|
2610 | 2610 | If true, the server will replicate the event to clients. |
2611 | 2611 | </summary> |
2612 | 2612 | </member> |
| 2613 | + <member name="P:SDG.Unturned.ItemStorageAsset.CanPlayersOpen"> |
| 2614 | + <summary> |
| 2615 | + If true, players can interact with the barricade to open storage. |
| 2616 | + Defaults to true. |
| 2617 | + Useful for pre-placed sentries to prevent stealing their guns. |
| 2618 | + </summary> |
| 2619 | + </member> |
| 2620 | + <member name="P:SDG.Unturned.ItemStorageAsset.ShouldDeleteContainedItemsOnDestroy"> |
| 2621 | + <summary> |
| 2622 | + If true, any stored items are despawned rather than dropped when destroyed. |
| 2623 | + Defaults to false. |
| 2624 | + </summary> |
| 2625 | + </member> |
2613 | 2626 | <member name="T:SDG.Unturned.NPCWeatherBlendAlphaCondition"> |
2614 | 2627 | <summary> |
2615 | 2628 | Compares weather intensity to value. |
|
3053 | 3066 | <member name="F:SDG.Unturned.Asset.ignoreNPOT"> |
3054 | 3067 | <summary> |
3055 | 3068 | Should texture non-power-of-two warnings be ignored? |
3056 | | - Unfortunately some third party assets have odd setups. |
| 3069 | + Unfortunately some already-included third-party assets have NPOT textures. |
3057 | 3070 | </summary> |
3058 | 3071 | </member> |
3059 | 3072 | <member name="P:SDG.Unturned.Asset.ignoreTextureReadable"> |
|
3584 | 3597 | Is the Ctrl-C or Ctrl-Break signal being handled? |
3585 | 3598 | </summary> |
3586 | 3599 | </member> |
3587 | | - <member name="T:SDG.Unturned.DamagePlayerParameters"> |
| 3600 | + <member name="F:SDG.Unturned.ELoadingTip.MAX"> |
3588 | 3601 | <summary> |
3589 | | - Payload for the DamageTool.damagePlayer function. |
| 3602 | + Marker for counting number of tips. |
3590 | 3603 | </summary> |
3591 | 3604 | </member> |
3592 | | - <member name="F:SDG.Unturned.DamagePlayerParameters.respectArmor"> |
| 3605 | + <member name="F:SDG.Unturned.LoadingUI.placeholderCamera"> |
3593 | 3606 | <summary> |
3594 | | - Should armor worn on matching limb be factored in? |
| 3607 | + Camera used while transitioning between scenes to prevent the "no cameras rendering" warning. |
3595 | 3608 | </summary> |
3596 | 3609 | </member> |
3597 | | - <member name="F:SDG.Unturned.DamagePlayerParameters.applyGlobalArmorMultiplier"> |
| 3610 | + <member name="F:SDG.Unturned.LoadingUI.pingWarning"> |
3598 | 3611 | <summary> |
3599 | | - Should game mode config damage multiplier be factored in? |
| 3612 | + Shown when game connection ping is significantly higher than server browser ping. At the time of writing |
| 3613 | + (2025-01-17) this is likely because the server is using an "anycast proxy" in front of Steam A2S cache. |
3600 | 3614 | </summary> |
3601 | 3615 | </member> |
3602 | | - <member name="F:SDG.Unturned.DamagePlayerParameters.trackKill"> |
| 3616 | + <member name="F:SDG.Unturned.LoadingUI.lastLoading"> |
3603 | 3617 | <summary> |
3604 | | - If player dies should it count towards quests? |
| 3618 | + Set to Time.frameCount + 1 while loading. |
| 3619 | + In the past used realtime, but that was unreliable if an individual frame took too long. |
3605 | 3620 | </summary> |
3606 | 3621 | </member> |
3607 | | - <member name="F:SDG.Unturned.DamagePlayerParameters.ragdollEffect"> |
| 3622 | + <member name="M:SDG.Unturned.LoadingUI.PickNonLevelBackgroundImage"> |
3608 | 3623 | <summary> |
3609 | | - Effect to apply to ragdoll if dead. |
| 3624 | + Select a loading image while on the startup screen or a level without any images. |
3610 | 3625 | </summary> |
3611 | 3626 | </member> |
3612 | | - <member name="F:SDG.Unturned.ELoadingTip.MAX"> |
| 3627 | + <member name="T:SDG.Unturned.DamagePlayerParameters"> |
3613 | 3628 | <summary> |
3614 | | - Marker for counting number of tips. |
| 3629 | + Payload for the DamageTool.damagePlayer function. |
3615 | 3630 | </summary> |
3616 | 3631 | </member> |
3617 | | - <member name="F:SDG.Unturned.LoadingUI.placeholderCamera"> |
| 3632 | + <member name="F:SDG.Unturned.DamagePlayerParameters.respectArmor"> |
3618 | 3633 | <summary> |
3619 | | - Camera used while transitioning between scenes to prevent the "no cameras rendering" warning. |
| 3634 | + Should armor worn on matching limb be factored in? |
3620 | 3635 | </summary> |
3621 | 3636 | </member> |
3622 | | - <member name="F:SDG.Unturned.LoadingUI.pingWarning"> |
| 3637 | + <member name="F:SDG.Unturned.DamagePlayerParameters.applyGlobalArmorMultiplier"> |
3623 | 3638 | <summary> |
3624 | | - Shown when game connection ping is significantly higher than server browser ping. At the time of writing |
3625 | | - (2025-01-17) this is likely because the server is using an "anycast proxy" in front of Steam A2S cache. |
| 3639 | + Should game mode config damage multiplier be factored in? |
3626 | 3640 | </summary> |
3627 | 3641 | </member> |
3628 | | - <member name="F:SDG.Unturned.LoadingUI.lastLoading"> |
| 3642 | + <member name="F:SDG.Unturned.DamagePlayerParameters.trackKill"> |
3629 | 3643 | <summary> |
3630 | | - Set to Time.frameCount + 1 while loading. |
3631 | | - In the past used realtime, but that was unreliable if an individual frame took too long. |
| 3644 | + If player dies should it count towards quests? |
3632 | 3645 | </summary> |
3633 | 3646 | </member> |
3634 | | - <member name="M:SDG.Unturned.LoadingUI.PickNonLevelBackgroundImage"> |
| 3647 | + <member name="F:SDG.Unturned.DamagePlayerParameters.ragdollEffect"> |
3635 | 3648 | <summary> |
3636 | | - Select a loading image while on the startup screen or a level without any images. |
| 3649 | + Effect to apply to ragdoll if dead. |
3637 | 3650 | </summary> |
3638 | 3651 | </member> |
3639 | 3652 | <member name="F:SDG.Unturned.ESteamCallValidation.ONLY_FROM_SERVER"> |
|
6461 | 6474 | </member> |
6462 | 6475 | <member name="M:SDG.Unturned.ServerMessageHandler_ReadyToConnect.IsNameBlockedByNelsonFilter(System.String)"> |
6463 | 6476 | <summary> |
6464 | | - Kick players maybe trying to impersonate me. I guess nobody else named Nelson is allowed in the game! |
| 6477 | + Kick players maybe trying to impersonate devs. (Reports of sad/bad experiences with pretenders, unfortunately.) |
6465 | 6478 | 2023-09-19: relaxed this a bit by trimming names and using Equals/Starts/Ends rather than Contains |
6466 | 6479 | because there was a player with Nelson in their username. |
6467 | 6480 | </summary> |
|
11774 | 11787 | Maximum number of items to recover when salvaged. |
11775 | 11788 | </summary> |
11776 | 11789 | </member> |
| 11790 | + <member name="P:SDG.Unturned.ItemPlaceableAsset.SalvageItemFullHealthRef"> |
| 11791 | + <summary> |
| 11792 | + Item or spawn table recovered when picked up at 100% health. |
| 11793 | + Defaults to self. |
| 11794 | + </summary> |
| 11795 | + </member> |
| 11796 | + <member name="P:SDG.Unturned.ItemPlaceableAsset.MinItemsRecoveredOnSalvageFullHealth"> |
| 11797 | + <summary> |
| 11798 | + Minimum number of items to recover when salvaged at full health. |
| 11799 | + </summary> |
| 11800 | + </member> |
| 11801 | + <member name="P:SDG.Unturned.ItemPlaceableAsset.MaxItemsRecoveredOnSalvageFullHealth"> |
| 11802 | + <summary> |
| 11803 | + Maximum number of items to recover when salvaged at full health. |
| 11804 | + </summary> |
| 11805 | + </member> |
11777 | 11806 | <member name="P:SDG.Unturned.ItemPlaceableAsset.minItemsDroppedOnDestroy"> |
11778 | 11807 | <summary> |
11779 | 11808 | Minimum number of items to drop when destroyed. |
|
16606 | 16635 | transform's localRotation when the vehicle was instantiated. |
16607 | 16636 | </summary> |
16608 | 16637 | </member> |
| 16638 | + <member name="F:SDG.Unturned.TrainCar.objectsToRoot"> |
| 16639 | + <summary> |
| 16640 | + Objects transform relative to Root. |
| 16641 | + Identity in vanilla, but may be otherwise in mods. |
| 16642 | + Necessary for fix interpolation issue with front/back transform. |
| 16643 | + </summary> |
| 16644 | + </member> |
16609 | 16645 | <member name="F:SDG.Unturned.TrainCar.rootRigidbody"> |
16610 | 16646 | <summary> |
16611 | 16647 | Rigidbody component on the root game object. |
|
17807 | 17843 | <member name="P:SDG.Unturned.ItemWeaponAsset.allowFleshFx"> |
17808 | 17844 | <summary> |
17809 | 17845 | Should player/animal/zombie surface be nulled on hit? |
17810 | | - Requested by spyjack for a chainsaw-style shield that was overboard with the blood. |
| 17846 | + May be useful for weapons going overboard with the blood splatters. |
17811 | 17847 | </summary> |
17812 | 17848 | </member> |
17813 | 17849 | <member name="P:SDG.Unturned.ItemWeaponAsset.bypassAllowedToDamagePlayer"> |
|
18596 | 18632 | </member> |
18597 | 18633 | <member name="P:SDG.Unturned.AnimalAsset.shouldPlayAnimsOnDedicatedServer"> |
18598 | 18634 | <summary> |
18599 | | - Temporary until something better makes sense? For Spyjack. |
| 18635 | + Temporary until something better makes sense? |
| 18636 | + Originally added for modded animals triggering damage from animations. |
18600 | 18637 | </summary> |
18601 | 18638 | </member> |
18602 | 18639 | <member name="P:SDG.Unturned.AnimalAsset.ShouldPreventMoveDuringStartle"> |
|
19578 | 19615 | <member name="F:SDG.Unturned.ItemGunAsset.requiresNonZeroAttachmentCaliber"> |
19579 | 19616 | <summary> |
19580 | 19617 | Defaults to false. If true, attachments must specify at least one non-zero caliber. |
19581 | | - Requested by Great Hero J to block vanilla attachments in VGR. |
| 19618 | + Useful for blocking vanilla attachments. |
19582 | 19619 | </summary> |
19583 | 19620 | </member> |
19584 | 19621 | <member name="P:SDG.Unturned.ItemGunAsset.RechamberAfterMagazineAttached"> |
|
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