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Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
2548710764442678954
Binary file modified redist/redist-server-preview/Assembly-CSharp.dll
Binary file not shown.
45 changes: 32 additions & 13 deletions redist/redist-server-preview/Assembly-CSharp.xml
Original file line number Diff line number Diff line change
Expand Up @@ -120,6 +120,11 @@
Alpha is 0.0 outside volume and 1.0 inside inner volume.
</summary>
</member>
<member name="M:SDG.Unturned.LevelVolume`2.GetClosestWorldPosition(UnityEngine.Vector3)">
<summary>
Given a point in world space, find the closest point within the total volume in world space.
</summary>
</member>
<member name="M:SDG.Unturned.LevelVolume`2.GetBoxSize">
<summary>
World space size of the box.
Expand Down Expand Up @@ -9198,6 +9203,16 @@
At low framerate deltaTime can be so high the spring explodes unless we use a fixed timestep.
</summary>
</member>
<member name="F:SDG.Unturned.AirdropAsset.barricadeRef">
<summary>
Interactable storage barricade to spawn at the drop position.
</summary>
</member>
<member name="F:SDG.Unturned.AirdropAsset.model">
<summary>
Prefab to spawn falling from the aircraft.
</summary>
</member>
<member name="T:SDG.Unturned.HousingEdge">
<summary>
Initially these were structs so that they would be adjacent in memory and therefore faster to iterate lots of them,
Expand Down Expand Up @@ -9452,16 +9467,6 @@
Contains extra information about how to call it.
</summary>
</member>
<member name="F:SDG.Unturned.AirdropAsset.barricadeRef">
<summary>
Interactable storage barricade to spawn at the drop position.
</summary>
</member>
<member name="F:SDG.Unturned.AirdropAsset.model">
<summary>
Prefab to spawn falling from the aircraft.
</summary>
</member>
<member name="T:SDG.Unturned.OncePerFrameGuard">
<summary>
True once per frame, false otherwise.
Expand Down Expand Up @@ -11206,6 +11211,12 @@
LevelBatching is currently only enabled if map creator has verified it works properly.
</summary>
</member>
<member name="F:SDG.Unturned.LevelInfoConfigData.Batching_Max_Texture_Size">
<summary>
Overrides maximum size of textures included in LevelBatching atlas.
When using this, be mindful the combined texture doesn't exceed some reasonable size (~4k?)
</summary>
</member>
<member name="F:SDG.Unturned.LevelInfoConfigData.Enable_Clutter_Option">
<summary>
If true, map creator has verified the clutter option works as-expected.
Expand Down Expand Up @@ -18913,11 +18924,12 @@
<member name="F:SDG.Framework.Foliage.FoliageSystem.batches">
<summary>
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.
</summary>
</member>
<member name="F:SDG.Framework.Foliage.FoliageSystem.DRAW_OFFSETS">
Expand All @@ -18928,6 +18940,13 @@
</summary>
</member>
<!-- Badly formed XML comment ignored for member "M:SDG.Framework.Foliage.FoliageSystem.FastMatrixCopy(System.Collections.Generic.List{UnityEngine.Matrix4x4},System.Int32,UnityEngine.Matrix4x4[],System.Int32,System.Int32)" -->
<member name="F:SDG.Framework.Foliage.FoliageSystem.NON_UNIFORM_SCALE_INSTANCES_PER_BATCH">
<summary>
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.
</summary>
</member>
<member name="M:SDG.Framework.Foliage.FoliageSystem.DrawInstances(SDG.Framework.Foliage.FoliageInstancingBatchConfig@,UnityEngine.Matrix4x4[],System.Int32,UnityEngine.Camera)">
<param name="matrixCount">Must be within [0, MAX_MATRICES_PER_BATCH] range.</param>
</member>
Expand Down
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
<metadata>
<id>RocketModFix.Unturned.Redist.Server</id>
<version>3.25.7.2-preview19137126</version>
<version>3.25.8.100-preview19237956</version>
<description>
Unturned 3 Server-side redistributables. Standalone and always up-to-date.
</description>
Expand Down
107 changes: 2 additions & 105 deletions redist/redist-server-preview/manifest.sha256.json
Original file line number Diff line number Diff line change
@@ -1,107 +1,4 @@
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10 changes: 5 additions & 5 deletions redist/redist-server-preview/version.preview.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"GameVersion": "3.25.7.2",
"BuildId": "19137126",
"NuGetVersion": "3.25.7.2-preview19137126",
"FilesHash": "5FBC26122D79F58F34B7456C0F32467D63E69F256C7E6D30AA51764F7F8F295A",
"LastUpdated": "2025-07-08T17:45:18.3313012Z"
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"FilesHash": "D7A513785928C447A240987F88FB5B853E4550E569275DAFDF20D4D68DA52339",
"LastUpdated": "2025-07-16T01:41:06.0758598Z"
}
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