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27 April 2026 - Version 3.26.3.107-preview22981240 (22981240) (#562)
Co-authored-by: rocketmodfixadmin <rocketmodfixadmin@users.noreply.github.com>
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redist/redist-client-preview/Assembly-CSharp.xml

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This overload doesn't support legacy Condition_# format.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EBoxProbabilityModel.Original">
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<summary>
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Each quality tier has different rarities.
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Legendary: 5% Epic: 20% Rare: 75%
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</summary>
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</member>
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<member name="F:SDG.Unturned.EBoxProbabilityModel.Equalized">
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<summary>
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Each item has an equal chance regardless of quality.
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</summary>
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</member>
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<member name="T:SDG.Unturned.TextChatEventHook">
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<summary>
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Can be added to any GameObject to receive text chat events.
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Invoked when a player message passes the filters.
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</summary>
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</member>
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<member name="F:SDG.Unturned.EBoxProbabilityModel.Original">
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<summary>
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Each quality tier has different rarities.
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Legendary: 5% Epic: 20% Rare: 75%
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</summary>
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</member>
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<member name="F:SDG.Unturned.EBoxProbabilityModel.Equalized">
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<summary>
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Each item has an equal chance regardless of quality.
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</summary>
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</member>
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<member name="T:SDG.Unturned.EServerListCurationAction">
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<summary>
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Determines how to handle a server if it matches a rule.
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Reduces frequency of UndergroundAllowlist checks because it can be expensive with lots of entities and volumes.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Zombie.OnUpdate">
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<summary>
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2026-04-24: this *was* Unity's Update monobehavior message, but for maps with large numbers of zombies
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(2500+) it turned out to take a significant chunk of time. As a last-minute hack we now only update
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zombies in regions with players in them.
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</summary>
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</member>
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<member name="M:SDG.Unturned.Zombie.SetCountedAsAliveInZombieRegion(System.Boolean)">
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<summary>
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Helper to prevent mistakes or plugins from breaking alive zombie count.
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Unfortunately in-game rich text does not have code formatting yet, so remove the tags while preserving text.
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</summary>
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</member>
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<member name="M:SDG.Unturned.ListExtension.GetRandomIndex``1(System.Collections.Generic.List{``0})">
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<summary>
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Get index within bounds assuming list is not empty.
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</summary>
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</member>
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<member name="M:SDG.Unturned.ListExtension.AddDefaulted``1(System.Collections.Generic.List{``0})">
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<summary>
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Add a new item using its default constructor.
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</summary>
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</member>
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<member name="P:SDG.Unturned.ItemClothingAsset.armor">
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<summary>
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Multiplier to incoming damage. Defaults to 1.0.
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If true, the real item is shown rather than the cosmetic item. If false, the cosmetic item can be seen.
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</summary>
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</member>
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<member name="M:SDG.Unturned.ListExtension.GetRandomIndex``1(System.Collections.Generic.List{``0})">
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<summary>
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Get index within bounds assuming list is not empty.
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</summary>
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</member>
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<member name="M:SDG.Unturned.ListExtension.AddDefaulted``1(System.Collections.Generic.List{``0})">
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<summary>
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Add a new item using its default constructor.
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</summary>
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</member>
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<member name="T:SDG.Unturned.DamageZombieParameters">
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<summary>
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Payload for the DamageTool.damageZombie function.
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Worst case scenario is 3 hair overrides and 3 beard overrides.
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</summary>
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</member>
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<member name="M:SDG.Unturned.HumanClothes.TransferEffectTransform(UnityEngine.GameObject,UnityEngine.Transform)">
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<summary>
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Used when item takes priority over cosmetic but mythical effect is still visible.
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</summary>
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</member>
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<member name="M:SDG.Unturned.HumanClothes.centerHeadEffect(UnityEngine.Transform,UnityEngine.Transform)">
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<summary>
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Center mythical effect hook horizontally, but maintain vertical placement.

redist/redist-client-preview/RocketModFix.Unturned.Redist.Client.nuspec

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<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
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<metadata>
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<id>RocketModFix.Unturned.Redist.Client</id>
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<version>3.26.2.3-preview22896472</version>
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<version>3.26.3.107-preview22981240</version>
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<description>
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Unturned 3 Client-side redistributables. Standalone and always up-to-date.
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</description>
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