diff --git a/redist/redist-manifests/.manifest.redist-server-preview.txt b/redist/redist-manifests/.manifest.redist-server-preview.txt index 02a685d0..78d3985f 100644 --- a/redist/redist-manifests/.manifest.redist-server-preview.txt +++ b/redist/redist-manifests/.manifest.redist-server-preview.txt @@ -1 +1 @@ -6704234823619253305 +7454459919605579578 diff --git a/redist/redist-server-preview/Assembly-CSharp.dll b/redist/redist-server-preview/Assembly-CSharp.dll index 84477f7c..4f92cb33 100755 Binary files a/redist/redist-server-preview/Assembly-CSharp.dll and b/redist/redist-server-preview/Assembly-CSharp.dll differ diff --git a/redist/redist-server-preview/Assembly-CSharp.xml b/redist/redist-server-preview/Assembly-CSharp.xml index f8b42a21..07ec622e 100755 --- a/redist/redist-server-preview/Assembly-CSharp.xml +++ b/redist/redist-server-preview/Assembly-CSharp.xml @@ -834,12 +834,9 @@ Water volume marked as being sea level. - - Null if under old water level, otherwise the volume. - - + - Find the water elevation underneath point, or above point if underwater. + Prioritizes volumes with a fishing override. @@ -852,11 +849,29 @@ If true rain will be occluded below the surface on the Y axis. + + + Not using CachingAssetRef so it works with copy-paste. (Can we implement serialization for CachingAssetRef?) + + + + + If set, depth at bobber must exceed this to catch fish. + + Flag for legacy sea level. + + Null if under old water level, otherwise the volume. + + + + Find the water elevation underneath point, or above point if underwater. + + Convert world-space point into region coordinates that may be out of bounds. @@ -1106,7 +1121,8 @@ Please check CurrentlyAllowsBuilding. - Bypassed by LevelAsset's ShouldAllowBuildingInSafezonesInSingleplayer option. + Bypassed by LevelAsset's ShouldAllowBuildingInSafezonesInSingleplayer option as well as + Gameplay config's Bypass_Building_In_Safezones option. @@ -1590,7 +1606,7 @@ Loading master bundles. - + Master bundle from root /Bundles directory containing vanilla assets. @@ -1986,6 +2002,13 @@ make life easier we will do the same for the main menu announcement feed. + + + Kept because lots of modders have been these scripts in Unity, + so removing legacy effect id would break their content. + Note: unsure about this one because it is private and not serialized. + + Extensions to the built-in Input class. @@ -2241,7 +2264,7 @@ Called by quest details UI to request server to abandon quest. - + Called when there are no responses to choose, but server has indicated a next dialogue is available. @@ -2373,6 +2396,24 @@ set to the NPC's root dialogue asset. + + + Abstracts pathfinding/navmesh library available. + (ASPFP implementation not included in SDK release, but this way licensees of the plugin can + re-enable it in custom builds.) + + + + + Create editor-only per-navmesh marker. + + + + + IOBS gets or adds a NavmeshCut component in some situations. + Returns null if not applicable. + + If true, NVGs work in third-person, not just first-person. @@ -2701,6 +2742,11 @@ Get point of view in worldspace without the left/right leaning modifier. + + + Moves legacy image effect dependency out of SDK release. + + This is only used after capturing dual-render scope, not when exiting scope overlay. @@ -3109,18 +3155,6 @@ Planning ahead to potentially convert the game to use Unity's newer Addressables feature. - - - Nelson 2024-12-16: This menu and ESteamUGCType are far from ideal, but I'm just trying to hack in a new tag for - server browser curation assets before the update. :P - - - - - Nelson 2025-02-20: Hacking this in to address duplicate buttons when onPublishedAdded is called for a second - page of published files. (public issue #4882) - - Crossover from Dying Light. Only spawns during night. Explodes into fire at dawn. @@ -3161,6 +3195,18 @@ Same as FindChildRecursive, but skip specific child. + + + Nelson 2024-12-16: This menu and ESteamUGCType are far from ideal, but I'm just trying to hack in a new tag for + server browser curation assets before the update. :P + + + + + Nelson 2025-02-20: Hacking this in to address duplicate buttons when onPublishedAdded is called for a second + page of published files. (public issue #4882) + + Flag in case levelObject is destroyed. @@ -3597,56 +3643,56 @@ Is the Ctrl-C or Ctrl-Break signal being handled? - + - Marker for counting number of tips. + Payload for the DamageTool.damagePlayer function. - + - Camera used while transitioning between scenes to prevent the "no cameras rendering" warning. + Should armor worn on matching limb be factored in? - + - Shown when game connection ping is significantly higher than server browser ping. At the time of writing - (2025-01-17) this is likely because the server is using an "anycast proxy" in front of Steam A2S cache. + Should game mode config damage multiplier be factored in? - + - Set to Time.frameCount + 1 while loading. - In the past used realtime, but that was unreliable if an individual frame took too long. + If player dies should it count towards quests? - + - Select a loading image while on the startup screen or a level without any images. + Effect to apply to ragdoll if dead. - + - Payload for the DamageTool.damagePlayer function. + Marker for counting number of tips. - + - Should armor worn on matching limb be factored in? + Camera used while transitioning between scenes to prevent the "no cameras rendering" warning. - + - Should game mode config damage multiplier be factored in? + Shown when game connection ping is significantly higher than server browser ping. At the time of writing + (2025-01-17) this is likely because the server is using an "anycast proxy" in front of Steam A2S cache. - + - If player dies should it count towards quests? + Set to Time.frameCount + 1 while loading. + In the past used realtime, but that was unreliable if an individual frame took too long. - + - Effect to apply to ragdoll if dead. + Select a loading image while on the startup screen or a level without any images. @@ -3819,6 +3865,12 @@ Doesn't apply if handle is currently being dragged. + + + When this attribute is enabled a warning is shown in the server lobby. + Applied to options which reduce accessibility. + + URL of a 64x64 image shown in the upper-left of the server lobby menu. @@ -4804,6 +4856,11 @@ Percentage [0 to 1] of XP to retain when killed by the environment (e.g., zombies). + + + Scales XP cost to purchase/upgrade skills. + + Percentage [0 to 1] chance to lose each inventory item when killed by another player. @@ -5220,6 +5277,16 @@ Are sentry guns and beds allowed on vehicles? + + + If true, buildables can be placed in "no building" zones. + + + + + If true, buildables can be placed in safezones. + + Should holiday (Halloween and Christmas) content like NPC outfits and decorations be loaded? @@ -5257,6 +5324,11 @@ If true, client-side options like damage flinch, explosion camera shake, viewmodel bob are ignored. + + + If true, minimum foliage density of "Low" is enforced. + + If true, hide viewmodel while aiming a dual-render scope and show a 2D overlay instead. @@ -5264,6 +5336,12 @@ dual-render surface to zoom-*out* when aiming in. + + + If true, a challenge must be completed before catching a fish. + Only applicable for supported maps and fishing rods. (I.e., not older custom maps.) + + How long (in seconds) before a player can leave the server through the pause menu. @@ -5341,6 +5419,21 @@ [0 to 1] Scales how much the first-person arms move while ADS. + + + Shortest amount of time before a fish takes the bait. + + + + + Longest amount of time before a fish takes the bait. + + + + + Multiplier for fishing bite interval when casting strength bar is full. + + Each generated comment line is prefixed with this string. @@ -5897,6 +5990,140 @@ Get the computed hash after processing stream. + + + Fishing rod itself defines rewards. Ignore per-volume rewards. + Default. (backwards compatibility) + + + + + Use per-volume (or per-level if volume unspecified) rewards. + If level doesn't support volume rewards, fallback to Rod rewards. + + + + + Items that can be caught while fishing can optionally override these properties. + + + + + Values that would be [0.0, 1.0] floats are fixed-point integers to ensure deterministic client/server results. + + + + + Time values are multiplied by this to allow for fishing rod capture time multipliers. + + + + + Upward acceleration cannot increase beyond this limit. + + + + + Downward acceleration cannot increase beyond this limit. + + + + + Upward speed cannot increase beyond this limit. + + + + + Downward speed cannot increase beyond this limit. + + + + + How much velocity to preserve when bouncing off the top. + + + + + How much velocity to preserve when bouncing off the bottom. + + + + + When choosing a new position, it will be at least this far away. + + + + + When choosing a new position, it will be at most this far away. + + + + + Minimum choosable position. + + + + + Maximum choosable position. + + + + + How long before item is caught. + + + + + How long before item gets away. + + + + + Multiplier for interval before a fish takes the bait. + Defaults to 1. + + + + + If true, player must complete a challenge when fish takes the bait before catching. + Defaults to false for backwards compatibility. + + + + + Size of window item must be within to catch. + + + + + Downward acceleration while input is not held. + + + + + Upward acceleration while input is held. + + + + + How much velocity to preserve when bouncing off the top. + + + + + How much velocity to preserve when bouncing off the bottom. + + + + + Multiplier for how long item must be within cursor before catching. + + + + + Multiplier for how long item must be outside cursor before failure. + + Gets barricades both attached to vehicles and not attached to vehicles. @@ -6534,7 +6761,7 @@ Only kills outside this radius around the player are tracked. - NSTM requested this for a sniping zombies quest. + Useful for quests incentivizing sniping. @@ -6610,11 +6837,27 @@ If set, find a child meshrenderer with this name and change its material to the character hair material. + + + For items using hairOverride, the hair material color will default to this for players without the + Gold Upgrade. (Since the Gold Upgrade is required for full RGB control, the default hair colors may + look boring for items that cover the hair but aren't hair in of themselves.) Also used as the color + in the cosmetic preview. + + If set, find a child meshrenderer with this name and change its material to the character beard material. + + + For items using BeardOverride, the beard material color will default to this for players without the + Gold Upgrade. (Since the Gold Upgrade is required for full RGB control, the default beard colors may + look boring for items that cover the beard but aren't beards in of themselves.) + Also used as the color in the cosmetic preview. + + Tag display name without rich text formatting. To use, for example, in logging, sorting, or with rich color override. @@ -6686,49 +6929,145 @@ Messenger context is logged to help track down abusive assets. - + - Actual unfiltered text. - Kept because plugins might be referencing, and game should use directly once state byte array is refactored. + Planar reflection component updates its culling distance and culling mask when this is incremented. - + - If profanity filter is enabled this filtered text is displayed on the 3D sign and in the note UI. - Null or empty on the dedicated server. + Overrides in-game UI scale setting. - + - Legacy uGUI text on canvas. + Distance to use terrain shaders before fallback to a baked texture. - + - Legacy uGUI text on canvas. + Higher error reduces vertex density as distance increases. - + - App version string packed into a 32-bit number for replication. + Added for players who want to see if they can get better performance with a ridiculously low max draw distance. - + - Path to directory containing "Editor", "Menu", "Player", "Curse_Words.txt", etc files. + Multiplier for far clip plane distance. + Clamped within [0, 1] range to prevent editing config files for an advantage. - + - Called clientside by BattlEye when it needs us to send a packet to the server. + Multiplier for draw distance. + Clamped within [0, 1] range to prevent editing config files for an advantage. - + - Event for plugins when BattlEye wants to kick a player. + Multiplier for draw distance of optional super-low LOD models. + Clamped within [0, 1] range to prevent editing config files for an advantage. - + + + Vehicles outside this distance are not rendered. + + + + + Called after loading graphics settings from disk so that their values can be adjusted. + + + + + If default resolution is zero, try falling back to a higher one. + Used when restoring defaults and validating loaded settings. + + + + + If true, make the game look as nice as possible. + Note: certain limits are imposed except in singleplayer to prevent this from being exploited. + + + + + Moves legacy image effect dependency out of SDK release. + + + + + Moves highlighting plugin dependency out of SDK release. + + + + + Actual unfiltered text. + Kept because plugins might be referencing, and game should use directly once state byte array is refactored. + + + + + If profanity filter is enabled this filtered text is displayed on the 3D sign and in the note UI. + Null or empty on the dedicated server. + + + + + Legacy uGUI text on canvas. + + + + + Legacy uGUI text on canvas. + + + + + Reset to -1 when not chatting. If player presses up/down we get index 0 (most recent). + + + + + Fill chat field with previous sent message. + Useful for repeating commands with minor changes. + + + + + Use the latest hotbar items in the UI. + + + + + Moves legacy image effect dependency out of SDK release. + + + + + App version string packed into a 32-bit number for replication. + + + + + Path to directory containing "Editor", "Menu", "Player", "Curse_Words.txt", etc files. + + + + + Called clientside by BattlEye when it needs us to send a packet to the server. + + + + + Event for plugins when BattlEye wants to kick a player. + + + Called serverside by BattlEye when it needs us to send a packet to a player. @@ -7514,46 +7853,6 @@ This overload doesn't support legacy Condition_# format. - - - Determines how to handle a server if it matches a rule. - - - - - Apply label and continue processing rules. - - - - - Show the server in the list. - - - - - Hide the server from the list. - - - - - Note: Port (if set) refers to the Steam query port. - - - - - If true, negate whether this rule matches. i.e., binary NOT. - - - - - Incremented during server list refresh for each server blocked by this rule. - - - - - Optional image bundled alongside the asset file. - - Each quality tier has different rarities. @@ -7626,6 +7925,46 @@ Invoked when a player message passes the filters. + + + Determines how to handle a server if it matches a rule. + + + + + Apply label and continue processing rules. + + + + + Show the server in the list. + + + + + Hide the server from the list. + + + + + Note: Port (if set) refers to the Steam query port. + + + + + If true, negate whether this rule matches. i.e., binary NOT. + + + + + Incremented during server list refresh for each server blocked by this rule. + + + + + Optional image bundled alongside the asset file. + + Switches between "legacy" (per-level road textures bundle) and "assets" (using RoadAsset). @@ -8513,13 +8852,6 @@ Chat message values to show. - - - Kept because lots of modders have been these scripts in Unity, - so removing legacy effect id would break their content. - Note: unsure about this one because it is private and not serialized. - - Nelson 2025-05-13: replacing the "workshop request log" which used transport connection hash code with this @@ -8943,6 +9275,85 @@ Remove player from queue if they're waiting to exit their group. + + + Standing with the rod out, not using it. + + + + + Strength gauge is active. + + + + + Bobber is floating in the water. + The line is out and can be reeled back in. + + + + + Only applicable for fishing rods which opt-in. + Player is doing the challenge before the item is received. + + + + + If true, bobber will spawn or destroy once animation trigger is reached. + + + + + If false, bobber has started floating. + + + + + Server decides which item will be caught next. + Client is notified shortly before they can catch the item. + Used in the challenge UI on the client. + + + + + Server sends a random seed for challenge. + + + + + Position of challenge player cursor. + + + + + Velocity of fishing challenge player cursor. + + + + + Decreased until a notification is sent to the client they can catch a fish. + + + + + Increased after fish notification is sent/received. + + + + + Whether animation to indicate the fish can be caught has played yet. + + + + + If true, this item has closed PlayerLifeUI. + + + + + If true, enough time passed since starting Cast or Reel animation to apply its effects (e.g., spawning projectile). + + Special asset type that isn't (shouldn't be) returned by asset Find methods. Instead, if found when resolving @@ -10084,22 +10495,6 @@ Total amount deleted. - - - Reset to -1 when not chatting. If player presses up/down we get index 0 (most recent). - - - - - Fill chat field with previous sent message. - Useful for repeating commands with minor changes. - - - - - Use the latest hotbar items in the UI. - - Number of seconds to finish growing. @@ -10962,6 +11357,28 @@ Not an actual Steam ID or BattlEye ID, instead this is used to map player references to and from BE. + + + Steam itemdef IDs of equipped weapon and vehicle skins. + + + + + Unique per-item tags. + Indices correspond to those in skinItems array. + + + + + Unique per-item dynamic properties. + Indices correspond to those in skinItems array. + + + + + Steam item def IDs of items with dynamic property updates. + + True for offline or listen server host. @@ -12615,6 +13032,16 @@ Unfortunately in-game rich text does not have code formatting yet, so remove the tags while preserving text. + + + Get index within bounds assuming list is not empty. + + + + + Add a new item using its default constructor. + + Multiplier to incoming damage. Defaults to 1.0. @@ -12683,16 +13110,6 @@ If true, the real item is shown rather than the cosmetic item. If false, the cosmetic item can be seen. - - - Get index within bounds assuming list is not empty. - - - - - Add a new item using its default constructor. - - Payload for the DamageTool.damageZombie function. @@ -12897,71 +13314,6 @@ Prevents menu from being shown twice without a restart. - - - Planar reflection component updates its culling distance and culling mask when this is incremented. - - - - - Overrides in-game UI scale setting. - - - - - Distance to use terrain shaders before fallback to a baked texture. - - - - - Higher error reduces vertex density as distance increases. - - - - - Added for players who want to see if they can get better performance with a ridiculously low max draw distance. - - - - - Multiplier for far clip plane distance. - Clamped within [0, 1] range to prevent editing config files for an advantage. - - - - - Multiplier for draw distance. - Clamped within [0, 1] range to prevent editing config files for an advantage. - - - - - Multiplier for draw distance of optional super-low LOD models. - Clamped within [0, 1] range to prevent editing config files for an advantage. - - - - - Vehicles outside this distance are not rendered. - - - - - Called after loading graphics settings from disk so that their values can be adjusted. - - - - - If default resolution is zero, try falling back to a higher one. - Used when restoring defaults and validating loaded settings. - - - - - If true, make the game look as nice as possible. - Note: certain limits are imposed except in singleplayer to prevent this from being exploited. - - Index into Blueprints list. -1 means blueprint name is used instead. @@ -13170,6 +13522,11 @@ Sound clip to play. Volume matches the intensity. + + + If true, this weather's ambientAudio is higher priority than volumes. + + Component to spawn for additional weather logic. @@ -13180,6 +13537,12 @@ If per-volume mask AND is non zero the weather will blend in. + + + Multiplier for interval before a fish takes the bait. + Defaults to 1. + + Defines how instance methods handle invocation when the target instance does not exist yet, for example @@ -13380,6 +13743,11 @@ Get seat (if any), otherwise null. + + + Get ragdoll effect to use when running enemies over with the current vehicle. + + Serverside force player to exit vehicle regardless of safe exit points. @@ -13415,6 +13783,12 @@ Allows foreach loop to iterate renderers defined in lod group. + + + For non-gold players' hairOverride and beardOverride cosmetics default color. + Worst case scenario is 3 hair overrides and 3 beard overrides. + + Center mythical effect hook horizontally, but maintain vertical placement. @@ -13663,28 +14037,145 @@ - Looping voice audio clip. + Looping voice audio clip. + + + + + Playback buffer. + + + + + Steam does less work on the main thread if we request samples at the native decompresser sample rate, + so the re-sampling can be done on the Unity audio thread instead. + + + + + 1 / frequency + + + + + Number of samples to zero after writing new audio data. + + + + + Kept for backwards compatibility with mod hooks, plugins, and events. + + + + + Kept for backwards compatibility with mod hooks, plugins, and events. + + + + + [0, 1] used to avoid invoking BlendAlphaChanged every frame. + Compared against globalBlendAlpha not taking into account local volume. + + + + + Hash of lighting config. + Prevents using the level editor to make night time look like day. + + + + + Level designed target fog color. + + + + + Level designed target fog intensity. + + + + + Level designed target atmospheric fog intensity. + + + + + If global ocean plane is enabled then return the worldspace height, + otherwise return the optional default value. Default for volume based + water is -1024, but atmosphere measure uses a default of zero. + + + + + Nelson 2025-09-01: hacking this in to reset cloud particle systems when changing time + in the level editor. Otherwise, it's hard to tell how the intensity affects them. + + + + + Ticked on dedicated server as well as client so that server can listen for weather events. + + On dedicated server this is always 0xFFFFFFFF. + + + + Reset any global shader properties that may affect the main menu. + + + + + Source effect to group multiple volumes. + + + + + Audio source added to AmbianceAudioGameObject. + + + + + Reset to false before updating volumes. + + + + + Reset to false before updating volumes. + + + + + Reset to zero before updating volumes. If any volume uses distance fadeout, this is the maximum alpha. + + + + + If any volume doesn't use distance fadeout, this is the alpha based on time spent inside.. + + + + + Highest priority of overlapping volumes. - + - Playback buffer. + If any volume doesn't use distance fadeout, this is the minimum of their audio fade-in time. - + - Steam does less work on the main thread if we request samples at the native decompresser sample rate, - so the re-sampling can be done on the Unity audio thread instead. + If any volume doesn't use distance fadeout, this is the minimum of their audio fade-out time. + Only reset when created so that value is available after leaving all volumes. - + - 1 / frequency + Moves legacy image effect dependency out of SDK release. - + - Number of samples to zero after writing new audio data. + Moves legacy image effect dependency out of SDK release. @@ -13698,6 +14189,11 @@ 2D audio. + + + 2D audio. + + Optional parent transform to attach the audio source to. @@ -13708,6 +14204,13 @@ 0 = 2D, 1 = 3D + + + If true, caller is responsible for returning audio source to the pool. + Antithetical to the OneShot naming (originally referring to AudioSource.PlayOneShot), + but this struct is moreso for requesting an audio source from the pool. + + Associates an ID with the instance of the sound being played. This ensures that if Stop() is called @@ -14567,6 +15070,18 @@ Blueprints can test for these tags. (Future extension here?) + + + Fishing rods using per-water-volume fishing spawn table fallback to this table. + + + + + If true, this level has assigned fishing spawn tables to water volumes and/or set + the default table. Defaults to false. Enables fishing rods to work on all maps + regardless of when they were designed. + + Controls where attachments looks for ADS alignment transform. @@ -15198,6 +15713,11 @@ Assume renderers default to enabled. + + + Unlike destroy() this is called when Unity object is destroyed for any reason. + + Used by the server to validate client Unity player files (assemblies and resources). @@ -16314,6 +16834,12 @@ Skips checking for base textures if item cannot have skins. + + + Defaults to null. + Allows items (specifically fish) to override fishing settings. + + Find useableType by useable name. @@ -17233,17 +17759,17 @@ Update timers and UI for current page index. - - - Called when the player presses Interact [F] in dialogue screen. - - Show complete text for the current page and make responses visible. Called if dialogue animation is disabled, and when the player presses Interact [F] during animation. + + + Called when the player presses Interact [F] in dialogue screen. + + The main reason for this silliness is older versions didn't have a layered clothing shader, rather they @@ -18918,6 +19444,13 @@ Get asset ref to replace this one for holiday, or null if it should not be redirected. + + + Nelson 2026-03-04: the "bounds" list contains navmesh baking bounds + "BOUNDS_SIZE" expansion. + Several parts of the code were looping through ASPFP active graphs and checking whether a + point is within those bounds, so we'll now duplicate some bounds data for that purpose. + + Deserialize JSON onto an existing object instance. @@ -19045,113 +19578,6 @@ Corresponds to transitioning out with new weather system. - - - Kept for backwards compatibility with mod hooks, plugins, and events. - - - - - Kept for backwards compatibility with mod hooks, plugins, and events. - - - - - [0, 1] used to avoid invoking BlendAlphaChanged every frame. - Compared against globalBlendAlpha not taking into account local volume. - - - - - Hash of lighting config. - Prevents using the level editor to make night time look like day. - - - - - Level designed target fog color. - - - - - Level designed target fog intensity. - - - - - Level designed target atmospheric fog intensity. - - - - - If global ocean plane is enabled then return the worldspace height, - otherwise return the optional default value. Default for volume based - water is -1024, but atmosphere measure uses a default of zero. - - - - - Nelson 2025-09-01: hacking this in to reset cloud particle systems when changing time - in the level editor. Otherwise, it's hard to tell how the intensity affects them. - - - - - Ticked on dedicated server as well as client so that server can listen for weather events. - - On dedicated server this is always 0xFFFFFFFF. - - - - Reset any global shader properties that may affect the main menu. - - - - - Source effect to group multiple volumes. - - - - - Audio source added to AmbianceAudioGameObject. - - - - - Reset to false before updating volumes. - - - - - Reset to false before updating volumes. - - - - - Reset to zero before updating volumes. If any volume uses distance fadeout, this is the maximum alpha. - - - - - If any volume doesn't use distance fadeout, this is the alpha based on time spent inside.. - - - - - Highest priority of overlapping volumes. - - - - - If any volume doesn't use distance fadeout, this is the minimum of their audio fade-in time. - - - - - If any volume doesn't use distance fadeout, this is the minimum of their audio fade-out time. - Only reset when created so that value is available after leaving all volumes. - - Material to use during the Christmas event instead. @@ -20000,6 +20426,12 @@ Is cosmetic or skin equipped? + + + Given the itemdefid of an equipped skin, try to find its corresponding Steam unique instance ID. + (A.K.A. "Package" in older code?) + + Get SteamID of vehicle's driver, or nil if not driven. @@ -20038,11 +20470,6 @@ Called by navmesh baking to complete pending object changes that may affect which nav objects are enabled. - - - Extra text added to tooltip. - - Merging the devkit, legacy, and housing transform handles into one place. @@ -20182,6 +20609,11 @@ Drag along this tangent to the circle. + + + Extra text added to tooltip. + + If true then level should convert old node types to volumes. @@ -20945,6 +21377,23 @@ Only set on server. Associates player with their connection. + + + Steam itemdef IDs of equipped weapon and vehicle skins. + + + + + Unique per-item tags. + Indices correspond to those in skinItems array. + + + + + Unique per-item dynamic properties. + Indices correspond to those in skinItems array. + + Used when kicking player in queue to log what backend system might be failing. @@ -21855,57 +22304,97 @@ Not much of a mathematician. :( - + + + Does initialOverlaps array contain hit collider? + + + + + Does initialOverlaps array contain every hit collider? + + + + + Perform a move, then do a capsule cast to determine if physics simulation went through a wall. + + Required when disabling overlap recovery because there are issues when walking toward slopes that bend inward. + To test if physics simulation handles this better in the future: walk toward the inside of a barracks building in the PEI base. + + + + + Set detectCollisions to false and cancel deferred requests to enable. + + + + + Set detectCollisions to true on the next frame. + Useful when CharacterController is teleported to prevent adding huge forces to overlapping rigidbodies. + + + + + If true EnableDetectCollisionsNextFrame, if false DisableDetectCollisions. + + + + + Intentionally Update, not FixedUpdate. Physics transforms are applied between frames, whereas at low frame + rates there may be multiple FixedUpdates per frame. + + + Nelson 2025-04-30: carrying this over from whatever very old version of the A* Pathfinding Project the game was using because it has a few hacked-in behaviors the newer components don't. Ideally, we should write a custom movement component using the newer AIBase class. - + Determines how often it will search for new paths. If you have fast moving targets or AIs, you might want to set it to a lower value. The value is in seconds between path requests. - + Target to move towards. The AI will try to follow/move towards this target. It can be a point on the ground where the player has clicked in an RTS for example, or it can be the player object in a zombie game. - + Enables or disables searching for paths. Setting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path. \see #canMove - + Enables or disables movement. \see #canSearch - + Maximum velocity. This is the maximum speed in world units per second. - + Rotation speed. Rotation is calculated using Quaternion.SLerp. This variable represents the damping, the higher, the faster it will be able to rotate. - + Distance from the target point where the AI will start to slow down. * Note that this doesn't only affect the end point of the path * but also any intermediate points, so be sure to set #forwardLook and #pickNextWaypointDist to a higher value than this - + Determines within what range it will switch to target the next waypoint in the path - + Target point is Interpolated on the current segment in the path so that it has a distance of #forwardLook from the AI. See the detailed description of AIPath for an illustrative image - + Distance to the end point to consider the end of path to be reached. When this has been reached, the AI will not move anymore until the target changes and OnTargetReached will be called. - + Do a closest point on path check when receiving path callback. Usually the AI has moved a bit between requesting the path, and getting it back, and there is usually a small gap between the AI and the closest node. @@ -21913,63 +22402,63 @@ AI position. This helps to reduce the moments when the AI just get a new path back, and thinks it ought to move backwards to the start of the new path even though it really should just proceed forward. - + Cached Seeker component - + Cached Transform component - + Time when the last path request was sent - + Current path which is followed - + Cached CharacterController component - + Current index in the path which is current target - + Holds if the end-of-path is reached \see TargetReached - + Only when the previous path has been returned should be search for a new path - + Returns if the end-of-path has been reached \see targetReached - + Initializes reference variables. * If you override this function you should in most cases call base.Awake () at the start of it. * - + Run at start and when reenabled. Starts RepeatTrySearchPath. \see Start - + Requests a path to the target - + Called when a requested path has finished calculation. A path is first requested by #SearchPath, it is then calculated, probably in the same or the next frame. Finally it is returned to the seeker which forwards it to this function.\n - + Point to where the AI is heading. Filled in by #CalculateVelocity - + Relative direction to where the AI is heading. Filled in by #CalculateVelocity - + Calculates desired velocity. Finds the target path segment and returns the forward direction, scaled with speed. A whole bunch of restrictions on the velocity is applied to make sure it doesn't overshoot, does not look too far ahead, @@ -21982,12 +22471,12 @@ /see targetDirection /see currentWaypointIndex - + Rotates in the specified direction. Rotates around the Y-axis. \see turningSpeed - + Calculates target point from the current line segment. \param p Current position \param a Line segment start @@ -21996,45 +22485,5 @@ \see #forwardLook \todo This function uses .magnitude quite a lot, can it be optimized? - - - Does initialOverlaps array contain hit collider? - - - - - Does initialOverlaps array contain every hit collider? - - - - - Perform a move, then do a capsule cast to determine if physics simulation went through a wall. - - Required when disabling overlap recovery because there are issues when walking toward slopes that bend inward. - To test if physics simulation handles this better in the future: walk toward the inside of a barracks building in the PEI base. - - - - - Set detectCollisions to false and cancel deferred requests to enable. - - - - - Set detectCollisions to true on the next frame. - Useful when CharacterController is teleported to prevent adding huge forces to overlapping rigidbodies. - - - - - If true EnableDetectCollisionsNextFrame, if false DisableDetectCollisions. - - - - - Intentionally Update, not FixedUpdate. Physics transforms are applied between frames, whereas at low frame - rates there may be multiple FixedUpdates per frame. - - diff --git a/redist/redist-server-preview/RocketModFix.Unturned.Redist.Server.nuspec b/redist/redist-server-preview/RocketModFix.Unturned.Redist.Server.nuspec index 7a67e4c1..142de580 100644 --- a/redist/redist-server-preview/RocketModFix.Unturned.Redist.Server.nuspec +++ b/redist/redist-server-preview/RocketModFix.Unturned.Redist.Server.nuspec @@ -2,7 +2,7 @@ RocketModFix.Unturned.Redist.Server - 3.26.1.1-preview21721727 + 3.26.2.1-preview22625272 Unturned 3 Server-side redistributables. Standalone and always up-to-date. diff --git a/redist/redist-server-preview/SDG.Glazier.Runtime.dll b/redist/redist-server-preview/SDG.Glazier.Runtime.dll index 7a78c9d3..0605835f 100755 Binary files a/redist/redist-server-preview/SDG.Glazier.Runtime.dll and b/redist/redist-server-preview/SDG.Glazier.Runtime.dll differ diff --git a/redist/redist-server-preview/SDG.HostBans.Runtime.dll b/redist/redist-server-preview/SDG.HostBans.Runtime.dll index 7630b9b4..086eda13 100755 Binary files a/redist/redist-server-preview/SDG.HostBans.Runtime.dll and b/redist/redist-server-preview/SDG.HostBans.Runtime.dll differ diff --git a/redist/redist-server-preview/SDG.NetPak.Runtime.dll b/redist/redist-server-preview/SDG.NetPak.Runtime.dll index 15b070b2..1b51545b 100755 Binary files a/redist/redist-server-preview/SDG.NetPak.Runtime.dll and b/redist/redist-server-preview/SDG.NetPak.Runtime.dll differ diff --git a/redist/redist-server-preview/SDG.NetTransport.dll b/redist/redist-server-preview/SDG.NetTransport.dll index 2e44b2f2..525ecf57 100755 Binary files a/redist/redist-server-preview/SDG.NetTransport.dll and b/redist/redist-server-preview/SDG.NetTransport.dll differ diff --git a/redist/redist-server-preview/SystemEx.dll b/redist/redist-server-preview/SystemEx.dll index fdb6a31a..3f5525dd 100755 Binary files a/redist/redist-server-preview/SystemEx.dll and b/redist/redist-server-preview/SystemEx.dll differ diff --git a/redist/redist-server-preview/UnityEx.dll b/redist/redist-server-preview/UnityEx.dll index b8fda6d7..ee939c85 100755 Binary files a/redist/redist-server-preview/UnityEx.dll and b/redist/redist-server-preview/UnityEx.dll differ diff --git a/redist/redist-server-preview/UnturnedDat.dll b/redist/redist-server-preview/UnturnedDat.dll index d77fbc50..9e88e3bf 100755 Binary files a/redist/redist-server-preview/UnturnedDat.dll and b/redist/redist-server-preview/UnturnedDat.dll differ diff --git a/redist/redist-server-preview/com.rlabrecque.steamworks.net.dll b/redist/redist-server-preview/com.rlabrecque.steamworks.net.dll index 40ec6abd..6e69c403 100755 Binary files a/redist/redist-server-preview/com.rlabrecque.steamworks.net.dll and b/redist/redist-server-preview/com.rlabrecque.steamworks.net.dll differ diff --git a/redist/redist-server-preview/manifest.sha256.json b/redist/redist-server-preview/manifest.sha256.json index d0e3144b..a7c01b61 100644 --- a/redist/redist-server-preview/manifest.sha256.json +++ b/redist/redist-server-preview/manifest.sha256.json @@ -1,13 +1,13 @@ { - "SDG.HostBans.Runtime.dll": "8dee797f51bc71d963956dd8c5a9dcb20cb28b4d78f7277dff1ac5c04c41dd5a", - "com.rlabrecque.steamworks.net.dll": "be82f615a25dc536c0629a14b786bb6c7122b12fc097db64d1062a86e16c6239", - "Assembly-CSharp.dll": "39fe76334773db3646d416b9881cca9508039a6e28f0a966ae678e2a86782d73", - "SDG.NetTransport.dll": "718ae0c6417d1fb299c3c393276335f9806e8f0d3f342d87604f289bd0aa697e", - "Assembly-CSharp.xml": "a10c99ea5d0cf7d527b474c7ca6cb45e883a6cfc8d782ba6e424755d9a102572", + "SDG.HostBans.Runtime.dll": "a2c01b9c771cad7e8d744dc19e2480cf2b72ff0f460158133df7fd9c27acba09", + "UnturnedDat.dll": "edc458f6591fb75f8b6e2d45c5108e1c4e6d298f4f632e0159f28b34e3b5b4c9", + "Assembly-CSharp.xml": "f3cb2e63292bdd6db6fcc2e93b9bc26723251d358ef054b570ed8157f3ee8add", + "SDG.NetPak.Runtime.dll": "799131e9bc61cb5ce8e8bbb7096db7428e8c7432272e6983b6d7d5b7dbf1c2f2", + "com.rlabrecque.steamworks.net.dll": "3676041ec1ed556b412c1a1a0915b889cca7177bfa776756a4e6295d89413143", + "UnityEx.dll": "793daecc3ed73fa83e73b40565df1bc9694bbe69975ab02d62e4e07d1daeb7c4", "SDG.NetPak.Runtime.xml": "f9592fc449fbf9564e4d5d6b28d2d6c9cda75e94bc38250e65c1a1ff064aad11", - "SystemEx.dll": "c24f230d8a69a6da27acb6624ece0f88644acfe2aa27b362298c8951bd8d1967", - "UnturnedDat.dll": "5df9a82b0bdabdb43da09b6975e1497e2b9524537ba362da2ea9a23ae2a075d9", - "SDG.NetPak.Runtime.dll": "d9eef486901b39ca115f514d61f93e09392b0cc0956160cd479bcd6bc43b56d2", - "UnityEx.dll": "595dfdfe0678517b0b735054a7bbe3cc8de2fddf80b2d855512f4f4f70e6a029", - "SDG.Glazier.Runtime.dll": "320ed9315da9cb92bc8aa37cef6db127324de0a722ad793a6740977c14f2bb50" + "SystemEx.dll": "4accc7ec3aa94c42de3cc3558dede4f9dccc64d4026d487df1286d4c4edf3035", + "Assembly-CSharp.dll": "5b4612517d48d73714914c34e62f083ec15037ba3ee516ecff6ae72e6b330d06", + "SDG.NetTransport.dll": "b47c089ec3593bd0489bb31392c1cced376d477c64fd2404c556ead51cbed5f0", + "SDG.Glazier.Runtime.dll": "1499cf8f7361ca68146e1f19b73795ad3ff528d30bf2f9097028954e7cf66362" } \ No newline at end of file diff --git a/redist/redist-server-preview/version.preview.json b/redist/redist-server-preview/version.preview.json index 484e4a77..0ca48ce7 100644 --- a/redist/redist-server-preview/version.preview.json +++ b/redist/redist-server-preview/version.preview.json @@ -1,7 +1,7 @@ { - "GameVersion": "3.26.1.1", - "BuildId": "21721727", - "NuGetVersion": "3.26.1.1-preview21721727", - "FilesHash": "228F14D329E98EC2B2F131D1EEEE5C962E9A87D1F3215D0CC950ACF4407163C1", - "LastUpdated": "2026-01-30T19:47:54.8093382Z" + "GameVersion": "3.26.2.1", + "BuildId": "22625272", + "NuGetVersion": "3.26.2.1-preview22625272", + "FilesHash": "8C3F5617348EFDD31D5EDB9A12B0E3A4FCB83796ED041D36B51491F6C9D618D0", + "LastUpdated": "2026-04-02T20:00:51.1776402Z" } \ No newline at end of file