|
10621 | 10621 | Hash of Objects.dat |
10622 | 10622 | </summary> |
10623 | 10623 | </member> |
| 10624 | + <member name="M:SDG.Unturned.LevelObjects.FindLevelObjectByInstanceId(System.UInt32)"> |
| 10625 | + <summary> |
| 10626 | + Note: refers to per-LevelObject unique ID, not Unity object instance ID. |
| 10627 | + </summary> |
| 10628 | + </member> |
10624 | 10629 | <member name="M:SDG.Unturned.LevelObjects.ImmediatelySyncRegionalVisibility"> |
10625 | 10630 | <summary> |
10626 | 10631 | Called by navmesh baking to complete pending object changes that may affect which nav objects are enabled. |
@@ -11553,11 +11558,22 @@ |
11553 | 11558 | Exposed for Rocket transition to modules backwards compatibility. |
11554 | 11559 | </summary> |
11555 | 11560 | </member> |
| 11561 | + <member name="M:SDG.Unturned.ZombieManager.CheckCustomCooldown(System.String,System.Double)"> |
| 11562 | + <summary> |
| 11563 | + False if time since this was last called with same cooldownId is less than duration. |
| 11564 | + True otherwise. |
| 11565 | + </summary> |
| 11566 | + </member> |
11556 | 11567 | <member name="M:SDG.Unturned.ZombieManager.getDifficultyInBound(System.Byte)"> |
11557 | 11568 | <summary> |
11558 | 11569 | Find difficulty asset (if valid) for navigation bound index. |
11559 | 11570 | </summary> |
11560 | 11571 | </member> |
| 11572 | + <member name="M:SDG.Unturned.ZombieManager.GetDifficultyInBoundForTable(System.Byte,SDG.Unturned.ZombieTable,System.Boolean)"> |
| 11573 | + <summary> |
| 11574 | + Allows level to override whether per-table or per-navmesh difficulty asset takes priority. |
| 11575 | + </summary> |
| 11576 | + </member> |
11561 | 11577 | <member name="T:SDG.Unturned.ZombieManager.ZombieSpecialityWeightedRandom"> |
11562 | 11578 | <summary> |
11563 | 11579 | Could potentially be reused generically. |
|
12472 | 12488 | OR use the nearly drop-in replacements FindFirstItemByAsset or HasItemByAsset. |
12473 | 12489 | </summary> |
12474 | 12490 | </member> |
12475 | | - <member name="M:SDG.Unturned.SteamBBCodeUtils.removeYouTubePreviews(System.String@)"> |
12476 | | - <summary> |
12477 | | - In-game rich text does not support embedded YouTube videos, but they look great in the web browser, |
12478 | | - so we simply remove them from the in-game text. |
12479 | | - </summary> |
12480 | | - </member> |
12481 | | - <member name="M:SDG.Unturned.SteamBBCodeUtils.removeCodeFormatting(System.String@)"> |
12482 | | - <summary> |
12483 | | - Unfortunately in-game rich text does not have code formatting yet, so remove the tags while preserving text. |
12484 | | - </summary> |
12485 | | - </member> |
12486 | 12491 | <member name="P:SDG.Unturned.ItemClothingAsset.armor"> |
12487 | 12492 | <summary> |
12488 | 12493 | Multiplier to incoming damage. Defaults to 1.0. |
|
12551 | 12556 | If true, the real item is shown rather than the cosmetic item. If false, the cosmetic item can be seen. |
12552 | 12557 | </summary> |
12553 | 12558 | </member> |
| 12559 | + <member name="M:SDG.Unturned.SteamBBCodeUtils.removeYouTubePreviews(System.String@)"> |
| 12560 | + <summary> |
| 12561 | + In-game rich text does not support embedded YouTube videos, but they look great in the web browser, |
| 12562 | + so we simply remove them from the in-game text. |
| 12563 | + </summary> |
| 12564 | + </member> |
| 12565 | + <member name="M:SDG.Unturned.SteamBBCodeUtils.removeCodeFormatting(System.String@)"> |
| 12566 | + <summary> |
| 12567 | + Unfortunately in-game rich text does not have code formatting yet, so remove the tags while preserving text. |
| 12568 | + </summary> |
| 12569 | + </member> |
12554 | 12570 | <member name="M:SDG.Unturned.ListExtension.GetRandomIndex``1(System.Collections.Generic.List{``0})"> |
12555 | 12571 | <summary> |
12556 | 12572 | Get index within bounds assuming list is not empty. |
|
14068 | 14084 | Path within the asset bundle. |
14069 | 14085 | </summary> |
14070 | 14086 | </member> |
| 14087 | + <member name="P:SDG.Unturned.NPCZombieReward.ZombieSpeciality"> |
| 14088 | + <summary> |
| 14089 | + Spawned zombie will be changed to this speciality type. |
| 14090 | + </summary> |
| 14091 | + </member> |
| 14092 | + <member name="P:SDG.Unturned.NPCZombieReward.SpawnpointId"> |
| 14093 | + <summary> |
| 14094 | + Zombie(s) will be spawned at a Spawnpoint node matching this ID. |
| 14095 | + If multiple Spawnpoints match this ID a random spawnpoint is chosen for each zombie. |
| 14096 | + </summary> |
| 14097 | + </member> |
| 14098 | + <member name="P:SDG.Unturned.NPCZombieReward.LevelTableUniqueId"> |
| 14099 | + <summary> |
| 14100 | + If greater than zero, find this zombie type configured in the level editor. For example, if the level editor |
| 14101 | + lists "0 Fire (4)", then 4 is the unique ID, and if assigned to this reward a zombie from the "Fire" |
| 14102 | + table will spawn. |
| 14103 | + </summary> |
| 14104 | + </member> |
| 14105 | + <member name="P:SDG.Unturned.NPCZombieReward.SpawnQuantity"> |
| 14106 | + <summary> |
| 14107 | + Number of zombies to spawn. |
| 14108 | + </summary> |
| 14109 | + </member> |
| 14110 | + <member name="P:SDG.Unturned.NPCZombieReward.CooldownId"> |
| 14111 | + <summary> |
| 14112 | + If set, zombies will not spawn unless CooldownDuration seconds have passed since last run. |
| 14113 | + </summary> |
| 14114 | + </member> |
14071 | 14115 | <member name="F:SDG.Unturned.UseableStructure.placementPreviewTransform"> |
14072 | 14116 | <summary> |
14073 | 14117 | Stripped-down version of structure prefab for previewing where the structure will be spawned. |
|
14225 | 14269 | Character will not take any fall damage. |
14226 | 14270 | </summary> |
14227 | 14271 | </member> |
| 14272 | + <member name="F:SDG.Unturned.EZombieDifficultyAssetPrioritization.NavmeshOverridesTable"> |
| 14273 | + <summary> |
| 14274 | + Default. Per-navmesh difficulty asset takes priority over per-table/type difficulty asset. |
| 14275 | + If per-navmesh asset is null the per-table asset is the fallback. |
| 14276 | + </summary> |
| 14277 | + </member> |
| 14278 | + <member name="F:SDG.Unturned.EZombieDifficultyAssetPrioritization.TableOverridesNavmesh"> |
| 14279 | + <summary> |
| 14280 | + Per-table/type difficulty asset takes priority over per-navmesh difficulty asset. |
| 14281 | + If per-table asset is null the per-navmesh asset is the fallback. |
| 14282 | + </summary> |
| 14283 | + </member> |
14228 | 14284 | <member name="P:SDG.Unturned.LevelAsset.UnderwaterFogDensity"> |
14229 | 14285 | <summary> |
14230 | 14286 | Intensity of fog effect while camera is inside a water volume. |
|
0 commit comments