|
898 | 898 | Used by UI. True when underwater or inside non-breathable oxygen volume. |
899 | 899 | </summary> |
900 | 900 | </member> |
| 901 | + <member name="P:SDG.Unturned.ArenaNode.radius"> |
| 902 | + <summary> |
| 903 | + This value is confusing because in the level editor it is the normalized radius, but in-game it is the radius. |
| 904 | + </summary> |
| 905 | + </member> |
901 | 906 | <member name="M:SDG.Unturned.ItemTool.getItem(System.UInt16,System.UInt16,System.Byte,System.Byte[],System.Boolean,SDG.Unturned.GetStatTrackerValueHandler)"> |
902 | 907 | <summary> |
903 | 908 | No longer used in vanilla. Kept in case plugins are using it. |
|
928 | 933 | Unity's Camera.orthographicSize is half the height of the viewing volume. Width is calculated from aspect ratio. |
929 | 934 | </summary> |
930 | 935 | </member> |
931 | | - <member name="P:SDG.Unturned.ArenaNode.radius"> |
932 | | - <summary> |
933 | | - This value is confusing because in the level editor it is the normalized radius, but in-game it is the radius. |
934 | | - </summary> |
935 | | - </member> |
936 | 936 | <member name="F:SDG.Unturned.EWeatherStatusChange.BeginTransitionIn"> |
937 | 937 | <summary> |
938 | 938 | Fading in. |
|
1524 | 1524 | Whether main camera field of view should zoom without scope camera / scope overlay. |
1525 | 1525 | </summary> |
1526 | 1526 | </member> |
| 1527 | + <member name="F:SDG.Unturned.ItemSightAsset.shouldOffsetScopeOverlayByOneTexel"> |
| 1528 | + <summary> |
| 1529 | + If true, scale scope overly by 1 texel to keep "middle" pixel centered. |
| 1530 | + </summary> |
| 1531 | + </member> |
1527 | 1532 | <member name="P:SDG.Unturned.ItemSightAsset.AimAlignmentTransformOwner"> |
1528 | 1533 | <summary> |
1529 | 1534 | Controls where to find AimAlignmentTransformPath. |
|
4790 | 4795 | Defaults to false. |
4791 | 4796 | </summary> |
4792 | 4797 | </member> |
| 4798 | + <member name="F:SDG.Unturned.GameplayConfigData.Use_2D_Scope_Overlay"> |
| 4799 | + <summary> |
| 4800 | + If true, hide viewmodel while aiming a dual-render scope and show a 2D overlay instead. |
| 4801 | + |
| 4802 | + Nelson 2025-07-04: adding this option for backwards compatibility with modded scopes that have a small |
| 4803 | + enough dual-render surface to zoom-*out* when aiming in. |
| 4804 | + |
| 4805 | + Defaults to false. |
| 4806 | + </summary> |
| 4807 | + </member> |
4793 | 4808 | <member name="F:SDG.Unturned.GameplayConfigData.Explosion_Launch_Speed_Multiplier"> |
4794 | 4809 | <summary> |
4795 | 4810 | Scales velocity added to players by explosion knock-back. |
|
9183 | 9198 | At low framerate deltaTime can be so high the spring explodes unless we use a fixed timestep. |
9184 | 9199 | </summary> |
9185 | 9200 | </member> |
9186 | | - <member name="F:SDG.Unturned.AirdropAsset.barricadeRef"> |
9187 | | - <summary> |
9188 | | - Interactable storage barricade to spawn at the drop position. |
9189 | | - </summary> |
9190 | | - </member> |
9191 | | - <member name="F:SDG.Unturned.AirdropAsset.model"> |
9192 | | - <summary> |
9193 | | - Prefab to spawn falling from the aircraft. |
9194 | | - </summary> |
9195 | | - </member> |
9196 | 9201 | <member name="T:SDG.Unturned.HousingEdge"> |
9197 | 9202 | <summary> |
9198 | 9203 | Initially these were structs so that they would be adjacent in memory and therefore faster to iterate lots of them, |
|
9447 | 9452 | Contains extra information about how to call it. |
9448 | 9453 | </summary> |
9449 | 9454 | </member> |
| 9455 | + <member name="F:SDG.Unturned.AirdropAsset.barricadeRef"> |
| 9456 | + <summary> |
| 9457 | + Interactable storage barricade to spawn at the drop position. |
| 9458 | + </summary> |
| 9459 | + </member> |
| 9460 | + <member name="F:SDG.Unturned.AirdropAsset.model"> |
| 9461 | + <summary> |
| 9462 | + Prefab to spawn falling from the aircraft. |
| 9463 | + </summary> |
| 9464 | + </member> |
9450 | 9465 | <member name="T:SDG.Unturned.OncePerFrameGuard"> |
9451 | 9466 | <summary> |
9452 | 9467 | True once per frame, false otherwise. |
|
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