<?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.Conveyor">
            <summary>
            Sets velocity on a collider to simulate a conveyor belt
            </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.ParticleModelEmitter">
            <summary>
            Emits particles in a line. The line can be flat or have a tube-like quality.
            </summary>
        </member>
        <member name="T:Sandbox.ParticleTextRenderer">
            <summary>
            Renders particles as 2D sprites
            </summary>
        </member>
        <member name="P:Sandbox.ParticleTextRenderer.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="F:Sandbox.ParticleTextRenderer.BillboardAlignment.LookAtCamera">
            <summary>
            Look directly at the camera, apply roll
            </summary>
        </member>
        <member name="F:Sandbox.ParticleTextRenderer.BillboardAlignment.RotateToCamera">
            <summary>
            Look at the camera but don't pitch up and down, up is always up, can roll
            </summary>
        </member>
        <member name="F:Sandbox.ParticleTextRenderer.BillboardAlignment.Particle">
            <summary>
            Use rotation provided by the particle, pitch yaw and roll
            </summary>
        </member>
        <member name="P:Sandbox.ParticleTextRenderer.Alignment">
            <summary>
            Should th
            </summary>
        </member>
        <member name="M:Sandbox.ParticleSpriteSceneObject.RenderSceneObject">
            <summary>
            WARNING - this is running in a thread!
            </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.MotionEnabled">
            <summary>
            Enable to drive renderer from physics, disable to drive physics from renderer.
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.EnsureComponentsCreated">
            <summary>
            Make sure the body and our components are created
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.UpdateBody">
            <summary>
            Update the body dimensions, and change the physical properties based on the current state
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.GroundObject">
            <summary>
            The object we're standing on. Null if we're standing on nothing.
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.GroundComponent">
            <summary>
            The collider component we're standing on. Null if we're standing nothing
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.GroundFriction">
            <summary>
            The friction property of the ground we're standing on.
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.TimeSinceGrounded">
            <summary>
            Amount of time since this character was last on the ground
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.TimeSinceUngrounded">
            <summary>
            Amount of time since this character was last not on the ground
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.PreventGrounding(System.Single)">
            <summary>
            Prevent being grounded for a number of seconds
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.Reground">
            <summary>
            Lift player up and place a skin level above the ground
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.CanStandOnSurfaceNormal(Vector3)">
            <summary>
            Return true if this surface is less than GroundAngle
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.IsClimbing">
            <summary>
            True if we're on a ladder
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.ClimbingObject">
            <summary>
            The GameObject we're climbing. This will usually be a ladder trigger.
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.ClimbingRotation">
            <summary>
            When climbing, this is the rotation of the wall/ladder you're climbing, where
            Forward is the direction to look at the ladder, and Up is the direction to climb.
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.TryStartClimbing(Sandbox.GameObject)">
            <summary>
            Start climbing a ladder (or wall or something)
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.WaterLevel">
            <summary>
            Will will update this based on how much you're in a "water" tagged trigger
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.IsSwimming">
            <summary>
            This is for you to change
            </summary>
        </member>
        <member name="P:PhysicalCharacterController.MoveModes">
            <summary>
            A list of move modes. We choose the best move mode by finding the highest ranking .Score 
            I kind of feel like these should have been components, since it would all integrate much better that way.
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.TryStep">
            <summary>
            Try to step up. Will trace forward, then up, then across, then down.
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.RestoreStep">
            <summary>
            If we stepped up on the previous step, we suck our position back to the previous position after the physics step
            to avoid adding double velocity. This is technically wrong but doens't seem to cause any harm right now
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.BodyBox(System.Single,System.Single)">
            <summary>
            Return an aabb representing the body
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.TraceBody(Vector3,Vector3,System.Single,System.Single)">
            <summary>
            Trace the aabb body from one position to another and return the result
            </summary>
        </member>
        <member name="F:PhysicalCharacterController._skin">
            <summary>
            This is used to keep a distance away from surfaces. For exmaple, when grounding, we'll
            be a skin distance away from the ground.
            </summary>
        </member>
        <member name="M:PhysicalCharacterController.Jump(Vector3)">
            <summary>
            Adds velocity in a special way. First we subtract any opposite velocity (ie, falling) then 
            we add the velocity, but we clamp it to that direction. This means that if you jump when you're running
            up a platform, you don't get extra jump power.
            </summary>
        </member>
        <member name="T:BobbleJoint">
            <summary>
            A joint which creates a "bobble head" type movement
            </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="M:MyComponent.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>
