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Original file line number Diff line number Diff line change
@@ -1 +1 @@
4636094010320679175
6119404032817528757
Binary file modified redist/redist-server-preview-old/Assembly-CSharp.dll
Binary file not shown.
105 changes: 104 additions & 1 deletion redist/redist-server-preview-old/Assembly-CSharp.xml
Original file line number Diff line number Diff line change
Expand Up @@ -623,6 +623,12 @@
refer to zombie table from external files, e.g., NPC zombie kills condition.
</summary>
</member>
<member name="P:SDG.Unturned.ItemDetonatorAsset.shouldFriendlySentryTargetUser">
<summary>
Nelson 2025-08-20: changing this to affect both sentries and safezones. Some modded safezones allow
building but not weapons, so players were using charges to destroy houses. (public issue #5175)
</summary>
</member>
<member name="F:SDG.Unturned.SteamPlayer.battlEyeId">
<summary>
Not an actual Steam ID or BattlEye ID, instead this is used to map player references to and from BE.
Expand Down Expand Up @@ -705,6 +711,13 @@
players if a certain amount of time passes. (e.g., if a cheat is canceling the request)
</summary>
</member>
<member name="F:SDG.Unturned.SteamPlayer.culledPlayers">
<summary>
Since this isn't accessible to plugins it isn't necessarily up-to-date. For example, when a player
teleports the culledPlayers list isn't updated until the next PlayerManager sync. If this becomes
publicly accessible in some way it should be kept in sync.
</summary>
</member>
<member name="T:SDG.Unturned.TacticalLaserScale">
<summary>
Component for the tactical laser attachment's red dot.
Expand Down Expand Up @@ -992,6 +1005,12 @@
Get mouse position in viewport coordinates where zero is the bottom left and one is the top right.
</summary>
</member>
<member name="P:SDG.Unturned.ItemThrowableAsset.ExplodeOnImpactDestroyOnClient">
<summary>
If true, clients destroy Throwable prefab upon collision. Defaults to false.
Optional to ensure backwards compatibility for unexpected setups.
</summary>
</member>
<member name="F:SDG.Unturned.EDeadzoneType.DefaultRadiation">
<summary>
Original type on the Russia map which requires a mask with filters.
Expand Down Expand Up @@ -2692,6 +2711,16 @@
Turn taillights on/off depending on state.
</summary>
</member>
<member name="M:SDG.Unturned.InteractableVehicle.GetSeatByIndex(System.Int32)">
<summary>
Returns null if index is out of bounds or initialization has failed.
</summary>
</member>
<member name="M:SDG.Unturned.InteractableVehicle.GetClientBySeatIndex(System.Int32)">
<summary>
Returns null if index is out of bounds, initialization failed, or seat is empty.
</summary>
</member>
<member name="F:SDG.Unturned.InteractableVehicle.hasDroppedScrapItemsAlready">
<summary>
This check should really not be necessary, but somehow it is a recurring issue that servers get slowed down
Expand Down Expand Up @@ -3367,6 +3396,21 @@
Prior to 2022-04-11 this was the target field of view. (90/fov)
</summary>
</member>
<member name="P:SDG.Unturned.NPCFlagMathReward.TextFormatMode">
<summary>
Determines how NPCFlagMathReward handles formatReward.
</summary>
</member>
<member name="F:SDG.Unturned.NPCFlagMathReward.ETextFormatMode.None">
<summary>
Use text as-is without formatting. For backwards compatibility.
</summary>
</member>
<member name="F:SDG.Unturned.NPCFlagMathReward.ETextFormatMode.FlagValues">
<summary>
Format flag A value into {0} and flag B value (or default) into {1}.
</summary>
</member>
<member name="P:SDG.Unturned.ItemSentryAsset.AmmoConsumptionProbability">
<summary>
[0, 1] percentage whether a shot decreases ammo count. Defaults to 100%.
Expand Down Expand Up @@ -4267,12 +4311,14 @@
<summary>
How quickly RPM can increase in RPM/s.
e.g., 1000 will take 2 seconds to go from 2000 to 4000 RPM.
Defaults to -1 which instantly changes RPM.
</summary>
</member>
<member name="P:SDG.Unturned.VehicleAsset.EngineRpmDecreaseRate">
<summary>
How quickly RPM can decrease in RPM/s.
e.g., 1000 will take 2 seconds to go from 4000 to 2000 RPM.
Defaults to -1 which instantly changes RPM.
</summary>
</member>
<member name="P:SDG.Unturned.VehicleAsset.EngineMaxTorque">
Expand Down Expand Up @@ -9440,6 +9486,13 @@
Kept from prior to introduction of pluginWidgetFlags.
</summary>
</member>
<member name="P:SDG.Unturned.Player.ServerAllowKnowledgeOfAllClientPositions">
<summary>
If true, bypass player culling test as if freecam overlay were active.
Enables plugins to implement a custom admin culling bypass switch. (Was requested.)
Defaults to false.
</summary>
</member>
<member name="P:SDG.Unturned.Player.AdminUsageFlags">
<summary>
Which admin powers are currently in use by the client.
Expand Down Expand Up @@ -9468,6 +9521,11 @@
Teleport to bed, if player has set one.
</summary>
</member>
<member name="M:SDG.Unturned.Player.GatherTeleportRemoteClientConnections(UnityEngine.Vector3)">
<summary>
Teleport is always handled by owner and locally (loopback), but *not* by culled clients.
</summary>
</member>
<member name="F:SDG.Unturned.Player.maxRateLimitedActionsPerSecond">
<summary>
How many calls to <see cref="M:SDG.Unturned.Player.tryToPerformRateLimitedAction"/> will succeed per second.
Expand Down Expand Up @@ -10110,6 +10168,12 @@
Multiplier for CloudOverrideParticlesPrefab emission rate according to level's clouds intensity.
</summary>
</member>
<member name="P:SDG.Unturned.LevelAsset.CloudOverrideParticleSystemsPath.MaterialColorPropertyNames">
<summary>
Particle system's material instance will have these color properties set to the level's cloud color.
Defaults to _Color.
</summary>
</member>
<member name="F:SDG.Unturned.LevelAsset.terrainColorRules">
<summary>
Players are kicked from multiplayer if their skin color is within threshold of any of these rules.
Expand Down Expand Up @@ -10248,6 +10312,12 @@
Called with fixed span of indexes e.g. [0, 10), then [10, 20). This function then clamps the final span to the vehicle count.
</summary>
</member>
<member name="F:SDG.Unturned.VehicleManager.SendExitVehicle">
<summary>
Plugin devs: if you are using reflection to call this even though it's private, please use sendExitVehicle
instead which properly handles player culling.
</summary>
</member>
<member name="M:SDG.Unturned.VehicleManager.ServerForcePassengerIntoVehicle(SDG.Unturned.Player,SDG.Unturned.InteractableVehicle)">
<summary>
Does as few tests as possible while maintaining base game expectations.
Expand All @@ -10265,6 +10335,11 @@
Remove player from vehicle and teleport them to an unchecked destination.
</summary>
</member>
<member name="M:SDG.Unturned.VehicleManager.sendExitVehicle(SDG.Unturned.InteractableVehicle,System.Byte,UnityEngine.Vector3,System.Byte,System.Boolean)">
<summary>
Handles culling if exit position is not visible to certain clients.
</summary>
</member>
<member name="M:SDG.Unturned.VehicleManager.canUseSpawnpoint(SDG.Unturned.VehicleSpawnpoint)">
<summary>
Is spawnpoint open for vehicle?
Expand Down Expand Up @@ -10851,13 +10926,35 @@
Remove fuel from target.
</summary>
</member>
<member name="P:SDG.Unturned.PlayerManager.CulledPosition">
<summary>
Position to place players outside visible range.
Defaults to as far away as supported by default clamped Vector3 precision.
Doesn't use world origin because that would potentially increase rendering cost for clients near the origin.
</summary>
</member>
<member name="P:SDG.Unturned.PlayerManager.IsClientUnderFakeLagPenalty">
<summary>
Whether local client is currently penalized for potentially using a lag switch. Server has an equivalent check which reduces
damage dealt, whereas the clientside check stops shooting in order to prevent abuse of inbound-only lagswitches. For example,
if a cheater freezes enemy positions by dropping inbound traffic while still sending movement and shooting outbound traffic.
</summary>
</member>
<member name="M:SDG.Unturned.PlayerManager.IsPlayerCulledAtPosition(SDG.Unturned.SteamPlayer,UnityEngine.Vector3,SDG.Unturned.SteamPlayer,UnityEngine.Vector3)">
<summary>
Will test player be culled for viewer at a given position?

Members of the same group are always visible to each other. (Used by map and HUD name overlay.)

Admins with the Spectator Overlay enabled are able to see all clients.
Similarly, plugins can set ServerAllowKnowledgeOfAllClientPositions to show all clients.

Players in vehicles:
VehicleManager notifies all clients when a player enters a vehicle, so a client may know the player's
position even if this method suggests otherwise. When exiting the vehicle, CulledPosition is sent
instead of the real exit position to clients who should cull the new position.
</summary>
</member>
<member name="F:SDG.Unturned.PlayerDashboardInformationUI.mapLocationsContainer">
<summary>
Labels for named locations.
Expand Down Expand Up @@ -15098,6 +15195,12 @@
Speed to launch players away from blast position.
</summary>
</member>
<member name="F:SDG.Unturned.ItemVestAsset.hasFallbackShirt">
<summary>
If true and player has no shirt equipped, use fallback shirt as equipped shirt.
Used by oversize vest and zip-up vest so they are visible without a shirt equipped.
</summary>
</member>
<member name="T:SDG.Unturned.FallDamageOverride">
<summary>
Overrides how fall damage is calculated when landing on this game object or its descendants.
Expand Down Expand Up @@ -18393,7 +18496,7 @@
player movement inside vehicles.
</summary>
</member>
<member name="M:SDG.Unturned.PlayerInput.getInput(System.Boolean,SDG.Unturned.ERaycastInfoUsage)">
<member name="M:SDG.Unturned.PlayerInput.getInput(System.Boolean,SDG.Unturned.ERaycastInfoUsage,System.Nullable{UnityEngine.Vector3})">
<summary>
Get the hit result of a raycast on the server. Until a generic way to address net objects is implemented
this is how legacy features specify which player/animal/zombie/vehicle/etc they want to interact with.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
<metadata>
<id>RocketModFix.Unturned.Redist.Server-Preview</id>
<version>3.25.8.103</version>
<version>3.25.8.106</version>
<description>
Unturned 3 Server-side Preview redistributables. Standalone and always up-to-date.
</description>
Expand Down
5 changes: 2 additions & 3 deletions redist/redist-server-preview-old/manifest.sha256.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
{
"Assembly-CSharp.xml": "6555c3b0e0632b6166f1686dead4746e79bec0b7cf42d4c83db94d602db8570a",
"Assembly-CSharp.dll": "512a9e16c526c1c1e869071ec2f1923412e06435a6faa777a93ceb447dafff5d",
"UnturnedDat.dll": "b7fb73e828f4dd9ccf65d7366918c7bbf0216b9286ac240267bb22b18a1b189a"
"Assembly-CSharp.xml": "487c712e9e3f8c3d19194084a3de0c382187571c0ca792647920b5f8c58d9780",
"Assembly-CSharp.dll": "fac518c6dc3d15c19aa5ebbdd9612203f034be4140477c68142e0f2f3bb5fbd3"
}
10 changes: 5 additions & 5 deletions redist/redist-server-preview-old/version.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"GameVersion": "3.25.8.103",
"BuildId": "19401959",
"NuGetVersion": "3.25.8.103",
"FilesHash": "60ED91F6F87EC572E03E00D92079251F64E29513C5102A4D6453AD43924860C2",
"LastUpdated": "2025-07-29T16:58:13.5029826Z"
"GameVersion": "3.25.8.106",
"BuildId": "19774823",
"NuGetVersion": "3.25.8.106",
"FilesHash": "3AA721904F893B8664CE88DA7F53EB5EAC53D661C7662805B3C5559D5102B8B8",
"LastUpdated": "2025-08-30T14:43:20.5658427Z"
}