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[1.4] RJW Animation Framework


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4 hours ago, thel_vanemee said:

Sorry new here, but I cant seem to download the file? when I click "zip" under the downloads nothing seems to happen?

weird, that is the right thing to click on. here is its link https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/archive/master/rimworld-animations-master.zip though clicking that is just the same thing as clicking that Zip button.

 

4 hours ago, Ser3000 said:

 

Same here with equium

 

image.png.0ac84cfd0148d4b3d813e35387caac6b.png

 

And thx for all the updates and fixes!

Equium patch added. I don't understand these race mods thinking they need their own BasePawn.

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14 minutes ago, Tory187 said:

weird, that is the right thing to click on. here is its link https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/archive/master/rimworld-animations-master.zip though clicking that is just the same thing as clicking that Zip button.

 

Equium patch added. I don't understand these race mods thinking they need their own BasePawn.

Hu!!!! so apparently its just a firefox thing. on chrome it worked just fine. Thanks for the help!

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14 hours ago, aimless115 said:

 

Animal animations are a bit bugged they randomly stop and animals shake far away from each other 

 
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  • image.png.46ac9312b614e3a2ec59f6c5f15f2275.png

It happens due to rocketman, its not really fixable without removing one of the big benifits of rocketman in the first place.

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Anyone having issues with the Animation mod and Zombieland?  My visual exemptions is stating it's the rimworld - animations as the top mod with issues and then a whole list of mods under it.  It's causing a repeating error thats lagging out my game.  Started when the zombies first spawned.  I can't make much sense of it.

 

Exception in Verse.DynamicDrawManager.DrawDynamicThings: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <6925865295f741f5babe3a7d8cc27eb8>:0 
  at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x00104] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
     - transpiler net.pardeike.zombieland: IEnumerable`1 ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions)
     - transpiler PawnRenderPatchForHD: IEnumerable`1 PawnRenderPatchForHD.PawnRenderPatch_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions)
     - transpiler rimworld.erdelf.alien_race.main: IEnumerable`1 AlienRace.HarmonyPatches:PostureTranspiler(IEnumerable`1 instructions)
     - transpiler rimworld.Nals.FacialAnimation: IEnumerable`1 FacialAnimation.HarmonyPatches:TranspilerRenderPawnAt(IEnumerable`1 instructions)
     - transpiler rimworldanim: IEnumerable`1 Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions)
     - transpiler AnimalGear: IEnumerable`1 AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:Transpiler(IEnumerable`1 instructions)
     - prefix net.pardeike.rimworld.mod.camera+: Boolean CameraPlus.PawnRenderer_RenderPawnAt_Patch:Prefix(Pawn ___pawn)
     - prefix net.pardeike.zombieland: Boolean ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Prefix(PawnRenderer __instance, Vector3 drawLoc)
     - prefix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
     - prefix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
     - postfix net.pardeike.zombieland: Void ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Postfix(PawnRenderer __instance, Vector3 drawLoc)
     - postfix net.pardeike.rimworld.mod.camera+: Void CameraPlus.PawnRenderer_RenderPawnAt_Patch:Postfix(Pawn ___pawn)
     - postfix jecstools.chjees.shields: Void PawnShields.HarmonyPatches:Patch_PawnRenderer_RenderPawnAt(Pawn ___pawn, Vector3& drawLoc)
     - postfix rimworld.rimquest: Void RimQuest.HarmonyPatches:RenderPawnAt(Pawn ___pawn)
     - postfix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
     - postfix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
  at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.Pawn.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x00006] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
     - postfix legodude17.mvcf: Void MVCF.Harmony.MiscPatches:Postfix_Pawn_DrawAt(Pawn __instance, Vector3 drawLoc, Boolean flip)
  at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x000ee] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
     - transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)

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On 7/30/2021 at 3:44 PM, Tory187 said:

Equium patch added. I don't understand these race mods thinking they need their own BasePawn.

Android Tiers updated to 1.3 and it seems like you can add it to the list too, the M7 and M8 androids seem to be running into a similar problem, the standard T1 - T5 androids work just fine though.

 

HugsLib:
https://gist.github.com/56d28f1f491308feb48a7aee9af98041

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Apologies, decided to browse the forum and found that the Mantodean race was already brought up and patched, thanks

 

 

I've also been experiencing this "Exception drawing Yrittive: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <ef354b47102843289ba5a433fd138edf>:0 
  at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch4(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)" where pawns are invisible with the Mantodean race  

 

 

 

Edited by NVPD28
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15 hours ago, Voodoozee said:

Anyone having issues with the Animation mod and Zombieland?  My visual exemptions is stating it's the rimworld - animations as the top mod with issues and then a whole list of mods under it.  It's causing a repeating error thats lagging out my game.  Started when the zombies first spawned.  I can't make much sense of it.

 

Exception in Verse.DynamicDrawManager.DrawDynamicThings: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <6925865295f741f5babe3a7d8cc27eb8>:0 
  at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x00104] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
     - transpiler net.pardeike.zombieland: IEnumerable`1 ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions)
     - transpiler PawnRenderPatchForHD: IEnumerable`1 PawnRenderPatchForHD.PawnRenderPatch_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions)
     - transpiler rimworld.erdelf.alien_race.main: IEnumerable`1 AlienRace.HarmonyPatches:PostureTranspiler(IEnumerable`1 instructions)
     - transpiler rimworld.Nals.FacialAnimation: IEnumerable`1 FacialAnimation.HarmonyPatches:TranspilerRenderPawnAt(IEnumerable`1 instructions)
     - transpiler rimworldanim: IEnumerable`1 Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions)
     - transpiler AnimalGear: IEnumerable`1 AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:Transpiler(IEnumerable`1 instructions)
     - prefix net.pardeike.rimworld.mod.camera+: Boolean CameraPlus.PawnRenderer_RenderPawnAt_Patch:Prefix(Pawn ___pawn)
     - prefix net.pardeike.zombieland: Boolean ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Prefix(PawnRenderer __instance, Vector3 drawLoc)
     - prefix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
     - prefix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
     - postfix net.pardeike.zombieland: Void ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Postfix(PawnRenderer __instance, Vector3 drawLoc)
     - postfix net.pardeike.rimworld.mod.camera+: Void CameraPlus.PawnRenderer_RenderPawnAt_Patch:Postfix(Pawn ___pawn)
     - postfix jecstools.chjees.shields: Void PawnShields.HarmonyPatches:Patch_PawnRenderer_RenderPawnAt(Pawn ___pawn, Vector3& drawLoc)
     - postfix rimworld.rimquest: Void RimQuest.HarmonyPatches:RenderPawnAt(Pawn ___pawn)
     - postfix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
     - postfix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon)
  at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.Pawn.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x00006] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
     - postfix legodude17.mvcf: Void MVCF.Harmony.MiscPatches:Postfix_Pawn_DrawAt(Pawn __instance, Vector3 drawLoc, Boolean flip)
  at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x000ee] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
     - transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)

 

So I double checked and turned off the animation mods and the zombie's appeared on screen with no issues.  Any ideas on how to get the two mods to work together?

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Yo, dropping a bug report / incompatibility report.

Apparently the animations framework renders invisible units for the zombieland mod. Made me laugh actually, never seen actual functioning units wreak havoc on the map which at the same time literally dont have a body. Needs a ghost busters mod.

 

 

image.png.38834e40daff251544b29e1831164749.png

 

image.png.b2a041a5da64a731d90940908e6a4c68.png

 

Exception drawing Corpse_Zombie379065: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <5b9b71de85cf4b39b216c5f21a343817>:0 
  at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch5(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
  at Verse.Corpse.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x0000b] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string)
(wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager)
(wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch2 (Verse.Map)
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
 

 

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On 8/4/2021 at 2:05 AM, Maximusfive said:

Android Tiers updated to 1.3 and it seems like you can add it to the list too, the M7 and M8 androids seem to be running into a similar problem, the standard T1 - T5 androids work just fine though.

 

HugsLib:
https://gist.github.com/56d28f1f491308feb48a7aee9af98041

 

On 8/4/2021 at 11:56 AM, Voodoozee said:

 

So I double checked and turned off the animation mods and the zombie's appeared on screen with no issues.  Any ideas on how to get the two mods to work together?

 

On 8/5/2021 at 12:22 AM, Labyrias said:

Yo, dropping a bug report / incompatibility report.

Apparently the animations framework renders invisible units for the zombieland mod. Made me laugh actually, never seen actual functioning units wreak havoc on the map which at the same time literally dont have a body. Needs a ghost busters mod.

 

 

image.png.38834e40daff251544b29e1831164749.png

 

image.png.b2a041a5da64a731d90940908e6a4c68.png

 

Exception drawing Corpse_Zombie379065: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <5b9b71de85cf4b39b216c5f21a343817>:0 
  at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch5(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
  at Verse.Corpse.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x0000b] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 
  at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string)
(wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager)
(wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch2 (Verse.Map)
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
 

 

I believe I have already added patches for all these. Have you guys updated in the last few days?

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14 hours ago, Tory187 said:

 

 

I believe I have already added patches for all these. Have you guys updated in the last few days?

 

You are correct. For some reason the mod manager didnt note that there is a new version out.

I updated, however with the update, instantly a new issue popped up:

 

image.png.3c84b2606ccbebcfa762862e2c02e68b.png

 

Attempted to shuffle around body mods and everything, but even when cleaned out completely, alien races seems to be suffering from a severe case of beheading. Any ideas there? RJW race support didnt fix the issue, remains completely unchanged.

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Animations incompatible Zombieland https://steamcommunity.com/sharedfiles/filedetails/?id=928376710

Zombie Model is invisible

 

 

errorlog: Exception drawing Eric: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <088dfe708cff4cfd87ff5d6d99f072d0>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch4(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.DrawAt_Patch1(Verse.Pawn,UnityEngine.Vector3,bool) at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string) (wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager) (wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map) Verse.Game:UpdatePlay () (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

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3 hours ago, Tuskumo said:

Animations incompatible Zombieland https://steamcommunity.com/sharedfiles/filedetails/?id=928376710

Zombie Model is invisible

 

 

errorlog: Exception drawing Eric: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <088dfe708cff4cfd87ff5d6d99f072d0>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch4(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.DrawAt_Patch1(Verse.Pawn,UnityEngine.Vector3,bool) at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string) (wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager) (wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map) Verse.Game:UpdatePlay () (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

 

Read above. It was fixed, the mod manager just doesnt report the update being available. Download the new version from github.

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9 hours ago, Labyrias said:

 

You are correct. For some reason the mod manager didnt note that there is a new version out.

I updated, however with the update, instantly a new issue popped up:

 

image.png.3c84b2606ccbebcfa762862e2c02e68b.png

 

Attempted to shuffle around body mods and everything, but even when cleaned out completely, alien races seems to be suffering from a severe case of beheading. Any ideas there? RJW race support didnt fix the issue, remains completely unchanged.

Yeah mod manager will only let you know of a new update when the manifest file updates. I havent been making new version changes in there when I add patches. I probably should then. 

What race is this btw? it looks kind of like Revia? Thats especially odd because they just mostly inherit everything from humans and humans work totally fine from what I see.

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Can confirm above post, same happens to me. I can enable every mod one by one in the rimjobworld load order up until this. This mod causes the game to report incompatibility or corruption. The only other mods loaded before it are RJW and humanoid alien races.

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