<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.facepunch.jumper</name>
    </assembly>
    <members>
        <member name="T:JumperHighlight">
            <summary>
            This should be added to a camera that you want to outline stuff
            </summary>
        </member>
        <member name="T:JumperHighlightOutline">
            <summary>
            This component should be added to stuff you want to be outlined
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.Material">
            <summary>
            If defined, the glow will use this material rather than a generated one.
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.Color">
            <summary>
            The colour of the glow outline
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.ObscuredColor">
            <summary>
            The colour of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.InsideColor">
            <summary>
            Color of the inside of the glow
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.InsideObscuredColor">
            <summary>
            Color of the inside of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.Width">
            <summary>
            The width of the line of the glow
            </summary>
        </member>
        <member name="M:JumperCharacterController.Accelerate(Vector3)">
            <summary>
            Add acceleration to the current velocity. 
            No need to scale by time delta - it will be done inside.
            </summary>
        </member>
        <member name="M:JumperCharacterController.ApplyFriction(System.Single,System.Single)">
            <summary>
            Apply an amount of friction to the current velocity.
            No need to scale by time delta - it will be done inside.
            </summary>
        </member>
        <member name="M:JumperCharacterController.Punch(Vector3@)">
            <summary>
            Disconnect from ground and punch our velocity. This is useful if you want the player to jump or something.
            </summary>
        </member>
        <member name="M:JumperCharacterController.Move">
            <summary>
            Move a character, with this velocity
            </summary>
        </member>
        <member name="M:JumperCharacterController.MoveTo(Vector3,System.Boolean)">
            <summary>
            Move from our current position to this target position, but using tracing an sliding.
            This is good for different control modes like ladders and stuff.
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TraceFromTo(Vector3,Vector3)">
            <summary>
            Trace this from one position to another
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TryMove(System.Single)">
            <summary>
            Try to move to the position. Will return the fraction of the desired velocity that we traveled.
            Position and Velocity will be what we recommend using.
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TraceMove(Vector3)">
            <summary>
            Move our position by this delta using trace. If we hit something we'll stop,
            we won't slide across it nicely like TryMove does.
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TryMoveWithStep(System.Single,System.Single)">
            <summary>
            Like TryMove but will also try to step up if it hits a wall
            </summary>
        </member>
        <member name="T: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="P:VelocityClipPlanes.Max">
            <summary>
            Maximum number of planes that can be hit
            </summary>
        </member>
        <member name="P:VelocityClipPlanes.Count">
            <summary>
            Number of planes we're currently holding
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.TryAdd(Vector3,Vector3@,System.Single)">
            <summary>
            Try to add this plane and restrain velocity to it (and its brothers)
            </summary>
            <returns>False if we ran out of room and should stop adding planes</returns>
        </member>
        <member name="M:VelocityClipPlanes.TryClip(Vector3@)">
            <summary>
            Try to clip our velocity to all the planes, so we're not travelling into them
            Returns true if we clipped properly
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.MovingTowardsAnyPlane(Vector3,System.Int32)">
            <summary>
            Returns true if we're moving towards any of our planes (except for skip)
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.StartBump(Vector3)">
            <summary>
            Start a new bump. Clears planes and resets BumpVelocity
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.ClipVelocity(Vector3,Vector3,System.Single)">
            <summary>
            Clip the velocity to the normal
            </summary>
        </member>
        <member name="M:JumperCitizenAnimation.WithLook(Vector3,System.Single,System.Single,System.Single)">
            <summary>
            Have the player look at this point in the world
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.MoveStyle">
            <summary>
            We can force the model to walk or run, or let it decide based on the speed.
            </summary>
        </member>
        <member name="M:JumperFallMessage.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:JumperEndUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
