<?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.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.Movement.MoveModeLadder">
            <summary>
            The character is climbing up a ladder
            </summary>
        </member>
        <member name="P:Sandbox.Movement.MoveModeLadder.ClimbableTags">
            <summary>
            A list of tags we can climb up - when they're on triggers
            </summary>
        </member>
        <member name="P:Sandbox.Movement.MoveModeLadder.ClimbingObject">
            <summary>
            The GameObject we're climbing. This will usually be a ladder trigger.
            </summary>
        </member>
        <member name="P:Sandbox.Movement.MoveModeLadder.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="T:Sandbox.Movement.MoveMode">
            <summary>
            A move mode for this character
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.Score(Sandbox.PlayerController)">
            <summary>
            Highest number becomes the new control mode
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.PrePhysicsStep">
            <summary>
            Called before the physics step is run
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.PostPhysicsStep">
            <summary>
            Called after the physics step is run
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.OnModeBegin">
            <summary>
            This mode has just started
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.OnModeEnd(Sandbox.Movement.MoveMode)">
            <summary>
            This mode has stopped. We're swapping to another move mode.
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.TrySteppingUp(System.Single)">
            <summary>
            If we're approaching a step, step up if possible
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.StickToGround(System.Single)">
            <summary>
            If we're on the ground, make sure we stay there by falling to the ground
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.UpdateAnimator(Sandbox.SkinnedModelRenderer)">
            <summary>
            Update the animator which is available at Controller.Renderer 
            </summary>
        </member>
        <member name="M:Sandbox.Movement.MoveMode.UpdateMove(Rotation,Vector3)">
            <summary>
            Read inputs, return WishVelocity
            </summary>
        </member>
        <member name="T:Sandbox.Movement.MoveModeSwim">
            <summary>
            The character is swimming
            </summary>
        </member>
        <member name="P:Sandbox.Movement.MoveModeSwim.WaterLevel">
            <summary>
            Will will update this based on how much you're in a "water" tagged trigger
            </summary>
        </member>
        <member name="T:Sandbox.Movement.MoveModeWalk">
            <summary>
            The character is walking
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.Renderer">
            <summary>
            The body will usually be a child object with SkinnedModelRenderer
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.UpdateAnimation(Sandbox.SkinnedModelRenderer)">
            <summary>
            Update the animation for this renderer. This will update the body rotation etc too.
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.EyeAngles">
            <summary>
            The direction we're looking.
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.EyePosition">
            <summary>
            The player's eye position, in first person mode
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.EyeTransform">
            <summary>
            The player's eye position, in first person mode
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.Headroom">
            <summary>
            The distance from the top of the head to to closest ceiling
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.EnsureComponentsCreated">
            <summary>
            Make sure the body and our components are created
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.UpdateBody">
            <summary>
            Update the body dimensions, and change the physical properties based on the current state
            </summary>
        </member>
        <member name="T:Sandbox.PlayerController.IEvents">
            <summary>
            Events from the PlayerController
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.IEvents.OnEyeAngles(Angles@)">
            <summary>
            Our eye angles are changing. Allows you to change the sensitivity, or stomp all together.
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.IEvents.PostCameraSetup(Sandbox.CameraComponent)">
            <summary>
            Called after we've set the camera up
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.IEvents.OnLanded(System.Single,Vector3)">
            <summary>
            The player has landed on the ground, after falling this distance.
            </summary>
        </member>
        <member name="F:Sandbox.PlayerController.DebugFootsteps">
            <summary>
            Draw debug overlay on footsteps
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.GroundObject">
            <summary>
            The object we're standing on. Null if we're standing on nothing.
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.GroundComponent">
            <summary>
            The collider component we're standing on. Null if we're standing nothing
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.GroundFriction">
            <summary>
            The friction property of the ground we're standing on.
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.TimeSinceGrounded">
            <summary>
            Amount of time since this character was last on the ground
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.TimeSinceUngrounded">
            <summary>
            Amount of time since this character was last not on the ground
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.PreventGrounding(System.Single)">
            <summary>
            Prevent being grounded for a number of seconds
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.Reground(System.Single)">
            <summary>
            Lift player up and place a skin level above the ground
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.UpdateDucking(System.Boolean)">
            <summary>
            Called during FixedUpdate when UseInputControls is enmabled. Will duck if requested.
            If not, and we're ducked, will unduck if there is room
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.StepDebug">
            <summary>
            Enable debug overlays for this character
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.TryStep(System.Single)">
            <summary>
            Try to step up. Will trace forward, then up, then across, then down.
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.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:Sandbox.PlayerController.BodyBox(System.Single,System.Single)">
            <summary>
            Return an aabb representing the body
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.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="M:Sandbox.PlayerController.CreateRagdoll(System.String)">
            <summary>
            Create a ragdoll gameobject version of our render body.
            </summary>
        </member>
        <member name="F:Sandbox.PlayerController._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="P:Sandbox.PlayerController.IsClimbing">
            <summary>
            True if we're using PhysicsCharacterLadderMode mode
            </summary>
        </member>
        <member name="P:Sandbox.PlayerController.IsSwimming">
            <summary>
            True if we're currently using PhysicsCharacterSwimMode mode
            </summary>
        </member>
        <member name="M:Sandbox.PlayerController.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: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>
