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29 September 2025 - Version 3.25.9.1-preview20179406 (20179406)
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7 files changed

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redist/redist-server-preview/Assembly-CSharp.xml

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whereas most only need the collider for general-purpose selection in the level editor.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Items.onItemRemoved">
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<summary>
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Nelson 2025-02-24: Warning that this is invoked *before* the item is actually removed from the items list.
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(public issue #4894)
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.checkSpaceEmpty(System.Byte,System.Byte,System.Byte,System.Byte,System.Byte)">
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checks whether a space contains any filled slots
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</member>
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<member name="M:SDG.Unturned.Items.checkSpaceDrag(System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Boolean)">
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checks whether an item can be dragged and takes into account if the item overlaps its old self
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</member>
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<member name="M:SDG.Unturned.Items.checkSpaceSwap(System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte)">
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<summary>
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checks whether the spot currently used by the old item is big enough to fit the new item
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.search(System.Collections.Generic.List{SDG.Unturned.InventorySearch},SDG.Unturned.EItemType)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set ItemType to type.
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• Set IncludeEmpty to false.
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• Set IncludeMaxQuality to true.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.search(System.Collections.Generic.List{SDG.Unturned.InventorySearch},SDG.Unturned.EItemType,System.UInt16,System.Boolean)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set ItemType to type.
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• Set IncludeEmpty to false.
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• Set IncludeMaxQuality to true.
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• Set CaliberId to caliber.
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• Set IncludeUnspecifiedCaliber to allowZeroCaliber.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.search(System.Collections.Generic.List{SDG.Unturned.InventorySearch},System.UInt16,System.Boolean,System.Boolean)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set AssetRef to id.
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• Set IncludeEmpty to findEmpty.
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• Set IncludeMaxQuality to findHealthy.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.has(System.UInt16)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set MaxResultsCount to 1.
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• Set AssetRef to id.
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• Set IncludeEmpty to false.
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• Set IncludeMaxQuality to true.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EVehicleThirdPersonCameraMode.RotationDetached">
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<summary>
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Camera does not rotate when the car rotates.
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Prevents menu from being shown twice without a restart.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Items.onItemRemoved">
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<summary>
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Nelson 2025-02-24: Warning that this is invoked *before* the item is actually removed from the items list.
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(public issue #4894)
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.checkSpaceEmpty(System.Byte,System.Byte,System.Byte,System.Byte,System.Byte)">
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checks whether a space contains any filled slots
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</member>
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<member name="M:SDG.Unturned.Items.checkSpaceDrag(System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Boolean)">
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checks whether an item can be dragged and takes into account if the item overlaps its old self
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</member>
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<member name="M:SDG.Unturned.Items.checkSpaceSwap(System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte,System.Byte)">
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<summary>
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checks whether the spot currently used by the old item is big enough to fit the new item
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.search(System.Collections.Generic.List{SDG.Unturned.InventorySearch},SDG.Unturned.EItemType)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set ItemType to type.
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• Set IncludeEmpty to false.
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• Set IncludeMaxQuality to true.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.search(System.Collections.Generic.List{SDG.Unturned.InventorySearch},SDG.Unturned.EItemType,System.UInt16,System.Boolean)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set ItemType to type.
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• Set IncludeEmpty to false.
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• Set IncludeMaxQuality to true.
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• Set CaliberId to caliber.
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• Set IncludeUnspecifiedCaliber to allowZeroCaliber.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.search(System.Collections.Generic.List{SDG.Unturned.InventorySearch},System.UInt16,System.Boolean,System.Boolean)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set AssetRef to id.
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• Set IncludeEmpty to findEmpty.
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• Set IncludeMaxQuality to findHealthy.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Items.has(System.UInt16)">
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<summary>
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Please use SearchContents instead! To perform an equivalent search:
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• Set MaxResultsCount to 1.
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• Set AssetRef to id.
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• Set IncludeEmpty to false.
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• Set IncludeMaxQuality to true.
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</summary>
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</member>
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<member name="E:SDG.Unturned.PlayerSkills.OnExperienceChanged_Global">
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<summary>
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Invoked after any player's experience value changes (not including loading).
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request the server to do X we may as well support a "mod hook" that works with all three.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Passenger.turretEventHook">
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<summary>
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Optional component on Turret_# GameObject for modding UnityEvents.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Passenger.collider">
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<summary>
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Optional collider matching the player capsule to prevent short vehicles (e.g. bikes) from clipping into walls.
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</summary>
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</member>
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<member name="T:SDG.Unturned.EAimAlignmentTransformOwner">
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<summary>
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Controls where attachments looks for ADS alignment transform.
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If true, text label for distance is visible.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Passenger.turretEventHook">
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<summary>
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Optional component on Turret_# GameObject for modding UnityEvents.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Passenger.collider">
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<summary>
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Optional collider matching the player capsule to prevent short vehicles (e.g. bikes) from clipping into walls.
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</summary>
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</member>
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<member name="T:SDG.Unturned.SleekItemStoreMainMenuButton">
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<summary>
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Displays a single random item. Placed under the other main menu buttons.
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</member>
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<member name="F:SDG.Unturned.EWheelSteeringMode.SteeringAngle">
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<summary>
3779-
Set steering angle according to <see cref="P:SDG.Unturned.VehicleAsset.steerMin"/> and <see cref="P:SDG.Unturned.VehicleAsset.steerMax"/>.
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Set steering angle according to <see cref="P:SDG.Unturned.VehicleAsset.MaxSteeringAngleAtFullSpeed"/> and <see cref="P:SDG.Unturned.VehicleAsset.MaxSteeringAngle"/>.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EWheelSteeringMode.CrawlerTrack">
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Maximum speed to aim for while accelerating forward.
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</summary>
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</member>
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<member name="P:SDG.Unturned.VehicleAsset.steerMin">
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<member name="P:SDG.Unturned.VehicleAsset.MaxSteeringAngleAtFullSpeed">
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<summary>
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Steering angle range at zero speed.
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Steering angle range at target maximum speed (for the current forward/backward direction).
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Reducing steering range at higher speeds keeps the vehicle controlable with digital (non-analog) input.
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</summary>
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</member>
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<member name="P:SDG.Unturned.VehicleAsset.steerMax">
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<member name="P:SDG.Unturned.VehicleAsset.MaxSteeringAngle">
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<summary>
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Steering angle range at target maximum speed (for the current forward/backward direction).
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Steering angle range at zero speed (idle/parked).
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For example, 45 means the wheels connected to steering can rotate ±45 degrees.
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</summary>
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</member>
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<member name="P:SDG.Unturned.VehicleAsset.SteeringAngleTurnSpeed">
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Visualizes reverb zone in-game.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EZombieDifficultyHealthOverrideMode.None">
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<summary>
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Do not override zombie health.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EZombieDifficultyHealthOverrideMode.MultiplyEditorHealth">
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<summary>
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Per-speciality value is a multiplier for health configured in the level editor.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EZombieDifficultyHealthOverrideMode.MultiplyDefaultHealth">
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<summary>
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Per-speciality value is a multiplier for vanilla health value.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EZombieDifficultyHealthOverrideMode.Replace">
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<summary>
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Per-speciality value replaces zombie's health.
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</summary>
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</member>
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<member name="F:SDG.Unturned.ZombieDifficultyAsset.Allow_Horde_Beacon">
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<summary>
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Can horde beacons be placed in the associated bounds?
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</summary>
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</member>
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<member name="P:SDG.Unturned.ZombieDifficultyAsset.SpecialityHealthOverrides">
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<summary>
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Can be null if not assigned.
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</summary>
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</member>
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<member name="T:SDG.Unturned.VehiclePhysicsProfileAsset">
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<summary>
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Overrides vehicle physics values in bulk without building asset bundles.
@@ -9670,6 +9697,11 @@
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Explaining that some blueprints require workstations.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EPlayerMessage.INSIDE_NO_STRUCTURES_VOLUME">
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<summary>
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Barricades are allowed here but not structures.
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</summary>
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</member>
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<member name="T:SDG.Unturned.GunStatsExporter">
96749706
<summary>
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Nelson 2024-11-29: Curious to put all the gun stats in one place for easier comparison. Rather rudimentary at
@@ -18069,6 +18101,14 @@
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Re-submit previous query after a query failure.
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</summary>
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</member>
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<member name="T:SDG.Unturned.SleekFullscreenBox">
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<summary>
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Almost every menu has a container element for its contents which spans the entire screen. This element is then
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animated into and out of view. In the IMGUI implementation this was fine because containers off-screen were not
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processed, but with uGUI they were still considered active. To solve the uGUI performance overhead this class
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was introduced to disable visibility after animating out of view.
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</summary>
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</member>
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<member name="M:SDG.Unturned.UndergroundWhitelist.adjustPosition(UnityEngine.Vector3@,System.Single,System.Single)">
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<summary>
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If level is using underground whitelist then conditionally clamp world-space position.
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Used by housing validation to check item isn't placed underground.
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</summary>
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</member>
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<member name="T:SDG.Unturned.SleekFullscreenBox">
18093-
<summary>
18094-
Almost every menu has a container element for its contents which spans the entire screen. This element is then
18095-
animated into and out of view. In the IMGUI implementation this was fine because containers off-screen were not
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processed, but with uGUI they were still considered active. To solve the uGUI performance overhead this class
18097-
was introduced to disable visibility after animating out of view.
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</summary>
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</member>
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<member name="T:SDG.Unturned.TriggerEffectParameters">
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<summary>
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Payload for the EffectManager.triggerEffect method.

redist/redist-server-preview/RocketModFix.Unturned.Redist.Server.nuspec

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<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
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<metadata>
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<id>RocketModFix.Unturned.Redist.Server</id>
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<version>3.25.9.0-preview20079430</version>
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<version>3.25.9.1-preview20179406</version>
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<description>
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Unturned 3 Server-side redistributables. Standalone and always up-to-date.
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</description>
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{
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"SDG.HostBans.Runtime.dll": "34da5fa32623f6da20b9f6123883eacc5d6b4c278df8271fe0f3916a8cb77617",
3-
"SDG.NetTransport.dll": "1ab0f12e6c64e07e1820e678a9e7e508f1c6910ab6de08aaf13a22513b87ad92",
4-
"Assembly-CSharp.xml": "367d632534aecfe57ce4771b588fd9bc17a6ccd21ee849d6e9c62d62ad78a506",
5-
"UnturnedDat.dll": "b7fb73e828f4dd9ccf65d7366918c7bbf0216b9286ac240267bb22b18a1b189a",
6-
"Assembly-CSharp.dll": "423be1d638f83e6917d217c606a2d5bf5fb006e8353f7a452b5f507cad6bff69",
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"SystemEx.dll": "ec8c023c463698349031e75486b68040758042863567f2ace0e79693f618ddc1",
83
"com.rlabrecque.steamworks.net.dll": "cd8e80b38693e924d9e43235bd9b192d2cd0c01f0b0d5ce170af496ff0c32fad",
9-
"UnityEx.dll": "2425112bd9f71a178db58d2f37b2fbf54c101174f05ab63e5fb928aec4cf8d7b",
4+
"Assembly-CSharp.dll": "7db0cf4d2fb0316782819492bb62eccdbb47ee36a15e8fa52c15ffaa001e7b31",
5+
"SDG.NetTransport.dll": "1ab0f12e6c64e07e1820e678a9e7e508f1c6910ab6de08aaf13a22513b87ad92",
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"Assembly-CSharp.xml": "2823bf3d7e5a5c950bd067602cc6b306a790ea973b665caee7fb2452ccfe9c5f",
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"SDG.NetPak.Runtime.xml": "032c8d2d0a3e1f15ef1139b98f5370eb1fb94d65bf01c4462a0c0e6578bb705a",
8+
"SystemEx.dll": "ec8c023c463698349031e75486b68040758042863567f2ace0e79693f618ddc1",
9+
"UnturnedDat.dll": "86d11a31c36e818165cf7719c76f39e6571978f92dbb37a19a09b099e4f48071",
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"SDG.NetPak.Runtime.dll": "0e5b7a7c3d3d13ac3232035333762b6e19aeed6eba74ac4632ccc7b7a6e51b25",
11+
"UnityEx.dll": "2425112bd9f71a178db58d2f37b2fbf54c101174f05ab63e5fb928aec4cf8d7b",
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"SDG.Glazier.Runtime.dll": "e737c85c5d73ce8b04791753f6a314423c4d401cd37e417d876d2fd0d8d6da9a"
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}
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{
2-
"GameVersion": "3.25.9.0",
3-
"BuildId": "20079430",
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"NuGetVersion": "3.25.9.0-preview20079430",
5-
"FilesHash": "AA41BA261850557CA8E35D8FF3A9710898E35DA3CCC774F584A92088C1967367",
6-
"LastUpdated": "2025-09-22T17:16:33.6371889Z"
2+
"GameVersion": "3.25.9.1",
3+
"BuildId": "20179406",
4+
"NuGetVersion": "3.25.9.1-preview20179406",
5+
"FilesHash": "F2BA1741DABA0A4D71EBA4F098636E312E83892563E9CF92526C485BC089D7DB",
6+
"LastUpdated": "2025-09-29T21:30:06.2338147Z"
77
}

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