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. Standalone and always up-to-date.
diff --git a/redist/redist-client-publicized/SDG.HostBans.Runtime.dll b/redist/redist-client-publicized/SDG.HostBans.Runtime.dll
index 1f76a15b..f0e9fb6d 100755
Binary files a/redist/redist-client-publicized/SDG.HostBans.Runtime.dll and b/redist/redist-client-publicized/SDG.HostBans.Runtime.dll differ
diff --git a/redist/redist-client-publicized/SDG.NetTransport.dll b/redist/redist-client-publicized/SDG.NetTransport.dll
index 543fce36..8106084e 100755
Binary files a/redist/redist-client-publicized/SDG.NetTransport.dll and b/redist/redist-client-publicized/SDG.NetTransport.dll differ
diff --git a/redist/redist-client-publicized/SystemEx.dll b/redist/redist-client-publicized/SystemEx.dll
index 15733161..2f5882c5 100755
Binary files a/redist/redist-client-publicized/SystemEx.dll and b/redist/redist-client-publicized/SystemEx.dll differ
diff --git a/redist/redist-client-publicized/UnityEx.dll b/redist/redist-client-publicized/UnityEx.dll
index 9da06b7b..52d33b29 100755
Binary files a/redist/redist-client-publicized/UnityEx.dll and b/redist/redist-client-publicized/UnityEx.dll differ
diff --git a/redist/redist-client-publicized/UnturnedDat.dll b/redist/redist-client-publicized/UnturnedDat.dll
index 02a01166..6f88cd7a 100755
Binary files a/redist/redist-client-publicized/UnturnedDat.dll and b/redist/redist-client-publicized/UnturnedDat.dll differ
diff --git a/redist/redist-client-publicized/manifest.sha256.json b/redist/redist-client-publicized/manifest.sha256.json
index 57296e8b..f519d813 100644
--- a/redist/redist-client-publicized/manifest.sha256.json
+++ b/redist/redist-client-publicized/manifest.sha256.json
@@ -1,107 +1,13 @@
{
- "UnityEngine.SpriteShapeModule.dll": "152817cc97ad9d9010d708f13c7e2ed5955afa06a324500c7da74e4369fe88d1",
- "Assembly-CSharp.xml": "1b33fe59fac4bb54319799b7a69bde8ee3d2d72f5f69ed47432ca3bb115c193d",
- "System.Xml.Linq.dll": "b0a3e5fd478114c76e87d6f41362156c62579aee9fe6e82cfe286b0a723c0f3f",
- "UnityEngine.VehiclesModule.dll": "3f5f81cca35c686b28342354db6e82c4938aca8a210ec3bd72eb4ad77a7f32ec",
- "System.Xml.dll": "87868137fafcacdba529669c444336903f530d75c2c0d34aeb0fc0ee4c159dd1",
- "UnityEngine.UNETModule.dll": "116b49bf60214ba6a29b5839556d523ccd8896526616dd52ced50a6f216cb418",
- "System.Transactions.dll": "377b67149887d424148bfd263121f3ca6cc43cf986611edf5b4581dc323046a0",
- "UnityEngine.SharedInternalsModule.dll": "cf43401f7186b07af9831bd6b522262a867cb0e3dedc20bb7d6bd4b55dda528f",
- "UnityEngine.GameCenterModule.dll": "5453b2db8b044f731e467f079a80c5342182bca2daa36c02e12eb7e5fda76e54",
- "UnityEngine.GridModule.dll": "4651c38fde6dd1b32c783ce317c42a4940508313547c790b8244195877f4e81c",
- "SDG.NetPak.Runtime.xml": "032c8d2d0a3e1f15ef1139b98f5370eb1fb94d65bf01c4462a0c0e6578bb705a",
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- "UnityEngine.ClusterInputModule.dll": "f0616fc39619a26ac61c4606865503cdef2dbcbca0caea6e1ebc1c9f052f9c01",
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- "UnityEngine.VirtualTexturingModule.dll": "42461859b1eb9c276b27a83319837ab2754a011e7e514f0b1f0aadafb431f694",
- "HighlightingSystem.dll": "7c92e3639371435775fc4ca0cf0e745e74fa5cb988128611430f106f67a253fa",
+ "SDG.HostBans.Runtime.dll": "34da5fa32623f6da20b9f6123883eacc5d6b4c278df8271fe0f3916a8cb77617",
+ "SDG.NetTransport.dll": "1ab0f12e6c64e07e1820e678a9e7e508f1c6910ab6de08aaf13a22513b87ad92",
+ "Assembly-CSharp.xml": "1d74f092230531a0bd77140ea64fe160936cf8e1d1723489b7a0754772506dd1",
+ "UnturnedDat.dll": "b7fb73e828f4dd9ccf65d7366918c7bbf0216b9286ac240267bb22b18a1b189a",
+ "Assembly-CSharp.dll": "dfceba3304932dfc3406b85abf9e991d5b9b59d33ca973e238e3f75718ea26a7",
+ "SystemEx.dll": "ec8c023c463698349031e75486b68040758042863567f2ace0e79693f618ddc1",
"com.rlabrecque.steamworks.net.dll": "cd8e80b38693e924d9e43235bd9b192d2cd0c01f0b0d5ce170af496ff0c32fad",
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- "UnityEngine.UnityConnectModule.dll": "5b790f435e6fa04c0c4e1200e5bb79a41df2ac50abb971010bf6505180c3056c",
- "UnityEngine.AccessibilityModule.dll": "dba9768901368e62f46a92d3aa6736d0dd352310dc084804ae02f40b74ff442e",
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- "UnityEngine.TerrainModule.dll": "dcad9e74caa4069b2120887e01116ae1a879ca7ca5f3e436844ce3f94dc33b4f",
- "Mono.Posix.dll": "3db99e792651c291e69ee763cf49d9b248dbfe043764619057f6fd0a342090dc",
- "UnityEngine.ClusterRendererModule.dll": "1c466fb7207ce4367d73faab2306126bcdc10a489cba19883ebf09b8b74dbe8f",
- "UnityEngine.TextCoreTextEngineModule.dll": "0ce73214fb83f46e6625f801fdfa3bca1a2f943ae34ec55f5662e92be0d9e697",
- "Pathfinding.ClipperLib.dll": "4651eba68167202db81c212f445e23a2742560d70b605c0b367ad26a4d8dc1b3",
- "BattlEye.dll": "036a5f29e6c96eaf07570b4ea48cb4730a144c669660d3031e2f8cc2878ec81a",
- "UnityEngine.UnityWebRequestAssetBundleModule.dll": "2b7314423da743566bc5e589bfa93a7ffa940ca69d72c8dc95ceb746eb008463",
- "UnityEngine.GIModule.dll": "d0e2bdfb95aa5aaa7b70092be78d3d00a0198e6c270e949707cc3176846ee939",
- "UnityEngine.XRModule.dll": "26cfe71735e8dab40feb0f1760b7ddd9b8487346127cda05d5a8f1afdbd91dd3",
- "UnityEngine.TerrainPhysicsModule.dll": "0a66795a35a4d4fae15fa562c032e25ecf47da1c94590ffebe08240a3083c74a",
- "UnityEngine.UIModule.dll": "60f35b8e38fa384d2eef4c6737bb468955ee34b3426ac8d7e9fef00d9ae52733",
- "UnityEngine.ImageConversionModule.dll": "f38ada8de8c4d086cd0871af20e98f6db4e7363f6d4f8703979340ee8c198bb1",
- "UnityEngine.WindModule.dll": "eb4670be37cec7824d64711526008538567c86eb0dad8c773b0d7a56fd4ef158",
- "UnityEngine.Physics2DModule.dll": "d09fa56a30ab5867d11b8deb7305094bc505ef1e7c60535af90e3484899c289a",
- "UnityEngine.UI.dll": "369d3ab2edaf6ab2afad078a0083bab103a7dd787c26d13b705e6bece2e9407d",
- "UnityEngine.TextRenderingModule.dll": "ac848bb00a0493838425bdb3c16e64d0699530e1ca723cef87950634b2376e43",
- "UnityEngine.UnityWebRequestWWWModule.dll": "f1638730754ff52a23ca422b358a1f77a0099a296a36c08f458a0d4119b1e461",
- "UnityEngine.AudioModule.dll": "90af0d5c570b9bc108ed3ee8df429d1bed50421830cacaacba5a27407f7d6dd3",
- "System.EnterpriseServices.dll": "7cf9a3bcb9519fe5f925b477613b38327370a7e77ee9afe617f53485c2a7babb",
- "UnityEngine.PhysicsModule.dll": "4d87dea4e75b95cf70d32923a43281027ca99a9c6ca5924e339d374593e09c28",
- "UnityEngine.RuntimeInitializeOnLoadManagerInitializerModule.dll": "4430377c421993dcc3dd8e7233e23d75e77e0dbb10bdbb5fc060f77e00043c02",
- "UnityEngine.UIElementsModule.dll": "b45228b0b207e417c45dcdccdb718b8a96bf2d8247d2809bdc3ab0663dc229ed",
- "UnityEngine.AssetBundleModule.dll": "ff20356f44af32db558cd08f8dcc5c0710a5e3ebe990ccfbc863c149babf3af3",
- "UnityEngine.TextCoreModule.dll": "a3334e9ee9f6340381caaf29f2c41aeb24b7421fbab70364d27892f69d907d1c",
- "UnityEngine.UnityWebRequestTextureModule.dll": "df47042df8014ad87a95ae4cd76c5c352fbb4477fe7823b316fa29dfa30abdac",
- "UnityEngine.PerformanceReportingModule.dll": "b09ad6e015f8872e133284da39d713188e9609cb6a7949fa4342ea0781877fac",
- "UnityEngine.InputLegacyModule.dll": "3adb044fabcb986e670813ed2a430ce2faf95aa07ef370702ea92bec0cc1e41c",
- "UnityEngine.SubstanceModule.dll": "9606aec0e3bfeed12f4f839f0c395238251dc8e4672b82d5082706c65816ccd4",
- "UnityEngine.ProfilerModule.dll": "4ff78ce6422ecb62707f922b7e15b90e37a9ea4b2158b51aa291ff4111638733",
- "UnturnedDat.dll": "0eaf03e090fe0b602f745439cb2c3535870c632937e8c246223dd3068b8f1b0f",
- "UnityEngine.TLSModule.dll": "78e19f3c34ea72906fd73a457b8a2c0123818bcaedb81a275774baa0782b4dbf",
- "Mono.Security.dll": "22f18aee38c7a8b1eedeb37da10a4cd93f8185b2f85d1eb95657cc6f5f473eb3",
- "UnityEngine.InputModule.dll": "60f09b160e7582472023a2503a4d20ae5a5b4af66347671812ee47f8fd3977c2",
- "Pathfinding.Ionic.Zip.Reduced.dll": "481cc0f9a53a9ba94f8ea3fc0fb2a520b41812c2fdc6ab10581751eada743d34",
+ "UnityEx.dll": "2425112bd9f71a178db58d2f37b2fbf54c101174f05ab63e5fb928aec4cf8d7b",
+ "SDG.NetPak.Runtime.xml": "032c8d2d0a3e1f15ef1139b98f5370eb1fb94d65bf01c4462a0c0e6578bb705a",
"SDG.NetPak.Runtime.dll": "0e5b7a7c3d3d13ac3232035333762b6e19aeed6eba74ac4632ccc7b7a6e51b25",
- "UnityEngine.UnityWebRequestAudioModule.dll": "5df00b24d032668ff92362b4d412be81f7f243b7dfd5b8d4272b53e791d490bf",
- "UnityEngine.ScreenCaptureModule.dll": "63f547fa3dd23302710ef7d935e5900f792c3088eb5f498e56f9a81690f6f527",
- "Unity.TextMeshPro.dll": "882d1214b5c6291c6bb0b8c799ae5068b248e6e7720934e96f0b1f9f37063eec",
- "UnityEngine.SpriteMaskModule.dll": "e70656c9fb2b4c300f1ff0a74093450cbf319d4250edff45c003c88a7a5fc32f",
- "UnityEngine.UnityWebRequestModule.dll": "ec0edae02b5557961699f205984f561a9e30de9f954136154d4fcd5009813deb",
- "System.Runtime.Serialization.dll": "7f9fc41d5a21e368ed56cf00bbb41e44d2cd2f18a2596c8500590c3c9e294831",
- "Unity.Postprocessing.Runtime.dll": "a0ba6950a6eb97a5ef02c25b6595bb6eef52f8b472ff14cf4d4513fffa95d7d0",
- "System.Numerics.dll": "d3e868fd37ed0c4c52b258ab262c600ae42eb2d78c038e8392604bd5144879a2",
- "System.Security.dll": "07282d060237039adb6d11adc5f6e60e72a0049a5482545b5133f3dbb6ba840b",
- "UnityEngine.JSONSerializeModule.dll": "f651818c316e28cd6f6c748e9d96dd052281f28f18d02ecd8e68c1c42d6e9fca",
- "UnityEngine.dll": "4e8aabd8a38b80efb06f440b665c85e8ba7647dcc98a33155405c857abc8db9d",
- "UnityEngine.IMGUIModule.dll": "65e2f59ed0d0d88229b99fff0a5abd2bf3ab2d303df0b639da94154b759389c1",
- "UnityEngine.VRModule.dll": "468c3b980454c2678be4aa52c4336a7f00e9a7dbe791ae9765c0f1a642bbad86",
- "UnityEngine.AndroidJNIModule.dll": "683006a2e7409fbfe8d17a046561115f689879044edbee1147c31191d1108a15",
- "UnityEngine.ClothModule.dll": "f9fc4a30f38326b9a4024eef90c8b7e454d13046199954d36efc9ad0dba72200",
- "UnityEngine.UnityAnalyticsModule.dll": "5a6db23ceff8547ecd2a9a2e8044138dea02918dcb6e8552573c47cd568c2953",
- "Pathfinding.Poly2Tri.dll": "6d37c20001d050b2bfd5071d64ee19f7fd7415e021e8122f1e9070613e4d570b",
- "UnityEx.dll": "cae79a8d28d883e483063b1c821dc984e6ca2d3fdde62eba088e58fca17d7833",
- "UnityEngine.AIModule.dll": "bce511d9eaa61d1227524bb12c8c577bd637bf6c088b800ebd9dcfaee98ef44c",
- "UnityEngine.DirectorModule.dll": "27ea4188f92af07fb8dc2c5789dae81326315861dd78770cc52b0189780b4cce",
- "UnityEngine.TextCoreFontEngineModule.dll": "5aa0db3b3ce7e68a5b3b757e002c20607c4169ba096a5c71d3fdeb29ca62e955"
+ "SDG.Glazier.Runtime.dll": "e737c85c5d73ce8b04791753f6a314423c4d401cd37e417d876d2fd0d8d6da9a"
}
\ No newline at end of file
diff --git a/redist/redist-client-publicized/version.json b/redist/redist-client-publicized/version.json
index 242c3945..a224e548 100644
--- a/redist/redist-client-publicized/version.json
+++ b/redist/redist-client-publicized/version.json
@@ -1,7 +1,7 @@
{
- "GameVersion": "3.25.7.2",
- "BuildId": "19137126",
- "NuGetVersion": "3.25.7.2",
- "FilesHash": "5FBC26122D79F58F34B7456C0F32467D63E69F256C7E6D30AA51764F7F8F295A",
- "LastUpdated": "2025-07-12T15:42:27.4375478Z"
+ "GameVersion": "3.25.8.0",
+ "BuildId": "19913809",
+ "NuGetVersion": "3.25.8.0",
+ "FilesHash": "588464D6821D4AB660C2F01EECC44332161403084A93228642DF204E85D867B1",
+ "LastUpdated": "2025-09-09T16:48:28.888427Z"
}
\ No newline at end of file
diff --git a/redist/redist-manifests/.manifest.redist-client-publicized.txt b/redist/redist-manifests/.manifest.redist-client-publicized.txt
index 8bbacd2a..ea8cccf6 100644
--- a/redist/redist-manifests/.manifest.redist-client-publicized.txt
+++ b/redist/redist-manifests/.manifest.redist-client-publicized.txt
@@ -1 +1 @@
-2548710764442678954
+7077038044480001461