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Original file line number Diff line number Diff line change
@@ -1 +1 @@
4090706226866703917
3572819625664363169
Binary file modified redist/redist-server-preview/Assembly-CSharp.dll
Binary file not shown.
122 changes: 88 additions & 34 deletions redist/redist-server-preview/Assembly-CSharp.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1118,13 +1118,24 @@
This value is confusing because in the level editor it is the normalized radius, but in-game it is the square radius.
</summary>
</member>
<member name="F:SDG.Unturned.SafezoneNode.noWeapons">
<summary>
If true, players inside the safezone cannot use items categorized as "weapons" (/hostile).
</summary>
</member>
<member name="F:SDG.Unturned.SafezoneNode.noBuildables">
<summary>
Please check CurrentlyAllowsBuilding.
Bypassed by LevelAsset's ShouldAllowBuildingInSafezonesInSingleplayer option as well as
Gameplay config's Bypass_Building_In_Safezones option.
</summary>
</member>
<member name="F:SDG.Unturned.SafezoneNode.noIncomingDamage">
<summary>
If true, players inside the safezone cannot take damage. (Unless damage's bypassSafezone parameter is true.)
For backwards compatibility this is true if noWeapons was true.
</summary>
</member>
<member name="M:SDG.Unturned.ItemToolAsset.canBeUsedInSafezone(SDG.Unturned.SafezoneNode,System.Boolean)">
<summary>
Tools like carjacks and tires can be used in safezone by admins for maintenance.
Expand Down Expand Up @@ -3643,56 +3654,56 @@
Is the Ctrl-C or Ctrl-Break signal being handled?
</summary>
</member>
<member name="T:SDG.Unturned.DamagePlayerParameters">
<member name="F:SDG.Unturned.ELoadingTip.MAX">
<summary>
Payload for the DamageTool.damagePlayer function.
Marker for counting number of tips.
</summary>
</member>
<member name="F:SDG.Unturned.DamagePlayerParameters.respectArmor">
<member name="F:SDG.Unturned.LoadingUI.placeholderCamera">
<summary>
Should armor worn on matching limb be factored in?
Camera used while transitioning between scenes to prevent the "no cameras rendering" warning.
</summary>
</member>
<member name="F:SDG.Unturned.DamagePlayerParameters.applyGlobalArmorMultiplier">
<member name="F:SDG.Unturned.LoadingUI.pingWarning">
<summary>
Should game mode config damage multiplier be factored in?
Shown when game connection ping is significantly higher than server browser ping. At the time of writing
(2025-01-17) this is likely because the server is using an "anycast proxy" in front of Steam A2S cache.
</summary>
</member>
<member name="F:SDG.Unturned.DamagePlayerParameters.trackKill">
<member name="F:SDG.Unturned.LoadingUI.lastLoading">
<summary>
If player dies should it count towards quests?
Set to Time.frameCount + 1 while loading.
In the past used realtime, but that was unreliable if an individual frame took too long.
</summary>
</member>
<member name="F:SDG.Unturned.DamagePlayerParameters.ragdollEffect">
<member name="M:SDG.Unturned.LoadingUI.PickNonLevelBackgroundImage">
<summary>
Effect to apply to ragdoll if dead.
Select a loading image while on the startup screen or a level without any images.
</summary>
</member>
<member name="F:SDG.Unturned.ELoadingTip.MAX">
<member name="T:SDG.Unturned.DamagePlayerParameters">
<summary>
Marker for counting number of tips.
Payload for the DamageTool.damagePlayer function.
</summary>
</member>
<member name="F:SDG.Unturned.LoadingUI.placeholderCamera">
<member name="F:SDG.Unturned.DamagePlayerParameters.respectArmor">
<summary>
Camera used while transitioning between scenes to prevent the "no cameras rendering" warning.
Should armor worn on matching limb be factored in?
</summary>
</member>
<member name="F:SDG.Unturned.LoadingUI.pingWarning">
<member name="F:SDG.Unturned.DamagePlayerParameters.applyGlobalArmorMultiplier">
<summary>
Shown when game connection ping is significantly higher than server browser ping. At the time of writing
(2025-01-17) this is likely because the server is using an "anycast proxy" in front of Steam A2S cache.
Should game mode config damage multiplier be factored in?
</summary>
</member>
<member name="F:SDG.Unturned.LoadingUI.lastLoading">
<member name="F:SDG.Unturned.DamagePlayerParameters.trackKill">
<summary>
Set to Time.frameCount + 1 while loading.
In the past used realtime, but that was unreliable if an individual frame took too long.
If player dies should it count towards quests?
</summary>
</member>
<member name="M:SDG.Unturned.LoadingUI.PickNonLevelBackgroundImage">
<member name="F:SDG.Unturned.DamagePlayerParameters.ragdollEffect">
<summary>
Select a loading image while on the startup screen or a level without any images.
Effect to apply to ragdoll if dead.
</summary>
</member>
<member name="F:SDG.Unturned.ESteamCallValidation.ONLY_FROM_SERVER">
Expand Down Expand Up @@ -6292,6 +6303,11 @@
If true, map creator has verified the clutter option works as-expected.
</summary>
</member>
<member name="F:SDG.Unturned.LevelInfoConfigData.Enable_Static_Volumes">
<summary>
If true, map creator has verified that volumes are ONLY placed in the level editor (not Unity prefabs).
</summary>
</member>
<member name="M:SDG.Unturned.LevelInfoConfigData.GetPerDifficultyConfigOverrides(SDG.Unturned.EGameMode)">
<summary>
Can be null if not configured.
Expand Down Expand Up @@ -7866,6 +7882,17 @@
This overload doesn't support legacy Condition_# format.
</summary>
</member>
<member name="F:SDG.Unturned.EBoxProbabilityModel.Original">
<summary>
Each quality tier has different rarities.
Legendary: 5% Epic: 20% Rare: 75%
</summary>
</member>
<member name="F:SDG.Unturned.EBoxProbabilityModel.Equalized">
<summary>
Each item has an equal chance regardless of quality.
</summary>
</member>
<member name="T:SDG.Unturned.TextChatEventHook">
<summary>
Can be added to any GameObject to receive text chat events.
Expand Down Expand Up @@ -7927,17 +7954,6 @@
Invoked when a player message passes the filters.
</summary>
</member>
<member name="F:SDG.Unturned.EBoxProbabilityModel.Original">
<summary>
Each quality tier has different rarities.
Legendary: 5% Epic: 20% Rare: 75%
</summary>
</member>
<member name="F:SDG.Unturned.EBoxProbabilityModel.Equalized">
<summary>
Each item has an equal chance regardless of quality.
</summary>
</member>
<member name="T:SDG.Unturned.EServerListCurationAction">
<summary>
Determines how to handle a server if it matches a rule.
Expand Down Expand Up @@ -13413,6 +13429,17 @@
so removing legacy effect id would break their content.
</summary>
</member>
<member name="F:SDG.Unturned.SafezoneVolume.noWeapons">
<summary>
If true, players inside the safezone cannot use items categorized as "weapons" (/hostile).
</summary>
</member>
<member name="F:SDG.Unturned.SafezoneVolume.noIncomingDamage">
<summary>
If true, players inside the safezone cannot take damage. (Unless damage's bypassSafezone parameter is true.)
For backwards compatibility this is true if noWeapons was true.
</summary>
</member>
<member name="M:SDG.Unturned.ServerSavedata.GetBackupFilePath(System.String)">
<summary>
If the file already exists when writing we will move it to this path. (public issue #4636)
Expand Down Expand Up @@ -14413,6 +14440,11 @@
Re-submit previous query after a query failure.
</summary>
</member>
<member name="M:SDG.Unturned.RegionList`1.Add(UnityEngine.Bounds,`0)">
<summary>
Add item to every cell within bounds.
</summary>
</member>
<member name="M:SDG.Unturned.RegionList`1.GetList(UnityEngine.Vector3)">
<summary>
Can be null if nothing has been added at position.
Expand All @@ -14423,7 +14455,7 @@
Does not add new lists to empty cells.
</summary>
</member>
<member name="F:SDG.Unturned.RegionList`1.LIST_POOL_SIZE">
<member name="F:SDG.Unturned.RegionList`1.listPoolSize">
<summary>
Number of Lists to preallocate in batches.
(GRID_SIZE * GRID_SIZE) % LIST_POOL_SIZE should be zero leftover.
Expand Down Expand Up @@ -15997,12 +16029,29 @@
Auto-registering list of volume manager subclasses for level editor.
</summary>
</member>
<member name="M:SDG.Unturned.VolumeManager`2.EnableStaticVolumes">
<summary>
Called in play mode if level has asserted that volumes do not move.
</summary>
</member>
<member name="F:SDG.Unturned.VolumeManager`2.allowInstantiation">
<summary>
Should calling InstantiateVolume create a new volume?
False for deprecated (landscape hole volume) types.
</summary>
</member>
<member name="F:SDG.Unturned.VolumeManager`2.benefitsFromStaticVolumes">
<summary>
Static volumes optimization is only useful for volume types which frequently lookup volume(s)
overlapping a given position.
</summary>
</member>
<member name="F:SDG.Unturned.VolumeManager`2.regionalVolumes">
<summary>
Ideally this might be a BVH or octree/quadtree or something, but RegionList is simple and
already works / will be good enough for a quick patch.
</summary>
</member>
<member name="M:SDG.Unturned.WebUtils.ParseThirdPartyUrl(System.String,System.String@,System.Boolean,System.Boolean)">
<summary>
The game uses Process.Start to open web links when the Steam overlay is unavailable, which could be exploited
Expand Down Expand Up @@ -22369,6 +22418,11 @@
rates there may be multiple FixedUpdates per frame.
</summary>
</member>
<member name="F:UnityEngine.CharacterControllerExtension.EnableOverlapRecovery">
<summary>
Refer to PlayerMovement's comment.
</summary>
</member>
<member name="T:LegacyAIPathNoRedist">
<summary>
Nelson 2025-04-30: carrying this over from whatever very old version of the A* Pathfinding Project the game was
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
<metadata>
<id>RocketModFix.Unturned.Redist.Server</id>
<version>3.26.3.1-preview23050362</version>
<version>3.26.3.1-preview23081394</version>
<description>
Unturned 3 Server-side redistributables. Standalone and always up-to-date.
</description>
Expand Down
4 changes: 2 additions & 2 deletions redist/redist-server-preview/manifest.sha256.json
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
{
"SDG.NetPak.Runtime.xml": "f9592fc449fbf9564e4d5d6b28d2d6c9cda75e94bc38250e65c1a1ff064aad11",
"Assembly-CSharp.dll": "597684a7199f056cd8980246f07af09dced52fb67518783dcaad157d813156b0",
"Assembly-CSharp.dll": "c152f7c93c14e996ee1117e3e8af1b08eba2d2c22eccdf9ba1db96c432d89f98",
"SDG.NetPak.Runtime.dll": "799131e9bc61cb5ce8e8bbb7096db7428e8c7432272e6983b6d7d5b7dbf1c2f2",
"SDG.Glazier.Runtime.dll": "1499cf8f7361ca68146e1f19b73795ad3ff528d30bf2f9097028954e7cf66362",
"SystemEx.dll": "4accc7ec3aa94c42de3cc3558dede4f9dccc64d4026d487df1286d4c4edf3035",
"UnityEx.dll": "793daecc3ed73fa83e73b40565df1bc9694bbe69975ab02d62e4e07d1daeb7c4",
"SDG.NetTransport.dll": "b47c089ec3593bd0489bb31392c1cced376d477c64fd2404c556ead51cbed5f0",
"UnturnedDat.dll": "edc458f6591fb75f8b6e2d45c5108e1c4e6d298f4f632e0159f28b34e3b5b4c9",
"SDG.HostBans.Runtime.dll": "a2c01b9c771cad7e8d744dc19e2480cf2b72ff0f460158133df7fd9c27acba09",
"Assembly-CSharp.xml": "1f03e3ce983a25c0ac1b2df78bc85187297de702a9348c4574e9fe29463da347",
"Assembly-CSharp.xml": "bcae9c92785863b48b3283b0b33877f197f668b701fd527f5fd6d857270b5ffb",
"com.rlabrecque.steamworks.net.dll": "3676041ec1ed556b412c1a1a0915b889cca7177bfa776756a4e6295d89413143"
}
8 changes: 4 additions & 4 deletions redist/redist-server-preview/version.preview.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"GameVersion": "3.26.3.1",
"BuildId": "23050362",
"NuGetVersion": "3.26.3.1-preview23050362",
"FilesHash": "3F4CBE7130BA4EA118E7C1628A7108BBF58F794C7E6AE0AF30F2796AF29AEDBC",
"LastUpdated": "2026-05-01T19:41:48.3159661Z"
"BuildId": "23081394",
"NuGetVersion": "3.26.3.1-preview23081394",
"FilesHash": "49127D180112B09DF0690929DACB9752A62A10C9678F4495FB198056F5F373D4",
"LastUpdated": "2026-05-04T19:53:22.0478479Z"
}
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