<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.facepunch.testbed</name>
    </assembly>
    <members>
        <member name="P:PrefabFile.Scene">
            <summary>
            This is used as a reference
            </summary>
        </member>
        <member name="T:IComponentColorProvider">
            <summary>
            When applied to a component, the component will be able to provide the color to use for certain UI editor elements
            </summary>
        </member>
        <member name="T:BaseComponent.ExecuteInEditor">
            <summary>
            A component with this interface will run in the editor
            </summary>
        </member>
        <member name="T:BaseComponent.ICollisionListener">
            <summary>
            A component with this interface can react to collisions
            </summary>
        </member>
        <member name="T:BaseComponent.INetworkListener">
            <summary>
            A component with this interface can react to network events
            </summary>
        </member>
        <member name="T:BaseComponent.IRenderOverlay">
            <summary>
            A component with this interface will draw on the overlay on the camera
            </summary>
        </member>
        <member name="T:BaseComponent.ITintable">
            <summary>
            A component that lets you change its color
            </summary>
        </member>
        <member name="T:BaseComponent.ITriggerListener">
            <summary>
            A component with this interface can react to interactions with triggers
            </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:ParticleSpriteRenderer.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="P:ChromaticAberration.Offset">
            <summary>
            The pixel offset for each color channel. These values should
            be very small as it's in UV space. (0.004 for example)
            X = Red
            Y = Green
            Z = Blue
            </summary>
        </member>
        <member name="T:Highlight">
            <summary>
            This should be added to a camera that you want to outline stuff
            </summary>
        </member>
        <member name="T:HighlightOutline">
            <summary>
            This component should be added to stuff you want to be outlined
            </summary>
        </member>
        <member name="P:HighlightOutline.Material">
            <summary>
            If defined, the glow will use this material rather than a generated one.
            </summary>
        </member>
        <member name="P:HighlightOutline.Color">
            <summary>
            The colour of the glow outline
            </summary>
        </member>
        <member name="P:HighlightOutline.ObscuredColor">
            <summary>
            The colour of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:HighlightOutline.InsideColor">
            <summary>
            Color of the inside of the glow
            </summary>
        </member>
        <member name="P:HighlightOutline.InsideObscuredColor">
            <summary>
            Color of the inside of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:Vignette.Color">
            <summary>
            The color of the vignette or the "border"
            </summary>
        </member>
        <member name="P:Vignette.Center">
            <summary>
            The center of the vignette in relation to UV space. This means
            a value of {0.5, 0.5} is the center of the screen
            </summary>
        </member>
        <member name="T:DecalRenderer">
            <summary>
            Component that creates a projected decal relative to its GameObject.
            </summary>
        </member>
        <member name="P:DecalRenderer.Material">
            <summary>
            The material to use for this decal
            </summary>
        </member>
        <member name="P:DecalRenderer.Size">
            <summary>
            The size of the decal. x being width, y being the height, z being the projection distance
            </summary>
        </member>
        <member name="P:DecalRenderer.TintColor">
            <summary>
            Tint the decal
            </summary>
        </member>
        <member name="T:VrAnchor">
            <summary>
            Updates the <see cref="P:Sandbox.VR.Anchor"/> based on a GameObject's transform.
            </summary>
        </member>
        <member name="T:VrHand">
            <summary>
            Updates the parameters on an <see cref="T:SkinnedModelRenderer"/> on this GameObject based on the skeletal data from SteamVR.
            Useful for quick hand posing based on controller input.
            </summary>
        </member>
        <member name="T:VrTrackedObject">
            <summary>
            Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD).
            </summary>
        </member>
        <member name="T:CommonCallback">
            <summary>
            A list of component methods that are deferred and batched into groups, and exected in group order.
            This is used to ensure that components are initialized in a predictable order.
            The order of this enum is critical.
            </summary>
        </member>
        <member name="F:CommonCallback.Deserialized">
            <summary>
            The component has been deserialized. This callback is used to resolve
            GameObjects from a string GameObject ID.
            </summary>
        </member>
        <member name="F:CommonCallback.Validate">
            <summary>
            The component has been deserialized, or edited in the editor
            </summary>
        </member>
        <member name="F:CommonCallback.Loading">
            <summary>
            An opportunity for the component to load any data they need to load
            </summary>
        </member>
        <member name="F:CommonCallback.Awake">
            <summary>
            The component is awake. Called only once, on first enable.
            </summary>
        </member>
        <member name="F:CommonCallback.Enable">
            <summary>
            Component has been enabled
            </summary>
        </member>
        <member name="F:CommonCallback.Disable">
            <summary>
            Component has been disabled
            </summary>
        </member>
        <member name="F:CommonCallback.Destroy">
            <summary>
            Component has been destroyed
            </summary>
        </member>
        <member name="F:CommonCallback.Term">
            <summary>
            GameObject actually deleted
            </summary>
        </member>
        <member name="T:FindMode">
            <summary>
            Flags to search for Components.
            I've named this something generic because I think we can re-use it to search for GameObjects too.
            </summary>
        </member>
        <member name="F:FindMode.Enabled">
            <summary>
            Components that are enabled
            </summary>
        </member>
        <member name="F:FindMode.Disabled">
            <summary>
            Components that are disabled
            </summary>
        </member>
        <member name="F:FindMode.InSelf">
            <summary>
            Components nn this object
            </summary>
        </member>
        <member name="F:FindMode.InParent">
            <summary>
            Components in our parent
            </summary>
        </member>
        <member name="F:FindMode.InAncestors">
            <summary>
            Components in all ancestors (parent, their parent, their parent, etc)
            </summary>
        </member>
        <member name="F:FindMode.InChildren">
            <summary>
            Components in our children
            </summary>
        </member>
        <member name="F:FindMode.InDescendants">
            <summary>
            Components in all decendants (our children, their children, their children etc)
            </summary>
        </member>
        <member name="M:GameObject.Msg_DropOwnership">
            <summary>
            Stop being the network owner
            </summary>
        </member>
        <member name="P:GameObject.Enabled">
            <summary>
            Is this gameobject enabled?
            </summary>
        </member>
        <member name="F:GameObjectFlags.Hidden">
            <summary>
            Hide this object in heirachy/inspector
            </summary>
        </member>
        <member name="F:GameObjectFlags.NotSaved">
            <summary>
            Don't save this object to disk, or when duplicating
            </summary>
        </member>
        <member name="F:GameObjectFlags.Bone">
            <summary>
            Auto created - it's a bone
            </summary>
        </member>
        <member name="F:GameObjectFlags.Attachment">
            <summary>
            Auto created - it's an attachment
            </summary>
        </member>
        <member name="P:NameTagPanel.TargetObject">
            <summary>
            Testing something a bit dynamic to make sure serialized properly
            </summary>
        </member>
    </members>
</doc>
