<?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="F:Sandbox.GroundTruthAmbientOcclusion.SampleQuality.Low">
            <summary>
            9 samples
            </summary>
        </member>
        <member name="F:Sandbox.GroundTruthAmbientOcclusion.SampleQuality.Medium">
            <summary>
            16 samples
            </summary>
        </member>
        <member name="F:Sandbox.GroundTruthAmbientOcclusion.SampleQuality.High">
            <summary>
            25 samples
            </summary>
        </member>
        <member name="P:Sandbox.GroundTruthAmbientOcclusion.Quality">
            <summary>
            Number of pixel samples taken to determine occlusion
            </summary>
        </member>
        <member name="P:Sandbox.GroundTruthAmbientOcclusion.Intensity">
            <summary>
            The intensity of the darkening effect. Has no impact on performance.
            </summary>
        </member>
        <member name="P:Sandbox.GroundTruthAmbientOcclusion.Radius">
            <summary>
            Maximum distance of samples from pixel when determining its occlusion
            </summary>
        </member>
        <member name="P:Sandbox.GroundTruthAmbientOcclusion.FalloffDistance">
            <summary>
            The distance at which the effect starts to fade out
            </summary>
        </member>
        <member name="F:Sandbox.GroundTruthAmbientOcclusion.DenoiseModes.Spatial">
            <summary>
            Applies spatial denoising to reduce noise by averaging pixel values within a local neighborhood.
            This method smooths out noise by considering the spatial relationship between pixels in a single frame.
            </summary>
        </member>
        <member name="F:Sandbox.GroundTruthAmbientOcclusion.DenoiseModes.Temporal">
            <summary>
            Applies temporal denoising to reduce noise by averaging pixel values over multiple frames.
            This method leverages the temporal coherence of consecutive frames to achieve a noise-free result.
            </summary>
        </member>
        <member name="P:Sandbox.GroundTruthAmbientOcclusion.DenoiseMode">
            <summary>
            How we should denoise the effect
            </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.MotionEnabled">
            <summary>
            Enable to drive renderer from physics, disable to drive physics from renderer.
            </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: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>
