<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.base</name>
    </assembly>
    <members>
        <member name="T:Sandbox.GenericPathEntity">
            <summary>
            A generic multi-purpose path that compiles all nodes as a single entity.<br/>
            This entity can be used with entities like ent_path_platform.
            </summary>
        </member>
        <member name="T:Sandbox.BasePathEntity`1">
            <summary>
            A base entity that will appear in Hammer's Path Tool and automatically parse data from Hammer into a ready-to-use format in C#.
            </summary>
            <typeparam name="T">The class to deserialize node data into.</typeparam>
        </member>
        <member name="P:Sandbox.BasePathEntity`1.pathNodesJSON">
            <summary>
            This is generated this automatically during map compile time
            </summary>
        </member>
        <member name="T:Sandbox.IBasePathNode">
            <summary>
            Used as both BasePathNode and BasePathNodeEntity so both can be used interchangeably
            </summary>
        </member>
        <member name="T:Sandbox.BasePathNode">
            <summary>
            A basic node description for the <see cref="T:Sandbox.BasePathEntity`1">BasePathEntity</see>.
            Please note that <see cref="T:Sandbox.BasePathNode">BasePathNodes</see> are NOT actual entities, therefore cannot support inputs and outputs. See <see cref="T:Sandbox.BasePathNodeEntity">BasePathNodeEntity</see>.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNode.Position">
            <summary>
            Position of the node relative to the path entity.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNode.TangentIn">
            <summary>
            Position of the incoming tangent relative to the node's position. Includes rotation/scale of the node.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNode.TangentOut">
            <summary>
            Position of the outgoing tangent relative to the node's position. Includes rotation/scale of the node.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNode.Entity">
            <summary>
            The entity associated with this path node, if they were set to spawn via <see cref="T:Editor.PathAttribute">[Path]</see>
            This will be set as soon as the node entity spawns, which will be after Path entity's Spawn() function.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNode.PathEntity">
            <summary>
            The path entity this node is associated with.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNode.HammerUniqueId">
            <summary>
            Used to set the Entity property. Couldn't find a way to hide it. Do not use.
            </summary>
        </member>
        <member name="T:Sandbox.BasePathNodeEntity">
            <summary>
            A basic node entity for the <see cref="T:Sandbox.BasePathEntity`1">BasePathEntity</see>.
            These can be used as alternatives to <see cref="T:Sandbox.BasePathNode">BasePathNode</see> data structures with <see cref="T:Editor.PathAttribute">[Path]'s</see> 2nd argument.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNodeEntity.TangentIn">
            <summary>
            Position of the incoming tangent relative to node's own position. Does NOT include node's rotation/scale.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNodeEntity.TangentOut">
            <summary>
            Position of the outgoing tangent relative to node's own position. Does NOT include node's rotation/scale.
            </summary>
        </member>
        <member name="P:Sandbox.BasePathNodeEntity.PathEntity">
            <summary>
            The Path entity this node belongs to.
            </summary>
        </member>
        <member name="T:Sandbox.BasePhysics">
            <summary>
            Base entity with physical properties, enables impact damage and the like
            </summary>
        </member>
        <member name="P:Sandbox.BaseTrigger.ActivationTags">
            <summary>
            Entities with these tags can activate this trigger.
            </summary>
        </member>
        <member name="M:Sandbox.BaseTrigger.Enable">
            <summary>
            Enables this trigger
            </summary>
        </member>
        <member name="M:Sandbox.BaseTrigger.Disable">
            <summary>
            Disables this trigger
            </summary>
        </member>
        <member name="M:Sandbox.BaseTrigger.Toggle">
            <summary>
            Toggles this trigger between enabled and disabled states
            </summary>
        </member>
        <member name="T:Sandbox.BaseViewModel">
            <summary>
            A common base we can use for weapons so we don't have to implement the logic over and over
            again.
            </summary>
        </member>
        <member name="M:Sandbox.BaseViewModel.PlaceViewmodel">
            <summary>
            Position your view model here.
            </summary>
        </member>
        <member name="T:Sandbox.WaterFunc">
            <summary>
            Generic water volume. Make sure to have light probe volume envelop the volume of the water for the water to gain proper lighting.
            </summary>
        </member>
        <member name="T:Sandbox.AnimatedMapEntity">
            <summary>
            A static prop that can play animations. If a door is wanted, please use the door entity.
            </summary>
        </member>
        <member name="P:Sandbox.AnimatedMapEntity.DefaultAnimation">
            <summary>
            The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.Break">
            <summary>
            Causes this prop to break, regardless if it is actually breakable or not. (i.e. ignores health and whether the model has gibs)
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetAnimation(System.String)">
            <summary>
            Play a specific animation (sequence) on the entity.
            The parameter should be the name of the animation.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetDefaultAnimation(System.String)">
            <summary>
            Sets the default animation. This is the animation will auto repeat if looping is enabled.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetPlaybackRate(System.Single)">
            <summary>
            Sets the animation playback rate. 1 is normal, 0.5 is half speed, etc.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetAnimGraphParameterBool(System.String)">
            <summary>
            Set an animation graph parameter. Format: "name=value"
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetAnimGraphParameterInt(System.String)">
            <summary>
            Set an animation graph parameter. Format: "name=value"
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetAnimGraphParameterFloat(System.String)">
            <summary>
            Set an animation graph parameter. Format: "name=value"
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetAnimGraphParameterVector(System.String)">
            <summary>
            Set an animation graph parameter. Format: "name=value"
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetAnimGraphParameterAngles(System.String)">
            <summary>
            Set an animation graph parameter. Format: "name=value"
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.DeleteInput">
            <summary>
            Deletes this prop.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetScale(System.Single)">
            <summary>
            Sets the scale of the prop, affecting physics and visual scale.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetMaterialGroupInput(System.String)">
            <summary>
            Sets the material group of the props' model by name, as set in ModelDoc.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetBodyGroupInput(System.String)">
            <summary>
            Sets the body group of the props' model by name, as set in ModelDoc.
            Format is "name,option"
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetCollisions(System.Boolean)">
            <summary>
            Enables or disables collisions on this prop.
            </summary>
        </member>
        <member name="M:Sandbox.AnimatedMapEntity.SetVisible(System.Boolean)">
            <summary>
            Enables or disables collisions on this prop.
            </summary>
        </member>
        <member name="T:Sandbox.DynamicCableEntity">
            <summary>
            Dynamic cable from Hammer's Path Tool. This is just so it at least spawns in-game.
            </summary>
        </member>
        <member name="T:Sandbox.BrushEntity">
            <summary>
            A generic brush/mesh that can toggle its visibility and collisions, and can be broken.
            </summary>
        </member>
        <member name="P:Sandbox.BrushEntity.Enabled">
            <summary>
            Whether this func_brush is visible/active at all
            </summary>
        </member>
        <member name="P:Sandbox.BrushEntity.Collisions">
            <summary>
            Whether this func_brush has collisions
            </summary>
        </member>
        <member name="M:Sandbox.BrushEntity.DisableSolid">
            <summary>
            Make this func_brush non solid
            </summary>
        </member>
        <member name="M:Sandbox.BrushEntity.EnableSolid">
            <summary>
            Make this func_brush solid
            </summary>
        </member>
        <member name="M:Sandbox.BrushEntity.ToggleSolid">
            <summary>
            Toggle solidity of this func_brush
            </summary>
        </member>
        <member name="M:Sandbox.BrushEntity.Enable">
            <summary>
            Enable this func_brush, making it visible
            </summary>
        </member>
        <member name="M:Sandbox.BrushEntity.Disable">
            <summary>
            Disable this func_brush, making it invisible and non solid
            </summary>
        </member>
        <member name="M:Sandbox.BrushEntity.Toggle">
            <summary>
            Toggle this func_brush
            </summary>
        </member>
        <member name="T:Sandbox.HudEntity`1">
            <summary>
            A base HUD entity that lets you define which type of RootPanel to create.
            </summary>
        </member>
        <member name="T:Sandbox.Prop">
            <summary>
            A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges
            or other constraints. It can also be configured to break when it takes enough damage.
            Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide.
            If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be
            used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
            </summary>
        </member>
        <member name="P:Sandbox.Prop.BoneTransforms">
            <summary>
            Set during map compile for multi physics body models based on Hammer physics simulation tool.
            </summary>
        </member>
        <member name="M:Sandbox.Prop.Break">
            <summary>
            Causes this prop to break, regardless if it is actually breakable or not. (i.e. ignores health and whether the model has gibs)
            </summary>
        </member>
        <member name="M:Sandbox.Prop.DeleteInput">
            <summary>
            Deletes this prop.
            </summary>
        </member>
        <member name="M:Sandbox.Prop.SetScale(System.Single)">
            <summary>
            Sets the scale of the prop, affecting physics and visual scale.
            </summary>
        </member>
        <member name="M:Sandbox.Prop.SetMaterialGroupInput(System.String)">
            <summary>
            Sets the material group of the props' model by name, as set in ModelDoc.
            </summary>
        </member>
        <member name="M:Sandbox.Prop.SetBodyGroupInput(System.String)">
            <summary>
            Sets the body group of the props' model by name, as set in ModelDoc.
            Format is "name,option"
            </summary>
        </member>
        <member name="M:Sandbox.Prop.SetCollisions(System.Boolean)">
            <summary>
            Enables or disables collisions on this prop.
            </summary>
        </member>
        <member name="M:Sandbox.Prop.SetVisible(System.Boolean)">
            <summary>
            Enables or disables visibility of this prop.
            </summary>
        </member>
        <member name="M:Sandbox.Prop.SetStatic(System.Boolean)">
            <summary>
            Enables or disables physics (gravity) simulation of this prop.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelBreakPiece">
            <summary>
            Defines a single breakable prop gib.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelPropData">
            <summary>
            Generic prop settings. Support for this depends on the entity.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelPropData.ParentBodygroupName">
            <summary>
            TODO: Implement/Delete
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelPropData.ParentBodygroupValue">
            <summary>
            TODO: Implement/Delete
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelExplosionBehavior">
            <summary>
            Defines the model as explosive. Support for this depends on the entity.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelExplosionBehavior.Sound">
            <summary>
            Sound override for when the prop explodes.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelExplosionBehavior.Effect">
            <summary>
            Particle effect override for when the problem explodes.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelCapsuleAOProxy">
            <summary>
            Capsule Ambient Occlusion Proxy. Used internally by the engine for AO and reflections.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelCylinderAOProxy">
            <summary>
            Cylinder Ambient Occlusion Proxy. Used internally by the engine for AO and reflections.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelSphereAOProxy">
            <summary>
            Sphere Ambient Occlusion Proxy. Used internally by the engine for AO and reflections.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelBoxAOProxy">
            <summary>
            Box Ambient Occlusion Proxy. Used internally by the engine for AO and reflections.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelEye">
            <summary>
            Defines an eye on a character model.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelNavData">
            <summary>
            Carries navigation related data.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelBreakParticle">
            <summary>
            Spawn a particle system when this model breaks.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.Particle">
            <summary>
            The particle to spawn when the model breaks.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.Model">
            <summary>
            (Optional) Set the particle control point #0 to the specified model.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.Snapshot">
            <summary>
            (Optional) Set the particle control point #0 to the specified snapshot.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.DamagePositionCP">
            <summary>
            (Optional) Set this control point to the position of the break damage.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.DamageDirectionCP">
            <summary>
            (Optional) Set this control point to the direction of the break damage.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.VelocityCP">
            <summary>
            (Optional) Set this control point to the velocity of the original prop.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.AngularVelocityCP">
            <summary>
            (Optional) Set this control point to the angular velocity of the original prop.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.LocalGravityCP">
            <summary>
            (Optional) Set this control point to global world gravity at the moment the model broke.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakParticle.TintCP">
            <summary>
            (Optional) Set this control point to the tint color of the original prop as a vector with values 0 to 1.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelBreakPieceRevoluteJoint">
            <summary>
            Creates a revolute (hinge) joint between two spawned breakpieces.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakPieceRevoluteJoint.Angles">
            <summary>
            Axis around which the revolute/hinge joint rotates.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakPieceRevoluteJoint.LimitAngles">
            <summary>
            Whether the angle limit should be enabled or not.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelBreakPieceMaterialGroup">
            <summary>
            Overrides the materialgroup on spawned breakpieces. (By default the active material group of the parent model is propagated to the breakpieces.)
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakPieceMaterialGroup.MaterialGroup">
            <summary>
            Material group name to switch to.
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakPieceMaterialGroup.LimitToPiece">
            <summary>
            If set, only apply this command to a particular piece.
            </summary>
        </member>
        <member name="T:Sandbox.ModelEditor.Nodes.ModelBreakPieceApplyForce">
            <summary>
            Applies extra velocity to breakpieces outwards from the influence point (default is the origin of the model)
            </summary>
        </member>
        <member name="P:Sandbox.ModelEditor.Nodes.ModelBreakPieceApplyForce.AttachmentPoint">
            <summary>
            Offset the influence point from the named attachment rather than the root of the model
            </summary>
        </member>
        <member name="T:Sandbox.UI.Button">
            <summary>
            A simple button <see cref="T:Sandbox.UI.Panel"/>.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ButtonGroup">
            <summary>
            A group of side-by-side buttons one of which can be selected.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Checkbox">
            <summary>
            A simple checkbox <see cref="T:Sandbox.UI.Panel"/>.
            </summary>
        </member>
        <member name="T:Sandbox.UI.NavHostPanel">
            <summary>
            A panel that acts like a website. A single page is always visible
            but it will cache other views that you visit, and allow forward/backward navigation.
            </summary>
        </member>
        <member name="T:Sandbox.UI.INavigatorPage">
            <summary>
            When applied to a page of a navigator, this will receive
            callbacks when the page is made visible and closed
            </summary>
        </member>
        <member name="T:Sandbox.UI.NavLinkPanel">
            <summary>
            A panel that will navigate to an href but also have .active class if href is active
            </summary>
        </member>
        <member name="T:Sandbox.UI.ConvarToggleButton">
            <summary>
            A button that toggles a console variable between two given values.
            </summary>
        </member>
        <member name="T:Sandbox.UI.DropDown">
            <summary>
            A UI control which provides multiple options via a dropdown box.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Field">
            <summary>
            A field in a form, usually contains a label and a control
            </summary>
        </member>
        <member name="T:Sandbox.UI.FieldControl">
            <summary>
            A field in a form, usually contains a label and a control
            </summary>
        </member>
        <member name="T:Sandbox.UI.IconPanel">
            <summary>
            A panel containing an icon, typically a <a href="https://fonts.google.com/icons">material icon</a>.
            </summary>
        </member>
        <member name="T:Sandbox.UI.IInputControl">
            <summary>
            A UI element that can have invalid user input, such as a <see cref="T:Sandbox.UI.TextEntry"/>.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Tests.VirtualScrollPanel">
             <summary>
             Scroll panel that creates its contents as they become visible
            
             TODO: we need to let panels know, or recreate them, when Data changes
            
             </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.ClosePopupsEvent(System.Object)">
            <summary>
            Event listener for <c>ui.closepopups</c>.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Popup.PositionMode">
            <summary>
            Dictates where a <see cref="T:Sandbox.UI.Popup"/> is positioned.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.Left">
            <summary>
            To the left of the source panel, centered.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.LeftBottom">
            <summary>
            To the left of the source panel, aligned to the bottom.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.AboveLeft">
            <summary>
            Above the source panel, aligned to the left.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowLeft">
            <summary>
            Below the source panel, aliging on the left. Do not stretch to size of <see cref="P:Sandbox.UI.Popup.PopupSource"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowCenter">
            <summary>
            Below the source panel, centered horizontally.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowStretch">
            <summary>
            Below the source panel, stretch to the width of the <see cref="P:Sandbox.UI.Popup.PopupSource"/>.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.#ctor(Sandbox.UI.Panel,Sandbox.UI.Popup.PositionMode,System.Single)">
            <inheritdoc cref="M:Sandbox.UI.Popup.SetPositioning(Sandbox.UI.Panel,Sandbox.UI.Popup.PositionMode,System.Single)"/>
        </member>
        <member name="P:Sandbox.UI.Slider2D.Value">
            <summary>
            The actual value. Setting the value will snap and clamp it.
            </summary>
        </member>
        <member name="T:Sandbox.UI.SplitContainer">
            <summary>
            A control that has two panes with a splitter in between. You can drag the splitter to change the size of the two panels.
            </summary>
        </member>
        <member name="T:Sandbox.UI.TabContainer">
             <summary>
             A container with tabs, allowing you to switch between different sheets.
            
             You can position the tabs by adding the class tabs-bottom, tabs-left, tabs-right (default is tabs top)
             </summary>
        </member>
        <member name="T:Sandbox.UI.TextEntry">
            <summary>
            A <see cref="T:Sandbox.UI.Panel"/> that the user can enter text into.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Icon">
            <summary>
            If set, will display a <a href="https://fonts.google.com/icons">material icon</a> at the end of the text entry.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.MinLength">
            <summary>
            If set, visually signals when the input text is shorter than this value. Will also set <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.MaxLength">
            <summary>
            If set, visually signals when the input text is longer than this value. Will also set <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.CharacterRegex">
            <summary>
            If set, will block the input of any character that doesn't match. Will also set <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.StringRegex">
            <summary>
            If set, <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> will return true if doesn't match regex.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.NumberFormat">
            <summary>
            Affects formatting of the text when <see cref="P:Sandbox.UI.TextEntry.Numeric"/> is enabled. Accepts any format that is supported by <see cref="M:System.Single.ToString(System.String)"/>. <a href="https://learn.microsoft.com/en-us/dotnet/standard/base-types/custom-numeric-format-strings">See examples here</a>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.CaretColor">
            <summary>
            Color of the text cursor/caret, the blinking line at which newly typed characters are inserted.
            </summary>
        </member>
        <member name="T:Sandbox.IModelBreakCommand">
            <summary>
            A model break command, applied in ModelDoc and ran after spawning model gibs. The inheriting class must have a LibraryAttribute.
            </summary>
        </member>
        <member name="P:Sandbox.Breakables.MaxGibs">
            <summary>
            How many gibs spawned by this class are allowed to exist at any given time.
            </summary>
        </member>
        <member name="T:Sandbox.Breakables.Result.BreakableParams">
            <summary>
            Extra params for when
            </summary>
        </member>
        <member name="T:Sandbox.CitizenAnimationHelper">
            <summary>
            A struct to help you set up your citizen based animations
            </summary>
        </member>
    </members>
</doc>
