diff --git a/redist/redist-client-publicized/Assembly-CSharp.dll b/redist/redist-client-publicized/Assembly-CSharp.dll index 9035515f..e4555711 100755 Binary files a/redist/redist-client-publicized/Assembly-CSharp.dll and b/redist/redist-client-publicized/Assembly-CSharp.dll differ diff --git a/redist/redist-client-publicized/Assembly-CSharp.xml b/redist/redist-client-publicized/Assembly-CSharp.xml index 0cfb003a..dc8ce2c3 100755 --- a/redist/redist-client-publicized/Assembly-CSharp.xml +++ b/redist/redist-client-publicized/Assembly-CSharp.xml @@ -120,6 +120,11 @@ Alpha is 0.0 outside volume and 1.0 inside inner volume. + + + Given a point in world space, find the closest point within the total volume in world space. + + World space size of the box. @@ -618,6 +623,12 @@ refer to zombie table from external files, e.g., NPC zombie kills condition. + + + 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) + + Not an actual Steam ID or BattlEye ID, instead this is used to map player references to and from BE. @@ -700,6 +711,13 @@ players if a certain amount of time passes. (e.g., if a cheat is canceling the request) + + + 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. + + Component for the tactical laser attachment's red dot. @@ -987,6 +1005,12 @@ Get mouse position in viewport coordinates where zero is the bottom left and one is the top right. + + + If true, clients destroy Throwable prefab upon collision. Defaults to false. + Optional to ensure backwards compatibility for unexpected setups. + + Original type on the Russia map which requires a mask with filters. @@ -2687,6 +2711,16 @@ Turn taillights on/off depending on state. + + + Returns null if index is out of bounds or initialization has failed. + + + + + Returns null if index is out of bounds, initialization failed, or seat is empty. + + This check should really not be necessary, but somehow it is a recurring issue that servers get slowed down @@ -3362,6 +3396,21 @@ Prior to 2022-04-11 this was the target field of view. (90/fov) + + + Determines how NPCFlagMathReward handles formatReward. + + + + + Use text as-is without formatting. For backwards compatibility. + + + + + Format flag A value into {0} and flag B value (or default) into {1}. + + [0, 1] percentage whether a shot decreases ammo count. Defaults to 100%. @@ -3466,6 +3515,12 @@ vehicle spawner requires to properly set paint color. + + + Nelson 2025-09-08: experimentally exposing to PlayerInput for server-side barricade hit validation. If + hasClipPrefab is false then client-supplied colliderTransform must be valid. + + Can be added to any GameObject with a Trigger to receive events. @@ -4262,12 +4317,14 @@ 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. 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. @@ -4407,9 +4464,35 @@ 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 @@ -4423,12 +4506,60 @@ 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. @@ -4477,7 +4608,6 @@ 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. @@ -4514,6 +4644,12 @@ 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. @@ -4523,12 +4659,15 @@ - 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. @@ -4540,201 +4679,1153 @@ - Should the EconInfo.json hash be checked by the server? + Should the EconInfo.json hash be checked by the server? + + + + + Documentation: https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html + + + + + If greater than zero, vehicles with XZ position outside this threshold are saved in the center of the map. + By default, vehicles outside ±40 km are teleported into the map. + 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. - + - If true, opt-in to SteamNetworkingSockets "FakeIP" system. - https://partner.steamgames.com/doc/api/ISteamNetworkingSockets#1 + Minimum number of in-game days between airdrops. Depends on Use_Airdrops. - + - If greater than zero, vehicles with XZ position outside this threshold are saved in the center of the map. - By default, vehicles outside ±40 km are teleported into the map. - Intended to help with physics issues caused by vehicles far out in space. (public issue #4465) + Maximum number of in-game days between airdrops. Depends on Use_Airdrops. - + - Limit max queue timeout duration so that if server encounters an error or doesn't - process the request the client can timeout locally. + 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. - + - Longer than server timeout so that ideally more context is logged on the server - rather than just "client disconnected." + 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!) - + - 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. + Minimum number of teams needed to start an arena match. - + - Food-specific replacement for . Defaults to false. If true, food spawns at 100% quality. + Base damage per second while standing outside the arena field. - + - Water-specific replacement for . Defaults to false. If true, water spawns at 100% quality. + Accumulating additional damage per second while standing outside the arena field. - + - Clothing-specific replacement for . Defaults to false. If true, clothing spawns at 100% quality. + How long (in seconds) between match ready and teleporting players into the arena. - + - Weapon-specific replacement for . Defaults to false. If true, weapons spawns at 100% quality. + How long (in seconds) after a winner is announced to wait before restarting. - + - 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) to wait in intermission before starting the next match. - + - Clothing-specific replacement for . Defaults to true. If false, clothing quality - doesn't decrease when damaged. + How long (in seconds) before first arena circle starts shrinking. - + - Melee and gun replacement for . Defaults to true. If false, weapons quality - doesn't decrease when used. + How long (in seconds) after arena circle finishes shrinking to start shrinking again. - + - Seconds vehicle can be neglected before it begins taking damage. + Should airplanes fly over the level dropping carepackages? - + - After vehicle has been neglected for more than Decay_Time seconds it will begin taking this much damage per second. + If true, arena selects multiple smaller circles within the initial circle. + Otherwise, arena cricle shrinks toward its initial center. - + - 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.) + How quickly (in meters per second) the arena radius shrinks on "Tiny" size levels. - + - Minimum seconds between boss zombie spawns for players doing quests. - Players were abusing the spawns to farm boss tier loot. + How quickly (in meters per second) the arena radius shrinks on "Small" size levels. - + - Weapon damage multiplier against body, arms, legs. Useful for headshot-only mode. + How quickly (in meters per second) the arena radius shrinks on "Medium" size levels. - + - Should players be allowed to build on their vehicles? + How quickly (in meters per second) the arena radius shrinks on "Large" 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 "Insane" size levels. - + - Furthest away from colliders a player can build an item onto their vehicle. + Percentage [0 to 1] of arena circle radius retained when selecting next smaller circle. + Depends on Arena_Use_Compactor_Pause. - + - Furthest away from colliders a player can build a trap (e.g. barbed wire) onto their vehicle. + Should ServerTextChatMessenger be allowed to broadcast? - + - [0, 1] percentage of skill levels to retain after death. + Should ServerTextChatMessenger be allowed to execute commands? - + - [0, 1] percentage of skill levels to retain after death. + Should ClientTextChatMessenger be allowed to broadcast? - + - Number of skill levels to remove after death. + Should ClientTextChatMessenger be allowed to execute commands? - + - Number of skill levels to remove after death. + Blueprints requiring a repair skill level higher than this cannot be crafted. + Restricts players from repairing higher-tier items. - + - [0, 1] percentage of experience points to retain after death. + Should a hit confirmation be shown when players deal damage? - + - [0, 1] percentage of experience points to retain after death. + Should a crosshair be visible while holding a gun? - + - Should each character slot have separate savedata? + Should bullets be affected by gravity and travel time? - + - If true, players will be kicked if their skin color is too similar to one of the level's terrain colors. + Should the player have permanent access to a "paper" map of the level even when they + don't have the associated in-game item? - + - Each per-level custom weather frequency is multiplied by this value. + Should the player have permanent access to a GPS map of the level even when they + don't have the associated in-game item? - + - Each per-level custom weather duration is multiplied by this value. + Should the player have permanent access to their compass heading HUD even when they + don't have the associated in-game item? - + - Should ServerTextChatMessenger be allowed to broadcast? + Should group members and similar info be visible on the in-game map? - + - Should ServerTextChatMessenger be allowed to execute commands? + Should group member names be visible through walls? - + - Should ClientTextChatMessenger be allowed to broadcast? + Should group connections be shown on player list? - + - Should ClientTextChatMessenger be allowed to execute commands? + Should Steam clans/groups be enables as in-game groups? - + - Should group connections be shown on player list? + Should players be allowed to create in-game groups and invite members of the server? @@ -4743,9 +5834,20 @@ 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? @@ -4761,30 +5863,26 @@ 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. @@ -4792,17 +5890,40 @@ 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. @@ -4847,12 +5968,106 @@ - [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. + + + + + Each generated comment line is prefixed with this string. + + + + + Format absolute path to newer txt (UnturnedDat) config file. + + + + + Format absolute path to older json serialized config file. + + + + + Config path used for new servers. + + + + + Config path used for conversion from Config.json. + + + + + 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 COMMENT_PREFIX. 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 COMMENT_PREFIX. 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. @@ -7425,6 +8640,21 @@ Once level is loaded the connect packet is sent to the server. + + + Anticipating some hosts will prefer the old format. + + + + + Remove empty strings, dictionaries, and lists. + + + + + Remove generated comments. + + Event for plugins prior to kicking players during shutdown. @@ -7612,9 +8842,9 @@ 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. @@ -7911,6 +9141,12 @@ water is -1024, but atmosphere measure uses a default of zero. + + + Nelson 2025-09-01: hacking this in to reset cloud particle systems when changing time + in the level editor. Otherwise, it's hard to tell how the intensity affects them. + + Ticked on dedicated server as well as client so that server can listen for weather events. @@ -8262,6 +9498,13 @@ Kept from prior to introduction of pluginWidgetFlags. + + + 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. + + Which admin powers are currently in use by the client. @@ -8290,6 +9533,11 @@ Teleport to bed, if player has set one. + + + Teleport is always handled by owner and locally (loopback), but *not* by culled clients. + + How many calls to will succeed per second. @@ -8687,6 +9935,12 @@ Defaults to ammoMax for EAction.Break. + + + If true, emit particles when a shot is fired. + Defaults to true for EAction.Trigger and EAction.Minigun. + + Please refer to . @@ -8722,6 +9976,29 @@ If so pause menu, dashboard, and other menus cannot be opened. + + + Determines how the "Explosion" effect is spawned when a barricade or structure is destroyed. + + Nelson 2025-09-08: although explosion effect currently exists in Barricade and Structure + sub-classes I think it makes sense to share this option (and ideally more in future). + + + + + Legacy behavior. + + + + + Effect spawns exactly at the model position without any offset. + + + + + Effect spawns with same rotation as the model. + + Common base for barricades and structures. @@ -8922,6 +10199,22 @@ If false, clouds are removed from the skybox. + + + If set, instantiate this particle system and set its material color to cloud color. + + + + + Multiplier for CloudOverrideParticlesPrefab emission rate according to level's clouds intensity. + + + + + Particle system's material instance will have these color properties set to the level's cloud color. + Defaults to _Color. + + Players are kicked from multiplayer if their skin color is within threshold of any of these rules. @@ -9060,6 +10353,12 @@ Called with fixed span of indexes e.g. [0, 10), then [10, 20). This function then clamps the final span to the vehicle count. + + + Plugin devs: if you are using reflection to call this even though it's private, please use sendExitVehicle + instead which properly handles player culling. + + Does as few tests as possible while maintaining base game expectations. @@ -9077,6 +10376,11 @@ Remove player from vehicle and teleport them to an unchecked destination. + + + Handles culling if exit position is not visible to certain clients. + + Is spawnpoint open for vehicle? @@ -9198,6 +10502,16 @@ At low framerate deltaTime can be so high the spring explodes unless we use a fixed timestep. + + + Interactable storage barricade to spawn at the drop position. + + + + + Prefab to spawn falling from the aircraft. + + Initially these were structs so that they would be adjacent in memory and therefore faster to iterate lots of them, @@ -9452,16 +10766,6 @@ Contains extra information about how to call it. - - - Interactable storage barricade to spawn at the drop position. - - - - - Prefab to spawn falling from the aircraft. - - True once per frame, false otherwise. @@ -9663,6 +10967,13 @@ Remove fuel from target. + + + 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. + + Whether local client is currently penalized for potentially using a lag switch. Server has an equivalent check which reduces @@ -9670,6 +10981,21 @@ if a cheater freezes enemy positions by dropping inbound traffic while still sending movement and shooting outbound traffic. + + + 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. + + Labels for named locations. @@ -11206,6 +12532,12 @@ LevelBatching is currently only enabled if map creator has verified it works properly. + + + Overrides maximum size of textures included in LevelBatching atlas. + When using this, be mindful the combined texture doesn't exceed some reasonable size (~4k?) + + If true, map creator has verified the clutter option works as-expected. @@ -12817,6 +14149,11 @@ 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. @@ -13899,6 +15236,12 @@ Speed to launch players away from blast position. + + + 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. + + Overrides how fall damage is calculated when landing on this game object or its descendants. @@ -14994,6 +16337,17 @@ like gas tanks. Zombies were also stacking on top of eachother a bit too much. + + + Very similar to . + + + + + Very similar to . + + True if sound played. + Exposed for Rocket transition to modules backwards compatibility. @@ -17183,7 +18537,7 @@ player movement inside vehicles. - + 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. @@ -18913,11 +20267,12 @@ Nelson 2025-04-22: instanced foliage rendering is a decent chunk of CPU time. In retrospect this seems like - an obvious optimization: Graphics.DrawMeshInstanced accepts up to 1023 instances per call. Each tile - groups instances in lists of up to 1023, but often isn't that high. Now, we collect instances until we - hit the 1023 limit. This is particularly useful for sparse variants like colored flowers. + an obvious optimization: Graphics.DrawMeshInstanced accepts up to 1023* instances per call. Each tile + groups instances in lists of up to 1023*, but often isn't that high. Now, we collect instances until we + hit the 1023* limit. This is particularly useful for sparse variants like colored flowers. With a consistent camera transform ("/copycameratransform") on an upcoming map remaster I went from between 0.72-0.8 ms on my PC to 0.55-0.6 ms! + *Nelson 2025-07-14: refer to NON_UNIFORM_SCALE_INSTANCES_PER_BATCH. @@ -18928,6 +20283,13 @@ + + + Nelson 2025-07-14: although Graphics.DrawMeshInstanced accepts 1023 instances, it will split them into max + batches of [1, 511, 511] if shader does not have: #pragma instancing_options assumeuniformscaling + So, we might as well do our own splitting of batches to avoid batches of 1. + + Must be within [0, MAX_MATRICES_PER_BATCH] range. diff --git a/redist/redist-client-publicized/RocketModFix.Unturned.Redist.Client.nuspec b/redist/redist-client-publicized/RocketModFix.Unturned.Redist.Client.nuspec index c3746d65..0e2021bd 100644 --- a/redist/redist-client-publicized/RocketModFix.Unturned.Redist.Client.nuspec +++ b/redist/redist-client-publicized/RocketModFix.Unturned.Redist.Client.nuspec @@ -2,7 +2,7 @@ RocketModFix.Unturned.Redist.Client.Publicized - 3.25.7.2 + 3.25.8.0 Unturned 3 Client-side redistributables. 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