diff --git a/redist/redist-client-preview-publicized/Assembly-CSharp.dll b/redist/redist-client-preview-publicized/Assembly-CSharp.dll index 734dcd64..2eeed1be 100644 Binary files a/redist/redist-client-preview-publicized/Assembly-CSharp.dll and b/redist/redist-client-preview-publicized/Assembly-CSharp.dll differ diff --git a/redist/redist-client-preview-publicized/Assembly-CSharp.xml b/redist/redist-client-preview-publicized/Assembly-CSharp.xml index 3c378503..c181ff65 100755 --- a/redist/redist-client-preview-publicized/Assembly-CSharp.xml +++ b/redist/redist-client-preview-publicized/Assembly-CSharp.xml @@ -4412,9 +4412,35 @@ Was called `MythicLocker` with a paired `MythicLockee` prior to 2024-06-11. + + + URL of a 64x64 image shown in the upper-left of the server lobby menu. + + + + + URL of a 32x32 image shown in the server list. + + + + + Short description underneath the server name in the server lobby menu. + + + + + Long description in the lower-right of the server lobby menu. + + + + + Short description underneath the server name in the server list. + + - https://steamcommunity.com/dev/managegameservers + Documentation: https://docs.smartlydressedgames.com/en/stable/servers/game-server-login-tokens.html + To generate a new token visit: https://steamcommunity.com/dev/managegameservers @@ -4428,12 +4454,60 @@ Servers using Fake IP are assigned random ports at startup, but can implement a web API endpoint to return the IP and port. Clients perform a GET request if this string starts with http:// or https://. The returned text can be an IP address or DNS name with optional query port override. (e.g., "127.0.0.1:27015") + + Documentation: https://docs.smartlydressedgames.com/en/stable/servers/bookmark-host.html - If true, the server lobby warns that in-game ping may be higher than shown. BUT it's shown in the default - UI color rather than the "bad" color when flagged by moderation. + If true, the server lobby warns that in-game ping may be higher than shown. + + + + + How the server is monetized (if at all). + + + + + Used to find overrides in json file. + + + + + Buttons shown in the server lobby menu. For example: + ` Links + ` [ + ` { + ` Message Visit our website! + ` URL https://smartlydressedgames.com/ + ` } + ` ] + + + + + Whether to enable Valve Anti-Cheat. + + + + + Whether to enable BattlEye Anti-Cheat. + + + + + Players with a ping higher than this are kicked. + + + + + Players in the pre-join queue we haven't heard from in this past number of seconds are kicked. + + + + + Players in the server we haven't heard from in this past number of seconds are kicked. @@ -4482,7 +4556,6 @@ Ordinarily the server should be receiving multiple input packets per second from a client. If more than this amount of time passes between input packets we flag the client as potentially using a lag switch, and modify their stats (e.g. reduce player damage) for a corresponding duration. - Minimum value is PlayerInput.MIN_FAKE_LAG_THRESHOLD_SECONDS. @@ -4519,6 +4592,12 @@ Broadcast "shutting down for scheduled maintenance" warnings at these intervals. + Format is a list of hours:minutes:seconds, for example to warn only 5 seconds before: + ` Scheduled_Shutdown_Warnings + ` [ + ` 00:00:05 + ` ] + Default starts at 30 minutes and counts down. @@ -4528,12 +4607,15 @@ - Unfortunately the server does not have a way to automatically determine the current beta branch. + If Enable_Update_Shutdown is true, we check for updates to this branch of the game. + (Unfortunately the server does not have a way to automatically determine the current beta branch.) Broadcast "shutting down for update" warnings at these intervals. + Refer to Scheduled_Shutdown_Warnings for an explanation of the format. + Default starts at 3 minutes and counts down. @@ -4550,8 +4632,7 @@ - If true, opt-in to SteamNetworkingSockets "FakeIP" system. - https://partner.steamgames.com/doc/api/ISteamNetworkingSockets#1 + Documentation: https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html @@ -4561,180 +4642,1123 @@ Intended to help with physics issues caused by vehicles far out in space. (public issue #4465) - + + + Limit max queue timeout duration so that if server encounters an error or doesn't + process the request the client can timeout locally. + + + + + Longer than server timeout so that ideally more context is logged on the server + rather than just "client disconnected." + + + + + Percentage [0 to 1] of item spawns to use. + For example, if set to 0.2 and level has 100 item spawns, max 20 items will spawn at a time. + + + + + How long (in seconds) before an item dropped by a player is despawned. + + + + + How long (in seconds) before a spawned item is despawned. + (For example, an item nobody wants to pick up.) + + + + + When less than the target amount of items are dropped (determined by Spawn_Chance), a new + item is spawned approximately this often (in seconds). + + + + + Percentage [0 to 1] probability of item spawning at max quality. + + + + + When an item spawns without max quality, the random quality is scaled by this factor. + For example, 0.5 halves the initial quality. + + + + + Percentage [0 to 1] probability of gun spawning with full ammo. + + + + + When a gun spawns without full ammo, the random amount is scaled by this factor. + + + + + Percentage [0 to 1] probability of magazines spawning with full ammo. + + + + + When a magazine spawns without full ammo, the random amount is scaled by this factor. + + + + + Percentage [0 to 1] probability of non-magazines spawning with full amount. + (E.g., ammo boxes.) + + + + + When a non-magazine spawns without full amount, the random amount is scaled by this factor. + (E.g., ammo boxes.) + + + + + Original option for disabling item quality. If false, items spawn at 100% quality and + their quality doesn't decrease. For backwards compatibility, the newer per-item-type + durability options are ignored if this is off. + + + + + Food-specific replacement for Has_Durability. If true, food spawns at 100% quality. + + + + + Water-specific replacement for Has_Durability. If true, water spawns at 100% quality. + + + + + Clothing-specific replacement for Has_Durability. If true, clothing spawns at 100% quality. + + + + + Weapon-specific replacement for Has_Durability. If true, weapons spawns at 100% quality. + + + + + Fallback used when spawning an item that doesn't fit into one of the other quality/durability settings. + If true, items spawn at 100% quality. + + + + + Clothing-specific replacement for Has_Durability. If false, clothing quality + doesn't decrease when damaged. + + + + + Melee and gun replacement for Has_Durability. If false, weapons quality + doesn't decrease when used. + + + + + Seconds vehicle can be neglected before it begins taking damage. + + + + + After vehicle has been neglected for more than Decay_Time seconds it will begin taking this much damage per second. + + + + + Percentage [0 to 1] probability of spawning with a battery. + + + + + Percentage [0 to 1] minimum initial charge if spawning with a battery. + + + + + Percentage [0 to 1] maximum initial charge if spawning with a battery. + + + + + Percentage [0 to 1] probability of spawning with a tire per-wheel. + + + + + How long (in seconds) after vehicle explodes or gets stuck underwater before it despawns. + + + + + How long (in seconds) a locked vehicle can sit empty in the safezone before it is + automatically unlocked. + + + + + Scales the amount of damage taken by vehicles. + For example, 0.5 halves the amount of damage dealt to vehicles. + + + + + Scales damage to the vehicle when an attached barricade obstructions an explosion. + For example, 0.5 halves the explosion damage when blocked by a barricade. + + + + + Scales the amount of damage taken by vehicles from non-"Heavy Weapon" guns. + For example, 2.0 doubles the amount of damage dealt to vehicles by non-"Heavy Weapon" guns. + + + + + Scales the amount of damage taken by vehicles from "Heavy Weapon" guns. + For example, 2.0 doubles the amount of damage dealt to vehicles by "Heavy Weapon" guns. + + + + + Scales the amount of damage taken by vehicles from melee weapons and fists. + For example, 2.0 doubles the amount of damage dealt to vehicles by melee. + + + + + Scales the amount of HP restored by melee items like the Blowtorch. + For example, 2.0 doubles the amount of health restored by melee items. + + + + + Maximum number of naturally-spawned vehicles on "Tiny" size levels. + + + + + Maximum number of naturally-spawned vehicles on "Small" size levels. + + + + + Maximum number of naturally-spawned vehicles on "Medium" size levels. + + + + + Maximum number of naturally-spawned vehicles on "Large" size levels. + + + + + Maximum number of naturally-spawned vehicles on "Insane" size levels. + + + + + Vehicles are considered "natural" if they were spawned by the level as opposed to players or vendors. + If less than this many natural vehicles exist in the level, more will be spawned. The minimum of this or + Max_Instances is used. (I.e., if this value is higher than max instances the max instances value is used + instead.) + + + + + Percentage [0 to 1] of zombie spawns to use. + For example, if set to 0.2 and an area has 100 zombie spawns, max 20 zombies will spawn at a time. + + + + + Percentage [0 to 1] chance of zombie dropping an item except when dropping more than one item. + + + + + Percentage [0 to 1] chance of zombie spawning as a crawler. + + + + + Percentage [0 to 1] chance of zombie spawning as a sprinter. + + + + + Percentage [0 to 1] chance of zombie spawning as a flanker. + + + + + Percentage [0 to 1] chance of zombie spawning as a burner. + + + + + Percentage [0 to 1] chance of zombie spawning as an acid spitter. + + + + + Percentage [0 to 1] chance of zombie spawning as an electric boss. + + + + + Percentage [0 to 1] chance of zombie spawning as a ground-pounding boss. + + + + + Percentage [0 to 1] chance of zombie spawning as a fire-breathing boss. + + + + + Percentage [0 to 1] chance of zombie spawning as a ghost. + + + + + Percentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover). + + + + + Percentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover). + + + + + Percentage [0 to 1] chance of zombie spawning as the Elver final boss. + + + + + Percentage [0 to 1] chance of zombie spawning as the Kuwait final boss. + + + + + How long (in seconds) before a dead zombie respawns by default. + + + + + How long (in seconds) before a dead zombie respawns during a full moon. + + + + + How long (in seconds) before a dead zombie respawns during a horde beacon. + + + + + Minimum seconds between boss zombie spawns for players doing quests. + Players were abusing the spawns to farm boss tier loot. + + + + + Scales the amount of damage dealt by zombies. + For example, 2.0 doubles the amount of damage from zombie attacks. + + + + + Scales the amount of damage taken by zombies. + For example, 0.5 halves the amount of damage dealt to zombies. + + + + + Scales the amount of damage taken by zombies when attacked from behind. + Only certain weapons quality for this modifier. + + + + + Weapon damage multiplier against body, arms, legs. Useful for headshot-only mode. + + + + + Scales amount of XP gained for killing a zombie during a horde beacon. + + + + + Scales amount of XP gained for killing a zombie during the full moon. + + + + + Minimum number of loot drops from non-mega non-boss zombies. + Loot_Chance applies if the rolled number of drops between [min, max] is one. + + + + + Maximum number of loot drops from non-mega non-boss zombies. + + + + + Minimum number of loot drops from non-boss mega zombies. + Loot_Chance applies if the rolled number of drops between [min, max] is one. + + + + + Maximum number of loot drops from non-boss mega zombies. + + + + + Minimum number of loot drops from boss zombies. + Loot_Chance applies if the rolled number of drops between [min, max] is one. + + + + + Maximum number of loot drops from boss zombies. + + + + + If true, all zombies are a bit slower, making it easier to escape them. + + + + + If false, nothing can stun zombies, making combat harder. + + + + + If true, only certain weapons and attacks can stun zombie (e.g., backstabs). + Not applicable if Can_Stun is false. + + + + + If true, attacking a zombie uses the weapon's PvP damage values rather than zombie-specific damage. + + + + + If true, zombies will attack barricades obstructing their movement. + + + + + If true, zombies will attack structures obstructing their movement. + + + + + If true, zombies will attack vehicles obstructing their movement. + + + + + If true, zombies will attack level objects (e.g., fences) obstructing their movement. + + + + + If greater than zero, maximum number of items a horde beacon can drop. + Useful to clamp the number of drops when a large number of players participate. + + + + + If greater than zero, maximum player count for horde beacon loot scaling. + Useful to clamp the number of drops when a large number of players participate. + + + + + Scales total number of horde beacon loot drops, applied before Beacon_Max_Rewards. + + + + + How long (in seconds) before a dead animal respawns. + + + + + Scales the amount of damage dealt by animals. + For example, 2.0 doubles the amount of damage from animal attacks. + + + + + Scales the amount of damage taken by animals. + For example, 0.5 halves the amount of damage dealt to animals. + + + + + Maximum number of animals on "Tiny" size levels. + + + + + Maximum number of animals on "Small" size levels. + + + + + Maximum number of animals on "Medium" size levels. + + + + + Maximum number of animals on "Large" size levels. + + + + + Maximum number of animals on "Insane" size levels. + + + + + If true, attacking an animal uses the weapon's PvP damage values rather than animal-specific damage. + + + + + How long (in seconds) since the barricade owner/group last played before the barricade won't be saved. + If the server is offline for more than half the Decay_Time, all decay timers are reset. + + + + + Scales the amount of damage taken by "Armor Tier: Low" barricades. + For example, 0.5 halves the amount of damage dealt to barricades. + + + + + Scales the amount of damage taken by "Armor Tier: High" barricades. + For example, 0.5 halves the amount of damage dealt to barricades. + + + + + Scales the amount of damage taken by barricades from non-"Heavy Weapon" guns. + For example, 2.0 doubles the amount of damage dealt to barricades by non-"Heavy Weapon" guns. + + + + + Scales the amount of damage taken by barricades from "Heavy Weapon" guns. + For example, 2.0 doubles the amount of damage dealt to barricades by "Heavy Weapon" guns. + + + + + Scales the amount of damage taken by barricades from melee weapons and fists. + For example, 2.0 doubles the amount of damage dealt to barricades by melee. + + + + + Scales the amount of HP restored by melee items like the Blowtorch. + For example, 2.0 doubles the amount of health restored by melee items. + + + + + Should players be allowed to build on their vehicles? + + + + + Should players be allowed to build traps (e.g. barbed wire) on their vehicles? + + + + + Furthest away from colliders a player can build an item onto their vehicle. + + + + + Furthest away from colliders a player can build a trap (e.g. barbed wire) onto their vehicle. + + + + + How long (in seconds) since the structure owner/group last played before the structure won't be saved. + If the server is offline for more than half the Decay_Time, all decay timers are reset. + + + + + Scales the amount of damage taken by "Armor Tier: Low" structures. + For example, 0.5 halves the amount of damage dealt to structures. + + + + + Scales the amount of damage taken by "Armor Tier: High" structures. + For example, 0.5 halves the amount of damage dealt to structures. + + + + + Scales the amount of damage taken by structures from non-"Heavy Weapon" guns. + For example, 2.0 doubles the amount of damage dealt to structures by non-"Heavy Weapon" guns. + + + + + Scales the amount of damage taken by structures from "Heavy Weapon" guns. + For example, 2.0 doubles the amount of damage dealt to structures by "Heavy Weapon" guns. + + + + + Scales the amount of damage taken by structures from melee weapons and fists. + For example, 2.0 doubles the amount of damage dealt to structures by melee. + + + + + Scales the amount of HP restored by melee items like the Blowtorch. + For example, 2.0 doubles the amount of health restored by melee items. + + + + + Amount of health players spawn with. [0 to 100] + + + + + Player must have more than this amount of food to begin regenerating health. + + + + + Player must have more than this amount of water to begin regenerating health. + + + + + How quickly players health regenerates with sufficient food and water. + Lower values regenerate health faster, higher values regenerate health slower. + + + + + Amount of food players spawn with. [0 to 100] + + + + + How quickly players food meter depletes. + Lower values burn food faster, higher values burn food slower. + + + + + How quickly players starve to death. + Lower values kill the player faster, higher values kill the player slower. + + + + + Amount of water players spawn with. [0 to 100] + + + + + How quickly players water meter depletes. + Lower values lose water faster, higher values lose water slower. + + + + + How quickly players dehydrate to death. + Lower values kill the player faster, higher values kill the player slower. + + + + + Amount of immunity players spawn with. [0 to 100] + + + + + When immunity is below this amount it will gradually begin depleting. + + + + + How quickly players immunity depletes when below Virus_Infect. + Lower values deplete faster, higher values deplete slower. + + + + + How quickly players die at zero immunity. + Lower values kill the player faster, higher values kill the player slower. + + + + + How quickly broken legs heal automatically. + Depends on Can_Fix_Legs. + Lower values heal faster, higher values heal slower. + + + + + How frequently players lose health while bleeding. + Lower values kill the player faster, higher values kill the player slower. + + + + + How quickly bleeding heals automatically. + Depends on Can_Stop_Bleeding. + Lower values heal faster, higher values heal slower. + + + + + Scales the amount of damage taken by players. + For example, 0.5 halves the amount of damage dealt to players. + + + + + Scales the amount of XP gained from all activities. + + + + + Scales the radius within zombies and animals will detect the player. + + + + + How close an attack is to a player to be considered aggressive. + For example, when a bullet passes within this distance of a player the shooter is + considered the aggressor. + + + + + Percentage [0 to 1] of skill levels to retain when killed by another player. + + + + + Percentage [0 to 1] of skill levels to retain when killed by the environment (e.g., zombies). + + + + + Number of skill levels to remove when killed by another player. + + + + + Number of skill levels to remove when killed by the environment (e.g., zombies). + + + + + Percentage [0 to 1] of XP to retain when killed by another player. + + + + + Percentage [0 to 1] of XP to retain when killed by the environment (e.g., zombies). + + + + + Percentage [0 to 1] chance to lose each inventory item when killed by another player. + Depends on Lose_Clothes_PvP because losing storage will drop contained items. + + + + + Percentage [0 to 1] chance to lose each inventory item when killed by the environment (e.g., zombies). + Depends on Lose_Clothes_PvE because losing storage will drop contained items. + + + + + If true, drop all clothing items when killed by another player. + + + + + If true, drop all clothing items when killed by the environment (e.g., zombies). + + + + + If true, drop primary and secondary weapon when killed by another player. + + + + + If true, drop primary and secondary weapon when killed by the environment (e.g., zombies). + + + + + If false, players have no health loss from falling long distances. + + + + + If false, players cannot break their leg when falling long distances. + + + + + If false, broken legs cannot automatically heal themselves after Leg_Regen_Ticks. + + + + + If false, damage cannot cause players to bleed. + + + + + If false, bleeding cannot automatically heal itself after Bleed_Regen_Ticks. + + + + + Should all skills default to max level? + + + + + Should cardio, diving, exercise, and parkour default to max level? + + + + + Should guns with Instakill Headshots (snipers) bypass armor? + + + + + Should each character slot have separate savedata? + + + + + If true, players will be kicked if their skin color is too similar to one of the level's terrain colors. + + + + + Scales how long before interactables like fridges automatically close. + + + + + Scales how long before sources of fuel in the world are automatically partially refilled. + + + + + Scales how long before sources of water in the world are automatically partially refilled. + + + + + Scales how long before trees, rocks, and bushes in the world grow back. + + + + + Scales number of items dropped by resources like trees and rocks. + + + + + Scales how long before destructible objects (e.g., fences) automatically repair. + + + + + Should holiday-specific objects be able to drop special items? + For example, whether christmas presents contain guns. + + + + + Should barricades placed on tree stumps prevent the tree from growing back + while the server is running? + + + + + Minimum number of in-game days between legacy rain events. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Maximum number of in-game days between legacy rain events. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Minimum number of in-game days a legacy rain event lasts. Zero turns off legacy rain. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Maximum number of in-game days a legacy rain event lasts. Zero turns off legacy rain. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Minimum number of in-game days between legacy snow events. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Maximum number of in-game days between legacy snow events. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Minimum number of in-game days a legacy snow event lasts. Zero turns off legacy snow. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Maximum number of in-game days a legacy snow event lasts. Zero turns off legacy snow. + Only applicable for backwards compatibility with levels using the legacy weather features. + + + + + Scales number of in-game days between weather events. (Levels using the newer weather + features can have multiple weather types with different frequencies.) If this was + accidentally set to a high value you can use the "/weather 0" command to reschedule + the next weather event. + + Lower values cause more frequent weather, higher values cause less frequent weather. + (Misnomer, sorry!) + + + + + Scales number of in-game days a weather event lasts. (Levels using the newer weather + features can have multiple weather types with different durations.) + Zero turns off weather entirely. + + + - Limit max queue timeout duration so that if server encounters an error or doesn't - process the request the client can timeout locally. + Minimum number of in-game days between airdrops. Depends on Use_Airdrops. - + - Longer than server timeout so that ideally more context is logged on the server - rather than just "client disconnected." + Maximum number of in-game days between airdrops. Depends on Use_Airdrops. - + - Original option for disabling item quality. Defaults to true. If false, items spawn at 100% quality and - their quality doesn't decrease. For backwards compatibility, the newer per-item-type durability options - are ignored if this is off. + How fast (in meters per second) the airdrop plane flies across the level. + Lower values give players more time to react and chase the airplane. - + - Food-specific replacement for . Defaults to false. If true, food spawns at 100% quality. + Amount of upward force applied to the carepackage, resisting gravity. + Higher values require players to wait longer for the carepackage. + (This isn't intuitive, sorry!) - + - Water-specific replacement for . Defaults to false. If true, water spawns at 100% quality. + Minimum number of teams needed to start an arena match. - + - Clothing-specific replacement for . Defaults to false. If true, clothing spawns at 100% quality. + Base damage per second while standing outside the arena field. - + - Weapon-specific replacement for . Defaults to false. If true, weapons spawns at 100% quality. + Accumulating additional damage per second while standing outside the arena field. - + - Fallback used when spawning an item that doesn't fit into one of the other quality/durability settings. - Defaults to false. If true, items spawn at 100% quality. + How long (in seconds) between match ready and teleporting players into the arena. - + - Clothing-specific replacement for . Defaults to true. If false, clothing quality - doesn't decrease when damaged. + How long (in seconds) after a winner is announced to wait before restarting. - + - Melee and gun replacement for . Defaults to true. If false, weapons quality - doesn't decrease when used. + How long (in seconds) to wait in intermission before starting the next match. - + - Seconds vehicle can be neglected before it begins taking damage. + How long (in seconds) before first arena circle starts shrinking. - + - After vehicle has been neglected for more than Decay_Time seconds it will begin taking this much damage per second. + How long (in seconds) after arena circle finishes shrinking to start shrinking again. - + - Vehicles are considered "natural" if they were spawned by the level as opposed to players or vendors. - If less than this many natural vehicles exist in the level, more will be spawned. The minimum of this or - Max_Instances is used. (i.e., if this value is higher than max instances the max instances value is used - instead.) + Should airplanes fly over the level dropping carepackages? - + - Minimum seconds between boss zombie spawns for players doing quests. - Players were abusing the spawns to farm boss tier loot. + If true, arena selects multiple smaller circles within the initial circle. + Otherwise, arena cricle shrinks toward its initial center. - + - Weapon damage multiplier against body, arms, legs. Useful for headshot-only mode. + How quickly (in meters per second) the arena radius shrinks on "Tiny" size levels. - + - Should players be allowed to build on their vehicles? + How quickly (in meters per second) the arena radius shrinks on "Small" size levels. - + - Should players be allowed to build traps (e.g. barbed wire) on their vehicles? + How quickly (in meters per second) the arena radius shrinks on "Medium" size levels. - + - Furthest away from colliders a player can build an item onto their vehicle. + How quickly (in meters per second) the arena radius shrinks on "Large" size levels. - + - Furthest away from colliders a player can build a trap (e.g. barbed wire) onto their vehicle. + How quickly (in meters per second) the arena radius shrinks on "Insane" size levels. - + - [0, 1] percentage of skill levels to retain after death. + Percentage [0 to 1] of arena circle radius retained when selecting next smaller circle. + Depends on Arena_Use_Compactor_Pause. - + - [0, 1] percentage of skill levels to retain after death. + Should ServerTextChatMessenger be allowed to broadcast? - + - Number of skill levels to remove after death. + Should ServerTextChatMessenger be allowed to execute commands? - + - Number of skill levels to remove after death. + Should ClientTextChatMessenger be allowed to broadcast? - + - [0, 1] percentage of experience points to retain after death. + Should ClientTextChatMessenger be allowed to execute commands? - + - [0, 1] percentage of experience points to retain after death. + Blueprints requiring a repair skill level higher than this cannot be crafted. + Restricts players from repairing higher-tier items. - + - Should each character slot have separate savedata? + Should a hit confirmation be shown when players deal damage? - + - If true, players will be kicked if their skin color is too similar to one of the level's terrain colors. + Should a crosshair be visible while holding a gun? - + - Each per-level custom weather frequency is multiplied by this value. + Should bullets be affected by gravity and travel time? - + - Each per-level custom weather duration is multiplied by this value. + Should the player have permanent access to a "paper" map of the level even when they + don't have the associated in-game item? - + - Should ServerTextChatMessenger be allowed to broadcast? + Should the player have permanent access to a GPS map of the level even when they + don't have the associated in-game item? - + - Should ServerTextChatMessenger be allowed to execute commands? + Should the player have permanent access to their compass heading HUD even when they + don't have the associated in-game item? - + - Should ClientTextChatMessenger be allowed to broadcast? + Should group members and similar info be visible on the in-game map? - + - Should ClientTextChatMessenger be allowed to execute commands? + Should group member names be visible through walls? @@ -4742,15 +5766,36 @@ Should group connections be shown on player list? + + + Should Steam clans/groups be enables as in-game groups? + + + + + Should players be allowed to create in-game groups and invite members of the server? + + If true, allow automatically creating an in-game group for members of your Steam lobby. Requires Allow_Dynamic_Groups to be enabled as well. + + + Should the third-person camera extend out to the side? + If false, the third-person camera is centered over your character. + + + + + Should players be allowed to kill themselves from the pause menu? + + - Is friendly-fire allowed? + Is friendly-fire within groups allowed? @@ -4766,30 +5811,26 @@ Can "freeform" barricades be placed in the world? - Defaults to true. Can "freeform" barricades be placed on vehicles? - Defaults to true. If true, aim flinches away from center when damaged. - Defaults to true. If true, camera will shake near explosions. Can also be toned down client-side in Options menu. - Defaults to true. - If true, crafting blueprints can require nearby workstations. Defaults to true. + If true, crafting blueprints can require nearby workstations. If false, only the backwards-compatibility "Heat Source" vanilla crafting tag can be required. This functions identically to the cooking-skill-also-requires-heat behavior from before. @@ -4797,17 +5838,40 @@ If true, client-side options like damage flinch, explosion camera shake, viewmodel bob are ignored. - Defaults to false. If true, hide viewmodel while aiming a dual-render scope and show a 2D overlay instead. - - Nelson 2025-07-04: adding this option for backwards compatibility with modded scopes that have a small - enough dual-render surface to zoom-*out* when aiming in. - - Defaults to false. + Useful for backwards compatibility with modded scopes that have a small enough + dual-render surface to zoom-*out* when aiming in. + + + + + How long (in seconds) before a player can leave the server through the pause menu. + + + + + How long (in seconds) after death before a player can respawn. + + + + + How long (in seconds) after death before a player can respawn at their bed. + + + + + How long (in seconds) after a player requests to leave an in-game "dynamic" group + before they are actually removed. Gives group members time to take cover. + + + + + Maximum number of players invitable to an in-game "dynamic" group. + Depends on Allow_Dynamic_Groups. @@ -4852,12 +5916,91 @@ - [0, 1] Scales how much the first-person move up and down while jumping/landing. + [0 to 1] Scales how much the first-person move up and down while jumping/landing. - [0, 1] Scales how much the first-person arms move while ADS. + [0 to 1] Scales how much the first-person arms move while ADS. + + + + + Format absolute path to newer txt (UnturnedDat) config file. + + + + + Format absolute path to older json serialized config file. + + + + + Fill server-related sections of config from dat file. + + + + + Fill mode-related sections of config from dat file and gather overrides. + (for servers and singleplayer) + + + + + Parses dictionary keys according to reflected fields in targetObject. + If overrides is valid, gathers which values were set. (used for mode config) + + + + + Attempt to parse user-supplied value from dat file according to field's reflected type. + + + + + Attempt to parse user-supplied list from dat file according to field's reflected type. + + + + + WARNING: This is called on a worker thread. + + Add empty dat values (if not yet added), and include code documentation + in their comments prefixed with '>'. User-supplied comments are preserved. + + + + + Add empty dat values for every field in category (if not yet added), and include code documentation + in their comments prefixed with '>'. User-supplied comments are preserved. + + In categories without easy/normal/hard split (server config), only normalObject is set. + + + + + For conversion from json file. Server-only. + + + + + For conversion from json file. + + + + + Set dat values for every field in category that has an override specified. + (Will not add values if not overridden.) + + + + + For conversion from json file. Find fields different from default in the server-related categories. + + + + + For conversion from json file. Find fields different from defaults in one of easy/normal/hard mode. @@ -7430,6 +8573,11 @@ Once level is loaded the connect packet is sent to the server. + + + Anticipating some hosts will prefer the old format. + + Event for plugins prior to kicking players during shutdown. @@ -7617,9 +8765,9 @@ If hosting a server, get the game traffic port. - + - Called while running + Populated when parsing modeConfigData. Level overrides check whether a property is overridden here before applying. @@ -11341,11 +12489,6 @@ the disconnection rather than an error. - - - Register all built-in asset and useable types. - - Error code that the server exited with. @@ -11358,6 +12501,11 @@ otherwise an explanation of the first error encountered. + + + Register all built-in asset and useable types. + + Can be added to any GameObject to receive weather events for a specific custom weather asset. @@ -12838,6 +13986,11 @@ Number of bits needed to replicate PhysicsMaterialNetId. + + + Creating all these elements is a bit slow, so we only do it once the menu is first opened. + + Implemented by components to support taking damage from explosions. @@ -13171,6 +14324,53 @@ there aren't very many physics materials. + + + Base class for uGUI implementations of primitive building block widgets. + + + + + Called after constructor when not populating from component pool. + + + + + Called after constructor when re-using components from pool. + + + + + Synchronize uGUI component colors with background/text/image etc. colors. + Called when custom UI colors are changed, and after constructor. + + + + + Synchronize uGUI component sprites with theme sprites. + Called when custom UI theme is changed, and after constructor. + + + + False if element couldn't be released into pool and should be destroyed. + + + + Unity recommends enabling components after parenting into the destination hierarchy. + + + + + RectTransform children should be attached to. Overridden by ScrollView content panel. + + + + + This helper property's purpose is to: + - Ensure other properties don't accidentally remove LayoutElement if others need it. + - Ensure LayoutElement is destroyed before returning to pool. + + Parameters for connecting to a game server. @@ -13258,53 +14458,6 @@ Reset region's progress counter and change inside/outside status. - - - Base class for uGUI implementations of primitive building block widgets. - - - - - Called after constructor when not populating from component pool. - - - - - Called after constructor when re-using components from pool. - - - - - Synchronize uGUI component colors with background/text/image etc. colors. - Called when custom UI colors are changed, and after constructor. - - - - - Synchronize uGUI component sprites with theme sprites. - Called when custom UI theme is changed, and after constructor. - - - - False if element couldn't be released into pool and should be destroyed. - - - - Unity recommends enabling components after parenting into the destination hierarchy. - - - - - RectTransform children should be attached to. Overridden by ScrollView content panel. - - - - - This helper property's purpose is to: - - Ensure other properties don't accidentally remove LayoutElement if others need it. - - Ensure LayoutElement is destroyed before returning to pool. - - Allows Unity events to spawn effects. diff --git a/redist/redist-client-preview-publicized/RocketModFix.Unturned.Redist.Client.nuspec b/redist/redist-client-preview-publicized/RocketModFix.Unturned.Redist.Client.nuspec index 4a53648a..e90967db 100644 --- a/redist/redist-client-preview-publicized/RocketModFix.Unturned.Redist.Client.nuspec +++ b/redist/redist-client-preview-publicized/RocketModFix.Unturned.Redist.Client.nuspec @@ -2,7 +2,7 @@ RocketModFix.Unturned.Redist.Client-Preview.Publicized - 3.25.8.101 + 3.25.8.102 Unturned 3 Client-side redistributables. Standalone and always up-to-date. diff --git a/redist/redist-client-preview-publicized/SDG.HostBans.Runtime.dll b/redist/redist-client-preview-publicized/SDG.HostBans.Runtime.dll old mode 100644 new mode 100755 index b6cedea4..61cdf5ce Binary files a/redist/redist-client-preview-publicized/SDG.HostBans.Runtime.dll and b/redist/redist-client-preview-publicized/SDG.HostBans.Runtime.dll differ diff --git a/redist/redist-client-preview-publicized/SDG.NetTransport.dll b/redist/redist-client-preview-publicized/SDG.NetTransport.dll old mode 100644 new mode 100755 index 6bc30221..58fa4fcc Binary files a/redist/redist-client-preview-publicized/SDG.NetTransport.dll and b/redist/redist-client-preview-publicized/SDG.NetTransport.dll differ diff --git a/redist/redist-client-preview-publicized/SystemEx.dll b/redist/redist-client-preview-publicized/SystemEx.dll old mode 100644 new mode 100755 index 2ddf28af..66719423 Binary files a/redist/redist-client-preview-publicized/SystemEx.dll and b/redist/redist-client-preview-publicized/SystemEx.dll differ diff --git a/redist/redist-client-preview-publicized/UnityEx.dll b/redist/redist-client-preview-publicized/UnityEx.dll old mode 100644 new mode 100755 index bfc92c9e..64b5d1d9 Binary files a/redist/redist-client-preview-publicized/UnityEx.dll and b/redist/redist-client-preview-publicized/UnityEx.dll differ diff --git a/redist/redist-client-preview-publicized/UnturnedDat.dll b/redist/redist-client-preview-publicized/UnturnedDat.dll old mode 100644 new mode 100755 index 1940ade1..3eff951d Binary files a/redist/redist-client-preview-publicized/UnturnedDat.dll and b/redist/redist-client-preview-publicized/UnturnedDat.dll differ diff --git a/redist/redist-client-preview-publicized/manifest.sha256.json b/redist/redist-client-preview-publicized/manifest.sha256.json index a83cdc27..e025dc97 100644 --- a/redist/redist-client-preview-publicized/manifest.sha256.json +++ b/redist/redist-client-preview-publicized/manifest.sha256.json @@ -1,4 +1,9 @@ { - "Assembly-CSharp.xml": "6ba5293e2e9dfb370c174919f65e8dded16b93bfb7040aa0dcf20aa2488975f2", - "Assembly-CSharp.dll": "982c09fb25a14f30ee32e8929e28b5f6740743815b377196bb61b0142b4d750b" + "Assembly-CSharp.xml": "a9063db2b455ef3926340c726c1b54fb46700328831c46a535c968b64d3b62a5", + "SDG.HostBans.Runtime.dll": "acf8fef3332a89b8b1bb3f12d876fb0556bb900f8ad913b5317748437dcb330a", + "SDG.NetTransport.dll": "232a0addc79ff549b64694f894a89a3bc309bcb8e2ae62a3f96d4e6f3c9b771f", + "Assembly-CSharp.dll": "6c955df5846db4f6cd21e7ae512f38917f58bb7b1e3b6818c6ff75258b0e30e7", + "SystemEx.dll": "1964b361dc6c5bee50248fc0dcceb6963996542469bf9063e4d656b3b995a18a", + "UnturnedDat.dll": "664f93c1ceb365242d24741d340855030a722527be2a7d8397706141fc0b7259", + "UnityEx.dll": "36240447e747c9d048433930416d6383e8b51184090a3059a9d6658873edef04" } \ No newline at end of file diff --git a/redist/redist-client-preview-publicized/version.json b/redist/redist-client-preview-publicized/version.json index da156608..d7698594 100644 --- a/redist/redist-client-preview-publicized/version.json +++ b/redist/redist-client-preview-publicized/version.json @@ -1,7 +1,7 @@ { - "GameVersion": "3.25.8.101", - "BuildId": "19305217", - "NuGetVersion": "3.25.8.101", - "FilesHash": "E356C276785A6905EF6E4CD2576A9728C7480952405CA45C785FEEDC13E34F02", - "LastUpdated": "2025-07-22T16:59:02.1571747Z" + "GameVersion": "3.25.8.102", + "BuildId": "19362525", + "NuGetVersion": "3.25.8.102", + "FilesHash": "015B75B3F6AE77D763B017C8AA65F0A276C18C6794150CB2F46FB65AF6ADD1B2", + "LastUpdated": "2025-07-25T18:56:40.5770966Z" } \ No newline at end of file diff --git a/redist/redist-manifests/.manifest.redist-client-preview-publicized.txt b/redist/redist-manifests/.manifest.redist-client-preview-publicized.txt index 3a35cbbc..87ff7f84 100644 --- a/redist/redist-manifests/.manifest.redist-client-preview-publicized.txt +++ b/redist/redist-manifests/.manifest.redist-client-preview-publicized.txt @@ -1 +1 @@ -6751204121549456271 +1997147354133473320