<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.sousoup.resource_haven</name>
    </assembly>
    <members>
        <member name="T:DisconnectCleaner">
            <summary>
            Fallback cleaner: snapshots all objects owned by a disconnecting player, then after 10s
            destroys any of those objects that are still present in the scene (orphan mode didn't fire).
            Place this component on a scene-level networked GameObject.
            </summary>
        </member>
        <member name="T:Dropper.XorShift32">
            <summary>
            Deterministic pseudo-random number generator.
            Produces the same sequence of values for the same seed.
            </summary>
        </member>
        <member name="M:Dropper.XorShift32.#ctor(System.UInt32)">
            <summary>
            Deterministic pseudo-random number generator.
            Produces the same sequence of values for the same seed.
            </summary>
        </member>
        <member name="M:Dropper.NextDropInterval">
            <summary>
            Introduces a minor Jitter for dropping Ores.
            This way it feels more organic when being used in a row of upgraders.
            </summary>
        </member>
        <member name="T:HintComponent">
            <summary>
            Simple components for objects which dont have a component which implements the IHintProvdider.
            </summary>
        </member>
        <member name="P:Sandbox.Item.All">
            <summary>
            A list of all existing Items.
            </summary>
        </member>
        <member name="P:Sandbox.Item.StoreKey">
            <summary>
            Key used to store the stat on FP Services.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Nameplates.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Sandbox.CrossairUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Sandbox.LandPlotUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Sandbox.ManagementPanelUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Sandbox.NotificationUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Sandbox.ScoreboardUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:LandPlot.ContainsPoint(Vector3)">
            <summary>
            Point-in-bounds check without any collider or trigger.
            Works even when PlotCollider is disabled — reads Scale and Center directly.
            Automatically accounts for WorldScale changes (e.g. PlotExpander).
            </summary>
        </member>
        <member name="P:Ore.Purity">
            <summary>
            Purity in Percentage between 1-100.
            </summary>
        </member>
        <member name="T:TimeManager">
             <summary>
             Manages the global day/night cycle for all players.
             Place this on a networked GameObject in the scene (e.g. "Time Manager").
            
             Time periods spread across 24h:
               Dawn   :  5:00 -  8:00  (3 hours)
               Day    :  8:00 - 19:00  (11 hours)
               Dusk   : 19:00 - 22:00  (3 hours)
               Night  : 22:00 -  5:00  (7 hours)
            
             With TimeScale = 10, a full cycle takes 2h24m of real time.
             </summary>
        </member>
        <member name="P:TimeManager.TimeScale">
            <summary>How many times faster game time runs compared to real time.</summary>
        </member>
        <member name="P:TimeManager.StartHour">
            <summary>Starting hour when the game begins (0–24).</summary>
        </member>
        <member name="P:TimeManager.RandomizeStartHour">
            <summary>If enabled, the starting hour is randomized between 0 and 24.</summary>
        </member>
        <member name="P:TimeManager.GameHour">
            <summary>Current in-game hour, synced across the network.</summary>
        </member>
        <member name="P:TimeManager.CurrentTime">
            <summary>Current time displayed in the inspector (read-only).</summary>
        </member>
        <member name="P:TimeManager.DaySoundscapeTrigger">
            <summary>SoundscapeTrigger active during Dawn, Day and Dusk.</summary>
        </member>
        <member name="P:TimeManager.NightSoundscapeTrigger">
            <summary>SoundscapeTrigger active during Night only.</summary>
        </member>
        <member name="P:TimeManager.ExposureLerpSpeed">
            <summary>How fast the exposure transitions between periods.</summary>
        </member>
    </members>
</doc>
