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03 October 2025 - Version 3.25.9.2 (20243005) (#407)
Co-authored-by: rocketmodfixadmin <[email protected]>
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redist/redist-server-preview-publicized/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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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">
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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="T:SDG.Unturned.TriggerEffectParameters">
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<summary>
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Payload for the EffectManager.triggerEffect method.

redist/redist-server-preview-publicized/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.Publicized</id>
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<version>3.25.9.1</version>
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<version>3.25.9.2</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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