DITHERED_LOD;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(A1903B2023D67130EBE7DAD9B11A91A2) 2019-02-06 06:48:18.343|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:48:18.343|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:48:18.343|Worker Background 0> Missing or invalid texture: textures\models\cubes\roof_sheet_cm.dds 2019-02-06 06:48:18.344|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_ng.dds 2019-02-06 06:48:18.344|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_ng.dds 2019-02-06 06:48:18.344|Worker Background 0> Missing or invalid texture: textures\models\cubes\roof_sheet_ng.dds 2019-02-06 06:48:18.345|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_add.dds 2019-02-06 06:48:18.345|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\cubes\roof_sheet_add.dds 2019-02-06 06:48:18.345|Worker Background 0> Missing or invalid texture: textures\models\cubes\roof_sheet_add.dds 2019-02-06 06:48:18.400|Worker Render 0> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;DITHERED_LOD;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(A58A2C5614571EE5D7706BDC23C975B7) 2019-02-06 06:48:18.471|Worker Background 0> Texture does not exist: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\sky\skyboxclouds_01_ng.dds 2019-02-06 06:48:18.471|Worker Background 0> Could not load texture: c:\program files (x86)\steam\steamapps\common\medievalengineers\content\textures\models\environment\sky\skyboxclouds_01_ng.dds 2019-02-06 06:48:18.471|Worker Background 0> Missing or invalid texture: textures\models\environment\sky\skyboxclouds_01_ng.dds 2019-02-06 06:48:19.228|Render thread> WARNING: Shader was not precompiled - Postprocess/Blur.hlsl @ profile ps_5_0 with defines HORIZONTAL_PASS;MAX_OFFSET=5;DENSITY_FUNCTION=1;DEPTH_DISCARD_THRESHOLD=0.1(D71D09EAC5AA3DE66857CB66D8EAB0C5) 2019-02-06 06:48:19.401|Render thread> WARNING: Shader was not precompiled - Postprocess/Blur.hlsl @ profile ps_5_0 with defines VERTICAL_PASS;MAX_OFFSET=5;DENSITY_FUNCTION=1;DEPTH_DISCARD_THRESHOLD=0.1(79349F56B7DF10050D8C284C856FAEB9) 2019-02-06 06:48:20.071|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/CoarseAO.hlsl @ profile ps_5_0 with defines FETCH_GBUFFER_NORMAL=1;ENABLE_BACKGROUND_AO=1;ENABLE_FOREGROUND_AO=1(89D32844D1A690A394498FA9B2FF6C4A) 2019-02-06 06:48:20.156|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/BlurX.hlsl @ profile ps_5_0 with defines ENABLE_SHARPNESS_PROFILE=1;KERNEL_RADIUS=2(6F1863EDF5FB778FF2DE7553705E29BB) 2019-02-06 06:48:20.238|Render thread> WARNING: Shader was not precompiled - Postprocess/HBAO/BlurY.hlsl @ profile ps_5_0 with defines ENABLE_SHARPNESS_PROFILE=1;KERNEL_RADIUS=2(163C16CF22E083889852C4A94BE0F2B9) 2019-02-06 06:48:20.300|Render thread> Mesh asset Models/Debug/Cone.mwm has no material in part 0 2019-02-06 06:48:28.522|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(8F5D89C1BB7C82C064D01665BF3CC28D) 2019-02-06 06:48:28.581|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(AE6001776A8A0AFBD6D42BDC24A765B1) 2019-02-06 06:48:28.654|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(2B45CBCDDB74EF825A9F46506589D538) 2019-02-06 06:48:28.902|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;USE_GENERIC_INSTANCING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(A84298010A071CB9D0ED174B47DDC281) 2019-02-06 06:48:29.014|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=0;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(53C863543EA828F452841B376600EE83) 2019-02-06 06:48:29.055|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(3CDDFBEAF2E51CD12C129C546A82BA67) 2019-02-06 06:48:29.316|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=3;USE_GENERIC_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(9039DFC725B060198C3C983C188F45D7) 2019-02-06 06:48:29.557|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;GENERIC_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=2;USE_GENERIC_INSTANCING;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ float4 colormask : TEXCOORD5;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43( input.matrix_row0, input.matrix_row1, input.matrix_row2);\ __colormask = input.colormask;\ ;USE_TEXTURE_INDICES(1742D602B23BC3A2E90C2961DE846702) 2019-02-06 06:48:29.660|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(12DABCA4259C2D42996DCFE62FD1CE68) 2019-02-06 06:48:29.706|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(67DE692FD5F178C514E358F67062CB37) 2019-02-06 06:48:29.803|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=3;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(C44F21FEE74C304D4E3E72BAC97FF41F) 2019-02-06 06:48:29.862|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=3;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(3796C6504CDD30CE98AEFD8E7837BDCC) 2019-02-06 06:48:29.956|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(656F1EC3CEE02085C8F528C3B2557CFC) 2019-02-06 06:48:30.060|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(8466B6C92EC9F76D46DC381E2572F8F4) 2019-02-06 06:48:30.151|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=2;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(9C3A6AD87D5286EBB36D940706CD1B2F) 2019-02-06 06:48:30.368|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=2;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(9B08A4A69A922CE14A539DE0A086A9FF) 2019-02-06 06:48:30.504|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Depth_ @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(D0F74CFBCE5666784EDC20AC4042E50C) 2019-02-06 06:48:30.546|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_ @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(3E76E3C030BDF02BE72B0CDA6AAB58A2) 2019-02-06 06:48:30.686|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Highlight_ @ profile vs_5_0 with defines RENDERING_PASS=3;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(07BB544B01746AE2B3BF75760D4D2F83) 2019-02-06 06:48:30.738|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_ @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(1E7D64F70F1EEA0FC200EFE7F8A5E791) 2019-02-06 06:48:30.848|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_GBuffer_ @ profile vs_5_0 with defines RENDERING_PASS=0;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(C609938D9225890E808B6D10B85424AC) 2019-02-06 06:48:31.002|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_ @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(5CE7F083DCB40F952579E895D0C8204B) 2019-02-06 06:48:31.112|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Vertex.hlsl, Standard_Forward_ @ profile vs_5_0 with defines RENDERING_PASS=2;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(86C8E39813E3163808C4D7C8AD03066D) 2019-02-06 06:48:31.350|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Forward_ @ profile ps_5_0 with defines RENDERING_PASS=2;DITHERED;USE_MERGE_INSTANCING;PARALLAX_MAPPING;INDEX_PAGE_SIZE=36(14307828B06DBC443EBAEA298129F22E) 2019-02-06 06:48:31.554|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(AC6E1B84621F338229624B36246C8A96) 2019-02-06 06:48:31.614|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(63E937972E5D1EF4F00E6376DD57501D) 2019-02-06 06:48:31.813|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=3;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(432AFCCF092754EF0AB003546757BEBD) 2019-02-06 06:48:31.866|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=3;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(E5F940B34D2BD48214B672A07142DA55) 2019-02-06 06:48:32.050|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(585D28EE9FE70D90EAF276689127EBD4) 2019-02-06 06:48:32.152|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=0;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(44B91B5EB0602AE6E1B18A8213A27AB0) 2019-02-06 06:48:32.339|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile vs_5_0 with defines RENDERING_PASS=2;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(C2EFEAB39EA4369D4C3E046CBCE57847) 2019-02-06 06:48:32.542|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES;SIMPLE_INSTANCE @ profile ps_5_0 with defines RENDERING_PASS=2;USE_SIMPLE_INSTANCING;USE_SIMPLE_INSTANCING_COLORING;ALPHA_MASKED;DITHERED;USE_MERGE_INSTANCING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ float4 matrix_row0 : TEXCOORD2;\ float4 matrix_row1 : TEXCOORD3;\ float4 matrix_row2 : TEXCOORD4;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ __instance_matrix = construct_matrix_43(input.matrix_row0, input.matrix_row1, input.matrix_row2);\ ;USE_TEXTURE_INDICES;MI_INSTANCED=1(7A6C8FB67F1A4480425582CC9F733B9B) 2019-02-06 06:48:35.794|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Vertex.hlsl, TriplanarSingle_GBuffer_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=0;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (2506968CC00710B649775C3A6E681C8F) 2019-02-06 06:48:39.267|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Pixel.hlsl, TriplanarSingle_GBuffer_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (4523528F9AF85D0C19D8ACFA8F4F6750) 2019-02-06 06:48:39.341|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Vertex.hlsl, TriplanarSingle_Depth_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (1E25F4AB97DA6F48F8680073AEB888BC) 2019-02-06 06:48:39.400|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Pixel.hlsl, TriplanarSingle_Depth_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (6B0D050196EA6A5494661E8F5B3A3CEB) 2019-02-06 06:48:39.463|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Vertex.hlsl, TriplanarSingle_Highlight_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=3;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (0525492224A45A5974CE3ACD445CCB24) 2019-02-06 06:48:39.666|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Pixel.hlsl, TriplanarSingle_Highlight_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (96403013B753D3E5F3F06642E9E11D28) 2019-02-06 06:48:39.727|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Vertex.hlsl, TriplanarSingle_Forward_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=2;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (8CEFCDA5617E383F88A583E3C07E0F5F) 2019-02-06 06:48:42.490|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarSingle\Pixel.hlsl, TriplanarSingle_Forward_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=2;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (0870AC26327C33380307FF2168927457) 2019-02-06 06:48:42.579|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Vertex.hlsl, TriplanarMulti_GBuffer_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=0;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (E3ACA401CE83AB4A1BDBAD210A43011C) 2019-02-06 06:48:46.976|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Pixel.hlsl, TriplanarMulti_GBuffer_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (C13687C54EB3C007B028655CB05537C7) 2019-02-06 06:48:47.054|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Vertex.hlsl, TriplanarMulti_Depth_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (1586CE9D9E2CFA32DFAC566F9224A7DF) 2019-02-06 06:48:47.113|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Pixel.hlsl, TriplanarMulti_Depth_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (2042E378742FC7DE7B03B8E68D5787B2) 2019-02-06 06:48:47.177|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Vertex.hlsl, TriplanarMulti_Highlight_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=3;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (C6D04533EAB2C64E29AD7A3E032D664B) 2019-02-06 06:48:47.689|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Pixel.hlsl, TriplanarMulti_Highlight_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (C3E15A8A3EA60D4817AEAD38497F31D1) 2019-02-06 06:48:47.765|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Vertex.hlsl, TriplanarMulti_Forward_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile vs_5_0 with defines RENDERING_PASS=2;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (3E9495C49B09830C74C7314386F7E115) 2019-02-06 06:48:50.732|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\TriplanarMulti\Pixel.hlsl, TriplanarMulti_Forward_VOXEL_POSITION_MAT;VOXEL_NORMAL @ profile ps_5_0 with defines RENDERING_PASS=2;DITHERED;USE_VOXEL_MORPHING;USE_VOXEL_DATA;LQ;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ int4 material : MATERIAL0;\ uint2 normal : NORMAL0;\ int4 colorshift : COLORSHIFT0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_voxel_position(input.position);\ __material_weights = unpack_voxel_weights(input.material.w);\ __triplanar_mat_info = input.material;\ __normal = unpack_normal(input.normal);\ __colormask = unpack_color_shift_hsv(input.colorshift);\ (862500C26966986FA3D425F5D9F3EAD6) 2019-02-06 06:48:51.312|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_d_01_ca.dds 2019-02-06 06:48:51.318|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_d_01_ca.dds 2019-02-06 06:49:09.377|Render thread> WARNING: Shader was not precompiled - Postprocess/Blur.hlsl @ profile ps_5_0 with defines HORIZONTAL_PASS;MAX_OFFSET=2;DENSITY_FUNCTION=0;=1(8B36A6255D86B6F3EEAB1F902EC55146) 2019-02-06 06:49:09.420|Render thread> WARNING: Shader was not precompiled - Postprocess/Blur.hlsl @ profile ps_5_0 with defines VERTICAL_PASS;MAX_OFFSET=2;DENSITY_FUNCTION=0;=1(71F92395CE18706206B9B3C90E32162F) 2019-02-06 06:49:10.424|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_d_01_ca.dds 2019-02-06 06:49:10.474|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_a_01.dds 2019-02-06 06:49:10.478|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_d_01_ca.dds 2019-02-06 06:49:10.482|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_a_01.dds 2019-02-06 06:50:14.193|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_d_01_ca.dds 2019-02-06 06:50:14.229|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_a_01.dds 2019-02-06 06:50:14.283|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_b_01.dds 2019-02-06 06:50:14.318|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_e_01_ca.dds 2019-02-06 06:50:14.323|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_d_01_ca.dds 2019-02-06 06:50:14.326|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_a_01.dds 2019-02-06 06:50:14.330|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_b_01.dds 2019-02-06 06:50:14.334|Render thread> Compressed texture with MipLevels <= 1: textures\particles\atlas_e_01_ca.dds 2019-02-06 06:50:17.056|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_roots.mwm missing 2019-02-06 06:50:17.056|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_roots.mwm' cannot be loaded from file 2019-02-06 06:50:17.056|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture3.mwm missing 2019-02-06 06:50:17.057|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture3.mwm' cannot be loaded from file 2019-02-06 06:50:17.057|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture4.mwm missing 2019-02-06 06:50:17.057|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture4.mwm' cannot be loaded from file 2019-02-06 06:50:17.057|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture5.mwm missing 2019-02-06 06:50:17.057|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture5.mwm' cannot be loaded from file 2019-02-06 06:50:17.058|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture6.mwm missing 2019-02-06 06:50:17.058|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture6.mwm' cannot be loaded from file 2019-02-06 06:50:17.059|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture7.mwm missing 2019-02-06 06:50:17.059|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture7.mwm' cannot be loaded from file 2019-02-06 06:50:17.059|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture8.mwm missing 2019-02-06 06:50:17.059|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture8.mwm' cannot be loaded from file 2019-02-06 06:50:17.060|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture9.mwm missing 2019-02-06 06:50:17.060|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture9.mwm' cannot be loaded from file 2019-02-06 06:50:17.061|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture10.mwm missing 2019-02-06 06:50:17.061|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture10.mwm' cannot be loaded from file 2019-02-06 06:50:17.061|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture1.mwm missing 2019-02-06 06:50:17.061|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture1.mwm' cannot be loaded from file 2019-02-06 06:50:17.062|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture2.mwm missing 2019-02-06 06:50:17.062|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree25m_fracture2.mwm' cannot be loaded from file 2019-02-06 06:50:17.291|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_GBuffer_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (3D7D4604749E18C61413E5A50D068AD7) 2019-02-06 06:50:17.382|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_GBuffer_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile ps_5_0 with defines RENDERING_PASS=0;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (D503166BFA3E7424BF6DF293388D0B03) 2019-02-06 06:50:17.583|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Depth_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (093C7FE2757C0238B1D962AA4D3FF66C) 2019-02-06 06:50:17.627|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Depth_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (574C207502CB56F4F997268D18C0A3C8) 2019-02-06 06:50:17.821|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Highlight_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=3;ALPHA_MASKED;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (1E7DAE9C4EDD3885CCC64BD0B0933307) 2019-02-06 06:50:18.038|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Vertex.hlsl, AlphaMasked_Forward_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile vs_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;LQ;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (8B0DFED80CCBB342D66A727E1F22C0D9) 2019-02-06 06:50:18.240|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\AlphaMasked\Pixel.hlsl, AlphaMasked_Forward_POSITION_PACKED;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H @ profile ps_5_0 with defines RENDERING_PASS=2;ALPHA_MASKED;LQ;VERTEX_COMPONENTS_DECLARATIONS=float4 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = unpack_position_and_scale(input.position);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ (337791270036863BC59526F52E733488) 2019-02-06 06:51:55.890|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;STATIC_DECAL;USE_COLORMETAL_TEXTURE;DITHERED;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(13DA38310BC490D0FB5B7E98583FC6F8) 2019-02-06 06:51:56.636|Render thread> Warning: Asset (null) tries to overwrite material BannerFlag with different textures, previously set by Models\Cubes\Small\WoodBed.mwm 2019-02-06 06:51:58.419|Render thread> Warning: Asset (null) tries to overwrite material BannerFlag with different textures, previously set by (null) 2019-02-06 06:54:46.368|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_roots.mwm missing 2019-02-06 06:54:46.368|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_roots.mwm' cannot be loaded from file 2019-02-06 06:54:46.369|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture1.mwm missing 2019-02-06 06:54:46.369|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture1.mwm' cannot be loaded from file 2019-02-06 06:54:46.369|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture2.mwm missing 2019-02-06 06:54:46.369|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture2.mwm' cannot be loaded from file 2019-02-06 06:54:46.370|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture3.mwm missing 2019-02-06 06:54:46.370|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture3.mwm' cannot be loaded from file 2019-02-06 06:54:46.370|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture4.mwm missing 2019-02-06 06:54:46.370|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree10m_fracture4.mwm' cannot be loaded from file 2019-02-06 06:56:32.350|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_GBuffer_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=0;DITHERED;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(DA1FABF7DC13B6F65A892EE877670FCA) 2019-02-06 06:56:32.393|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Depth_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=1;DEPTH_ONLY;DITHERED;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(FE7D3D106919D07B686436843ECB764C) 2019-02-06 06:56:32.448|Render thread> WARNING: Shader was not precompiled - Geometry\Materials\Standard\Pixel.hlsl, Standard_Highlight_POSITION3;NORMAL;TANGENT_SIGN_OF_BITANGENT;TEXCOORD0_H;TEXINDICES @ profile ps_5_0 with defines RENDERING_PASS=3;DITHERED;PARALLAX_MAPPING;VERTEX_COMPONENTS_DECLARATIONS=float3 position : POSITION0;\ uint2 normal : NORMAL0;\ float4 tangent4 : TANGENT0;\ float2 texcoord0 : TEXCOORD0;\ uint4 texIndices : TEXCOORD1;\ ;TRANSFER_VERTEX_COMPONENTS=__position_object = float4(input.position, 1);\ __normal = unpack_normal(input.normal);\ __tangent = unpack_tangent_sign(input.tangent4);\ __texcoord0 = input.texcoord0;\ __texIndices = (float4) input.texIndices;\ ;USE_TEXTURE_INDICES(BD3D04D183D29E244B1851763EB1E00D) 2019-02-06 06:57:38.489|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_roots.mwm missing 2019-02-06 06:57:38.489|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_roots.mwm' cannot be loaded from file 2019-02-06 06:57:38.490|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture1.mwm missing 2019-02-06 06:57:38.490|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture1.mwm' cannot be loaded from file 2019-02-06 06:57:38.490|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture2.mwm missing 2019-02-06 06:57:38.490|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture2.mwm' cannot be loaded from file 2019-02-06 06:57:38.491|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture3.mwm missing 2019-02-06 06:57:38.491|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture3.mwm' cannot be loaded from file 2019-02-06 06:57:38.491|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture4.mwm missing 2019-02-06 06:57:38.491|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture4.mwm' cannot be loaded from file 2019-02-06 06:57:38.492|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture5.mwm missing 2019-02-06 06:57:38.492|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture5.mwm' cannot be loaded from file 2019-02-06 06:57:38.492|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture6.mwm missing 2019-02-06 06:57:38.492|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture6.mwm' cannot be loaded from file 2019-02-06 06:57:38.493|Worker Background 0> Mesh asset c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture7.mwm missing 2019-02-06 06:57:38.493|Worker Background 0> Mwm 'c:\program files (x86)\steam\steamapps\common\medievalengineers\content\sprucetree175m_fracture7.mwm' cannot be loaded from file 2019-02-06 06:58:44.445|Main Thread> Log Closed