|
623 | 623 | refer to zombie table from external files, e.g., NPC zombie kills condition. |
624 | 624 | </summary> |
625 | 625 | </member> |
| 626 | + <member name="P:SDG.Unturned.ItemDetonatorAsset.shouldFriendlySentryTargetUser"> |
| 627 | + <summary> |
| 628 | + Nelson 2025-08-20: changing this to affect both sentries and safezones. Some modded safezones allow |
| 629 | + building but not weapons, so players were using charges to destroy houses. (public issue #5175) |
| 630 | + </summary> |
| 631 | + </member> |
626 | 632 | <member name="F:SDG.Unturned.SteamPlayer.battlEyeId"> |
627 | 633 | <summary> |
628 | 634 | Not an actual Steam ID or BattlEye ID, instead this is used to map player references to and from BE. |
|
705 | 711 | players if a certain amount of time passes. (e.g., if a cheat is canceling the request) |
706 | 712 | </summary> |
707 | 713 | </member> |
| 714 | + <member name="F:SDG.Unturned.SteamPlayer.culledPlayers"> |
| 715 | + <summary> |
| 716 | + Since this isn't accessible to plugins it isn't necessarily up-to-date. For example, when a player |
| 717 | + teleports the culledPlayers list isn't updated until the next PlayerManager sync. If this becomes |
| 718 | + publicly accessible in some way it should be kept in sync. |
| 719 | + </summary> |
| 720 | + </member> |
708 | 721 | <member name="T:SDG.Unturned.TacticalLaserScale"> |
709 | 722 | <summary> |
710 | 723 | Component for the tactical laser attachment's red dot. |
|
992 | 1005 | Get mouse position in viewport coordinates where zero is the bottom left and one is the top right. |
993 | 1006 | </summary> |
994 | 1007 | </member> |
| 1008 | + <member name="P:SDG.Unturned.ItemThrowableAsset.ExplodeOnImpactDestroyOnClient"> |
| 1009 | + <summary> |
| 1010 | + If true, clients destroy Throwable prefab upon collision. Defaults to false. |
| 1011 | + Optional to ensure backwards compatibility for unexpected setups. |
| 1012 | + </summary> |
| 1013 | + </member> |
995 | 1014 | <member name="F:SDG.Unturned.EDeadzoneType.DefaultRadiation"> |
996 | 1015 | <summary> |
997 | 1016 | Original type on the Russia map which requires a mask with filters. |
|
2692 | 2711 | Turn taillights on/off depending on state. |
2693 | 2712 | </summary> |
2694 | 2713 | </member> |
| 2714 | + <member name="M:SDG.Unturned.InteractableVehicle.GetSeatByIndex(System.Int32)"> |
| 2715 | + <summary> |
| 2716 | + Returns null if index is out of bounds or initialization has failed. |
| 2717 | + </summary> |
| 2718 | + </member> |
| 2719 | + <member name="M:SDG.Unturned.InteractableVehicle.GetClientBySeatIndex(System.Int32)"> |
| 2720 | + <summary> |
| 2721 | + Returns null if index is out of bounds, initialization failed, or seat is empty. |
| 2722 | + </summary> |
| 2723 | + </member> |
2695 | 2724 | <member name="F:SDG.Unturned.InteractableVehicle.hasDroppedScrapItemsAlready"> |
2696 | 2725 | <summary> |
2697 | 2726 | This check should really not be necessary, but somehow it is a recurring issue that servers get slowed down |
|
3367 | 3396 | Prior to 2022-04-11 this was the target field of view. (90/fov) |
3368 | 3397 | </summary> |
3369 | 3398 | </member> |
| 3399 | + <member name="P:SDG.Unturned.NPCFlagMathReward.TextFormatMode"> |
| 3400 | + <summary> |
| 3401 | + Determines how NPCFlagMathReward handles formatReward. |
| 3402 | + </summary> |
| 3403 | + </member> |
| 3404 | + <member name="F:SDG.Unturned.NPCFlagMathReward.ETextFormatMode.None"> |
| 3405 | + <summary> |
| 3406 | + Use text as-is without formatting. For backwards compatibility. |
| 3407 | + </summary> |
| 3408 | + </member> |
| 3409 | + <member name="F:SDG.Unturned.NPCFlagMathReward.ETextFormatMode.FlagValues"> |
| 3410 | + <summary> |
| 3411 | + Format flag A value into {0} and flag B value (or default) into {1}. |
| 3412 | + </summary> |
| 3413 | + </member> |
3370 | 3414 | <member name="P:SDG.Unturned.ItemSentryAsset.AmmoConsumptionProbability"> |
3371 | 3415 | <summary> |
3372 | 3416 | [0, 1] percentage whether a shot decreases ammo count. Defaults to 100%. |
|
4267 | 4311 | <summary> |
4268 | 4312 | How quickly RPM can increase in RPM/s. |
4269 | 4313 | e.g., 1000 will take 2 seconds to go from 2000 to 4000 RPM. |
| 4314 | + Defaults to -1 which instantly changes RPM. |
4270 | 4315 | </summary> |
4271 | 4316 | </member> |
4272 | 4317 | <member name="P:SDG.Unturned.VehicleAsset.EngineRpmDecreaseRate"> |
4273 | 4318 | <summary> |
4274 | 4319 | How quickly RPM can decrease in RPM/s. |
4275 | 4320 | e.g., 1000 will take 2 seconds to go from 4000 to 2000 RPM. |
| 4321 | + Defaults to -1 which instantly changes RPM. |
4276 | 4322 | </summary> |
4277 | 4323 | </member> |
4278 | 4324 | <member name="P:SDG.Unturned.VehicleAsset.EngineMaxTorque"> |
|
9440 | 9486 | Kept from prior to introduction of pluginWidgetFlags. |
9441 | 9487 | </summary> |
9442 | 9488 | </member> |
| 9489 | + <member name="P:SDG.Unturned.Player.ServerAllowKnowledgeOfAllClientPositions"> |
| 9490 | + <summary> |
| 9491 | + If true, bypass player culling test as if freecam overlay were active. |
| 9492 | + Enables plugins to implement a custom admin culling bypass switch. (Was requested.) |
| 9493 | + Defaults to false. |
| 9494 | + </summary> |
| 9495 | + </member> |
9443 | 9496 | <member name="P:SDG.Unturned.Player.AdminUsageFlags"> |
9444 | 9497 | <summary> |
9445 | 9498 | Which admin powers are currently in use by the client. |
|
9468 | 9521 | Teleport to bed, if player has set one. |
9469 | 9522 | </summary> |
9470 | 9523 | </member> |
| 9524 | + <member name="M:SDG.Unturned.Player.GatherTeleportRemoteClientConnections(UnityEngine.Vector3)"> |
| 9525 | + <summary> |
| 9526 | + Teleport is always handled by owner and locally (loopback), but *not* by culled clients. |
| 9527 | + </summary> |
| 9528 | + </member> |
9471 | 9529 | <member name="F:SDG.Unturned.Player.maxRateLimitedActionsPerSecond"> |
9472 | 9530 | <summary> |
9473 | 9531 | How many calls to <see cref="M:SDG.Unturned.Player.tryToPerformRateLimitedAction"/> will succeed per second. |
|
10110 | 10168 | Multiplier for CloudOverrideParticlesPrefab emission rate according to level's clouds intensity. |
10111 | 10169 | </summary> |
10112 | 10170 | </member> |
| 10171 | + <member name="P:SDG.Unturned.LevelAsset.CloudOverrideParticleSystemsPath.MaterialColorPropertyNames"> |
| 10172 | + <summary> |
| 10173 | + Particle system's material instance will have these color properties set to the level's cloud color. |
| 10174 | + Defaults to _Color. |
| 10175 | + </summary> |
| 10176 | + </member> |
10113 | 10177 | <member name="F:SDG.Unturned.LevelAsset.terrainColorRules"> |
10114 | 10178 | <summary> |
10115 | 10179 | Players are kicked from multiplayer if their skin color is within threshold of any of these rules. |
|
10248 | 10312 | Called with fixed span of indexes e.g. [0, 10), then [10, 20). This function then clamps the final span to the vehicle count. |
10249 | 10313 | </summary> |
10250 | 10314 | </member> |
| 10315 | + <member name="F:SDG.Unturned.VehicleManager.SendExitVehicle"> |
| 10316 | + <summary> |
| 10317 | + Plugin devs: if you are using reflection to call this even though it's private, please use sendExitVehicle |
| 10318 | + instead which properly handles player culling. |
| 10319 | + </summary> |
| 10320 | + </member> |
10251 | 10321 | <member name="M:SDG.Unturned.VehicleManager.ServerForcePassengerIntoVehicle(SDG.Unturned.Player,SDG.Unturned.InteractableVehicle)"> |
10252 | 10322 | <summary> |
10253 | 10323 | Does as few tests as possible while maintaining base game expectations. |
|
10265 | 10335 | Remove player from vehicle and teleport them to an unchecked destination. |
10266 | 10336 | </summary> |
10267 | 10337 | </member> |
| 10338 | + <member name="M:SDG.Unturned.VehicleManager.sendExitVehicle(SDG.Unturned.InteractableVehicle,System.Byte,UnityEngine.Vector3,System.Byte,System.Boolean)"> |
| 10339 | + <summary> |
| 10340 | + Handles culling if exit position is not visible to certain clients. |
| 10341 | + </summary> |
| 10342 | + </member> |
10268 | 10343 | <member name="M:SDG.Unturned.VehicleManager.canUseSpawnpoint(SDG.Unturned.VehicleSpawnpoint)"> |
10269 | 10344 | <summary> |
10270 | 10345 | Is spawnpoint open for vehicle? |
@@ -10851,13 +10926,35 @@ |
10851 | 10926 | Remove fuel from target. |
10852 | 10927 | </summary> |
10853 | 10928 | </member> |
| 10929 | + <member name="P:SDG.Unturned.PlayerManager.CulledPosition"> |
| 10930 | + <summary> |
| 10931 | + Position to place players outside visible range. |
| 10932 | + Defaults to as far away as supported by default clamped Vector3 precision. |
| 10933 | + Doesn't use world origin because that would potentially increase rendering cost for clients near the origin. |
| 10934 | + </summary> |
| 10935 | + </member> |
10854 | 10936 | <member name="P:SDG.Unturned.PlayerManager.IsClientUnderFakeLagPenalty"> |
10855 | 10937 | <summary> |
10856 | 10938 | Whether local client is currently penalized for potentially using a lag switch. Server has an equivalent check which reduces |
10857 | 10939 | damage dealt, whereas the clientside check stops shooting in order to prevent abuse of inbound-only lagswitches. For example, |
10858 | 10940 | if a cheater freezes enemy positions by dropping inbound traffic while still sending movement and shooting outbound traffic. |
10859 | 10941 | </summary> |
10860 | 10942 | </member> |
| 10943 | + <member name="M:SDG.Unturned.PlayerManager.IsPlayerCulledAtPosition(SDG.Unturned.SteamPlayer,UnityEngine.Vector3,SDG.Unturned.SteamPlayer,UnityEngine.Vector3)"> |
| 10944 | + <summary> |
| 10945 | + Will test player be culled for viewer at a given position? |
| 10946 | + |
| 10947 | + Members of the same group are always visible to each other. (Used by map and HUD name overlay.) |
| 10948 | + |
| 10949 | + Admins with the Spectator Overlay enabled are able to see all clients. |
| 10950 | + Similarly, plugins can set ServerAllowKnowledgeOfAllClientPositions to show all clients. |
| 10951 | + |
| 10952 | + Players in vehicles: |
| 10953 | + VehicleManager notifies all clients when a player enters a vehicle, so a client may know the player's |
| 10954 | + position even if this method suggests otherwise. When exiting the vehicle, CulledPosition is sent |
| 10955 | + instead of the real exit position to clients who should cull the new position. |
| 10956 | + </summary> |
| 10957 | + </member> |
10861 | 10958 | <member name="F:SDG.Unturned.PlayerDashboardInformationUI.mapLocationsContainer"> |
10862 | 10959 | <summary> |
10863 | 10960 | Labels for named locations. |
|
15098 | 15195 | Speed to launch players away from blast position. |
15099 | 15196 | </summary> |
15100 | 15197 | </member> |
| 15198 | + <member name="F:SDG.Unturned.ItemVestAsset.hasFallbackShirt"> |
| 15199 | + <summary> |
| 15200 | + If true and player has no shirt equipped, use fallback shirt as equipped shirt. |
| 15201 | + Used by oversize vest and zip-up vest so they are visible without a shirt equipped. |
| 15202 | + </summary> |
| 15203 | + </member> |
15101 | 15204 | <member name="T:SDG.Unturned.FallDamageOverride"> |
15102 | 15205 | <summary> |
15103 | 15206 | Overrides how fall damage is calculated when landing on this game object or its descendants. |
|
18393 | 18496 | player movement inside vehicles. |
18394 | 18497 | </summary> |
18395 | 18498 | </member> |
18396 | | - <member name="M:SDG.Unturned.PlayerInput.getInput(System.Boolean,SDG.Unturned.ERaycastInfoUsage)"> |
| 18499 | + <member name="M:SDG.Unturned.PlayerInput.getInput(System.Boolean,SDG.Unturned.ERaycastInfoUsage,System.Nullable{UnityEngine.Vector3})"> |
18397 | 18500 | <summary> |
18398 | 18501 | Get the hit result of a raycast on the server. Until a generic way to address net objects is implemented |
18399 | 18502 | this is how legacy features specify which player/animal/zombie/vehicle/etc they want to interact with. |
|
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