|
1520 | 1520 | request the server to do X we may as well support a "mod hook" that works with all three. |
1521 | 1521 | </summary> |
1522 | 1522 | </member> |
| 1523 | + <member name="F:SDG.Unturned.Passenger.turretEventHook"> |
| 1524 | + <summary> |
| 1525 | + Optional component on Turret_# GameObject for modding UnityEvents. |
| 1526 | + </summary> |
| 1527 | + </member> |
| 1528 | + <member name="F:SDG.Unturned.Passenger.collider"> |
| 1529 | + <summary> |
| 1530 | + Optional collider matching the player capsule to prevent short vehicles (e.g. bikes) from clipping into walls. |
| 1531 | + </summary> |
| 1532 | + </member> |
1523 | 1533 | <member name="T:SDG.Unturned.EAimAlignmentTransformOwner"> |
1524 | 1534 | <summary> |
1525 | 1535 | Controls where attachments looks for ADS alignment transform. |
|
1593 | 1603 | If true, text label for distance is visible. |
1594 | 1604 | </summary> |
1595 | 1605 | </member> |
1596 | | - <member name="F:SDG.Unturned.Passenger.turretEventHook"> |
1597 | | - <summary> |
1598 | | - Optional component on Turret_# GameObject for modding UnityEvents. |
1599 | | - </summary> |
1600 | | - </member> |
1601 | | - <member name="F:SDG.Unturned.Passenger.collider"> |
1602 | | - <summary> |
1603 | | - Optional collider matching the player capsule to prevent short vehicles (e.g. bikes) from clipping into walls. |
1604 | | - </summary> |
1605 | | - </member> |
1606 | 1606 | <member name="T:SDG.Unturned.SleekItemStoreMainMenuButton"> |
1607 | 1607 | <summary> |
1608 | 1608 | Displays a single random item. Placed under the other main menu buttons. |
|
10244 | 10244 | Defaults to _Color. |
10245 | 10245 | </summary> |
10246 | 10246 | </member> |
| 10247 | + <member name="F:SDG.Unturned.LevelAsset.CloudOverrideParticleSystemsPath.WarmupTime"> |
| 10248 | + <summary> |
| 10249 | + t passed into ParticleSystem.Simulate when clouds need an update. |
| 10250 | + </summary> |
| 10251 | + </member> |
10247 | 10252 | <member name="P:SDG.Unturned.LevelAsset.DefaultSkillsetLoadouts"> |
10248 | 10253 | <summary> |
10249 | 10254 | If set, overrides the per-skillset items players spawn with. |
|
11245 | 11250 | Tokens containing a colon ':' are ignored so that they can represent special filters like MasterBundleSearchFilter. |
11246 | 11251 | </summary> |
11247 | 11252 | </member> |
| 11253 | + <member name="P:SDG.Unturned.NPCEffectReward.AtPlayerPosition"> |
| 11254 | + <summary> |
| 11255 | + If true, spawn effect at player's position (rather than Spawnpoint). |
| 11256 | + </summary> |
| 11257 | + </member> |
11248 | 11258 | <member name="F:SDG.Unturned.NPCEffectReward.IsReliable"> |
11249 | 11259 | <summary> |
11250 | 11260 | Should the RPC be called in reliable mode? Unreliable effects might not be received. |
|
15595 | 15605 | false is useful for transient interactions. |
15596 | 15606 | </summary> |
15597 | 15607 | </member> |
| 15608 | + <member name="F:SDG.Unturned.InteractableObjectBinaryStateEventHook.InvokeEventsAuthorityOnly"> |
| 15609 | + <summary> |
| 15610 | + If true, OnStateEnabled and OnStateDisabled are only invoked in singleplayer and on the server. |
| 15611 | + </summary> |
| 15612 | + </member> |
| 15613 | + <member name="F:SDG.Unturned.InteractableObjectBinaryStateEventHook.ChangeStateAuthorityOnly"> |
| 15614 | + <summary> |
| 15615 | + If true, calls to GotoEnabledState, GotoDisabledState, and ToggleState are only processed in singleplayer |
| 15616 | + and on the server. |
| 15617 | + </summary> |
| 15618 | + </member> |
15598 | 15619 | <member name="F:SDG.Unturned.InteractableObjectBinaryStateEventHook.ListenServerHostMode"> |
15599 | 15620 | <summary> |
15600 | 15621 | Controls how state change requests are performed when running as both client and server ("listen server"). |
|
19259 | 19280 | For non-repeat weapons the "Use" audio clip is played once time reaches this point. |
19260 | 19281 | </summary> |
19261 | 19282 | </member> |
| 19283 | + <member name="F:SDG.Unturned.NPCEventReward.ShouldReplicate"> |
| 19284 | + <summary> |
| 19285 | + If true, the server will replicate the event to clients. |
| 19286 | + Defaults to true. |
| 19287 | + </summary> |
| 19288 | + </member> |
19262 | 19289 | <member name="M:SDG.Unturned.InteractableGenerator.updatePowerableIsWired(SDG.Unturned.InteractablePower,System.Boolean)"> |
19263 | 19290 | <summary> |
19264 | 19291 | Catch exceptions to prevent a broken powerable from breaking all the other powerable items in the area. |
|
19746 | 19773 | Hold onto collider and gameobject separately because collider isn't necessarily attached to gameobject. |
19747 | 19774 | </summary> |
19748 | 19775 | </member> |
| 19776 | + <member name="F:SDG.Framework.Devkit.EAmbianceVolumeFogOverrideMode.None"> |
| 19777 | + <summary> |
| 19778 | + Volume doesn't override fog. |
| 19779 | + </summary> |
| 19780 | + </member> |
| 19781 | + <member name="F:SDG.Framework.Devkit.EAmbianceVolumeFogOverrideMode.Constant"> |
| 19782 | + <summary> |
| 19783 | + Volume fog settings are the same at all times of day. |
| 19784 | + </summary> |
| 19785 | + </member> |
| 19786 | + <member name="F:SDG.Framework.Devkit.EAmbianceVolumeFogOverrideMode.PerTimeOfDay"> |
| 19787 | + <summary> |
| 19788 | + Volume fog settings vary throughout the day. |
| 19789 | + </summary> |
| 19790 | + </member> |
19749 | 19791 | <member name="F:SDG.Framework.Devkit.AmbianceVolume._id"> |
19750 | 19792 | <summary> |
19751 | 19793 | Kept because lots of modders have been using this script in Unity, |
|
19757 | 19799 | If per-weather mask AND is non zero the weather will blend in. |
19758 | 19800 | </summary> |
19759 | 19801 | </member> |
| 19802 | + <member name="F:SDG.Framework.Devkit.AmbianceVolume._overrideFog"> |
| 19803 | + <summary> |
| 19804 | + Kept for backwards compatibility with fog volumes created in Unity / by mods. |
| 19805 | + </summary> |
| 19806 | + </member> |
19760 | 19807 | <member name="F:SDG.Framework.Devkit.AmbianceVolume.enableFalloff"> |
19761 | 19808 | <summary> |
19762 | 19809 | Distinguishes from zero falloff which may be useful deep in a cave. |
|
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