<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.facepunch.testbed</name>
    </assembly>
    <members>
        <member name="T:Sandbox.ExampleComponents.LatticeDeform">
            <summary>
            Deforms parent
            Proof of concept, will be made into a proper feature with compute shaders
            Make just a sibling component rather than child, right now I prefer using the GameObject gizmo
            </summary>
        </member>
        <member name="T:Sandbox.DistanceFieldGPU">
            <summary>
            Distance Field GPU from Hitboxes
            No acceleration structure, no nothing but capsules, proof of concept
            </summary>
        </member>
        <member name="T:Sandbox.NanoVDB">
            <summary>
            File structure of .nvdb goes as follows:
                * Header
                * MetaData
                * List of Grids
            </summary>
        </member>
        <member name="T:Sandbox.NanoVDB.Grid.GridHeader">
            <summary>
            
            </summary>
        </member>
        <member name="T:Sandbox.NanoVDB.Header">
            <summary>
            Represents the header of a NanoVDB file.
            </summary>
        </member>
        <member name="T:Sandbox.NanoVDB.Metadata">
            <summary>
            Data encoded for each of the grids associated with a segment.
            </summary>
        </member>
        <member name="T:Sandbox.NanoVDB.GridFlags">
            <summary>
            Grid flags which indicate what extra information is present in the grid buffer.
            </summary>
        </member>
        <member name="T:Sandbox.NVDBPathAttribute">
            <summary>
            When added to a string property, will become a VDB string selector
            </summary>
        </member>
        <member name="T:Sandbox.ParticleLineEmitter">
            <summary>
            Emits particles in a line. The line can be flat or have a tube-like quality.
            </summary>
        </member>
        <member name="T:Sandbox.ParticleLineRenderer">
            <summary>
            Renders particles as 2D sprites
            </summary>
        </member>
        <member name="P:Sandbox.ParticleLineRenderer.Opaque">
            <summary>
            If opaque there's no need to sort particles, because they will write to
            the depth buffer during the opaque pass.
            </summary>
        </member>
        <member name="T:Sandbox.PointLight2">
            <summary>
            Rectangle Light, missing features and doesn't play too nice with tiled optimizations yet
            </summary>
        </member>
        <member name="T:Sandbox.Ragdoll">
            <summary>
            Work in progress ragdoll component that creates child rigid bodies from model physics.
            </summary>
        </member>
        <member name="P:Sandbox.Ragdoll.StartAsleep">
            <summary>
            All bodies will be put to sleep on start.
            </summary>
        </member>
        <member name="P:Sandbox.Ragdoll.MotionEnabled">
            <summary>
            Enable to drive renderer from physics, disable to drive physics from renderer.
            </summary>
        </member>
        <member name="T:Sandbox.RectLight">
            <summary>
            Rectangle Light, missing features and doesn't play too nice with tiled optimizations yet
            </summary>
        </member>
        <member name="P:Sandbox.VolumetricMaterialRenderer.VDB">
            <summary>
            The volumetric material to render.
            </summary>
        </member>
        <member name="M:Sandbox.BeforeAfterTest.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="T:PlayerSquish">
            <summary>
            Swishes the player if the physics pressure exceeds a set amount
            </summary>
        </member>
        <member name="T:BobbleJoint">
            <summary>
            A joint which creates a "bobble head" type movement
            </summary>
        </member>
        <member name="P:PlaneReflection.TextureResolution">
            <summary>
            Texture size divider. 0 = screen, 1 = screen/2, 2 = screen/4, 3 = screen/8
            </summary>
        </member>
        <member name="P:PlayerGrabber.MovementSmoothness">
            <summary>
            The higher this is, the "looser" the grip is when dragging objects
            </summary>
        </member>
        <member name="M:MyComponent.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:WorldPanelTest.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="P:NameTagPanel.TargetObject">
            <summary>
            Testing something a bit dynamic to make sure serialized properly
            </summary>
        </member>
        <member name="M:NameTagPanel.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:InputAnalogHint.UpdateTexture">
            <summary>
            Checks the current button and updates the glyph.
            </summary>
        </member>
        <member name="M:InputHint.UpdateTexture">
            <summary>
            Checks the current button and updates the glyph.
            </summary>
        </member>
        <member name="M:Chat.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:InputTestingHud.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
