Initialize engine version: 5.4.6f3 (7c5210d1343f) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 760 (ID=0x1187) Vendor: NVIDIA VRAM: 1979 MB Default GameObject BitMask: UI already registered (Filename: Line: 98) Begin MonoManager ReloadAssembly Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUIGTNet.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUIGTNet.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\GalaxyCSharp.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\GalaxyCSharp.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\TextMeshPro-1.0.55.54.0b12.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\TextMeshPro-1.0.55.54.0b12.dll into Unity Child Domain - Completed reload, in 0.088 seconds Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.dll (this message is harmless) Initializing input. Input initialized. desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0 Initialized touch support. UnloadTime: 1.405791 ms Shader 'Double-sidedColorSpecEmissve': fallback shader 'TransparentCutout' not found WFTO Version: 'v2.0f9' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Coherent GT system initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Coherent GT] System renderer initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Runtime.Serialization.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.Linq.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Data.dll (this message is harmless) Multiple audio items with name 'tutorial_shrine_inhibitor_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Multiple audio items with name 'tutorial_addsin_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Steam host name NerArth (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GOG Auth:True (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 5 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 9.517793 ms Unloading 130 unused Assets to reduce memory usage. Loaded Objects now: 121034. Total: 98.839622 ms (FindLiveObjects: 6.808009 ms CreateObjectMapping: 8.602116 ms MarkObjects: 82.872543 ms DeleteObjects: 0.553386 ms) [Coherent GT] File not found for coui://uiresources/wftoUI/menu/vids/MAPTUT_en.vtt (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Configuration.dll (this message is harmless) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 64.685280 ms Unloading 2862 unused Assets to reduce memory usage. Loaded Objects now: 91615. Total: 104.061714 ms (FindLiveObjects: 6.340603 ms CreateObjectMapping: 6.543434 ms MarkObjects: 74.641129 ms DeleteObjects: 16.535778 ms) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 9.251687 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 91644. Total: 85.391739 ms (FindLiveObjects: 5.890545 ms CreateObjectMapping: 7.903046 ms MarkObjects: 71.368019 ms DeleteObjects: 0.229110 ms) NullReferenceException: Object reference not set to an instance of an object at GameLogic.Rules.SentinelDefence.def_onBuild (IDefenceDataRead defence) [0x00000] in :0 at GameLogic.Rules.SentinelDefence.LogicStart (IDefenceData defence) [0x00000] in :0 at DataAccess.DefenceDataImpl`1[E].startDefenceLogics () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.DefenceDataImpl`1:startDefenceLogics() DataAccess.EntryLoader:loadDefence(WDefence) GameLogic.Quest.StoneShellRespawner:get_DefSentinels() GameLogic.Quest.StoneShellRespawner:DeregisterEvents() GameLogic.Quest.QEvent:Terminate() GameLogic.Quest.QEvent:AfterDeserialization() JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateList(IList, JsonReader, JsonArrayContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateList(JsonReader, Type, JsonContract, JsonProperty, Object, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateValueInternal(JsonReader, Type, JsonContract, JsonProperty, JsonContainerContract, JsonProperty, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerProxy:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.JsonSerializer:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) Serializer:LoadingPersistant() GameStateLoading:Update() GameState:Update() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at GameLogic.Rules.SentinelDefence.def_onBuild (IDefenceDataRead defence) [0x00000] in :0 at GameLogic.Rules.SentinelDefence.LogicStart (IDefenceData defence) [0x00000] in :0 at DataAccess.DefenceDataImpl`1[E].startDefenceLogics () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.DefenceDataImpl`1:startDefenceLogics() DataAccess.EntryLoader:loadDefence(WDefence) GameLogic.Quest.StoneShellRespawner:get_DefSentinels() GameLogic.Quest.StoneShellRespawner:DeregisterEvents() GameLogic.Quest.QEvent:Terminate() GameLogic.Quest.QEvent:AfterDeserialization() JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateList(IList, JsonReader, JsonArrayContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateList(JsonReader, Type, JsonContract, JsonProperty, Object, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateValueInternal(JsonReader, Type, JsonContract, JsonProperty, JsonContainerContract, JsonProperty, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerProxy:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.JsonSerializer:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) Serializer:LoadingPersistant() GameStateLoading:Update() GameState:Update() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at GameLogic.Rules.SentinelDefence.def_onBuild (IDefenceDataRead defence) [0x00000] in :0 at GameLogic.Rules.SentinelDefence.LogicStart (IDefenceData defence) [0x00000] in :0 at DataAccess.DefenceDataImpl`1[E].startDefenceLogics () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.DefenceDataImpl`1:startDefenceLogics() DataAccess.EntryLoader:loadDefence(WDefence) GameLogic.Quest.StoneShellRespawner:get_DefSentinels() GameLogic.Quest.StoneShellRespawner:DeregisterEvents() GameLogic.Quest.QEvent:Terminate() GameLogic.Quest.QEvent:AfterDeserialization() JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateList(IList, JsonReader, JsonArrayContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateList(JsonReader, Type, JsonContract, JsonProperty, Object, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateValueInternal(JsonReader, Type, JsonContract, JsonProperty, JsonContainerContract, JsonProperty, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerProxy:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.JsonSerializer:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) Serializer:LoadingPersistant() GameStateLoading:Update() GameState:Update() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at GameLogic.Rules.SentinelDefence.def_onBuild (IDefenceDataRead defence) [0x00000] in :0 at GameLogic.Rules.SentinelDefence.LogicStart (IDefenceData defence) [0x00000] in :0 at DataAccess.DefenceDataImpl`1[E].startDefenceLogics () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.DefenceDataImpl`1:startDefenceLogics() DataAccess.EntryLoader:loadDefence(WDefence) GameLogic.Quest.StoneShellRespawner:get_DefSentinels() GameLogic.Quest.StoneShellRespawner:DeregisterEvents() GameLogic.Quest.QEvent:Terminate() GameLogic.Quest.QEvent:AfterDeserialization() JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateList(IList, JsonReader, JsonArrayContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateList(JsonReader, Type, JsonContract, JsonProperty, Object, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateValueInternal(JsonReader, Type, JsonContract, JsonProperty, JsonContainerContract, JsonProperty, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerProxy:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.JsonSerializer:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) Serializer:LoadingPersistant() GameStateLoading:Update() GameState:Update() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at GameLogic.Rules.SentinelDefence.def_onBuild (IDefenceDataRead defence) [0x00000] in :0 at GameLogic.Rules.SentinelDefence.LogicStart (IDefenceData defence) [0x00000] in :0 at DataAccess.DefenceDataImpl`1[E].startDefenceLogics () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.DefenceDataImpl`1:startDefenceLogics() DataAccess.EntryLoader:loadDefence(WDefence) GameLogic.Quest.StoneShellRespawner:get_DefSentinels() GameLogic.Quest.StoneShellRespawner:DeregisterEvents() GameLogic.Quest.QEvent:Terminate() GameLogic.Quest.QEvent:AfterDeserialization() JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateList(IList, JsonReader, JsonArrayContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateList(JsonReader, Type, JsonContract, JsonProperty, Object, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:CreateValueInternal(JsonReader, Type, JsonContract, JsonProperty, JsonContainerContract, JsonProperty, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerProxy:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) JsonCreationConverter`1:ReadJson(JsonReader, Type, Object, JsonSerializer) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:DeserializeConvertable(JsonConverter, JsonReader, Type, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:SetPropertyValue(JsonProperty, JsonConverter, JsonContainerContract, JsonProperty, JsonReader, Object) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:PopulateObject(Object, JsonReader, JsonObjectContract, JsonProperty, String) Newtonsoft.Json.Serialization.JsonSerializerInternalReader:Populate(JsonReader, Object) Newtonsoft.Json.JsonSerializer:PopulateInternal(JsonReader, Object) Newtonsoft.Json.JsonSerializer:Populate(JsonReader, Object) Serializer:LoadingPersistant() GameStateLoading:Update() GameState:Update() (Filename: Line: -1) Multiple audio items with name 'tutorial_shrine_inhibitor_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Multiple audio items with name 'tutorial_addsin_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at ImmediateSound.OnEnable () [0x00000] in :0 UnityEngine.Object:Internal_CloneSingleWithParent(Object, Transform, Boolean) UnityEngine.Object:Instantiate(Object, Transform, Boolean) WC2ARenderer:Init(IC2AData) ClientRenderer:AddC2A(IC2AData, GameObject) DataAccess.EntryLoader:loadC2A(WC2A) WC2A:Logic_afterLevelLoaded(ILevelData) Common.ExceptionSafeEventHandler`1:invokeAll(ILevelData) GameLogic.Logic:internalLoadLevel(ILevelData) GameLogic.c__Iterator19:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) Minimap Start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Unloading 761 unused Assets to reduce memory usage. Loaded Objects now: 312553. Total: 1317.054443 ms (FindLiveObjects: 23.721643 ms CreateObjectMapping: 14.047196 ms MarkObjects: 1277.880371 ms DeleteObjects: 1.404770 ms) Preloaded 0 units. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Preloaded 546 VFX textures. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Campaign start:HeartOfGold_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GameStatePlay:SetupSound (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Coherent GT] (Error) ConsoleAPI coui://uiresources/wftoUI/common/js/coherent.js:652:16: TypeError: undefined is not an object (evaluating 'ritualButtons[activeRitualId].el') coui://uiresources/wftoUI/ingame/js/ritualpanel.js:137:32 coui://uiresources/wftoUI/common/js/coherent.js:149:23 forEach@[native code] trigger@coui://uiresources/wftoUI/common/js/coherent.js:148:20 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Setting up Minimap (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Tried to move a LocatedObject type '(17166) 476 (COLLECT_CORPSE, at=Vector3f( 249.0615 ; 157.9772 ; 0.3971391 ), owner=2, occupant= )' out of map! Location: Vector3f( 249.0615 ; 157.9772 ; 12.77957 ) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Tried to move a LocatedObject type '(17165) 475 (COLLECT_CORPSE, at=Vector3f( 249.0615 ; 157.9772 ; 0.3971391 ), owner=1, occupant= )' out of map! Location: Vector3f( 249.0615 ; 157.9772 ; 12.77957 ) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Tried to move a LocatedObject type '(17164) 474 (COLLECT_CORPSE, at=Vector3f( 249.0615 ; 157.9772 ; 0.3971391 ), owner=0, occupant= )' out of map! Location: Vector3f( 249.0615 ; 157.9772 ; 12.77957 ) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) StackOverflowException: The requested operation caused a stack overflow. at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 at GameLogic.Physics.NeighborVisualEvents.NeighborVisualEvents_AboutToChangeVisual (.WBlockRenderer block) [0x00000] in :0 at WBlockRenderer.TriggerAboutToChangeVisual () [0x00000] in :0 at BlockState.UpdateMesh (Boolean force) [0x00000] in :0 at BlockState.CeilingActivatedChange () [0x00000] in :0 at WBlockRenderer.UpdateCeiling () [0x00000] in :0 at CeilingManager.NeihgborVisuallyUpdated (.WBlockRenderer wBlockRenderer, OctileDirection octileDirection) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`2:invoke_void__this___WBlockRenderer_OctileDirection (WBlockRenderer,Common.Geom.OctileDirection) at GameLogic.Physics.NeighborVisualEvents.callbackNeighbor (Int32 x, Int32 y, OctileDirection odir, .WBlockRenderer block) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:CeilingActivatedChange() WBlockRenderer:UpdateCeiling() CeilingManager:NeihgborVisuallyUpdated(WBlockRenderer, OctileDirection) GameLogic.Physics.NeighborVisualEvents:callbackNeighbor(Int32, Int32, OctileDirection, WBlockRenderer) GameLogic.Physics.NeighborVisualEvents:NeighborVisualEvents_AboutToChangeVisual(WBlockRenderer) WBlockRenderer:TriggerAboutToChangeVisual() BlockState:UpdateMesh(Boolean) BlockState:Init() BlockState:AfterTemplateChange(IBlockDataRead, ITileTemplate) WBlockRenderer:block_afterTemplateChange(IBlockDataRead, ITileTemplate) DataAccess.BlockDataImpl`1:changeBlockTemplate(IBlockTemplate) DataAccess.BlockDataImpl`1:setTerrain(IBlockTemplate, Int32) GameLogic.Quest.ChangeTileTemplate:ExecuteBlock() GameLogic.Quest.ChangeTileTemplate:Execute() GameLogic.Quest.Have:Execute() GameLogic.Quest.QSequencer:Execute() GameLogic.Quest.QEvent:Execute() GameLogic.Quest.QEvent:Register() GameLogic.Quest.EventNamed:SendEvent_OnEvent(String) GameLogic.Quest.SendEvent:Trigger() GameLogic.Quest.SendEvent:Execute() GameLogic.Quest.QSequencer:Execute() GameLogic.Quest.QEvent:Execute() GameLogic.Quest.QEvent:Register() EventKO:TestSuccess() EventKO:po_OnKnockedOut(IAttackable) Common.ExceptionSafeEventHandler`1:invokeAll(IAttackable) DataAccess.UnitDataImpl`1:SetKO(Boolean) DataAccess.UnitDataImpl`1:KnockedOut() DataAccess.UnitDataImpl`1:setHealth(IAttackable, Single, List`1) DataAccess.UnitDataImpl`1:attacked(IAttackable, Single, List`1) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Tick:reliableTickGame() Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1)