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