<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.base</name>
    </assembly>
    <members>
        <member name="T:Sandbox.Citizen.CitizenAnimationHelper">
            <summary>
            Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our
            aim is to put everything you need in this class, so you can easily see what variables are available.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.Target">
            <summary>
            The skinned model renderer that we'll apply all parameters to.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.EyeSource">
            <summary>
            Where are the eyes of our character?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.Height">
            <summary>
            How tall are we?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.LookAtEnabled">
            <summary>
            Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.LookAt">
            <summary>
            Which GameObject should we be looking at?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IkLeftHand">
            <summary>
            IK will try to place the limb where this GameObject is in the world.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IkRightHand">
            <inheritdoc cref="P:Sandbox.Citizen.CitizenAnimationHelper.IkLeftHand"/>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IkLeftFoot">
            <inheritdoc cref="P:Sandbox.Citizen.CitizenAnimationHelper.IkLeftHand"/>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IkRightFoot">
            <inheritdoc cref="P:Sandbox.Citizen.CitizenAnimationHelper.IkLeftHand"/>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.EyeWorldTransform">
            <summary>
            The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
            </summary>
        </member>
        <member name="M:Sandbox.Citizen.CitizenAnimationHelper.WithLook(Vector3,System.Single,System.Single,System.Single)">
            <summary>
            Have the player look at this point in the world
            </summary>
        </member>
        <member name="M:Sandbox.Citizen.CitizenAnimationHelper.WithVelocity(Vector3)">
            <summary>
            Have the player animate moving with a set velocity (this doesn't move them! Your character controller is responsible for that)
            </summary>
            <param name="Velocity"></param>
        </member>
        <member name="M:Sandbox.Citizen.CitizenAnimationHelper.WithWishVelocity(Vector3)">
            <summary>
            Animates the wish for the character to move in a certain direction. For example, when in the air, your character will swing their arms in that direction.
            </summary>
            <param name="Velocity"></param>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.AimAngle">
            <summary>
            Where are we aiming?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.AimEyesWeight">
            <summary>
            The weight of the aim angle, but specifically for the Citizen's eyes.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.AimHeadWeight">
            <summary>
            The weight of the aim angle, but specifically for the Citizen's head.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.AimBodyWeight">
            <summary>
            The weight of the aim angle, but specifically for the Citizen's body.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.MoveRotationSpeed">
            <summary>
            How much the character is rotating in degrees per second, this controls feet shuffling.
            If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.DuckLevel">
            <summary>
            The scale of being ducked (crouched) (0 - 1)
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.VoiceLevel">
            <summary>
            How loud are we talking?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IsSitting">
            <summary>
            Are we sitting down?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IsGrounded">
            <summary>
            Are we on the ground?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IsSwimming">
            <summary>
            Are we swimming?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IsClimbing">
            <summary>
            Are we climbing?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IsNoclipping">
            <summary>
            Are we noclipping?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.IsWeaponLowered">
            <summary>
            Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.HoldType">
            <summary>
            What kind of weapon are we holding?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.Handedness">
            <summary>
            What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
            </summary>
        </member>
        <member name="M:Sandbox.Citizen.CitizenAnimationHelper.TriggerJump">
            <summary>
            Triggers a jump animation
            </summary>
        </member>
        <member name="M:Sandbox.Citizen.CitizenAnimationHelper.TriggerDeploy">
            <summary>
            Triggers a weapon deploy animation
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.MoveStyle">
            <summary>
            We can force the model to walk or run, or let it decide based on the speed.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.SpecialMove">
            <summary>
            We can force the model to have a specific movement state, instead of just running around.
            <see cref="F:Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.LedgeGrab"/> is good for shimmying across a ledge.
            <see cref="F:Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Roll"/> is good for a platformer game where the character is rolling around continuously.
            <see cref="F:Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Slide"/> is good for a shooter game or a platformer where the character is sliding.
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.Sitting">
            <summary>
            How are we sitting down?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.SittingOffsetHeight">
            <summary>
            How far up are we sitting down from the floor?
            </summary>
        </member>
        <member name="P:Sandbox.Citizen.CitizenAnimationHelper.SittingPose">
            <summary>
            From 0-1, how much are we actually sitting down.
            </summary>
        </member>
        <member name="T:Sandbox.NetworkHelper">
            <summary>
            Creates a networked game lobby and assigns player prefabs to connected clients.
            </summary>
        </member>
        <member name="P:Sandbox.NetworkHelper.StartServer">
            <summary>
            Create a server (if we're not joining one)
            </summary>
        </member>
        <member name="P:Sandbox.NetworkHelper.PlayerPrefab">
            <summary>
            The prefab to spawn for the player to control.
            </summary>
        </member>
        <member name="P:Sandbox.NetworkHelper.SpawnPoints">
            <summary>
            A list of points to choose from randomly to spawn the player in. If not set, we'll spawn at the
            location of the NetworkHelper object.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkHelper.OnActive(Sandbox.Connection)">
            <summary>
            A client is fully connected to the server. This is called on the host.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkHelper.FindSpawnLocation">
            <summary>
            Find the most appropriate place to respawn
            </summary>
        </member>
        <member name="T:Sandbox.SandboxBaseExtensions">
            <summary>
            Extensions for Surfaces
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.Add(Sandbox.VertexBuffer,Vector3)">
            <summary>
            Add a vertex using this position and everything else from Default
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.Add(Sandbox.VertexBuffer,Vector3,Vector2)">
            <summary>
            Add a vertex using this position and UV, and everything else from Default
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.AddTriangle(Sandbox.VertexBuffer,Sandbox.Vertex,Sandbox.Vertex,Sandbox.Vertex)">
            <summary>
            Add a triangle to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.AddQuad(Sandbox.VertexBuffer,Sandbox.Rect)">
            <summary>
            Add a quad to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.AddQuad(Sandbox.VertexBuffer,Sandbox.Vertex,Sandbox.Vertex,Sandbox.Vertex,Sandbox.Vertex)">
            <summary>
            Add a quad to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.AddQuad(Sandbox.VertexBuffer,Vector3,Vector3,Vector3,Vector3)">
            <summary>
            Add a quad to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.AddQuad(Sandbox.VertexBuffer,Ray,Vector3,Vector3)">
            <summary>
            Add a quad to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:Sandbox.SandboxBaseExtensions.AddCube(Sandbox.VertexBuffer,Vector3,Vector3,Rotation,Color32)">
            <summary>
            Add a cube to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Button">
            <summary>
            A simple button <see cref="T:Sandbox.UI.Panel"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Button.TextLabel">
            <summary>
            The <see cref="T:Sandbox.UI.Label"/> that displays <see cref="P:Sandbox.UI.Button.Text"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Button.IconPanel">
            <summary>
            The <see cref="F:Sandbox.UI.Button.IconPanel"/> that displays <see cref="P:Sandbox.UI.Button.Icon"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Button.HelpLabel">
            <summary>
            The <see cref="T:Sandbox.UI.Label"/> that displays <see cref="P:Sandbox.UI.Button.Help"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Button.RightColumn">
            <summary>
            The column on the right, holding the label and help
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Href">
            <summary>
            The target link, if set
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Value">
            <summary>
            Used for selection status in things like ButtonGroup
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.HoverMenu">
            <summary>
            More button options underneath the main button content.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Disabled">
            <summary>
            The button is disabled for some reason
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Active">
            <summary>
            Allow external factors to force the active state
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Text">
            <summary>
            Text for the button.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Help">
            <summary>
            Help for the button.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Button.DeleteText">
            <summary>
            Deletes the <see cref="P:Sandbox.UI.Button.Text"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Button.Icon">
            <summary>
            Icon for the button.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Button.DeleteIcon">
            <summary>
            Deletes the <see cref="P:Sandbox.UI.Button.Icon"/>.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Button.SetText(System.String)">
            <summary>
            Set the text for the button. Calls <c>Text = value</c>
            </summary>
        </member>
        <member name="M:Sandbox.UI.Button.Click">
            <summary>
            Imitate the button being clicked.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ButtonGroup">
            <summary>
            A group of side-by-side buttons one of which can be selected.
            </summary>
        </member>
        <member name="P:Sandbox.UI.ButtonGroup.ValueChanged">
            <summary>
            Called when the value has been changed.
            </summary>
        </member>
        <member name="P:Sandbox.UI.ButtonGroup.Value">
            <summary>
            The selected option value.
            </summary>
        </member>
        <member name="P:Sandbox.UI.ButtonGroup.Options">
            <summary>
            Options to show in this button group.
            </summary>
        </member>
        <member name="P:Sandbox.UI.ButtonGroup.ButtonClass">
            <summary>
            CSS Class(es) to add to child buttons.
            </summary>
        </member>
        <member name="M:Sandbox.UI.ButtonGroup.AddButton(System.String,System.Action)">
            <summary>
            Adds a button to this group.
            </summary>
            <param name="value">The button's label.</param>
            <param name="action">Called <c>onclick</c>.</param>
        </member>
        <member name="M:Sandbox.UI.ButtonGroup.AddButtonActive(System.String,System.Action{System.Boolean})">
            <summary>
            Adds a button to this button group with <c>startactive</c> and <c>stopactive</c> callbacks
            </summary>
            <param name="value">The button's label</param>
            <param name="action">Called on <c>startactive</c> with parameter of <see langword="true"/> and <c>stopactive</c> with parameter of <see langword="false"/>.</param>
        </member>
        <member name="P:Sandbox.UI.ButtonGroup.SelectedButton">
            <summary>
            The selected button panel.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Checkbox">
            <summary>
            A simple checkbox <see cref="T:Sandbox.UI.Panel"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Checkbox.ValueChanged">
            <summary>
            Called when the checked state has been changed.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Checkbox.CheckMark">
            <summary>
            The checkmark icon. Although no guarantees it's an icon!
            </summary>
        </member>
        <member name="F:Sandbox.UI.Checkbox.isChecked">
            <summary>
            Use <see cref="P:Sandbox.UI.Checkbox.Checked"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Checkbox.Checked">
            <summary>
            Returns true if this checkbox is checked.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Checkbox.Value">
            <summary>
            Returns true if this checkbox is checked.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Checkbox.Label">
            <summary>
            The <see cref="T:Sandbox.UI.Label"/> that displays <see cref="P:Sandbox.UI.Checkbox.LabelText"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Checkbox.LabelText">
            <summary>
            Text for the checkbox label.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Checkbox.OnValueChanged">
            <summary>
            Called when <see cref="P:Sandbox.UI.Checkbox.Value"/> changes.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Checkbox.UpdateState">
            <summary>
            Called to update visuals of the checkbox. By default this applies <c>checked</c> CSS class.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Navigation.NavLinkPanel">
            <summary>
            A panel that will navigate to an href but also have .active class if href is active
            </summary>
        </member>
        <member name="T:Sandbox.UI.Navigation.NavigationHost">
            <summary>
            A panel that acts like a website. A single page is always visible
            but it will cache other views that you visit, and allow forward/backward navigation.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Navigation.NavigationHost.CurrentPanel">
            <summary>
            The currently visible panel
            </summary>
        </member>
        <member name="P:Sandbox.UI.Navigation.NavigationHost.CurrentUrl">
            <summary>
            The Url we're currently viewing
            </summary>
        </member>
        <member name="F:Sandbox.UI.Navigation.NavigationHost.CurrentQuery">
            <summary>
            The query part of the url
            </summary>
        </member>
        <member name="P:Sandbox.UI.Navigation.NavigationHost.DefaultUrl">
            <summary>
            The Url we should go to when one isn't set
            </summary>
        </member>
        <member name="P:Sandbox.UI.Navigation.NavigationHost.NavigatorCanvas">
            <summary>
            The panel in which we should create our pages
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.OnParametersSet">
            <summary>
            Called after initialization
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.OnTemplateSlot(Sandbox.Html.INode,System.String,Sandbox.UI.Panel)">
            <summary>
            This sucks this sucks this sucks
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.AddDestination(System.String,System.Type)">
            <summary>
            Instead of finding pages by attributes, we can fill them in manually here
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.Navigate(System.String,System.Boolean)">
            <summary>
            Navigate to the passed url
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.FindTarget(System.String,System.String)">
            <summary>
            Find a panel that can be created for this url
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.GoBackUntilNot(System.String)">
            <summary>
            Keep pressing the back button until our url doesn't match the passed wildcard string
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.GoBack">
            <summary>
            To back to the previous page. Return true on success.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationHost.GoForward">
            <summary>
            Go forward, return true on success
            </summary>
        </member>
        <member name="T:Sandbox.UI.Navigation.INavigationEvent">
            <summary>
            Broadcast to all ancestors when the url changes
            </summary>
        </member>
        <member name="T:Sandbox.UI.Navigation.INavigatorPage">
            <summary>
            When applied to a page of a navigator, this will receive
            callbacks when the page is made visible and closed
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationExtensions.GetNavigator(Sandbox.UI.Panel)">
            <summary>
            Find the closest NavigationHost ancestor (or self)
            </summary>
        </member>
        <member name="M:Sandbox.UI.Navigation.NavigationExtensions.Navigate(Sandbox.UI.Panel,System.String)">
            <summary>
            Find the closest navigatorPanel ancestor and navigate to the given url
            </summary>
        </member>
        <member name="T:Sandbox.UI.ControlSheet">
            <summary>
            A controlsheet is a panel that you can populate with a SerializedObject's properties.
            </summary>
        </member>
        <member name="P:Sandbox.UI.ControlSheet.Target">
            <summary>
            The object we're trying to display properties for.
            </summary>
        </member>
        <member name="F:Sandbox.UI.ControlSheet._body">
            <summary>
            body panel. Gets deleted and recreated on Rebuild()
            </summary>
        </member>
        <member name="P:Sandbox.UI.ControlSheet.PropertyFilter">
            <summary>
            Filter any properties that are added to this
            </summary>
        </member>
        <member name="M:Sandbox.UI.ControlSheet.Rebuild">
            <summary>
            Rebuild these controls. This will delete the current body panel and recreate it, then add all properties from the target object.
            </summary>
        </member>
        <member name="M:Sandbox.UI.ControlSheet.Sandbox#Internal#IControlSheet#AddFeature(Sandbox.Internal.IControlSheet.Feature)">
            <summary>
            Called by IControlSheet logic to add a feature
            </summary>
        </member>
        <member name="M:Sandbox.UI.ControlSheet.Sandbox#Internal#IControlSheet#AddGroup(Sandbox.Internal.IControlSheet.Group)">
            <summary>
            Called by IControlSheet logic to add a group
            </summary>
        </member>
        <member name="M:Sandbox.UI.ControlSheet.Sandbox#Internal#IControlSheet#TestFilter(Sandbox.SerializedProperty)">
            <summary>
            Called by IControlSheet logic to filter properties.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ControlSheetGroup">
            <summary>
            A group for ControlSheet, consists of a title and a body containing properties.
            </summary>
        </member>
        <member name="M:Sandbox.UI.ControlSheetGroup.SetToggle(Sandbox.SerializedProperty)">
            <summary>
            Set the control that is going to toggle this group open and closed.
            </summary>
        </member>
        <member name="M:Sandbox.UI.ControlSheetGroup.SetVisibility(Sandbox.InspectorVisibilityAttribute[])">
            <summary>
            Hide this group if these attributes say so.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ControlSheetRow">
            <summary>
            Used by ControlSheet to display a single row of a property. This is created from a SerializedProperty
            and contains a label and a control for editing the property. Controls are created using BaseControl.CreateFor.
            </summary>
        </member>
        <member name="M:Sandbox.UI.BaseControl.Rebuild">
            <summary>
            Called whenever SerializedProperty changes to another property and we think we probably need to rebuild
            </summary>
        </member>
        <member name="M:Sandbox.UI.BaseControl.CreateFor(Sandbox.SerializedProperty)">
            <summary>
            Create a BaseControl for a given SerializedProperty.
            We'll look at BaseControls with [CustomEditor] attributes and see if any of them can handle this property.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ColorAlphaControl">
            <summary>
            A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mixer.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ColorControl">
            <summary>
            A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mixer.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ColorHueControl">
            <summary>
            A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mixer.
            </summary>
        </member>
        <member name="T:Sandbox.UI.ColorPickerControl">
            <summary>
            A control for picking a color using sliders and whatever
            </summary>
        </member>
        <member name="T:Sandbox.UI.ColorSaturationValueControl">
            <summary>
            A control for editing Color properties. Displays a text entry that can be edited, and a color swatch which pops up a mixer.
            </summary>
        </member>
        <member name="T:Sandbox.UI.EnumControl">
            <summary>
            A control for editing enum properties. Can either display a dropdown or a button group depending on the number of options.
            </summary>
        </member>
        <member name="T:Sandbox.UI.NumberEntry">
            <summary>
            Like TextEntry, except just for numbers
            </summary>
        </member>
        <member name="T:Sandbox.UI.TextEntry">
            <summary>
            A <see cref="T:Sandbox.UI.Panel"/> that the user can enter text into.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.AutoComplete">
            <summary>
            If you hook a method up here we'll do autocomplete on it.
            Return a list if strings for given string input.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.UpdateAutoComplete">
            <summary>
            Open the auto complete popup with values from <see cref="P:Sandbox.UI.TextEntry.AutoComplete"/>.
            Close the popup if we have no auto complete entries.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.UpdateAutoComplete(System.Object[])">
            <summary>
            Open the auto complete popup with given values.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.DestroyAutoComplete">
            <summary>
            Close and delete the auto complete popup panel.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.AutoCompleteSelectionChanged">
            <summary>
            Auto complete selection has changed. Update the text entry text to that selected value.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.AutoCompleteCancel">
            <summary>
            Auto complete was canceled, restore text to what it was before we started, and remove the auto complete popup.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.HistoryMaxItems">
            <summary>
            Maximum amount of items <see cref="M:Sandbox.UI.TextEntry.AddToHistory(System.String)"/> will keep.
            Oldest items will be discarded as new ones are added.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.HistoryCookie">
            <summary>
            If set, the history of this text entry will be stored and restored using this key in the local <see cref="P:Sandbox.Internal.GlobalGameNamespace.Cookie"/>.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.AddToHistory(System.String)">
            <summary>
            Add given string to the history of this text entry. 
            The history can be accessed by the player by pressing up and down arrows with an empty text entry.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.ClearHistory">
            <summary>
            Clear the input history that was previously added via <see cref="M:Sandbox.UI.TextEntry.AddToHistory(System.String)"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.IconPanel">
            <summary>
            The <see cref="T:Sandbox.UI.IconPanel"/> that displays <see cref="P:Sandbox.UI.TextEntry.Icon"/>
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Icon">
            <summary>
            If set, will display a <a href="https://fonts.google.com/icons">material icon</a> at the end of the text entry.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.HasClearButton">
            <summary>
            If true then Icon/IconPanel will be set to a clear button that clears the text when clicked.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.MinLength">
            <summary>
            If set, visually signals when the input text is shorter than this value. Will also set <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.MaxLength">
            <summary>
            If set, visually signals when the input text is longer than this value. Will also set <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.CharacterRegex">
            <summary>
            If set, will block the input of any character that doesn't match. Will also set <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> accordingly.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.StringRegex">
            <summary>
            If set, <see cref="P:Sandbox.UI.TextEntry.HasValidationErrors"/> will return true if doesn't match regex.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Numeric">
            <summary>
            When set to true, ensures only numeric values can be typed. Also applies <see cref="M:Sandbox.UI.TextEntry.FixNumeric"/> on text.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.HasValidationErrors">
            <summary>
            If true then this control has validation errors and the input shouldn't be accepted.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.UpdateValidation">
            <summary>
            Update the validation state of this control.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.CanEnterCharacter(System.Char)">
            <summary>
            Called when a character is typed by the player.
            </summary>
            <param name="c">The typed character to test.</param>
            <returns> Return true to allow the character to be typed.</returns>
        </member>
        <member name="P:Sandbox.UI.TextEntry.OnTextEdited">
            <summary>
            Called when the text of this text entry is changed.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Label">
            <summary>
            The <see cref="P:Sandbox.UI.TextEntry.Label"/> that contains the text of this text entry.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Disabled">
            <summary>
            Is the text entry disabled?
            If disabled, will add a "disabled" class and prevent focus.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Text">
            <summary>
            Access to the raw text in the text entry.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Value">
            <summary>
            The value of the text entry. Returns <see cref="P:Sandbox.UI.TextEntry.Text"/>, but does special logic when setting text.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.TextLength">
            <inheritdoc cref="P:Sandbox.UI.Label.TextLength"/>
        </member>
        <member name="P:Sandbox.UI.TextEntry.CaretPosition">
            <inheritdoc cref="P:Sandbox.UI.Label.CaretPosition"/>
        </member>
        <member name="P:Sandbox.UI.TextEntry.AllowEmojiReplace">
            <summary>
            Whether to allow automatic replacement of emoji codes with their actual unicode emoji characters. See <see cref="T:Sandbox.UI.Emoji"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.AcceptsImeInput">
            <summary>
            Allow <a href="https://en.wikipedia.org/wiki/Input_method">IME input</a> when this is focused.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.NumberFormat">
            <summary>
            Affects formatting of the text when <see cref="P:Sandbox.UI.TextEntry.Numeric"/> is enabled. Accepts any format that is supported by <see cref="M:System.Single.ToString(System.String)"/>. <a href="https://learn.microsoft.com/en-us/dotnet/standard/base-types/custom-numeric-format-strings">See examples here</a>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Multiline">
            <summary>
            Makes it possible to enter new lines into the text entry. (By pressing the Enter key, which no longer acts as the submit key)
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.MinValue">
            <summary>
            If we're numeric, this is the lowest numeric value allowed
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.MaxValue">
            <summary>
            If we're numeric, this is the highest numeric value allowed
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Placeholder">
            <summary>
            Text to display when the text entry is empty. Typically a very short description of the expected contents or function of the text entry.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.PrefixLabel">
            <summary>
            The <see cref="P:Sandbox.UI.TextEntry.Label"/> that shows <see cref="P:Sandbox.UI.TextEntry.Prefix"/> text.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Prefix">
            <summary>
            If set, will display given text before the text entry box.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.SuffixLabel">
            <summary>
            The <see cref="P:Sandbox.UI.TextEntry.Label"/> that shows <see cref="P:Sandbox.UI.TextEntry.Suffix"/> text.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.Suffix">
            <summary>
            If set, will display given text after the text entry box.
            </summary>
        </member>
        <member name="P:Sandbox.UI.TextEntry.SelectionColor">
            <summary>
            The color used for text selection highlight. Defaults to cyan with transparency.
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.OnValueChanged">
            <summary>
            Called when the text entry's value changes.
            </summary>
        </member>
        <member name="F:Sandbox.UI.TextEntry.TimeSinceNotInFocus">
            <summary>
            Keep tabs of when we were focused so we can flash the caret relative to that time.
            We want the caret to be visible immediately on focus
            </summary>
        </member>
        <member name="M:Sandbox.UI.TextEntry.FixNumeric">
            <summary>
            Called to ensure the <see cref="P:Sandbox.UI.TextEntry.Text"/> is absolutely in the correct format, in this case - a valid number format.
            </summary>
            <returns>The correctly formatted version of <see cref="P:Sandbox.UI.TextEntry.Text"/>.</returns>
        </member>
        <member name="M:Sandbox.UI.TextEntry.IsPanelEmpty">
            <summary>
            The TextEntry has the :empty style when the text is unset
            </summary>
        </member>
        <member name="T:Sandbox.UI.VectorControl">
            <summary>
            Like TextEntry, except just for numbers
            </summary>
        </member>
        <member name="T:Sandbox.UI.DropDown">
            <summary>
            A UI control which provides multiple options via a dropdown box.
            </summary>
        </member>
        <member name="F:Sandbox.UI.DropDown.DropdownIndicator">
            <summary>
            The icon of an arrow pointing down on the right of the element.
            </summary>
        </member>
        <member name="P:Sandbox.UI.DropDown.ValueChanged">
            <summary>
            Called when the value has been changed,
            </summary>
        </member>
        <member name="P:Sandbox.UI.DropDown.BuildOptions">
            <summary>
            Called just before opening, allows options to be dynamic
            </summary>
        </member>
        <member name="P:Sandbox.UI.DropDown.Options">
            <summary>
            The options to show on click. You can edit these directly via this property.
            </summary>
        </member>
        <member name="P:Sandbox.UI.DropDown.Value">
            <summary>
            The current string value. This is useful to have if Selected is null.
            </summary>
        </member>
        <member name="P:Sandbox.UI.DropDown.Selected">
            <summary>
            The currently selected option.
            </summary>
        </member>
        <member name="M:Sandbox.UI.DropDown.PopulateOptionsFromType(System.Type)">
            <summary>
            Given the type, populate options. This is useful if you're an enum type.
            </summary>
        </member>
        <member name="M:Sandbox.UI.DropDown.Open">
            <summary>
            Open the dropdown.
            </summary>
        </member>
        <member name="M:Sandbox.UI.DropDown.Select(Sandbox.UI.Option,System.Boolean)">
            <summary>
            Select an option.
            </summary>
        </member>
        <member name="M:Sandbox.UI.DropDown.Select(System.String,System.Boolean)">
            <summary>
            Select an option by value string.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Field">
            <summary>
            A field in a form, usually contains a label and a control
            </summary>
        </member>
        <member name="T:Sandbox.UI.FieldControl">
            <summary>
            A field in a form, usually contains a label and a control
            </summary>
        </member>
        <member name="T:Sandbox.UI.IconPanel">
            <summary>
            A panel containing an icon, typically a <a href="https://fonts.google.com/icons">material icon</a>.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Construct.IconPanelConstructor.Icon(Sandbox.UI.Construct.PanelCreator,System.String,System.String)">
            <summary>
            Create and return an icon (panel) with given icon and optionally given CSS classes.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Option">
            <summary>
            An option for a <see cref="T:Sandbox.UI.DropDown"/> or <see cref="T:Sandbox.UI.ButtonGroup"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Title">
            <summary>
            The user-friendly text to show.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Icon">
            <summary>
            Icon for this option.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Tooltip">
            <summary>
            Tooltip for this option.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Option.Value">
            <summary>
            The internal value for this option.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.PopupSource">
            <summary>
            Which panel triggered this popup. Set by <see cref="M:Sandbox.UI.Popup.SetPositioning(Sandbox.UI.Panel,Sandbox.UI.Popup.PositionMode,System.Single)"/> or the constructor.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.SelectedChild">
            <summary>
            Currently selected option in the popup. Used internally for keyboard navigation.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.Position">
            <summary>
            Positioning mode for this popup.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.PopupSourceOffset">
            <summary>
            Offset away from <see cref="P:Sandbox.UI.Popup.PopupSource"/> based on <see cref="P:Sandbox.UI.Popup.Position"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.CloseWhenParentIsHidden">
            <summary>
            If true, will close this popup when the <see cref="P:Sandbox.UI.Popup.PopupSource"/> is hidden.
            </summary>
        </member>
        <member name="T:Sandbox.UI.Popup.PositionMode">
            <summary>
            Dictates where a <see cref="T:Sandbox.UI.Popup"/> is positioned.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.Left">
            <summary>
            To the left of the source panel, centered.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.Right">
            <summary>
            To the right of the source panel, centered.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.LeftBottom">
            <summary>
            To the left of the source panel, aligned to the bottom.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.RightBottom">
            <summary>
            To the right of the source panel, aligned to the bottom.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.AboveLeft">
            <summary>
            Above the source panel, aligned to the left.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.AboveRight">
            <summary>
            Above the source panel, aligned to the right.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowLeft">
            <summary>
            Below the source panel, aligned to the left.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowCenter">
            <summary>
            Below the source panel, centered horizontally.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowRight">
            <summary>
            Below the source panel, aligned to the right.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.BelowStretch">
            <summary>
            Below the source panel, stretch to the width of the <see cref="P:Sandbox.UI.Popup.PopupSource"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.AboveCenter">
            <summary>
            Above, centered
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.PositionMode.UnderMouse">
            <summary>
            Position where the mouse cursor is currently
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.#ctor(Sandbox.UI.Panel,Sandbox.UI.Popup.PositionMode,System.Single)">
            <inheritdoc cref="M:Sandbox.UI.Popup.SetPositioning(Sandbox.UI.Panel,Sandbox.UI.Popup.PositionMode,System.Single)"/>
        </member>
        <member name="M:Sandbox.UI.Popup.SetPositioning(Sandbox.UI.Panel,Sandbox.UI.Popup.PositionMode,System.Single)">
            <summary>
            Sets <see cref="P:Sandbox.UI.Popup.PopupSource"/>, <see cref="P:Sandbox.UI.Popup.Position"/> and <see cref="P:Sandbox.UI.Popup.PopupSourceOffset"/>.
            Applies relevant CSS classes.
            </summary>
            <param name="sourcePanel">Which panel triggered this popup.</param>
            <param name="position">Desired positioning mode.</param>
            <param name="offset">Offset away from the <paramref name="sourcePanel"/>.</param>
        </member>
        <member name="F:Sandbox.UI.Popup.Header">
            <summary>
            Header panel that holds <see cref="F:Sandbox.UI.Popup.TitleLabel"/> and <see cref="F:Sandbox.UI.Popup.IconPanel"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.TitleLabel">
            <summary>
            Label that dispalys <see cref="P:Sandbox.UI.Popup.Title"/>.
            </summary>
        </member>
        <member name="F:Sandbox.UI.Popup.IconPanel">
            <summary>
            Panel that dispalys <see cref="P:Sandbox.UI.Popup.Icon"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.Title">
            <summary>
            If set, will add an unselectable header with given text and <see cref="P:Sandbox.UI.Popup.Icon"/>.
            </summary>
        </member>
        <member name="P:Sandbox.UI.Popup.Icon">
            <summary>
            If set, will add an unselectable header with given icon and <see cref="P:Sandbox.UI.Popup.Title"/>.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.Success">
            <summary>
            Closes all panels, marks this one as a success and closes it.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.Failure">
            <summary>
            Closes all panels, marks this one as a failure and closes it.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.AddOption(System.String,System.Action)">
            <summary>
            Add an option to this popup with given text and click action.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.AddOption(System.String,System.String,System.Action)">
            <summary>
            Add an option to this popup with given text, icon and click action.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Popup.MoveSelection(System.Int32)">
            <summary>
            Move selection in given direction.
            </summary>
            <param name="dir">Positive numbers move selection downwards, negative - upwards.</param>
        </member>
        <member name="T:Sandbox.UI.PopupButton">
            <summary>
            A button that opens a <see cref="F:Sandbox.UI.PopupButton.Popup"/> panel.
            Useless on its own - you need to implement Open
            </summary>
        </member>
        <member name="F:Sandbox.UI.PopupButton.Popup">
            <summary>
            The opened <see cref="T:Sandbox.UI.Popup"/>.
            </summary>
        </member>
        <member name="M:Sandbox.UI.PopupButton.Open">
            <summary>
            Open a popup. You should set <see cref="F:Sandbox.UI.PopupButton.Popup"/> here.
            </summary>
        </member>
        <member name="T:Sandbox.UI.SplitContainer">
            <summary>
            A control that has two panes with a splitter in between. You can drag the splitter to change the size of the two panels.
            </summary>
        </member>
        <member name="P:Sandbox.UI.SplitContainer.Left">
            <summary>
            The left, or top panel. Has class "split-left".
            </summary>
        </member>
        <member name="P:Sandbox.UI.SplitContainer.Right">
            <summary>
            The left, or bottom panel. Has class "split-right".
            </summary>
        </member>
        <member name="P:Sandbox.UI.SplitContainer.Splitter">
            <summary>
            The splitter control
            </summary>
        </member>
        <member name="F:Sandbox.UI.SplitContainer.MinimumFractionLeft">
            <summary>
            The smallest the left section can be as a fraction (0-1). Also controls the largest the right section can be.
            </summary>
        </member>
        <member name="F:Sandbox.UI.SplitContainer.MinimumFractionRight">
            <summary>
            The smallest the right section can be as a fraction (0-1). Also controls the largest the left section can be.
            </summary>
        </member>
        <member name="P:Sandbox.UI.SplitContainer.IsDragging">
            <summary>
            Returns true if splitter is being dragged
            </summary>
        </member>
        <member name="P:Sandbox.UI.SplitContainer.Vertical">
            <summary>
            Should this be laid out vertically? If you set this to vertical you should
            mentally change Left to Top and Right to Bottom.
            </summary>
        </member>
        <member name="P:Sandbox.UI.SplitContainer.FractionCookie">
            <summary>
            We can save the position of this splitter in a cookie. To do that set this
            (or "cookie" in a template). We'll automatically save and restore from the cookie.
            </summary>
        </member>
        <member name="M:Sandbox.UI.SplitContainer.StartDragging(Sandbox.UI.PanelEvent)">
            <summary>
            The splitter has been pressed
            </summary>
        </member>
        <member name="M:Sandbox.UI.SplitContainer.StopDragging(Sandbox.UI.PanelEvent)">
            <summary>
            The splitter has been released
            </summary>
        </member>
        <member name="M:Sandbox.UI.SplitContainer.OnMouseMove(Sandbox.UI.MousePanelEvent)">
            <summary>
            If we're dragging then position the split where the mouse is.
            </summary>
        </member>
        <member name="M:Sandbox.UI.SplitContainer.UpdateSplitFraction(System.Single)">
            <summary>
            Sets the split fraction to this value. Will automatically adjust the value
            according to MinimumFraction parameters, and will save the new value to cookie.
            </summary>
        </member>
        <member name="M:Sandbox.UI.SplitContainer.OnTemplateSlot(Sandbox.Html.INode,System.String,Sandbox.UI.Panel)">
            <summary>
            You can create child panels in the template by setting attributes
            on them, like slot="left" to make that panel appear in the left panel.
            </summary>
        </member>
        <member name="P:Sandbox.UI.PackageCard.Clicked">
            <summary>
            Called when the card is clicked
            </summary>
        </member>
        <member name="P:Sandbox.UI.PackageCard.RightClicked">
            <summary>
            Called when the card is right clicked
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.Max">
            <summary>
            The right side of the slider.
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.Min">
            <summary>
            The left side of the slider.
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.Step">
            <summary>
            If set to 1, value will be rounded to 1's
            If set to 10, value will be rounded to 10's
            If set to 0.1, value will be rounded to 0.1's
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.ShowRange">
            <summary>
            Show the range values above the slider
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.ShowValueTooltip">
            <summary>
            When changing the value show the tooltip
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.ShowTextEntry">
            <summary>
            When changing the value show the tooltip
            </summary>
        </member>
        <member name="P:Sandbox.UI.SliderControl.NumberFormat">
            <summary>
            How to display numbers in this control
            </summary>
        </member>
        <member name="M:Sandbox.UI.SliderControl.ScreenPosToValue(Vector2)">
            <summary>
            Convert a screen position to a value. The value is clamped, but not snapped.
            </summary>
        </member>
        <member name="M:Sandbox.UI.SliderControl.OnMouseMove(Sandbox.UI.MousePanelEvent)">
            <summary>
            If we move the mouse while we're being pressed then set the value
            </summary>
        </member>
        <member name="M:Sandbox.UI.SliderControl.OnMouseDown(Sandbox.UI.MousePanelEvent)">
            <summary>
            On mouse press jump to that position
            </summary>
        </member>
    </members>
</doc>
