<?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="P:Sandbox.DynamicReflections.RoughnessCutoff">
            <summary>
            Until which roughness value the effect should be applied
            </summary>
        </member>
        <member name="F:Sandbox.DynamicReflections.Quality">
            <summary>
            Quality of the effect ( Full res, Half res, Quarter res )
            Default half res
            </summary>
        </member>
        <member name="F:Sandbox.DynamicReflections.SamplesPerPixel">
            <summary>
            Number of samples per pixel
            </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.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.SplineComponent">
            <summary>
            Represents a spline component that can be manipulated within the editor and at runtime.
            </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: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:InputHint.UpdateTexture">
            <summary>
            Checks the current button and updates the glyph.
            </summary>
        </member>
        <member name="M:InputAnalogHint.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>
