<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.base</name>
    </assembly>
    <members>
        <member name="P:Sandbox.Component.BasePhysicsComponent.GravityScale">
            <summary>
            Scale of the gravity for this entity's physics bodies.
            </summary>
        </member>
        <member name="P:Sandbox.Component.BasePhysicsComponent.GravityEnabled">
            <summary>
            Whether gravity is enabled or not for this entity's physics bodies.
            </summary>
        </member>
        <member name="T:Sandbox.Component.ModelPhysicsComponent">
            <summary>
            Allows access to certain physics options from Entity Prefabs.
            </summary>
        </member>
        <member name="P:Sandbox.Component.Glow.Color">
            <summary>
            The colour of the glow outline
            </summary>
        </member>
        <member name="P:Sandbox.Component.Glow.ObscuredColor">
            <summary>
            The colour of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:Sandbox.Component.WaterEffectComponent.WaterEntity">
            <summary>
            The water entity we're inside of
            </summary>
        </member>
        <member name="P:Sandbox.Component.WaterEffectComponent.WaterLevel">
            <summary>
            How submerged we are in the water. 0 is none, 1 is over our head.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.BaseConstraint.EntityName1">
            <summary>
            The source entity to constrain from. Leave empty to constrain from the world entity.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.BaseConstraint.EntityName2">
            <summary>
            The entity we constrain to.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.BaseConstraint.BreakSound">
            <summary>
            A sound played when the constraint is broken.
            </summary>
        </member>
        <member name="F:Sandbox.Physics.BaseConstraint.Joint">
            <summary>
            The internal joint of this constraint entity.
            </summary>
        </member>
        <member name="M:Sandbox.Physics.BaseConstraint.Break">
            <summary>
            Breaks the constraint.
            </summary>
        </member>
        <member name="T:Sandbox.Physics.BallSocketConstraint">
            <summary>
            A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation.
            </summary>
        </member>
        <member name="T:Sandbox.Physics.HingeConstraint">
            <summary>
            A physically simulated hinge. Use the helper to define the axis of rotation.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.HingeConstraint.HingeAxis">
            <summary>
            Position used to determine hinge axis, the axis being between this position and the position of the constraint entity. Use the helper to set the axis.
            </summary>
        </member>
        <member name="T:Sandbox.Physics.LengthConstraint">
            <summary>
            A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.LengthConstraint.AttachPoint">
            <summary>
            The position the rope attaches to object 2
            </summary>
        </member>
        <member name="P:Sandbox.Physics.LengthConstraint.ParticleEffect">
            <summary>
            If give, will spawn given particle as the rope. Particle's Control Point 1 will be set to the target entity, and will be removed if the constraint breaks.
            </summary>
        </member>
        <member name="T:Sandbox.Physics.PulleyConstraint">
            <summary>
            A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them.
            The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.PulleyConstraint.Position2">
            <summary>
            The position of the pulley for Entity 2.
            The pulley for Entity 1 is the origin of this constraint entity.
            Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2.
            </summary>
        </member>
        <member name="T:Sandbox.Physics.SlideConstraint">
            <summary>
            A constraint that constrains an entity along a line segment.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.SlideConstraint.SlideAxis">
            <summary>
            Position used to determine sliding axis, the axis being between this position and the position of the constraint entity. Use the helper to set the axis.
            </summary>
        </member>
        <member name="T:Sandbox.Physics.SpringConstraint">
            <summary>
            A physically simulated spring.
            'Length' is what's known as the 'natural spring length'. This is how long the spring would be if it was at rest (nothing hanging on it or attached).
            When you attach something to the spring, it will stretch longer than its 'natural length'.
            The amount of stretch is determined by the 'Spring Frequency'.
            The larger the spring frequency the less stretch the spring.
            </summary>
        </member>
        <member name="P:Sandbox.Physics.SpringConstraint.SpringAxis">
            <summary>
            Use the helper. Drag it out to match the virtual spring.
            </summary>
        </member>
        <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="F:Sandbox.BaseViewModel.AllViewModels">
            <summary>
            All active view models.
            </summary>
        </member>
        <member name="M:Sandbox.BaseViewModel.PlaceViewmodel">
            <summary>
            Position your view model here.
            </summary>
        </member>
        <member name="T:Sandbox.GlassShard">
            <summary>
            A procedurally shattering glass shard.
            </summary>
        </member>
        <member name="T:Sandbox.ShatterGlass">
            <summary>
            A procedurally shattering glass panel.
            </summary>
        </member>
        <member name="P:Sandbox.ShatterGlass.BrokenMaterial">
            <summary>
            Material to use for the glass when it is broken. If not set, the material will not change on break.
            </summary>
        </member>
        <member name="P:Sandbox.ShatterGlass.DamagePositioningEntity">
            <summary>
            If set, the glass will shatter at the position of this entity on spawn.
            </summary>
        </member>
        <member name="P:Sandbox.ShatterGlass.DamagePositioningEntity02">
            <summary>
            If set, the glass will shatter at the position of this entity on spawn.
            </summary>
        </member>
        <member name="P:Sandbox.ShatterGlass.DamagePositioningEntity03">
            <summary>
            If set, the glass will shatter at the position of this entity on spawn.
            </summary>
        </member>
        <member name="P:Sandbox.ShatterGlass.DamagePositioningEntity04">
            <summary>
            If set, the glass will shatter at the position of this entity on spawn.
            </summary>
        </member>
        <member name="M:Sandbox.ShatterGlass.Reset">
            <summary>
            Cleans up broken shards and creates a new primary shard
            </summary>
        </member>
        <member name="M:Sandbox.ShatterGlass.Break">
            <summary>
            Breaks the glass at its center.
            </summary>
        </member>
        <member name="T:Sandbox.VoxelSurface">
            <summary>
            A procedurally breakable voxel surface.
            </summary>
        </member>
        <member name="F:Sandbox.Water.WaterController">
            <summary>
            Handles water level and buoyancy.
            </summary>
        </member>
        <member name="F:Sandbox.Water.WaterSceneObject">
            <summary>
            Handles water ripples and rendering.
            </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="F:Sandbox.WaterSceneObject.RippleCompute.RippleCascade.Radius">
            <summary>
            How far is the simulation radius of the splash from camera view
            </summary>
        </member>
        <member name="F:Sandbox.WaterSceneObject.RippleCompute.Radius">
            <summary>
            How far is the simulation radius of the splash from camera view
            </summary>
        </member>
        <member name="F:Sandbox.WaterSceneObject.WaterReflection">
            <summary>
            Controller used for planar reflections
            </summary>
        </member>
        <member name="F:Sandbox.WaterSceneObject.WaterRipple">
            <summary>
            Controller used for water ripples using compute shaders
            </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.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.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.ButtonEntity">
            <summary>
            A generic button that is useful to control other map entities via inputs/outputs.
            </summary>
        </member>
        <member name="P:Sandbox.ButtonEntity.MoveDir">
            <summary>
            Specifies the direction to move in when the button is used, or axis of rotation for rotating buttons.
            </summary>
        </member>
        <member name="P:Sandbox.ButtonEntity.UnlockedSound">
            <summary>
            Sound played when the button is pressed and is unlocked
            </summary>
        </member>
        <member name="P:Sandbox.ButtonEntity.LockedSound">
            <summary>
            Sound played when the button is pressed and is locked
            </summary>
        </member>
        <member name="P:Sandbox.ButtonEntity.SpawnSettings">
            <summary>
            Settings that are only relevant on spawn
            </summary>
        </member>
        <member name="M:Sandbox.ButtonEntity.Lock">
            <summary>
            Become locked
            </summary>
        </member>
        <member name="M:Sandbox.ButtonEntity.Unlock">
            <summary>
            Become unlocked
            </summary>
        </member>
        <member name="M:Sandbox.ButtonEntity.Press(Sandbox.Entity)">
            <summary>
            Simulates the button being pressed
            </summary>
        </member>
        <member name="T:Sandbox.CameraEntity">
            <summary>
            Camera for use with <see cref="T:Sandbox.MonitorEntity">monitor</see> entity.
            </summary>
        </member>
        <member name="T:Sandbox.DoorEntity">
            <summary>
            A basic door entity that can move or rotate. It can be a model or a mesh entity.
            The door will rotate around the model's origin. For Hammer meshes the mesh origin can be set via the Pivot Tool.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.MoveDir">
            <summary>
            The direction the door will move, when it opens.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.OtherDoorsToOpen">
            <summary>
            If set, opening this door will open all doors with given entity name. You can also simply name all doors the same for this to work.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.OpenCurve">
            <summary>
            Used to override the open/close animation of moving and rotating doors. X axis (input, left to right) is the animation, Y axis (output, bottom to top) is how open the door is at that point in the animation.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.Locked">
            <summary>
            Whether this door is locked or not.
            </summary>
        </member>
        <member name="M:Sandbox.DoorEntity.SetPosition(System.Single)">
            <summary>
            Sets the door's position to given percentage. The expected input range is 0..1
            </summary>
        </member>
        <member name="M:Sandbox.DoorEntity.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.DoorEntity.Toggle(Sandbox.Entity)">
            <summary>
            Toggle the open state of the door. Obeys locked state.
            </summary>
        </member>
        <member name="M:Sandbox.DoorEntity.Open(Sandbox.Entity)">
            <summary>
            Open the door. Obeys locked state.
            </summary>
        </member>
        <member name="M:Sandbox.DoorEntity.Close(Sandbox.Entity)">
            <summary>
            Close the door. Obeys locked state.
            </summary>
        </member>
        <member name="M:Sandbox.DoorEntity.Lock">
            <summary>
            Locks the door so it cannot be opened or closed.
            </summary>
        </member>
        <member name="M:Sandbox.DoorEntity.Unlock">
            <summary>
            Unlocks the door.
            </summary>
        </member>
        <member name="T:Sandbox.DoorEntity.ModelDoorSounds">
            <summary>
            Sounds to be used by ent_door if it does not override sounds.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.ModelDoorSounds.FullyOpenSound">
            <summary>
            Sound to play when the door reaches it's fully open position.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.ModelDoorSounds.FullyClosedSound">
            <summary>
            Sound to play when the door reaches it's fully closed position.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.ModelDoorSounds.OpenSound">
            <summary>
            Sound to play when the door starts to open.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.ModelDoorSounds.CloseSound">
            <summary>
            Sound to play when the door starts to close.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.ModelDoorSounds.MovingSound">
            <summary>
            Sound to play while the door is moving. Typically this should be looping or very long.
            </summary>
        </member>
        <member name="P:Sandbox.DoorEntity.ModelDoorSounds.LockedSound">
            <summary>
            Sound to play when the door is attempted to be opened, but is locked.
            </summary>
        </member>
        <member name="T:Sandbox.ExplosionEntity">
            <summary>
            An entity that creates an explosion at its center.
            </summary>
        </member>
        <member name="P:Sandbox.ExplosionEntity.ParticleOverride">
            <summary>
            If set, will override the default explosion particle effect.
            </summary>
        </member>
        <member name="P:Sandbox.ExplosionEntity.SoundOverride">
            <summary>
            If set, will override the default explosion sound.
            </summary>
        </member>
        <member name="M:Sandbox.ExplosionEntity.Explode(Sandbox.Entity)">
            <summary>
            Perform the explosion.
            </summary>
            <param name="activator">The entity to be responsible for the damage.</param>
        </member>
        <member name="T:Sandbox.GradientFogEntity">
            <summary>
            Specifies fog based on a color gradient
            </summary>
        </member>
        <member name="P:Sandbox.GradientFogEntity.FogColor">
            <summary>
            Set the gradient fog color.
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.UpdateFogState(System.Boolean)">
            <summary>
            Update fog values on client.
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogStartDistance(System.Single)">
            <summary>
            Set Fog Start Distance
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogEndDistance(System.Single)">
            <summary>
            Set Fog End Distance
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogStartHeight(System.Single)">
            <summary>
            Set Fog Start Height
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogEndHeight(System.Single)">
            <summary>
            Set Fog End Height
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogMaxOpacity(System.Single)">
            <summary>
            Set Fog Max Opacity
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogFalloffExponent(System.Single)">
            <summary>
            Set Fog Falloff Exponent
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogVerticalExponent(System.Single)">
            <summary>
            Set Fog Vertical Exponent
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogColor(Color)">
            <summary>
            Set Fog Color
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.SetFogStrength(System.Single)">
            <summary>
            Set Fog Strength
            </summary>
        </member>
        <member name="M:Sandbox.GradientFogEntity.UpdateFogState(Sandbox.To,System.Boolean)">
            <summary>
                Update fog values on client.
                </summary>
        </member>
        <member name="T:Sandbox.ParticleSystemEntity">
            <summary>
            A entity that represents and allows control of a single particle system.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ParticleSystemName">
            <summary>
            The name of the particle system.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.SnapshotFile">
            <summary>
            A particle snapshot file) to be loaded and used by this particle system. Set to Control Point 0.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.SnapshotMesh">
            <summary>
            ID of a mesh in the map to be used to generate a particle snapshot, overriding Snapshot File property.<br/>
            Meshes tied to an entity cannot be used.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.DataControlPointValue">
            <summary>
            Data Control Point Value to set.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.TintControlPointColor">
            <summary>
            Set the Tint of the Particle.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.NamedVectorValue">
            <summary>
            Data to set for the Named Vector.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ControlPoint0">
            <summary>
            If set, control point 0 of the effect will be at this entity's location. (Otherwise it is at the info_particle_system origin)
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ControlPoint1">
            <summary>
            If set, control point 1 of the effect will be at this entity's location.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ControlPoint2">
            <summary>
            If set, control point 2 of the effect will be at this entity's location. If control point 1 is not set, this will be ignored.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ControlPoint3">
            <summary>
            If set, control point 3 of the effect will be at this entity's location. If control point 2 is not set, this will be ignored.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ControlPoint4">
            <summary>
            If set, control point 4 of the effect will be at this entity's location. If control point 3 is not set, this will be ignored.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.ControlPoint5">
            <summary>
            If set, control point 5 of the effect will be at this entity's location. If control point 4 is not set, this will be ignored.
            </summary>
        </member>
        <member name="P:Sandbox.ParticleSystemEntity.IsActive">
            <summary>
            Whether this particle system is active or not.
            </summary>
        </member>
        <member name="M:Sandbox.ParticleSystemEntity.Start">
            <summary>
            Tell the particle system to start emitting.
            </summary>
        </member>
        <member name="M:Sandbox.ParticleSystemEntity.Stop">
            <summary>
            Tell the particle system to stop emitting.
            </summary>
        </member>
        <member name="M:Sandbox.ParticleSystemEntity.StopPlayEndCap">
            <summary>
            Tell the particle system to stop emitting and play its End Cap Effect.
            </summary>
        </member>
        <member name="M:Sandbox.ParticleSystemEntity.DestroyImmediately">
            <summary>
            Destroy the particle system and remove all particles immediately.
            </summary>
        </member>
        <member name="M:Sandbox.ParticleSystemEntity.SetControlPoint(System.String)">
            <summary>
            Set a Control Point via format - CP: X Y Z
            </summary>
        </member>
        <member name="T:Sandbox.PostProcess.PostProcessingEntity">
            <summary>
            Applies given post processing effect to all players. Only the last activated entity will have an effect. (works like a stack)
            Overridden by <see cref="T:Sandbox.PostProcess.PostProcessingVolume">post processing volume</see>.
            </summary>
        </member>
        <member name="P:Sandbox.PostProcess.PostProcessingEntity.PostProcessingFile">
            <summary>
            The post process resource file to use
            </summary>
        </member>
        <member name="M:Sandbox.PostProcess.PostProcessingEntity.Enable">
            <summary>
            Enable this post processing effect.
            </summary>
        </member>
        <member name="M:Sandbox.PostProcess.PostProcessingEntity.Disable">
            <summary>
            Disable this post processing effect.
            </summary>
        </member>
        <member name="M:Sandbox.PostProcess.PostProcessingEntity.TurnOnEffect(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Sandbox.PostProcess.PostProcessingEntity.TurnOffEffect(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="T:Sandbox.PostProcess.PostProcessingVolume">
            <summary>
            Applies given post processing effect to players inside this volume.
            Takes priority over <see cref="T:Sandbox.PostProcess.PostProcessingEntity">post_processing_entity</see> for all players inside.
            For instances of overlapping volumes, last entered volume will take priority.
            </summary>
        </member>
        <member name="T:Sandbox.PrecipitationEntity">
            <summary>
            A solid entity that creates rain and snow inside its volume.
            </summary>
        </member>
        <member name="P:Sandbox.PrecipitationEntity.InnerNearEffect">
            <summary>
            Particle effect to be placed at "Inner Near Distance" away from the view
            </summary>
        </member>
        <member name="P:Sandbox.PrecipitationEntity.InnerFarEffect">
            <summary>
            Particle effect to be placed at "Inner Far Distance" away from the view
            </summary>
        </member>
        <member name="P:Sandbox.PrecipitationEntity.OuterEffect">
            <summary>
            Particle effect to be placed at the current view's position
            </summary>
        </member>
        <member name="P:Sandbox.PrecipitationEntity.ParticleTint">
            <summary>
            Set the Tint of the Particle, which will set control point 4 on the particle system.
            </summary>
        </member>
        <member name="P:Sandbox.PrecipitationEntity.DensityScale">
            <summary>
            Particle density scale for all precipitation entities.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.SetActive(System.Boolean)">
            <summary>
            Turn the volume on or off.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.ChangeDensity(System.Single)">
            <summary>
            Change the particle density.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.Start">
            <summary>
            Start the particles.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.Stop">
            <summary>
            Stop the particles.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.FreezeParticles">
            <summary>
            Freezes particles in current state.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.UnFreezeParticles">
            <summary>
            UnFreezes particles if they were previously frozen.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.ParticleTimeScale(System.Single)">
            <summary>
            Slow or speed up particles. 1 = normal, 0.5 = half speed, 2 = twice the speed.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.SetParticleState(System.Boolean)">
            <summary>
            Enable or disable the particle simulation, i.e. allows pausing the particles.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.SetParticleTimeScale(System.Single)">
            <summary>
            Sets particle time scale.
            </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.SetActive(Sandbox.To,System.Boolean)">
            <summary>
                Turn the volume on or off.
                </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.SetParticleState(Sandbox.To,System.Boolean)">
            <summary>
                Enable or disable the particle simulation, i.e. allows pausing the particles.
                </summary>
        </member>
        <member name="M:Sandbox.PrecipitationEntity.SetParticleTimeScale(Sandbox.To,System.Single)">
            <summary>
                Sets particle time scale.
                </summary>
        </member>
        <member name="T:Sandbox.SoundEventBoxEntity">
            <summary>
            Plays a sound event from a point, passes along the min and max positions of its AABB.
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventBoxEntity.SoundName">
            <summary>
            Name of the sound to play.
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventBoxEntity.StartOnSpawn">
            <summary>
            Start the sound on spawn
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventBoxEntity.StopOnNew">
            <summary>
            Stop the sound before starting to play it again
            </summary>
        </member>
        <member name="M:Sandbox.SoundEventBoxEntity.StartSound">
            <summary>
            Start the sound event.
            </summary>
        </member>
        <member name="M:Sandbox.SoundEventBoxEntity.StopSound">
            <summary>
            Stop the sound event
            </summary>
        </member>
        <member name="M:Sandbox.SoundEventBoxEntity.OnStopSound(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Sandbox.SoundEventBoxEntity.OnStartSound(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="T:Sandbox.SoundEventEntity">
            <summary>
            Plays a sound event from a point. The point can be this entity or a specified entity's position.
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventEntity.SoundName">
            <summary>
            Name of the sound to play.
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventEntity.SourceEntityName">
            <summary>
            The entity to use as the origin of the sound playback. If not set, will play from this snd_event_point.
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventEntity.StartOnSpawn">
            <summary>
            Start the sound on spawn
            </summary>
        </member>
        <member name="P:Sandbox.SoundEventEntity.StopOnNew">
            <summary>
            Stop the sound before starting to play it again
            </summary>
        </member>
        <member name="M:Sandbox.SoundEventEntity.StartSound">
            <summary>
            Start the sound event. If an entity name is provided, the sound will originate from that entity
            </summary>
        </member>
        <member name="M:Sandbox.SoundEventEntity.StopSound">
            <summary>
            Stop the sound event
            </summary>
        </member>
        <member name="M:Sandbox.SoundEventEntity.OnStartSound(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Sandbox.SoundEventEntity.OnStopSound(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="T:Sandbox.LogicEntity">
            <summary>
            A logic entity that allows to do a multitude of logic operations with Map I/O.<br/>
            <br/>
            TODO: This is a stop-gap solution and may be removed in the future in favor of "map blueprints" or node based Map I/O.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.Enable">
            <summary>
            Enables the entity.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.Disable">
            <summary>
            Disables the entity, so that it would not fire any outputs.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.Toggle">
            <summary>
            Toggles the enabled state of the entity.
            </summary>
        </member>
        <member name="P:Sandbox.LogicEntity.OnMapSpawn">
             <summary>
            
             </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.OnMapSpawnEvent">
            <summary>
            Fired after all map entities have spawned, even if it is disabled.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.Trigger">
            <summary>
            Trigger the "OnTrigger" output.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.CompareInput(System.Single)">
            <summary>
            Compares the given number to Variable B and fires the appropriate output.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.Compare">
            <summary>
            Compares Variable A to Variable B and fires the appropriate output.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.SetVariableA(System.Single)">
            <summary>
            Sets the Variable A and fires appropriate outputs.
            </summary>
        </member>
        <member name="M:Sandbox.LogicEntity.SetVariableB(System.Single)">
            <summary>
            Sets the Variable B and fires appropriate outputs.
            </summary>
        </member>
        <member name="T:Sandbox.MonitorEntity">
            <summary>
            A monitor that renders the view from a given <see cref="T:Sandbox.CameraEntity">point_camera</see> entity.
            This entity requires a material with $MonitorTexture dynamic expression on one of its textures, usually "Color", to function properly.
            </summary>
        </member>
        <member name="P:Sandbox.MonitorEntity.CameraName">
            <summary>
            Name of a <see cref="T:Sandbox.CameraEntity">point_camera</see> to display.
            </summary>
        </member>
        <member name="P:Sandbox.MonitorEntity.TargetCamera">
            <summary>
            The camera instance currently being displayed.
            </summary>
        </member>
        <member name="M:Sandbox.MonitorEntity.SetCamera(System.String)">
            <summary>
            Set a new camera to display by its <see cref="P:Sandbox.Entity.Name">name</see>.
            </summary>
        </member>
        <member name="T:Sandbox.MovementPathEntity">
            <summary>
            A movement path. Compiles each node as its own entity, allowing usage of inputs and outputs such as OnPassed.<br/>
            This entity can be used with entities like ent_path_platform.
            </summary>
        </member>
        <member name="T:Sandbox.MovementPathNodeEntity">
            <summary>
            A movement path node.
            </summary>
        </member>
        <member name="P:Sandbox.MovementPathNodeEntity.AlternativePathEnabled">
            <summary>
            Whether the alternative path is enabled or not.
            </summary>
        </member>
        <member name="P:Sandbox.MovementPathNodeEntity.AlternativeNodeForwards">
            <summary>
            Alternative node when moving forwards, for path changing.
            </summary>
        </member>
        <member name="P:Sandbox.MovementPathNodeEntity.AlternativeNodeBackwards">
            <summary>
            Alternative node when moving backwards, for path changing.
            </summary>
        </member>
        <member name="M:Sandbox.MovementPathNodeEntity.EnableAlternativePath">
            <summary>
            Enables the alternative path.
            </summary>
        </member>
        <member name="M:Sandbox.MovementPathNodeEntity.DisablesAlternativePath">
            <summary>
            Disables the alternative path.
            </summary>
        </member>
        <member name="M:Sandbox.MovementPathNodeEntity.ToggleAlternativePath">
            <summary>
            Toggles the alternative path.
            </summary>
        </member>
        <member name="T:Sandbox.PathPlatformEntity">
            <summary>
            A platform that moves between nodes on a predefined path. See movement_path in the Path Tool.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.PathEntity">
            <summary>
            The path_generic entity that defines path nodes for this platform.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.StartsMoving">
            <summary>
            If set, will automatically start moving forwards from first node on spawn.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.RotateAlongsidePath">
            <summary>
            If set, the entity will automatically rotate to face the direction of movement. Moving backwards will NOT flip the rotation 180 degrees.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.MoveDir">
            <summary>
            Specifies the direction to move in when the platform is used, or axis of rotation for rotating platforms.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.StartMoveSound">
            <summary>
            Sound to play when starting to move.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.StopMoveSound">
            <summary>
            Sound to play when we stopped moving.
            </summary>
        </member>
        <member name="P:Sandbox.PathPlatformEntity.MovingSound">
            <summary>
            Sound to play while platform is moving.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.StartMoving">
            <summary>
            Start moving through our nodes in whatever direction we were moving before until we reach either end of the path.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.StartForward">
            <summary>
            Start moving forward through our nodes until we reach end of the path.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.StartBackwards">
            <summary>
            Start moving backwards through our nodes until we reach start of the path.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.ReverseDirection">
            <summary>
            Reverse current movement direction, regardless whether we are currently moving or not.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.StopMoving">
            <summary>
            Stop moving.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.GoToPoint(System.Int32)">
            <summary>
            Go to specific node (Starting with 1) set by the parameter and stop there.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.GoToNextPoint">
            <summary>
            Go to the next node on the path and stop there.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.GoToPrevPoint">
            <summary>
            Go to the previous node on the path and stop there.
            </summary>
        </member>
        <member name="M:Sandbox.PathPlatformEntity.WarpToPoint(System.Int32)">
            <summary>
            Teleport to a given node (Starting with 1). Does not stop or start movement.
            </summary>
        </member>
        <member name="T:Sandbox.PhysicsBrushEntity">
            <summary>
            A generic non model physics object.
            </summary>
        </member>
        <member name="P:Sandbox.PhysicsBrushEntity.StartAs">
            <summary>
            Allows disabling physics simulation, or start frozen mid air until a physics collision.
            </summary>
        </member>
        <member name="P:Sandbox.PhysicsBrushEntity.PropData">
            <summary>
            Physical surface properties of this physics mesh.
            </summary>
        </member>
        <member name="P:Sandbox.PhysicsBrushEntity.HealthOverride">
            <summary>
            Amount of damage this entity can take before breaking
            </summary>
        </member>
        <member name="M:Sandbox.PhysicsBrushEntity.Wake">
            <summary>
            Wake up this physics object, if it is sleeping.
            </summary>
        </member>
        <member name="M:Sandbox.PhysicsBrushEntity.Sleep">
            <summary>
            Wake up this physics object, if it is sleeping.
            </summary>
        </member>
        <member name="M:Sandbox.PhysicsBrushEntity.EnableMotion">
            <summary>
            Enable motion (gravity, etc) on this entity
            </summary>
        </member>
        <member name="M:Sandbox.PhysicsBrushEntity.DisableMotion">
            <summary>
            Disable motion (gravity, etc) on this entity
            </summary>
        </member>
        <member name="T:Sandbox.PlatformEntity">
            <summary>
            A simple platform that moves between two locations and can be controlled through Entity IO.
            </summary>
        </member>
        <member name="P:Sandbox.PlatformEntity.MoveDir">
            <summary>
            Specifies the direction to move in when the platform is used, or axis of rotation for rotating platforms.
            </summary>
        </member>
        <member name="P:Sandbox.PlatformEntity.StartMoveSound">
            <summary>
            Sound to play when starting to move
            </summary>
        </member>
        <member name="P:Sandbox.PlatformEntity.StopMoveSound">
            <summary>
            Sound to play when we stopped moving
            </summary>
        </member>
        <member name="P:Sandbox.PlatformEntity.MovingSound">
            <summary>
            Sound to play while platform is moving.
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.SetPosition(System.Single)">
            <summary>
            Sets the platforms's position to given percentage between start and end positions. The expected input range is 0..1
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.StartMoving">
            <summary>
            Start moving in platform's current move direction
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.StartMovingForward">
            <summary>
            Set the move direction to forwards and start moving
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.StartMovingBackwards">
            <summary>
            Set the move direction to backwards and start moving
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.ReverseMoving">
            <summary>
            Reverse current move direction. Will NOT start moving if stopped
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.StopMoving">
            <summary>
            Stop moving, preserving move direction
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.ToggleMoving">
            <summary>
            Toggle moving, preserving move direction
            </summary>
        </member>
        <member name="M:Sandbox.PlatformEntity.SetSpeed(System.Single)">
            <summary>
            Sets the move speed
            </summary>
        </member>
        <member name="T:Sandbox.TargetEntity">
            <summary>
            An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of a rope in a info_particle_system)
            </summary>
        </member>
        <member name="T:Sandbox.TimerEntity">
            <summary>
            An entity that fires a timer event at regular or random intervals.
            <br/>
            TODO: This is a stop-gap solution and may be removed in the future in favor of "map blueprints" or node based Map I/O.
            </summary>
        </member>
        <member name="P:Sandbox.TimerEntity.Enabled">
            <summary>
            Whether this timer is enabled or not.
            </summary>
        </member>
        <member name="P:Sandbox.TimerEntity.Interval">
            <summary>
            The time between timer fires, in seconds.
            </summary>
        </member>
        <member name="P:Sandbox.TimerEntity.InitialDelay">
            <summary>
            Time to wait after the timer is enabled before firing the first time.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.Enable">
            <summary>
            Enable the timer. If it was disabled, the timer will re-start with the Initial Delay again.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.Disable">
            <summary>
            Disable the timer.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.Toggle">
            <summary>
            Toggle the timer on/off.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.AddToTimer(System.Single)">
            <summary>
            Add time to the timer if it is currently enabled. Does not change timer's Interval.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.SubtractFromTimer(System.Single)">
            <summary>
            Subtract time from the timer if it is currently enabled. Does not change timer's Interval.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.ResetTimer">
            <summary>
            Reset the timer. It will fire after the timer's Interval expires.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.SetInterval(System.Single)">
            <summary>
            Set a new fixed Interval. Does not reset the timer.
            </summary>
        </member>
        <member name="M:Sandbox.TimerEntity.FireTimer">
            <summary>
            Force the timer to fire immediately, if it is enabled.
            </summary>
        </member>
        <member name="T:Sandbox.NavBlockerEntity">
            <summary>
            Has the ability to dynamically block the navigation mesh. When active, AI will see this entity as an obstacle and will not try to walk through it.
            </summary>
        </member>
        <member name="M:Sandbox.NavBlockerEntity.Enable">
            <summary>
            Enables this blocker.
            </summary>
        </member>
        <member name="M:Sandbox.NavBlockerEntity.Disable">
            <summary>
            Disables this blocker.
            </summary>
        </member>
        <member name="T:Sandbox.PushVolumeEntity">
            <summary>
            A volume that pushes entities that are touching it.
            </summary>
        </member>
        <member name="P:Sandbox.PushVolumeEntity.ForceDirection">
            <summary>
            Direction of the force.
            </summary>
        </member>
        <member name="M:Sandbox.PushVolumeEntity.SetForce(System.Single)">
            <summary>
            Sets the force per second for this push volume
            </summary>
        </member>
        <member name="T:Sandbox.HurtVolumeEntity">
            <summary>
            A trigger volume that damages entities that touch it.
            </summary>
        </member>
        <member name="M:Sandbox.HurtVolumeEntity.DealDamagePerTick">
            <summary>
            Called every server tick to deal damage to touching entities.
            </summary>
        </member>
        <member name="M:Sandbox.HurtVolumeEntity.SetDamage(System.Single)">
            <summary>
            Sets the damage per second for this trigger_hurt
            </summary>
        </member>
        <member name="T:Sandbox.TriggerMultiple">
            <summary>
            A volume that can be triggered multiple times, including at an interval while something is inside the trigger volume.
            </summary>
        </member>
        <member name="T:Sandbox.TriggerOnce">
            <summary>
            A simple trigger volume that fires once and then removes itself.
            </summary>
        </member>
        <member name="T:Sandbox.TeleportVolumeEntity">
            <summary>
            A simple trigger volume that teleports entities that touch it.
            </summary>
        </member>
        <member name="P:Sandbox.TeleportVolumeEntity.TargetEntity">
            <summary>
            The entity specifying a location to which entities should be teleported to.
            </summary>
        </member>
        <member name="P:Sandbox.TeleportVolumeEntity.TeleportRelative">
            <summary>
            If set, teleports the entity with an offset depending on where the entity was in the trigger teleport. Think world portals. Place the target entity accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.TeleportVolumeEntity.KeepVelocity">
            <summary>
            If set, the teleported entity will not have it's velocity reset to 0.
            </summary>
        </member>
        <member name="M:Sandbox.TeleportVolumeEntity.SetRemoteDestination(System.String)">
            <summary>
            Set the target to teleport entities to.
            </summary>
            <param name="target">Targetname of an entity to teleport entities to.</param>
        </member>
        <member name="T:Sandbox.VisibilityBoxEntity">
            <summary>
            A dynamic visibility culling box which can be used to hide objects at runtime and can be toggled on and off by entity I/O.
            </summary>
        </member>
        <member name="P:Sandbox.VisibilityBoxEntity.BoxSize">
            <summary>
            Size of the culling box.
            </summary>
        </member>
        <member name="P:Sandbox.VisibilityBoxEntity.StartDisabled">
            <summary>
            Is the culling box disabled by default.
            </summary>
        </member>
        <member name="M:Sandbox.VisibilityBoxEntity.Enable">
            <summary>
            Enable the culling box.
            </summary>
        </member>
        <member name="M:Sandbox.VisibilityBoxEntity.Disable">
            <summary>
            Disable the culling box.
            </summary>
        </member>
        <member name="T:Sandbox.WorldTextEntity">
            <summary>
            3D text in the world
            </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.Sky">
            <summary>
            Controls the sky.
            </summary>
        </member>
        <member name="P:Sandbox.Sky.TintColor">
            <summary>
            Tint the skybox
            </summary>
        </member>
        <member name="T:Sandbox.SoundscapeBoxEntity">
            <summary>
            Declares a box in which the specified soundscape will be active. If the ear is within two boxes, we'll use the
            closest. The entity needs to be within the PVS for it to be active.
            </summary>
        </member>
        <member name="P:Sandbox.SoundscapeBoxEntity.Extents">
            <summary>
            The size of the bounds. Use the helper in 3D view to manipulate this.
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeBoxEntity.Enable">
            <summary>
            Become enabled
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeBoxEntity.Disable">
            <summary>
            Become disabled
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeBoxEntity.Toggle">
            <summary>
            Toggle between enabled and disabled
            </summary>
        </member>
        <member name="T:Sandbox.SoundscapeRadiusEntity">
            <summary>
            Declares a sphere in which the specified soundscape will be active. If the ear is within two radiuses, we'll use the
            closest. The entity needs to be within the PVS for it to be active.
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeRadiusEntity.Enable">
            <summary>
            Become enabled
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeRadiusEntity.Disable">
            <summary>
            Become disabled
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeRadiusEntity.Toggle">
            <summary>
            Toggle between enabled and disabled
            </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.GameManager">
            <summary>
            This is the main base game
            </summary>
        </member>
        <member name="M:Sandbox.GameManager.DevcamCommand">
            <summary>
            Enables the devcam. Input to the player will stop and you'll be able to freefly around.
            </summary>
        </member>
        <member name="M:Sandbox.GameManager.OnKilledMessage(System.Int64,System.String,System.Int64,System.String,System.String)">
            <summary>
            Called clientside from OnKilled on the server to add kill messages to the killfeed.
            </summary>
        </member>
        <member name="M:Sandbox.GameManager.OnKilledMessage(Sandbox.To,System.Int64,System.String,System.Int64,System.String,System.String)">
            <summary>
                Called clientside from OnKilled on the server to add kill messages to the killfeed.
                </summary>
        </member>
        <member name="F:Sandbox.SoundscapeSystem.LoopedSoundEntry.currentVolume">
            <summary>
            We store the current volume so we can seamlessly fade in and out
            </summary>
        </member>
        <member name="M:Sandbox.SoundscapeSystem.OnAssetReloaded(System.String)">
            <summary>
            If a soundscape we're using has changed then try to reflect that immediately
            </summary>
        </member>
        <member name="T:Sandbox.MoveHelper">
             <summary>
             This is the HL2 style movement. If moving from <see cref="F:Sandbox.MoveHelper.Position"/> using <see cref="F:Sandbox.MoveHelper.Velocity"/> results
             in a collision, velocity will be changed to slide across the surface where
             appropriate. Position will be updated to the optimal position.
            
              This is coded to be simple on purpose. It's enough to get your started. Once you
            	 reach the point where it's lacking you should copy and paste it into your project
            	 and specialize to your needs.
            
             Give it a position and velocity, set the Trace up how you want to
             use it, then you're good to go.
            
             </summary>
        </member>
        <member name="M:Sandbox.MoveHelper.#ctor(Vector3,Vector3,System.String[])">
            <summary>
            Create the movehelper and initialize it with the default settings.
            You can change Trace and MaxStandableAngle after creation.
            </summary>
            <example>
            var move = new MoveHelper( Position, Velocity )
            </example>
        </member>
        <member name="M:Sandbox.MoveHelper.#ctor(Vector3,Vector3)">
            <summary>
            Create the movehelper and initialize it with the default settings.
            You can change Trace and MaxStandableAngle after creation.
            </summary>
            <example>
            var move = new MoveHelper( Position, Velocity )
            </example>
        </member>
        <member name="T:Sandbox.VelocityClipPlanes">
            <summary>
            Used to store a list of planes that an object is going to hit, and then
            remove velocity from them so the object can slide over the surface without
            going through any of the planes.
            </summary>
        </member>
        <member name="T:Sandbox.BaseCarriable">
            <summary>
            An entity that can be carried in the player's inventory and hands.
            </summary>
        </member>
        <member name="T:Sandbox.BaseWeapon">
            <summary>
            A common base we can use for weapons so we don't have to implement the logic over and over
            again. Feel free to not use this and to implement it however you want to.
            </summary>
        </member>
        <member name="M:Sandbox.PawnController.HasTag(System.String)">
            <summary>
            </summary>
        </member>
        <member name="M:Sandbox.PawnController.SetTag(System.String)">
            <summary>
            </summary>
        </member>
        <member name="T:Sandbox.PickupTrigger">
            <summary>
            A utility class. Add as a child to your pickupable entities to expand
            the trigger boundaries. They'll be able to pick up the parent entity
            using these bounds.
            </summary>
        </member>
        <member name="T:Sandbox.Player">
            <summary>
            This is what you should derive your player from. This base exists in addon code
            so we can take advantage of codegen for replication. The side effect is that we
            can put stuff in here that we don't need to access from the engine - which gives
            more transparency to our code.
            </summary>
        </member>
        <member name="P:Sandbox.Player.Controller">
            <summary>
            The PlayerController takes player input and moves the player. This needs
            to match between client and server. The client moves the local player and
            then checks that when the server moves the player, everything is the same.
            This is called prediction. If it doesn't match the player resets everything
            to what the server did, that's a prediction error.
            You should really never manually set this on the client - it's replicated so
            that setting the class on the server will automatically network and set it
            on the client.
            </summary>
        </member>
        <member name="P:Sandbox.Player.DevController">
            <summary>
            This is used for noclip mode
            </summary>
        </member>
        <member name="M:Sandbox.Player.Deafen(System.Single)">
            <summary>
            Applies flashbang-like ear ringing effect to the player.
            </summary>
            <param name="strength">Can be approximately treated as duration in seconds.</param>
        </member>
        <member name="P:Sandbox.Player.LastActiveChild">
            <summary>
            This isn't networked, but it's predicted. If it wasn't then when the prediction system
            re-ran the commands LastActiveChild would be the value set in a future tick, so ActiveEnd
            and ActiveStart would get called multiple times and out of order, causing all kinds of pain.
            </summary>
        </member>
        <member name="P:Sandbox.Player.EyePosition">
            <summary>
            Position a player should be looking from in world space.
            </summary>
        </member>
        <member name="P:Sandbox.Player.EyeLocalPosition">
            <summary>
            Position a player should be looking from in local to the entity coordinates.
            </summary>
        </member>
        <member name="P:Sandbox.Player.EyeRotation">
            <summary>
            Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity.
            </summary>
        </member>
        <member name="P:Sandbox.Player.EyeLocalRotation">
            <summary>
            Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity. In local to the entity coordinates.
            </summary>
        </member>
        <member name="M:Sandbox.Player.Deafen(Sandbox.To,System.Single)">
            <summary>
                Applies flashbang-like ear ringing effect to the player.
                </summary><param name="strength">Can be approximately treated as duration in seconds.</param>
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="F:Sandbox.BasePlayerController.TraceOffset">
            <summary>
            Any bbox traces we do will be offset by this amount.
            todo: this needs to be predicted
            </summary>
        </member>
        <member name="T:Sandbox.HighlightRenderer">
            <summary>
            Draws the highlight outline effect. You may know this effect from
            such games as Garry's Mod.
            </summary>
        </member>
        <member name="T:Sandbox.ClothingContainer.Entry">
            <summary>
            Used for serialization
            </summary>
        </member>
        <member name="T:Sandbox.UI.Button">
            <summary>
            A simple button <see cref="T:Sandbox.UI.Panel"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Button.TextLabel">
            <summary>
            The <see cref="T:Sandbox.UI.Label"/> that displays <see cref="P:Sandbox.UI.Button.Text"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Button.IconPanel">
            <summary>
            The <see cref="F:Sandbox.UI.Button.IconPanel"/> that displays <see cref="P:Sandbox.UI.Button.Icon"/>.
            </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="F:Sandbox.UI.Checkbox.isChecked">
            <summary>
            Use <see cref="P:Sandbox.UI.Checkbox.Checked"/>.
            PAINDAY TODO: Make private
            </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="F:Sandbox.UI.NavHostPanel.CurrentQuery">
            <summary>
            The query part of the url
            </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="F:Sandbox.UI.DropDown.DropdownIndicator">
            <summary>
            The icon of an arrow pointing down on the right of the element.
            </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="F:Sandbox.UI.Option.Title">
            <summary>
            The user-friendly text to show.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Icon">
            <summary>
            Icon for this option.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Tooltip">
            <summary>
            Tooltip for this option.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Value">
            <summary>
            The internal value for this option.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.ClosePopupsEvent(System.Object)">
            <summary>
            Event listener for <c>ui.closepopups</c>.
            PAINDAY TODO: Make internal?
            </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="F:Sandbox.UI.Popup.Header">
            <summary>
            Header panel that holds <see cref="F:Sandbox.UI.Popup.TitleLabel"/> and <see cref="F:Sandbox.UI.Popup.IconPanel"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.TitleLabel">
            <summary>
            Label that dispalys <see cref="P:Sandbox.UI.Popup.Title"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.IconPanel">
            <summary>
            Panel that dispalys <see cref="P:Sandbox.UI.Popup.Icon"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.PopupButton.Popup">
            <summary>
            The opened <see cref="T:Sandbox.UI.Popup"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Slider2D._value">
            <summary>
            Raw internal value.
            </summary>
        </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="F:Sandbox.UI.SplitContainer.MinimumFractionLeft">
            <summary>
            The smallest the left section can be as a fraction (0-1). Also controls the largest the right section can be.
            </summary>
        </member>
        <member name="F:Sandbox.UI.SplitContainer.MinimumFractionRight">
            <summary>
            The smallest the right section can be as a fraction (0-1). Also controls the largest the left section can be.
            </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="F:Sandbox.UI.TabContainer.Tabs">
            <summary>
            Access to the pages on this control
            </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.TextLength">
            <inheritdoc cref="P:Sandbox.UI.Label.TextLength"/>
        </member>
        <member name="P:Sandbox.UI.TextEntry.CaretPosition">
            <inheritdoc cref="P:Sandbox.UI.Label.CaretPosition"/>
        </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="F:Sandbox.UI.TextEntry.TimeSinceNotInFocus">
            <summary>
            Keep tabs of when we were focused so we can flash the caret relative to that time.
            We want the caret to be visible immediately on focus
            </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="F:Sandbox.Breakables.Result.BreakableParams.DamagePositon">
            <summary>
            The position at which damage was dealt. Used by some <see cref="T:Sandbox.IModelBreakCommand">break commands</see> that can be applied in ModelDoc.
            </summary>
        </member>
        <member name="F:Sandbox.Breakables.Result.Source">
            <summary>
            The entity that is breaking.
            </summary>
        </member>
        <member name="F:Sandbox.Breakables.Result.Params">
            <summary>
            Various break piece related parameters
            </summary>
        </member>
        <member name="F:Sandbox.Breakables.Result.Props">
            <summary>
            List of gibs generated. Amount of gibs may not match model's break piece count depending on value of <see cref="P:Sandbox.Breakables.MaxGibs"/>.
            </summary>
        </member>
        <member name="T:Sandbox.CitizenAnimationHelper">
            <summary>
            A struct to help you set up your citizen based animations
            </summary>
        </member>
    </members>
</doc>
