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30 August 2025 - Version 3.25.8.106-preview19774812 (19774812) (#313)
Co-authored-by: rocketmodfixadmin <[email protected]>
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redist/redist-client-preview/Assembly-CSharp.xml

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@@ -623,6 +623,12 @@
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refer to zombie table from external files, e.g., NPC zombie kills condition.
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</summary>
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</member>
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<member name="P:SDG.Unturned.ItemDetonatorAsset.shouldFriendlySentryTargetUser">
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<summary>
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Nelson 2025-08-20: changing this to affect both sentries and safezones. Some modded safezones allow
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building but not weapons, so players were using charges to destroy houses. (public issue #5175)
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</summary>
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</member>
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<member name="F:SDG.Unturned.SteamPlayer.battlEyeId">
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<summary>
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Not an actual Steam ID or BattlEye ID, instead this is used to map player references to and from BE.
@@ -705,6 +711,13 @@
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players if a certain amount of time passes. (e.g., if a cheat is canceling the request)
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</summary>
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</member>
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<member name="F:SDG.Unturned.SteamPlayer.culledPlayers">
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<summary>
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Since this isn't accessible to plugins it isn't necessarily up-to-date. For example, when a player
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teleports the culledPlayers list isn't updated until the next PlayerManager sync. If this becomes
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publicly accessible in some way it should be kept in sync.
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</summary>
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</member>
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<member name="T:SDG.Unturned.TacticalLaserScale">
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<summary>
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Component for the tactical laser attachment's red dot.
@@ -992,6 +1005,12 @@
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Get mouse position in viewport coordinates where zero is the bottom left and one is the top right.
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</summary>
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</member>
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<member name="P:SDG.Unturned.ItemThrowableAsset.ExplodeOnImpactDestroyOnClient">
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<summary>
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If true, clients destroy Throwable prefab upon collision. Defaults to false.
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Optional to ensure backwards compatibility for unexpected setups.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EDeadzoneType.DefaultRadiation">
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<summary>
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Original type on the Russia map which requires a mask with filters.
@@ -2692,6 +2711,16 @@
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Turn taillights on/off depending on state.
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</summary>
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</member>
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<member name="M:SDG.Unturned.InteractableVehicle.GetSeatByIndex(System.Int32)">
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<summary>
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Returns null if index is out of bounds or initialization has failed.
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</summary>
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</member>
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<member name="M:SDG.Unturned.InteractableVehicle.GetClientBySeatIndex(System.Int32)">
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<summary>
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Returns null if index is out of bounds, initialization failed, or seat is empty.
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</summary>
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</member>
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<member name="F:SDG.Unturned.InteractableVehicle.hasDroppedScrapItemsAlready">
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<summary>
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This check should really not be necessary, but somehow it is a recurring issue that servers get slowed down
@@ -3367,6 +3396,21 @@
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Prior to 2022-04-11 this was the target field of view. (90/fov)
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</summary>
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</member>
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<member name="P:SDG.Unturned.NPCFlagMathReward.TextFormatMode">
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<summary>
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Determines how NPCFlagMathReward handles formatReward.
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</summary>
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</member>
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<member name="F:SDG.Unturned.NPCFlagMathReward.ETextFormatMode.None">
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<summary>
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Use text as-is without formatting. For backwards compatibility.
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</summary>
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</member>
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<member name="F:SDG.Unturned.NPCFlagMathReward.ETextFormatMode.FlagValues">
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<summary>
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Format flag A value into {0} and flag B value (or default) into {1}.
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</summary>
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</member>
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<member name="P:SDG.Unturned.ItemSentryAsset.AmmoConsumptionProbability">
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<summary>
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[0, 1] percentage whether a shot decreases ammo count. Defaults to 100%.
@@ -4267,12 +4311,14 @@
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<summary>
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How quickly RPM can increase in RPM/s.
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e.g., 1000 will take 2 seconds to go from 2000 to 4000 RPM.
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Defaults to -1 which instantly changes RPM.
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</summary>
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</member>
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<member name="P:SDG.Unturned.VehicleAsset.EngineRpmDecreaseRate">
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<summary>
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How quickly RPM can decrease in RPM/s.
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e.g., 1000 will take 2 seconds to go from 4000 to 2000 RPM.
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Defaults to -1 which instantly changes RPM.
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</summary>
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</member>
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<member name="P:SDG.Unturned.VehicleAsset.EngineMaxTorque">
@@ -5924,6 +5970,11 @@
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[0 to 1] Scales how much the first-person arms move while ADS.
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</summary>
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</member>
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<member name="F:SDG.Unturned.PlayConfigUtils.COMMENT_PREFIX">
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<summary>
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Each generated comment line is prefixed with this string.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayConfigUtils.GetSingleplayerConfigPathV2(System.Int32,SDG.Unturned.EGameMode)">
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<summary>
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Format absolute path to newer txt (UnturnedDat) config file.
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Format absolute path to older json serialized config file.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayConfigUtils.GetServerConfigPathV2(System.String)">
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<summary>
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Config path used for new servers.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayConfigUtils.GetServerConfigPathV2(System.String,SDG.Unturned.EGameMode)">
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<summary>
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Config path used for conversion from Config.json.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayConfigUtils.ParseServerConfig(SDG.Unturned.IDatDictionary,SDG.Unturned.ConfigData)">
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<summary>
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Fill server-related sections of config from dat file.
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WARNING: This is called on a worker thread.
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Add empty dat values (if not yet added), and include code documentation
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in their comments prefixed with '>'. User-supplied comments are preserved.
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in their comments prefixed with COMMENT_PREFIX. User-supplied comments are preserved.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayConfigUtils.PopulateConfigFilePropertiesAndComments(SDG.Unturned.UnturnedCodeDocsHelper,SDG.Unturned.IEditableDatDictionary,System.Type,System.Object,System.Object,System.Object)">
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<summary>
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Add empty dat values for every field in category (if not yet added), and include code documentation
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in their comments prefixed with '>'. User-supplied comments are preserved.
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in their comments prefixed with COMMENT_PREFIX. User-supplied comments are preserved.
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In categories without easy/normal/hard split (server config), only normalObject is set.
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</summary>
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Anticipating some hosts will prefer the old format.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Provider.clGameplayConfigNoEmptyValues">
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<summary>
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Remove empty strings, dictionaries, and lists.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Provider.clGameplayConfigNoGeneratedComments">
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<summary>
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Remove generated comments.
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</summary>
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</member>
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<member name="E:SDG.Unturned.Provider.onCommenceShutdown">
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<summary>
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Event for plugins prior to kicking players during shutdown.
@@ -9415,6 +9486,13 @@
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Kept from prior to introduction of pluginWidgetFlags.
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</summary>
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</member>
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<member name="P:SDG.Unturned.Player.ServerAllowKnowledgeOfAllClientPositions">
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<summary>
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If true, bypass player culling test as if freecam overlay were active.
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Enables plugins to implement a custom admin culling bypass switch. (Was requested.)
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Defaults to false.
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</summary>
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</member>
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<member name="P:SDG.Unturned.Player.AdminUsageFlags">
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<summary>
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Which admin powers are currently in use by the client.
@@ -9443,6 +9521,11 @@
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Teleport to bed, if player has set one.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Player.GatherTeleportRemoteClientConnections(UnityEngine.Vector3)">
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<summary>
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Teleport is always handled by owner and locally (loopback), but *not* by culled clients.
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</summary>
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</member>
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<member name="F:SDG.Unturned.Player.maxRateLimitedActionsPerSecond">
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<summary>
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How many calls to <see cref="M:SDG.Unturned.Player.tryToPerformRateLimitedAction"/> will succeed per second.
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Multiplier for CloudOverrideParticlesPrefab emission rate according to level's clouds intensity.
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</summary>
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</member>
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<member name="P:SDG.Unturned.LevelAsset.CloudOverrideParticleSystemsPath.MaterialColorPropertyNames">
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<summary>
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Particle system's material instance will have these color properties set to the level's cloud color.
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Defaults to _Color.
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</summary>
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</member>
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<member name="F:SDG.Unturned.LevelAsset.terrainColorRules">
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<summary>
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Players are kicked from multiplayer if their skin color is within threshold of any of these rules.
@@ -10223,6 +10312,12 @@
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Called with fixed span of indexes e.g. [0, 10), then [10, 20). This function then clamps the final span to the vehicle count.
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</summary>
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</member>
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<member name="F:SDG.Unturned.VehicleManager.SendExitVehicle">
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<summary>
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Plugin devs: if you are using reflection to call this even though it's private, please use sendExitVehicle
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instead which properly handles player culling.
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</summary>
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</member>
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<member name="M:SDG.Unturned.VehicleManager.ServerForcePassengerIntoVehicle(SDG.Unturned.Player,SDG.Unturned.InteractableVehicle)">
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<summary>
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Does as few tests as possible while maintaining base game expectations.
@@ -10240,6 +10335,11 @@
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Remove player from vehicle and teleport them to an unchecked destination.
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</summary>
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</member>
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<member name="M:SDG.Unturned.VehicleManager.sendExitVehicle(SDG.Unturned.InteractableVehicle,System.Byte,UnityEngine.Vector3,System.Byte,System.Boolean)">
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<summary>
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Handles culling if exit position is not visible to certain clients.
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</summary>
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</member>
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<member name="M:SDG.Unturned.VehicleManager.canUseSpawnpoint(SDG.Unturned.VehicleSpawnpoint)">
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<summary>
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Is spawnpoint open for vehicle?
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Remove fuel from target.
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</summary>
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</member>
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<member name="P:SDG.Unturned.PlayerManager.CulledPosition">
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<summary>
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Position to place players outside visible range.
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Defaults to as far away as supported by default clamped Vector3 precision.
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Doesn't use world origin because that would potentially increase rendering cost for clients near the origin.
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</summary>
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</member>
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<member name="P:SDG.Unturned.PlayerManager.IsClientUnderFakeLagPenalty">
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<summary>
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Whether local client is currently penalized for potentially using a lag switch. Server has an equivalent check which reduces
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damage dealt, whereas the clientside check stops shooting in order to prevent abuse of inbound-only lagswitches. For example,
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if a cheater freezes enemy positions by dropping inbound traffic while still sending movement and shooting outbound traffic.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayerManager.IsPlayerCulledAtPosition(SDG.Unturned.SteamPlayer,UnityEngine.Vector3,SDG.Unturned.SteamPlayer,UnityEngine.Vector3)">
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<summary>
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Will test player be culled for viewer at a given position?
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Members of the same group are always visible to each other. (Used by map and HUD name overlay.)
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Admins with the Spectator Overlay enabled are able to see all clients.
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Similarly, plugins can set ServerAllowKnowledgeOfAllClientPositions to show all clients.
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Players in vehicles:
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VehicleManager notifies all clients when a player enters a vehicle, so a client may know the player's
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position even if this method suggests otherwise. When exiting the vehicle, CulledPosition is sent
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instead of the real exit position to clients who should cull the new position.
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</summary>
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</member>
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<member name="F:SDG.Unturned.PlayerDashboardInformationUI.mapLocationsContainer">
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<summary>
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Labels for named locations.
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Speed to launch players away from blast position.
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</summary>
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</member>
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<member name="F:SDG.Unturned.ItemVestAsset.hasFallbackShirt">
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<summary>
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If true and player has no shirt equipped, use fallback shirt as equipped shirt.
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Used by oversize vest and zip-up vest so they are visible without a shirt equipped.
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</summary>
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</member>
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<member name="T:SDG.Unturned.FallDamageOverride">
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<summary>
1507815206
Overrides how fall damage is calculated when landing on this game object or its descendants.
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player movement inside vehicles.
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</summary>
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</member>
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<member name="M:SDG.Unturned.PlayerInput.getInput(System.Boolean,SDG.Unturned.ERaycastInfoUsage)">
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<member name="M:SDG.Unturned.PlayerInput.getInput(System.Boolean,SDG.Unturned.ERaycastInfoUsage,System.Nullable{UnityEngine.Vector3})">
1837218500
<summary>
1837318501
Get the hit result of a raycast on the server. Until a generic way to address net objects is implemented
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this is how legacy features specify which player/animal/zombie/vehicle/etc they want to interact with.

redist/redist-client-preview/RocketModFix.Unturned.Redist.Client.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.Client</id>
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<version>3.25.8.102-preview19362525</version>
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<version>3.25.8.106-preview19774812</version>
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<description>
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Unturned 3 Client-side redistributables. Standalone and always up-to-date.
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</description>
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{
2-
"Assembly-CSharp.xml": "a9063db2b455ef3926340c726c1b54fb46700328831c46a535c968b64d3b62a5",
3-
"SDG.HostBans.Runtime.dll": "acf8fef3332a89b8b1bb3f12d876fb0556bb900f8ad913b5317748437dcb330a",
4-
"SDG.NetTransport.dll": "232a0addc79ff549b64694f894a89a3bc309bcb8e2ae62a3f96d4e6f3c9b771f",
5-
"Assembly-CSharp.dll": "2c07306d34da0f0599a4ad90c9f9c36d71b43a8109093d842f16f2f05c4afb62",
6-
"SystemEx.dll": "1964b361dc6c5bee50248fc0dcceb6963996542469bf9063e4d656b3b995a18a",
7-
"UnturnedDat.dll": "664f93c1ceb365242d24741d340855030a722527be2a7d8397706141fc0b7259",
8-
"UnityEx.dll": "36240447e747c9d048433930416d6383e8b51184090a3059a9d6658873edef04"
2+
"Assembly-CSharp.xml": "487c712e9e3f8c3d19194084a3de0c382187571c0ca792647920b5f8c58d9780",
3+
"UnturnedDat.dll": "d3dfde4566d98a340fd796895b3f0bc2bb670915d0aa816a4befa5258fe7c5b7",
4+
"Assembly-CSharp.dll": "9d38f60cb7279b645e432f8f354986c46a0b2465be96a2ebb41ae508de11842e"
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}
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{
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"GameVersion": "3.25.8.102",
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"BuildId": "19362525",
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"NuGetVersion": "3.25.8.102-preview19362525",
5-
"FilesHash": "79EB11D7808CFF325F5788902A29797B733431BC48B744C394158C94CE13589F",
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"LastUpdated": "2025-07-25T19:18:29.2623094Z"
2+
"GameVersion": "3.25.8.106",
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"BuildId": "19774812",
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"NuGetVersion": "3.25.8.106-preview19774812",
5+
"FilesHash": "6A40D9FFC98243E7D08D3762D798F43E6F1B0123B8CACA6CCAB47EA098589DBD",
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"LastUpdated": "2025-08-30T14:43:21.9649383Z"
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}
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