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Game crashes every 5 mins (Potential infinite transition loop)


evilcat19xx
  • Branch: Preview Branch Version: Windows Fixed

The game crashes every 5 mins. The current version is unplayable for me. Any solution for that?

Playing the public test btw and it was not like this before (maybe has something to do with the last update).

Potential infinite transition loop detected in state machine: FallMonitor(root.entombed.recovering)
Goto stack:

root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
root.standing
root.entombed.recovering
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root.entombed.recovering
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UnityEngine.Debug:LogError(Object)
Debug:LogError(Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:142)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1088)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Instance:MoveToCell(Int32) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:417)
Instance:TryEntombedEscape() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:366)
<>c:<InitializeStates>b__12_10(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:100)
GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
Transition:Evaluate(Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280)
Context:Set(Boolean, Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1356)
Parameter`1:Set(Boolean, Instance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1238)
Instance:UpdateFalling() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:316)
<>c:<InitializeStates>b__12_0(Instance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/FallMonitor.cs:31)
BucketUpdater`1:Update(Instance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96)
UpdateBucketWithUpdater`1:Update(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
BucketGroup:AdvanceOneSubTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater:AdvanceOneSimSubTick() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368)
Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344)
 


Steps to Reproduce

Play the game for 5 to 8 mins, and tada, you will see a crash. I already report them to Klei but since this is a game-breaking crash, I am looking for a solution here.

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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

Changed Status to Fixed

The repro of this bug appears to be when a horizontal door closes on the head of a Rover. I've made changes that should prevent doors from squishing rover heads, but for now you could try setting up your base in a way that would avoid that happening.

  • Thanks 2

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4 hours ago, Bryce said:

The repro of this bug appears to be when a horizontal door closes on the head of a Rover. I've made changes that should prevent doors from squishing rover heads, but for now you could try setting up your base in a way that would avoid that happening.

Thanks Bryce,

Since I have many rovers working on base, it is possible that you are right or it is somehow connected to the rovers. I would try to minimize my rover usage and see if that solves the problem. 

 

Btw, I do not have any mods installed.

Edited by evilcat19xx

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4 hours ago, Bryce said:

Changed Status to Fixed

The repro of this bug appears to be when a horizontal door closes on the head of a Rover. I've made changes that should prevent doors from squishing rover heads, but for now you could try setting up your base in a way that would avoid that happening.

I have this problem in my save but I don't use rover at all.

Bastion Inconfortable Cycle 705.sav

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