PlaceholderAttribute Add placeholder text, typically displayed for string properties when the text entry field is empty. This info can then be retrieved via DisplayInfo library.
ClassNameAttribute Set the class name for this type or member. This info can then be retrieved via DisplayInfo library.
TitleAttribute Sets the title or a "nice name" of a type or a type member. This info can then be retrieved via DisplayInfo library.
DescriptionAttribute Sets the description of a type or a type member. This attribute is usually applied automatically by codegen based on the XML comment of the type or member. This info can then be retrieved via DisplayInfo library.
CategoryAttribute Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
GroupAttribute Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
ToggleGroupAttribute Very much like a GroupAttribute, except we're indicating that the group can be toggle on and off using the named property
IconAttribute Sets the icon of a type or a type member. Colors are expected in HTML formats, like "rgb(255,255,255)" or "#FFFFFF". This info can then be retrieved via DisplayInfo library.
OrderAttribute Visual order of this member for UI purposes. This info can then be retrieved via DisplayInfo library.
TimeRangeAttribute For use with Curves, allows you to define a custom range for the time
ValueRangeAttribute For use with Curves, allows you to define a custom range for the value
TagAttribute Adds a single or multiple tags for this type or member. Tags can then be retrieved via DisplayInfo library.
AliasAttribute Alternate class name(s) for this type to the one specified via LibraryAttribute. This info can then be retrieved via DisplayInfo library.
EditorAttribute Tell the tools or gameui property editor which editor we should be using for this property or type.
SpawnableAttribute This entity is expected to be spawnable in-game, like from Sandbox's spawnmenu.
HideInEditorAttributeobsolete Hide this in tools/editors.
MinMaxAttribute Mark property as having a minimum and maximum value.
EditorModelAttribute Declare a model to represent this entity in editor. This is a common attribute so it's leaked out of the Editor namespace.
DefaultValueAttribute Sometimes with CodeGen we want reflection to be able to get the original initial value of a property (which is set with {get;set;} = initialvalue;). For this reason sometimes we'll drop this attribute on that property. You might want to use this manually for instances where codegen can't define the default value. This will usually happen for structs like vector and color.. if the default value isn't defined as a number or string.
SandboxSystemExtensions
Color Represents a color using 4 floats (rgba), with 0-1 range.
Color.Rgba16
Color32 A 32bit color, commonly used by things like vertex buffers. The functionality on this is purposely left minimal so we're encouraged to use the regular Color struct.
ColorHsv A color in Hue-Saturation-Value/Brightness format.
Angles Euler angles. Unlike a <see cref="T:Rotation">Rotation</see>, Euler angles can represent multiple revolutions (rotations) around an axis, but suffer from issues like gimbal lock and lack of a defined "up" vector. Use <see cref="T:Rotation">Rotation</see> for most cases.
BBox An Axis Aligned Bounding Box.
Capsule A capsule object, defined by 2 points and a radius. A capsule is a cylinder with round ends (inset half spheres on each end).
Line Represents a line in 3D space.
Matrix Represents a 4x4 matrix.
RangedFloat A float between two values, which can be randomized or fixed.
RangedFloat.RangeType Range type of RangedFloat.
Ray A struct describing an origin and direction
Rotation Represents a Quaternion rotation. Can be interpreted as a direction unit vector (x,y,z) + rotation around the direction vector (w) which represents the up direction. Unlike Angles, this cannot store multiple revolutions around an axis.
Transform A struct containing a position, rotation and scale. This is commonly used in engine to describe entity position, bone position and scene object position.
Vector2 A 2-dimensional vector. Typically represents a position or size in 2D space.
Vector2Int
Vector3 A point in 3D space.
Vector3.SmoothDamped Everything you need to smooth damp a Vector3. Just call Update every frame.
Vector3.SpringDamped Everything you need to create a springy Vector3
Vector3Int
Vector4 A 4-dimensional vector/point.
Sandbox.PureAttribute
Sandbox.ImpureAttribute
Sandbox.HasImplementationAttribute In ActionGraph, this type parameter can only be satisfied by a type <c>TArg</c>, such that there exists at least one non-abstract type that extends / implements both <c>TArg</c> and Sandbox.HasImplementationAttribute.BaseType.
Sandbox.ExpressionNodeAttributeobsolete
Sandbox.ActionNodeAttributeobsolete
Sandbox.SingleActionAttribute Force a delegate-type property to only have a single attached Action Graph.
Sandbox.ChangeAttribute This will invoke a method when the property changes. It can be used with any property but is especially useful when combined with [Sync] or [ConVar]. <br /><br /> If no name is provided, we will try to call On[PropertyName]Changed. The callback should have 2 arguments - oldValue and newValue, both of the same type as the property itself.
Sandbox.WideModeAttribute Expand the value editor to fill the next line in the inspector, leaving the title above it
Sandbox.ReadOnlyAttribute Display this in the inspector - but don't let anyone edit it
Sandbox.TextAreaAttribute When applied to a string property, show a multi-line text box instead of a single line.
Sandbox.InputActionAttribute When applied to a string property, use an input action selector.
Sandbox.TargetTypeAttribute When applied to a Type property, allows you to specify a Type that the property's value must derive from.
Sandbox.FontNameAttribute When applied to a string property, uses a font name selector.
Sandbox.IconNameAttribute When applied to a string property, uses a Material Icon selector.
Sandbox.ColorUsageAttribute When applied to a Color property, allows you to specify whether the color should have an alpha channel and/or be in HDR.
Sandbox.FeatureAttribute Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
Sandbox.TintAttribute
Sandbox.EditorTint
Sandbox.FeatureEnabledAttribute Mark a boolean property as a feature toggle
Sandbox.HeaderAttribute Add a header above this property
Sandbox.SpaceAttribute Add a space above this property
Sandbox.HelpUrlAttribute Add a link to some documentation for this component, or <see langword="property" />
Sandbox.EventAttribute A generic event listener. You are probably looking for Sandbox.Event.* attributes.
Sandbox.SkipHotloadAttribute Skip processing a specific field, or any fields in a type marked by this attribute. Field processing will still occur if a type marked by this attribute was defined in a swapped assembly.
Sandbox.SuppressNullKeyWarningAttribute When applied to a member with System.Collections.Generic.Dictionary`2 or System.Collections.Generic.HashSet`1 type, don't warn if the key of an item becomes null during a hotload because a type is removed. You should only use this attribute if you're sure that it's safe to quietly remove entries.
Sandbox.SupportsILHotloadAttribute
Sandbox.MethodBodyChangeAttribute
Sandbox.PropertyAccessor
Sandbox.PropertyAccessorBodyChangeAttribute
Sandbox.InputAttribute Makes this method available as a Map Logic Input, for use in the Hammer Editor. This is only applicable to entities.
Sandbox.ButtonAttribute When added to a method - the inspector will show a button for it.
Sandbox.RequireComponentAttribute When added to a property on a Component, we'll try to make that component value non null. We will first look on the GameObject for the component type. If it's not found, we'll create one.
Sandbox.JsonUpgraderAttribute An attribute that describes a version update for a JSON object.
Sandbox.LibraryAttribute
Sandbox.MethodArgumentsAttribute Specify the types of arguments a method should have. Typically used with event attributes to throw an exception if an event attribute is added to a method with incorrect arguments.
Sandbox.PropertyAttribute
Sandbox.KeyPropertyAttribute Mark this property as the key property - which means that it can represent the whole object in a single line, while usually offering an advanced mode to view the entire object.
Sandbox.InlineEditorAttribute Tell the editor to try to display inline editing for this property, rather than hiding it behind a popup etc.
Sandbox.RangeAttribute Mark this property as a ranged float/int. In inspector we'll be able to create a slider instead of a text entry. TODO: Replace this with the System.ComponentModel.DataAnnotations.Range one - move step and clamped to their own attributes
Sandbox.SelectionBaseAttribute Apply this attribute to a component class to mark its GameObject as a selection base for Scene View picking. For example, if you click on a child object within a Prefab, the root of the Prefab is selected by default. With the SelectionBase attribute, you can designate a specific component (and its GameObject) to be treated as a selection base, ensuring it is picked when clicking in the Scene View.
Sandbox.StringLiteralOnlyAttribute Ask codegen to shit itself if the parameter isn't passed in as a string literal
Sandbox.HideAttribute Hide this in tools/editors.
Sandbox.CodeGeneratorAttribute An attribute that can be added to a custom System.Attribute class for special code generation behavior. They'll then be applied to methods and properties when they are decorated with <i>that</i> attribute.
Sandbox.CodeGeneratorFlags Used to specify what type of code generation to perform.
Sandbox.WrappedMethod Provides data about a wrapped method in a Sandbox.CodeGeneratorAttribute callback.
Sandbox.WrappedMethod<T> Provides data about a wrapped method in a Sandbox.CodeGeneratorAttribute callback.
Sandbox.WrappedPropertySet<T> Provides data about a wrapped property setter in a Sandbox.CodeGeneratorAttribute callback.
Sandbox.WrappedPropertyGet<T> Provides data about a wrapped property getter in a Sandbox.CodeGeneratorAttribute callback.
Sandbox.CaseInsensitiveDictionary<T>
Sandbox.CaseInsensitiveConcurrentDictionary<T>
Sandbox.ConCmdAttribute
Sandbox.ConCmdAttribute.AutoCompleteResult
Sandbox.ConVarAttribute Console variable
Sandbox.ConVarFlags
Sandbox.SandboxSystemExtensions
Sandbox.TextFlag Flags dictating position of text (and other elements). Default alignment on each axis is Top, Left. Values for each axis can be combined into a single value, conflicting values have undefined behavior.
Sandbox.LogLevel
Sandbox.LogEvent
Sandbox.Curve Describes a curve, which can have multiple key frames.
Sandbox.Curve.Frame Keyframes times and values should range between 0 and 1
Sandbox.Curve.HandleMode Describes how the line should behave when entering/leaving a frame
Sandbox.CurveRange Two curves
Sandbox.Frustum Represents a frustum.
Sandbox.Gradient Describes a gradient between multiple colors
Sandbox.Gradient.ColorFrame Keyframes times and values should range between 0 and 1
Sandbox.Gradient.AlphaFrame Keyframes times and values should range between 0 and 1
Sandbox.Gradient.BlendMode Describes how the line should behave when entering/leaving a frame
Sandbox.Plane Represents a plane.
Sandbox.Rect Represents a rectangle.
Sandbox.RectInt Represents a rectangle but with whole numbers
Sandbox.Sphere Represents a sphere.
Sandbox.Spline Collection of curves in 3D space. Shape and behavior of the curves are controled through points Sandbox.Spline.Point, each with customizable handles, roll, scale, and up vectors. Two consecutive points define a segment/curve of the spline. <br /><br /> By adjusting the handles both smooth and sharp corners can be created. The spline can also be turned into a loop, combined with linear tangents this can be used to create polygons. Splines can also be used used for animations, camera movements, marking areas, or procedural geometry generation.
Sandbox.Spline.Point Point that defines part of the spline. Two consecutive points define a segment of the spline. The Sandbox.Spline.Point.Position, Sandbox.Spline.Point.In/Sandbox.Spline.Point.Out Handles and <see cref="F:Sandbox.Spline.Point.Mode"></see> / properties are used to define the shape of the spline. <code> P1 (Position) P1 (In) ▼ P1 (Out) o──────═══X═══──────o ───/ \─── ──/ \── -/ \- / \ | | P0 X X P2 </code>
Sandbox.Spline.HandleMode Describes how the spline should behave when entering/leaving a point.
Sandbox.Spline.Sample Information about the spline at a specific distance.
Sandbox.Triangle
Sandbox.CustomEditorAttribute
Sandbox.MultiSerializedObject An object (or data) that can be accessed as an object
Sandbox.SerializedCollection
Sandbox.SerializedObject An object (or data) that can be accessed as an object
Sandbox.SerializedObject.PropertyChangedDelegate
Sandbox.SerializedObject.PropertyPreChangeDelegate
Sandbox.SerializedObject.PropertyStartEditDelegate
Sandbox.SerializedObject.PropertyFinishEditDelegate
Sandbox.SerializedProperty
Sandbox.SerializedProperty.AsAccessor
Sandbox.SerializedProperty.Proxy Allows easily creating SerializedProperty classes that wrap other properties.
Sandbox.InspectorVisibilityAttribute Hide a property if a condition matches.
Sandbox.RealTime Access to time.
Sandbox.RealTimeSince A convenience struct to easily measure time since an event last happened, based on Sandbox.RealTime.GlobalNow.<br /><br /> Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: <code> RealTimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ } </code>
Sandbox.RealTimeUntil A convenience struct to easily manage a time countdown, based on Sandbox.RealTime.GlobalNow.<br /><br /> Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: <code> RealTimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ } </code>
Sandbox.ByteStream A result of SpeedTest.MemoryAlloc - to make it easy to use this instead of AllocHGlobal
Sandbox.IByteParsable.ByteParseOptions
Sandbox.MathX A class to add functionality to the math library that System.Math and System.MathF don't provide. A lot of these methods are also extensions, so you can use for example `int i = 1.0f.FloorToInt();`
Sandbox.SelectionSystem
Sandbox.SteamId Represents a SteamId, in the hope to avoid the "should it be a long or ulong" debate.
Sandbox.SteamId.AccountTypes
Sandbox.StringToken Strings are commonly converted to tokens in engine, to save space and speed up things like comparisons. We wrap this functionality up in the StringToken struct, because we can apply a bunch of compile time optimizations to speed up the conversion.
Sandbox.StringToken.ConvertAttribute To allow redirecting in the case where a class has both a string and StringToken version of a method. We should be able to remove this when we're compiling on demand instead of keeping the string versions around for compatibility.
Sandbox.ThreadSafe MainThread related functions.
Sandbox.Localization.Languages A list of supported languages and metadata surrounding them
Sandbox.Localization.LanguageInformation
Sandbox.Localization.Phrase A translated string. ie "Hello World". It might also have variables, ie "Hello {PlayerName}". Todo support for conditionals and plurals
Sandbox.Localization.PhraseCollection Holds a bunch of localized phrases
Sandbox.UI.Length A variable unit based length. ie, could be a percentage or a pixel length. This is commonly used to express the size of things in UI space, usually coming from style sheets.
Sandbox.UI.LengthUnit Possible units for various CSS properties that require length, used by Sandbox.UI.Length struct.
Sandbox.UI.LengthUnitExtension
Sandbox.UI.Margin Represents a <see cref="T:Sandbox.Rect">Rect</see> where each side is the thickness of an edge/padding/margin/border, rather than positions.
Sandbox.UI.CascadingParameterAttribute A panel's property will be inherited from its parent.
Sandbox.UI.IStyleBlock.StyleProperty
Sandbox.UI.PseudoClass List of CSS pseudo-classes used by the styling system for hover, active, etc. This acts as a bit-flag.
Sandbox.UI.RenderState Describes panel's position and size for rendering operations.
Sandbox.UI.StyleSheetAttribute Will automatically apply the named stylesheet to the Panel.
Sandbox.UI.PanelTransform
Sandbox.UI.PanelTransform.Entry
Sandbox.UI.PanelTransform.EntryType
Sandbox.UI.Shadow Shadow style settings
Sandbox.UI.ShadowList A list of shadows
Sandbox.UI.OverflowMode Possible values for the "overflow" CSS rule, dictating what to do with content that is outside of a panels bounds.
Sandbox.UI.Align Possible values for <c>align-items</c> CSS property.
Sandbox.UI.PositionMode Possible values for <c>position</c> CSS property.
Sandbox.UI.FlexDirection Possible values for <c>flex-direction</c> CSS property.
Sandbox.UI.Justify Possible values for <c>justify-content</c> CSS property.
Sandbox.UI.DisplayMode Possible values for <c>display</c> CSS property.
Sandbox.UI.PointerEvents Possible values for <c>pointer-events</c> CSS property.
Sandbox.UI.Wrap Possible values for <c>flex-wrap</c> CSS property.
Sandbox.UI.TextAlign Possible values for <c>text-align</c> CSS property.
Sandbox.UI.TextOverflow Possible values for <c>text-overflow</c> CSS property.
Sandbox.UI.WordBreak Possible values for <c>word-break</c> CSS property.
Sandbox.UI.TextTransform Possible values for <c>text-transform</c> CSS property.
Sandbox.UI.TextSkipInk Possible values for <c>text-decoration-skip-ink</c> CSS property.
Sandbox.UI.TextDecorationStyle Possible values for <c>text-decoration-style</c> CSS property.
Sandbox.UI.TextDecoration Possible values for <c>text-decoration</c> CSS property.
Sandbox.UI.WhiteSpace Possible values for <c>white-space</c> CSS property.
Sandbox.UI.FontStyle Possible values for <c>font-style</c> CSS property.
Sandbox.UI.ImageRendering Possible values for <c>image-rendering</c> CSS property.
Sandbox.UI.BorderImageFill State of <c>fill</c> setting of <c>border-image-slice</c> (<c>border-image</c>) CSS property.
Sandbox.UI.BorderImageRepeat Possible values for <c>border-image-repeat</c> (<c>border-image</c>) CSS property.
Sandbox.UI.BackgroundRepeat Possible values for <c>background-repeat</c> CSS property.
Sandbox.UI.MaskMode Possible values for <c>mask-mode</c> CSS property.
Sandbox.UI.MaskScope Possible values for <c>mask-scope</c> CSS property.
Sandbox.UI.FontSmooth Possible values for <c>font-smooth</c> CSS property.
Sandbox.UI.ObjectFit
Sandbox.Utility.CircularBuffer<T> Circular buffer, push pop and index access is always O(1).
Sandbox.Utility.Noise Provides access to coherent noise utilities. All of these functions should return between 0 and 1.
Sandbox.Utility.Noise.Parameters Parameters for constructing a noise field. Use Sandbox.Utility.Noise.FractalParameters if you want a noise field made from multiple octaves.
Sandbox.Utility.Noise.FractalParameters Parameters for constructing a fractal noise field, which layers multiple octaves of a noise function with increasing frequency and reducing amplitudes.
Sandbox.Utility.Crc32 Generate 32-bit Cyclic Redundancy Check (CRC32) checksums.
Sandbox.Utility.Crc64 Generate 64-bit Cyclic Redundancy Check (CRC64) checksums.
Sandbox.Utility.DataProgress For providing a callback to describe the progress of doing something with some kind of block of data
Sandbox.Utility.DataProgress.Callback
Sandbox.Utility.DisposeAction Creates an IDisposable that will simply run an action when disposed
Sandbox.Utility.Easing Easing functions used for transitions. See https://easings.net/ for examples.
Sandbox.Utility.Easing.Function An easing function that transforms the linear input into non linear output.
Sandbox.Internal.ClassFileLocationAttribute Automatically added to codegenerated classes to let them determine their location This helps when looking for resources relative to them, like style sheets. Replaced in Sept 2023 by SourceLocationAttribute, which is added to classes and members.
Sandbox.Internal.SourceLocationAttribute Automatically added to classes and their members to let them determine their location This helps when looking for resources relative to them, like style sheets.
Sandbox.Internal.GlobalSystemNamespace
Sandbox.Diagnostics.Assert
Sandbox.Diagnostics.Logger
Sandbox.Diagnostics.FastTimer Like stopwatch, but more lightweight and straight to the point. Use FastTimer.StartNew()
ConditionalVisibilityAttribute Hide a property if a condition matches.
HideIfAttribute Hide this property if a given property within the same class has the given value. Used typically in the Editor Inspector.
ShowIfAttribute Show this property if a given property within the same class has the given value. Used typically in the Editor Inspector.
SandboxSystemExtensions
TemporaryEffect Destroys a GameObject after a number of seconds. If the GameObject or its children have any components that implement ITemporaryEffect we will wait for those to be finished before destroying. This is particularly useful if you want to delete a GameObject but want to wait for sounds or particles to conclude.
Microsoft.AspNetCore.Components.RenderFragment Represents a segment of UI content, implemented as a delegate that writes the content to a Microsoft.AspNetCore.Components.Rendering.RenderTreeBuilder.
Microsoft.AspNetCore.Components.RenderFragment<TValue> Represents a segment of UI content for an object of type <typeparamref name="TValue" />, implemented as a function that returns a Microsoft.AspNetCore.Components.RenderFragment.
Microsoft.AspNetCore.Components.ParameterAttribute Signifies a parameter attribute
Microsoft.AspNetCore.Components.ComponentBase A base component
Microsoft.AspNetCore.Components.EventHandlerAttribute
Microsoft.AspNetCore.Components.EventCallback
Microsoft.AspNetCore.Components.EventCallback<TValue>
Microsoft.AspNetCore.Components.EventCallbackFactory
Microsoft.AspNetCore.Components.EventHandlers
Microsoft.AspNetCore.Components.EditorRequiredAttribute Specifies that the component parameter is required to be provided by the user when authoring it in the editor. <para> If a value for this parameter is not provided, editors or build tools may provide warnings indicating the user to specify a value. This attribute is only valid on properties marked with Microsoft.AspNetCore.Components.ParameterAttribute. </para>
Microsoft.AspNetCore.Components.RouteAttribute
Microsoft.AspNetCore.Components.CompilerServices.RuntimeHelpers
Microsoft.AspNetCore.Components.Rendering.RenderHandle
Microsoft.AspNetCore.Components.Rendering.RenderTreeBuilder This is a tree renderer for panels. If we ever use razor on other ui we'll want to make a copy of this class and do the specific things to that.
HalfEdgeMesh.VertexHandle
HalfEdgeMesh.FaceHandle
HalfEdgeMesh.HalfEdgeHandle
Editor.MetaDataAttribute Base attribute which allows adding FGD metadata to classes.
Editor.FieldMetaDataAttribute Base attribute which allows adding metadata to properties.
Editor.HidePropertyAttribute A way to hide properties from parent classes in tools.
Editor.EnableColorAlphaAttribute If used on a Color or Color32 property, enables alpha modification in editors.
NativeEngine.VfxCompileTarget_t
Sandbox.Application
Sandbox.ImageFormat Format used when creating textures.
Sandbox.JointMotion
Sandbox.PhysicsBodyType
Sandbox.PhysicsMotionType Represents <see cref="T:Sandbox.PhysicsBody">Physics body's</see> motion type.
Sandbox.Gizmo
Sandbox.Gizmo.GizmoControls Extendable helper to create common gizmos
Sandbox.Gizmo.GizmoDraw Contains functions to add objects to the Gizmo Scene. This is an instantiable class so it's possible to add extensions.
Sandbox.Gizmo.Colors Using pure primary colors is horrible. Lets make it easier to avoid.
Sandbox.Gizmo.Inputs The input state, allows interaction with Gizmos
Sandbox.Gizmo.Instance Holds the backend state for a Gizmo scope. This allows us to have multiple different gizmo states (for multiple views, multiple windows, game and editor) and push them as the current active state whenever needed.
Sandbox.Gizmo.Pressed Access to the currently pressed path information
Sandbox.Gizmo.GridAxis
Sandbox.Gizmo.SceneSettings
Sandbox.Gizmo.GizmoHitbox Contains functions to add objects to the immediate mode Scene. This is an instantiable class so it's possible to add extensions.
Sandbox.ModelArchetype Default model archetypes. These types are defined in "tools/model_archetypes.txt".
Sandbox.AutoGenerateAttribute Indicates that this type should generate meta data. Tagging your asset with this will mean that the .asset file is automatically generated - which means you don't have to do that.
Sandbox.FGDTypeAttribute Overrides the auto generated FGD type.
Sandbox.ResourceTypeAttribute Allows you to specify a string property as a resource type. This will give the property a resource finder. Type should be the file extension, ie "vmdl"
Sandbox.BitFlagsAttribute This choices type is bitflags, so we should be able to choose more than one option at a time.
Sandbox.AssetPathAttribute When added to a string property, will becomes a selector for AssetTypeExtension
Sandbox.ImageAssetPathAttribute When added to a string property, will become an image string selector
Sandbox.FilePathAttribute When added to a string property, will become a file picker for the given extension (or all by default)
Sandbox.TextureImagePathAttribute When added to a string property, will allow selection of anything that a Texture can be
Sandbox.MapAssetPathAttribute When added to a string property, will become a map string selector
Sandbox.Clothing A piece of player model customization.
Sandbox.Clothing.ClothingCategory
Sandbox.Clothing.Slots
Sandbox.Clothing.BodyGroups
Sandbox.Clothing.IconSetup
Sandbox.Clothing.IconSetup.IconModes
Sandbox.ClothingContainer Holds a collection of clothing items. Won't let you add items that aren't compatible.
Sandbox.ClothingContainer.ClothingEntry
Sandbox.ClothingContainer.Entry Used for serialization
Sandbox.WorkshopItemMetaData Some metadata we'll pack into a workshop submission when publishing.
Sandbox.Friend
Sandbox.Game Provides global access to core game state, utilities, and operations for S&box. <para> The Sandbox.Game class exposes static properties and methods to query and control the running game, such as checking if the game is running, getting your steamid, taking screenshots, and managing game sessions. </para>
Sandbox.Game.Overlay Provides static methods for displaying various modal overlays in the game UI. <para> The Sandbox.Game.Overlay class allows you to open modals for packages, maps, news, organizations, reviews, friends lists, server lists, settings, input bindings, and player profiles. It serves as a central point for invoking user interface overlays that interact with core game and community features. </para>
Sandbox.LaunchArguments These are arguments that were set when launching the current game. This is used to pre-configure the game from the menu
Sandbox.LoadingScreen Holds metadata and raw data relating to a Saved Game.
Sandbox.Map
Sandbox.MapLoader
Sandbox.MapLoader.ObjectEntry Holds key values for the map object
Sandbox.SceneMapLoader
Sandbox.SceneMapLoader.TextSceneObject
Sandbox.PartyRoom A Party. A Party with your friends.
Sandbox.PartyRoom.Entry
Sandbox.Preferences Holds information about the current user's preferences.
Sandbox.CurrencyValue Describes money, in a certain currency
Sandbox.Standalone
Sandbox.StandaloneManifest
Sandbox.StreamChannel
Sandbox.StreamChatMessage
Sandbox.StreamClip
Sandbox.Streamer
Sandbox.StreamPoll
Sandbox.StreamPoll.Choice
Sandbox.StreamPrediction
Sandbox.StreamPrediction.Outcome
Sandbox.StreamService Streamer integration services
Sandbox.StreamUser
Sandbox.StreamUserFollow
Sandbox.AnimParam<T> Anim param values contain any value for a limited set of types
Sandbox.AnimationGraph
Sandbox.DecalDefinition A decal which can be applied to objects and surfaces.
Sandbox.DecalDefinition.DecalEntry
Sandbox.GameResource Assets defined in C# and created through tools. You can define your own Custom Asset Types.
Sandbox.GameResourceAttribute Should be applied to a class that inherits from Sandbox.GameResource. Makes the class able to be stored as an asset on disk.
Sandbox.Material A material. Uses several Sandbox.Textures and a Sandbox.Material.Shader with specific settings for more interesting visual effects.
Sandbox.Material.FlagsAccessor
Sandbox.Material.UI Static materials for UI rendering purposes.
Sandbox.MeshPrimitiveType Possible primitive types of a Sandbox.Mesh.
Sandbox.Mesh A mesh is a basic version of a Sandbox.Model, containing a set of vertices and indices which make up faces that make up a shape. <para>A set of meshes can be used to create a Sandbox.Model via the Sandbox.ModelBuilder class.</para>
Sandbox.Mesh.IndexBufferLockHandler
Sandbox.Mesh.VertexBufferLockHandler<T>
Sandbox.VertexAttributeType
Sandbox.VertexAttributeFormat
Sandbox.VertexAttribute
Sandbox.BoneCollection A collection of bones. This could be from a model, or an entity
Sandbox.BoneCollection.Bone A bone in a Sandbox.BoneCollection.
Sandbox.Model A model.
Sandbox.Model.BodyPart
Sandbox.Model.BodyPart.Choice
Sandbox.Model.BodyGroupMaskAttribute Used to mark properties as a body group mask, so the correct editor can be used
Sandbox.Model.MaterialGroupAttribute Used to mark a property as a material group, for the editor
Sandbox.Model.MaterialOverrideAttribute Used to mark a property as a material material override dictionary, for the editor
Sandbox.AnimationBuilder Provides ability to generate animations for a Sandbox.Model at runtime. See Sandbox.ModelBuilder.AddAnimation(System.String,System.Single)
Sandbox.ModelBuilder Provides ability to generate Sandbox.Models at runtime. A static instance of this class is available at Sandbox.Model.Builder
Sandbox.ModelBuilder.Bone A bone definition for use with Sandbox.ModelBuilder.
Sandbox.ModelAttachments
Sandbox.ModelAttachments.Attachment
Sandbox.HitboxSet
Sandbox.HitboxSet.Box
Sandbox.ModelMorphs Allows fast lookups of morph variables
Sandbox.PhysicsGroupDescription
Sandbox.PhysicsGroupDescription.JointType
Sandbox.PhysicsGroupDescription.Joint
Sandbox.PhysicsGroupDescription.BodyPart
Sandbox.PhysicsGroupDescription.BodyPart.Part
Sandbox.PhysicsGroupDescription.BodyPart.SpherePart
Sandbox.PhysicsGroupDescription.BodyPart.CapsulePart
Sandbox.PhysicsGroupDescription.BodyPart.HullPart
Sandbox.PhysicsGroupDescription.BodyPart.MeshPart
Sandbox.ParticleSnapshotobsolete A particle snapshot that can be created procedurally. Contains a set of vertices that particle effects can address.
Sandbox.ParticleSnapshot.Vertex A vertex to update a particle snapshot with.
Sandbox.ParticleSystemobsolete A particle effect system that allows for complex visual effects, such as explosions, muzzle flashes, impact effects, etc.
Sandbox.Resource A resource loaded in the engine, such as a Sandbox.Model or Sandbox.Material.
Sandbox.ResourceExtension<T> A GameResource type that adds extended properties to another resource type. You should prefer to use the type with to generic arguments, and define your own type as the second argument. That way you get access to the helper methods.
Sandbox.ResourceExtension<T,TSelf> An extension of ResourceExtension[t], this gives special helper methods for retrieving resources targetting specific assets.
Sandbox.ResourceSystem
Sandbox.ResourceLibrary Keeps a library of all available Sandbox.Resource.
Sandbox.PrefabFile
Sandbox.PrefabVariableobsolete A prefab variable definition
Sandbox.PrefabVariable.PrefabVariableTarget Targets a property in a component or gameobject.
Sandbox.SceneFile
Sandbox.Shader A shader is a specialized and complex computer program that use world geometry, materials and textures to render graphics.
Sandbox.ShaderProgramType
Sandbox.SimpleVertex
Sandbox.Soundscape A soundscape is used for environmental ambiance of a map by playing a set of random sounds at given intervals.
Sandbox.Soundscape.LoopedSound
Sandbox.Soundscape.StingSound
Sandbox.SoundEvent A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch.
Sandbox.SoundEvent.SoundSelectionMode
Sandbox.SoundFormat
Sandbox.SoundFile A sound resource.
Sandbox.Surface A physics surface. This is applied to each <see cref="T:Sandbox.PhysicsShape">PhysicsShape</see> and controls its physical properties and physics related sounds.
Sandbox.Surface.ImpactEffectDataobsolete
Sandbox.Surface.ScrapeEffectDataobsolete
Sandbox.Surface.OldSoundDataobsolete
Sandbox.Surface.SurfacePrefabCollection Holds a dictionary of common prefabs associated with a surface
Sandbox.Surface.SurfaceSoundCollection Holds a dictionary of common sounds associated with a surface. This allows you to pick and choose an appropriate sound.
Sandbox.AudioSurface Defines acoustic properties of a surface, which defines how sound will bounce
Sandbox.TerrainMaterial Description of a Terrain Material.
Sandbox.TerrainStorage Stores heightmaps, control maps and materials.
Sandbox.TerrainStorage.TerrainMaterialSettings
Sandbox.Bitmap
Sandbox.MultisampleAmount
Sandbox.Texture A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code. Can also be 2D, 3D (multiple slices), or a cube texture (6 slices).
Sandbox.Texture2DBuilder
Sandbox.Texture3DBuilder
Sandbox.TextureArrayBuilder
Sandbox.TextureBuilder
Sandbox.TextureCubeBuilder
Sandbox.Vertex
Sandbox.VertexBuffer
Sandbox.EditorHandleAttribute When applied to a component, the editor will draw a selectable handle sprite for the gameobject in scene
Sandbox.AudioListener If this exists and is enabled in a scene, then the client will hear from this point rather than from the cameras point of view.
Sandbox.BaseSoundComponent
Sandbox.DspVolume
Sandbox.LipSync Drive morphs with lipsync from sounds.
Sandbox.SoundBoxComponent Plays a sound within a box.
Sandbox.SoundPointComponent Plays a sound at a point in the world.
Sandbox.SoundscapeTrigger Plays a soundscape when the listener enters the trigger area.
Sandbox.SoundscapeTrigger.TriggerType
Sandbox.Voice Records and transmits voice/microphone input to other players.
Sandbox.Voice.ActivateMode
Sandbox.CameraComponent Every scene should have at least one Camera.
Sandbox.CameraComponent.Axis
Sandbox.CubemapFog Applies a cubemap fog effect to the camera
Sandbox.Tonemapping Applies a tonemapping effect to the camera.
Sandbox.Tonemapping.TonemappingMode Options to select a tonemapping algorithm to use for color grading.
Sandbox.Tonemapping.ExposureColorSpaceEnum
Sandbox.CharacterController Allows collision contrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() method.
Sandbox.CharacterControllerHelper
Sandbox.BoxCollider Defines a box collider.
Sandbox.CapsuleCollider Defines a capsule collider.
Sandbox.Collider
Sandbox.HullCollider Defines a box, cone, or cylinder hull collider.
Sandbox.HullCollider.PrimitiveType
Sandbox.ModelCollider Defines a collider based on a model.
Sandbox.ModelPhysics Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
Sandbox.PlaneCollider Defines a plane collider.
Sandbox.Rigidbody Adds physics properties to an object. Requires a collider to be attached to the same object.
Sandbox.RigidbodyFlags
Sandbox.SphereCollider Defines a sphere collider.
Sandbox.Component A GameObject can have many components, which are the building blocks of the game.
Sandbox.Component.IPressable.Event Describes who pressed it.
Sandbox.MakeDirtyAttribute
Sandbox.ComponentFlags
Sandbox.LegacyParticleSystemobsolete Support's Source Engine's vpcf particles
Sandbox.Dresser Allows easily dressing a citizen or human in clothing
Sandbox.Dresser.ClothingSource
Sandbox.Gib A gib is a prop that is treated slightly different. It will fade out after a certain amount of time.
Sandbox.Hitbox
Sandbox.ManualHitbox A hitbox that can be placed manually on a GameObject, instead of coming from a model
Sandbox.ManualHitbox.HitboxShape
Sandbox.ModelHitboxes Hitboxes from a model
Sandbox.PlayerController
Sandbox.Prop A prop is defined by its model. The model can define its health and what happens when it breaks. This component is designed to be easy to use - since you only need to define the model. Although you can access the procedural (hidden) components, they aren't saved, so it's a waste of time.
Sandbox.SpawnPoint Dictates where players will spawn when they join the game when using a NetworkHelper.
Sandbox.BallJoint Fix two objects together but can rotate - like a shoulder.
Sandbox.FixedJoint Weld two physics objects together
Sandbox.HingeJoint Create a hinged connection between two physics objects. Like a door hinge or a wheel.
Sandbox.HingeJoint.MotorMode
Sandbox.Joint
Sandbox.Joint.AttachmentMode
Sandbox.SliderJoint Restrict an object to one axis, relative to another object. Like a drawer opening.
Sandbox.SpringJoint Try to keep an object a set distance away from another object. Like a spring connecting two objects.
Sandbox.AmbientLight Adds an ambient light to the scene, applied globally.
Sandbox.DirectionalLight A directional light that casts shadows, like the sun.
Sandbox.EnvmapProbe A cubemap probe that captures the environment around it.
Sandbox.EnvmapProbe.CubemapResolution
Sandbox.EnvmapProbe.CubemapDynamicUpdate
Sandbox.Light
Sandbox.Light.FogInfluence
Sandbox.PointLight Emits light in all directions from a point in space.
Sandbox.SpotLight Emits light in a specific direction in a cone shape.
Sandbox.HammerMesh Added automatically by Hammer to GameObjects that have a map mesh tied to them. When a map is compiled the Model property is populated by the generated model.
Sandbox.MapCollider
Sandbox.MapInstance Allows you to load a map into the Scene. This can be either a vpk or a scene map.
Sandbox.MapObjectComponent
Sandbox.MapSkybox3D
Sandbox.Collision
Sandbox.CollisionStop
Sandbox.CollisionSource
Sandbox.MeshComponent An editable polygon mesh with collision
Sandbox.MeshComponent.CollisionType
Sandbox.PolygonMesh An editable mesh made up of polygons, triangulated into a model
Sandbox.PolygonMesh.BevelEdgesMode
Sandbox.PolygonMesh.EdgeSmoothMode
Sandbox.PolygonMesh.DissolveRemoveVertexCondition
Sandbox.PolygonMesh.ExtentType
Sandbox.PolygonMesh.FaceExtents
Sandbox.PolygonMesh.TextureJustification
Sandbox.MissingComponent This is added when a component is missing. It will store the json data of the missing component, so we don't lose any data.
Sandbox.NavMeshAgent An agent that can navigate the navmesh defined in the scene.
Sandbox.NavMeshAgent.LinkTraversalData Holds information about the current link the agent is traversing.
Sandbox.NavMeshArea An area that influences the NavMesh generation. Areas can be used to block off parts of the NavMesh. Static areas have almost no performance overhead. Moving areas at runtime will have an impact on performance if done excessively.
Sandbox.NavMeshLink NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports.
Sandbox.ParticleAttractor Attract particles to a GameObject in the scene
Sandbox.ParticleController Particles can have extra controllers that can modify the particles every frame.
Sandbox.ParticleBoxEmitter Emits particles within a box shape.
Sandbox.ParticleConeEmitter Emits particles within/along a cone shape.
Sandbox.ParticleEmitter Creates particles. Should be attached to a Sandbox.ParticleEffect.
Sandbox.ParticleModelEmitter Emits particles in a model
Sandbox.ParticleRingEmitter Emits particles in a ring. The ring can be flat or have a tube-like quality. Velocity can either be added from the center of the ring, or from the ring itself.
Sandbox.ParticleSphereEmitter Emits particles within a sphere shape.
Sandbox.Particle
Sandbox.Particle.BaseListener Allows creating a class that will exist for as long as a particle. The methods get called in the particle thread, which removes the need to run through the particle list again, but it has the danger and restrictions that come with threaded code.
Sandbox.ParticleControlPointobsolete
Sandbox.ParticleControlPoint.ControlPointValueInputobsolete
Sandbox.ParticleEffect Defines and holds particles. This is the core of the particle system.
Sandbox.ParticleEffect.TimingMode
Sandbox.ParticleEffect.SimulationSpace
Sandbox.ParticleFloat
Sandbox.ParticleFloat.ValueType
Sandbox.ParticleFloat.EvaluationType
Sandbox.ParticleVector3
Sandbox.ParticleGradient
Sandbox.ParticleGradient.ValueType
Sandbox.ParticleGradient.EvaluationType
Sandbox.ParticleLightRenderer Adds lighting to particles in your effect.
Sandbox.ParticleModelRenderer Renders particles as models, using the particle's position, rotation, and size.
Sandbox.ParticleModelRenderer.ModelEntry
Sandbox.ParticleRenderer Renders a set of particles. Should be attached to a Sandbox.ParticleRenderer.ParticleEffect.
Sandbox.ParticleSpriteRenderer Renders particles as 2D sprites
Sandbox.ParticleSpriteRenderer.BillboardAlignment
Sandbox.ParticleSpriteRenderer.ParticleSortMode
Sandbox.ParticleTextRenderer Renders particles as 2D sprites
Sandbox.ParticleTextRenderer.BillboardAlignment
Sandbox.ParticleTextRenderer.ParticleSortMode
Sandbox.ParticleTrailRenderer Renders a trail for each particle in the effect.
Sandbox.AmbientOcclusion Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO). It darkens areas where ambient light is generally occluded from such as corners, crevices and surfaces that are close to each other.
Sandbox.AmbientOcclusion.SampleQuality
Sandbox.AmbientOcclusion.DenoiseModes
Sandbox.Bloom Applies a bloom effect to the camera
Sandbox.Blur Applies a blur effect to the camera.
Sandbox.ChromaticAberration Applies a chromatic aberration effect to the camera
Sandbox.ColorAdjustments Applies color adjustments to the camera.
Sandbox.ColorGrading Applies color grading to the camera
Sandbox.ColorGrading.GradingType
Sandbox.ColorGrading.ColorSpaceEnum
Sandbox.DepthOfField Applies a depth of field effect to the camera
Sandbox.DepthOfField.Quality
Sandbox.FilmGrain Applies a film grain effect to the camera
Sandbox.Highlight This should be added to a camera that you want to outline stuff
Sandbox.HighlightOutline This component should be added to stuff you want to be outlined. You will also need to add the Highlight component to the camera you want to render the outlines.
Sandbox.MotionBlur Applies a motion blur effect to the camera
Sandbox.Pixelate Applies a pixelate effect to the camera
Sandbox.PostProcess Adds an effect to the camera
Sandbox.ScreenSpaceReflections
Sandbox.Sharpen Applies a sharpen effect to the camera
Sandbox.Vignette Applies a vignette to the camera
Sandbox.Decal The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR properties of the surface they're projected on.
Sandbox.DecalRendererobsolete Component that creates a projected decal relative to its GameObject.
Sandbox.GradientFog Adds a gradient fog to the world
Sandbox.LineRenderer Renders a line between a list of points
Sandbox.ModelRenderer Renders a model in the world
Sandbox.ModelRenderer.ShadowRenderType
Sandbox.Renderer
Sandbox.RenderOptions
Sandbox.SkinnedModelRenderer Renders a skinned model in the world. A skinned model is any model with bones/animations.
Sandbox.SkinnedModelRenderer.BoneVelocity
Sandbox.SkinnedModelRenderer.MorphAccessor
Sandbox.SkinnedModelRenderer.ParameterAccessor
Sandbox.SkinnedModelRenderer.SequenceAccessor
Sandbox.SkyBox2D Adds a 2D skybox to the world
Sandbox.SpriteRenderer Renders a sprite in the world
Sandbox.TextRenderer Renders text in the world
Sandbox.TextRenderer.TextAlign
Sandbox.TrailRenderer Renders a trail behind the object, when it moves.
Sandbox.VolumetricFogController Internal component for storing the baked fog texture We don't need to expose the volumetric fog controller like we did previously with entities, But we need to be fetch the baked fog texture from the map file
Sandbox.VolumetricFogVolume Adds a volumetric fog volume to the scene.
Sandbox.Terrain Terrain renders heightmap based terrain.
Sandbox.Terrain.SyncFlags
Sandbox.PanelComponent
Sandbox.ScreenPanel Renders any attached PanelComponents to the screen. Acts as the root for all your UI components.
Sandbox.ScreenPanel.AutoScale
Sandbox.WorldInput A router for world input, the best place to put this is on your player's camera.
Sandbox.WorldPanel Renders any attached PanelComponents to the world in 3D space.
Sandbox.WorldPanel.HAlignment
Sandbox.WorldPanel.VAlignment
Sandbox.SceneInformation
Sandbox.DamageInfo Describes the damage that should be done to something. This is purposefully a class so it can be derived from, allowing games to create their own special types of damage, while not having to create a whole new system.
Sandbox.CollisionSoundSystem This system exists to collect pending collision sounds and filter them into a unique set, to avoid unnesssary sounds playing, when they're going to be making the same sound anyway.
Sandbox.DebugOverlaySystem
Sandbox.SceneAnimationSystem
Sandbox.GameObjectSystem Allows creation of a system that always exists in every scene, is hooked into the scene's lifecycle, and is disposed when the scene is disposed.
Sandbox.GameObjectSystem.Stage A list of stages in the scene tick in which we can hook
Sandbox.GameObjectSystem<T> A syntax sugar wrapper around GameObjectSystem, which allows you to access your system using SystemName.Current instead of Scene.GetSystem.
Sandbox.FindMode Flags to search for Components. I've named this something generic because I think we can re-use it to search for GameObjects too.
Sandbox.ComponentList
Sandbox.GameObject An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position, rotation and scale, relative to its parent. It also has a name, and can be enabled or disabled. When disabled, the GameObject is still in the scene, but the components don't tick and are all disabled.
Sandbox.GameObject.NetworkAccessor
Sandbox.GameObject.SerializeOptions
Sandbox.GameObject.DeserializeOptions
Sandbox.CloneConfig The low level input of a GameObject.Clone
Sandbox.GameObjectFlags
Sandbox.GameTags Entity Tags are strings you can set and check for on any entity. Internally these strings are tokenized and networked so they're also available clientside.
Sandbox.GameTransform
Sandbox.TransformProxy
Sandbox.TransformProxyComponent Help to implement a component that completely overrides the transform. This is useful for scenarios where you will want to keep the local transform of a GameObject, but want to offset based on that for some reason. Having multiple of these on one GameObject is not supported, and will result in weirdness.
Sandbox.NetDictionary<TKey,TValue> A networkable dictionary for use with the Sandbox.SyncAttribute and Sandbox.HostSyncAttribute. Only changes will be networked instead of sending the whole dictionary every time, so it's more efficient. <br /><para><b>Example usage:</b><code> public class MyComponent : Component { [Sync] public NetDictionary<string,bool> MyBoolTable { get; set; } = new(); <br /> public void SetBoolState( string key, bool state ) { if ( IsProxy ) return; MyBoolTable[key] = state; } } </code></para>
Sandbox.NetList<T> A networkable list for use with the Sandbox.SyncAttribute and Sandbox.HostSyncAttribute. Only changes will be networked instead of sending the whole list every time, so it's more efficient. <br /><para><b>Example usage:</b><code> public class MyComponent : Component { [Sync] public NetList<int> MyIntegerList { get; set; } = new(); <br /> public void AddNumber( int number ) { if ( IsProxy ) return; MyIntegerList.Add( number ); } } </code></para>
Sandbox.HostSyncAttributeobsolete Automatically synchronize a property of a networked object from the host to other clients. Obsolete: 11/12/2024
Sandbox.NetworkMode Specifies how a Sandbox.GameObject should be networked.
Sandbox.NetworkOrphaned Specifies what happens when the owner of a networked object disconnects.
Sandbox.OwnerTransfer Specifies who can control ownership of a networked object.
Sandbox.RpcAttribute Marks a method as being an RPC. This means that it can be called over the network.
Sandbox.Rpc
Sandbox.Rpc.BroadcastAttribute Marks a method as being an RPC. It will be called for everyone.
Sandbox.Rpc.HostAttribute Marks a method as being an RPC. It will only be called on the host.
Sandbox.Rpc.OwnerAttribute Marks a method as being an RPC. It will only be called on owner of this object.
Sandbox.BroadcastAttributeobsolete Marks a method as being an RPC that when invoked will be called for all connected clients including the host. The state of the object the RPC is called on will be up-to-date including its Sandbox.GameTransform and any properties with the Sandbox.SyncAttribute or Sandbox.HostSyncAttribute attributes by the time the method is called on remote clients. The only except is any synchronized properties marked with Sandbox.SyncAttribute.Query which will generally only be received every network tick.
Sandbox.AuthorityAttributeobsolete Marks a method as being an RPC specifically targeted to the owner of the Sandbox.GameObject, or the host if the Sandbox.GameObject doesn't have an owner. <br /><br /> The state of the object the RPC is called on will be up-to-date including its Sandbox.GameTransform and any properties with the Sandbox.SyncAttribute or Sandbox.HostSyncAttribute attributes by the time the method is called on remote clients. The only except is any synchronized properties marked with Sandbox.SyncAttribute.Query which will generally only be received every network tick.
Sandbox.NetPermissionobsolete Specifies who can invoke an action over the network.
Sandbox.SceneNetworkSystem This is created and referenced by the network system, as a way to route.
Sandbox.SyncAttribute Automatically synchronize a property of a networked object from the owner to other clients.
Sandbox.SyncFlags Describes the behaviour of network synchronization.
Sandbox.SceneUtility
Sandbox.GameObjectDirectory New GameObjects and Components are registered with this class when they're created, and unregistered when they're removed. This gives us a single place to enforce Id uniqueness in the scene, and allows for fast lookups by Id.
Sandbox.PrefabScene
Sandbox.PrefabScene.VariableCollectionobsolete A collection of variabnles that have been configured for this scene
Sandbox.Scene
Sandbox.GameObjectUndoFlags
Sandbox.SceneTrace
Sandbox.SceneTraceResult
Sandbox.CachingHandler
Sandbox.Achievement
Sandbox.AchievementCollection Holds achievements for a package
Sandbox.Cloud For accessing assets from the cloud - from code
Sandbox.Cloud.AssetAttribute Automatically addeded to a type as a result of using Cloud.Model etc inside.
Sandbox.ManifestSchema An addon's manifest, describing what files are available
Sandbox.ManifestSchema.File
Sandbox.Package Represents an asset on Asset Party.
Sandbox.Package.PackageUsageStats Statistics for user interactions with this package
Sandbox.Package.PackageUsageStats.Group
Sandbox.Package.Screenshot
Sandbox.Package.ReviewStats
Sandbox.Package.Organization Represents an organization on Asset Party. Organization owns packages.
Sandbox.Package.Type
Sandbox.Package.PackageInteraction
Sandbox.Package.LoadingScreenSetup
Sandbox.Package.Facet Describes a facet of a group of items, with a limited number of each facet with their total item counts
Sandbox.Package.Facet.Entry A facet entry consists of a name, display information and the number of items inside
Sandbox.Package.FindResult A result from the call to FindAsync
Sandbox.Package.TagEntry Represents a tag along with the count of items it contains
Sandbox.Package.SortOrder Describes a sort order which can be used with the package/find api
Sandbox.Package.PackageProperty A binary category used to divide into two categories. For example, Work In Progress.
Sandbox.Package.ListResult Represents the actual response from the api
Sandbox.Package.ListResult.Grouping
Sandbox.Sound Single source for creating sounds
Sandbox.SoundHandle A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
Sandbox.SoundHandle.LipSyncAccessor
Sandbox.SoundStream
Sandbox.ConsoleSystem A library to interact with the Console System.
Sandbox.CookieContainer
Sandbox.FileSystem A filesystem that can be accessed by the game.
Sandbox.Input Allows querying of player button presses and other inputs.
Sandbox.Input.Keyboard
Sandbox.InputAnalog An analog input, when fetched, is between -1 and 1 (0 being default)
Sandbox.InputMotionData Represents the current state of a device's motion sensor(s).
Sandbox.ControlModeSettings
Sandbox.GamepadCode Game controller codes, driven from SDL.
Sandbox.HapticEffect Contains a haptic effect, which consists of patterns for the controller and triggers.
Sandbox.HapticPattern Contains a haptic pattern, which consists of frequency and amplitude values that can change over time.
Sandbox.HapticTarget Places you can trigger haptics on
Sandbox.InputGlyphSize
Sandbox.SandboxGameExtensions
Sandbox.GlyphStyle
Sandbox.InputAction An input action defined by a game project.
Sandbox.KeyboardModifiers
Sandbox.MouseButtons State of mouse buttons being pressed or not.
Sandbox.LanguageContainer A container for the current language, allowing access to translated phrases and language information.
Sandbox.Language Allows access to translated phrases, allowing the translation of gamemodes etc
Sandbox.Networking Global manager to hold and tick the singleton instance of NetworkSystem.
Sandbox.Connection A connection, usually to a server or a client.
Sandbox.Connection.Filter
Sandbox.Connection.Filter.FilterType
Sandbox.NetFlags
Sandbox.PhysicsBody Represents a physics object. An entity can have multiple physics objects. See <see cref="P:Sandbox.PhysicsBody.PhysicsGroup">PhysicsGroup</see>. A physics objects consists of one or more <see cref="T:Sandbox.PhysicsShape">PhysicsShape</see>s.
Sandbox.PhysicsLock
Sandbox.PhysicsGroup Represents a set of <see cref="T:Sandbox.PhysicsBody">PhysicsBody</see> objects. Think ragdoll.
Sandbox.PhysicsShape Represents a basic, convex shape. A <see cref="T:Sandbox.PhysicsBody">PhysicsBody</see> consists of one or more of these.
Sandbox.PhysicsTraceBuilder
Sandbox.PhysicsTraceResult
Sandbox.PhysicsSimulationMode Physics simulation mode. For use with Sandbox.PhysicsWorld.SimulationMode.
Sandbox.PhysicsWorld A world in which physics objects exist. You can create your own world but you really don't need to. A world for the map is created clientside and serverside automatically.
Sandbox.PhysicsContact
Sandbox.PhysicsContact.Target
Sandbox.PhysicsIntersection
Sandbox.PhysicsIntersectionEnd
Sandbox.ConfigData Project configuration data is derived from this class
Sandbox.CursorSettings
Sandbox.CursorSettings.Cursor
Sandbox.InputSettings A class that holds all configured input settings for a game. This is serialized as a config and shared from the server to the client.
Sandbox.NetworkingSettings A class that holds all configured networking settings for a game. This is serialized as a config and shared from the server to the client.
Sandbox.ProjectSettings
Sandbox.Project Represents an on-disk project.
Sandbox.AnimationSequence
Sandbox.AnimGraphDirectPlayback For communicating with a Direct Playback Anim Node, which allows code to tell it to play a given sequence
Sandbox.BlendMode Blend modes used by the UI system
Sandbox.ComputeBufferTypeobsolete
Sandbox.ComputeBuffer<T>obsolete
Sandbox.ComputeShader A compute shader is a program that runs on the GPU, often with data provided to/from the CPU by means of a Sandbox.GpuBuffer`1 or a Sandbox.Texture.
Sandbox.GpuBuffer A GPU data buffer intended for use with a Sandbox.ComputeShader. You can read and write arbitrary data to and from the CPU and GPU. This allows for efficient parallel data processing on the GPU. Different GPU buffer types can be used depending on the provided Sandbox.GpuBuffer.UsageFlags. Using the default Sandbox.GpuBuffer.UsageFlags.Structured type buffers map to StructuredBuffer<T> and RWStructuredBuffer<T> in HLSL.
Sandbox.GpuBuffer.UsageFlags You can combine these e.g UsageFlags.Index | UsageFlags.ByteAddress for a buffer that can be used as an index buffer and in a compute shader.
Sandbox.GpuBuffer.IndirectDrawArguments
Sandbox.GpuBuffer.IndirectDrawIndexedArguments
Sandbox.GpuBuffer.IndirectDispatchArguments
Sandbox.GpuBuffer<T> A typed GpuBuffer
Sandbox.Graphics Used to render to the screen using your Graphics Card, or whatever you kids are using in your crazy future computers. Whatever it is I'm sure it isn't fungible and everyone has free money and no-one has to ever work.
Sandbox.Graphics.PrimitiveType
Sandbox.Graphics.DownsampleMethod Which method to use when downsampling a texture
Sandbox.MorphCollection Used to access and manipulate morphs.
Sandbox.MusicPlayer Enables music playback. Use this for music, not for playing game sounds.
Sandbox.VideoPlayer Enables video playback and access to the video texture and audio.
Sandbox.VideoPlayer.TextureChangedDelegate
Sandbox.VideoPlayer.AudioAccessor
Sandbox.VideoWriter Allows the creation of video content by encoding a sequence of frames.
Sandbox.VideoWriter.Config
Sandbox.VideoWriter.Codec
Sandbox.VideoWriter.Container
Sandbox.RenderAttributes
Sandbox.RenderTarget Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.
Sandbox.SceneLayerType
Sandbox.TextRendering
Sandbox.TextRendering.Scope Defines a scope of text, all using the same style.
Sandbox.TextRendering.Outline
Sandbox.TextRendering.Shadow
Sandbox.VertexLayout Allows for the definition of custom vertex layouts
Sandbox.VertexLayout.BaseAttribute
Sandbox.VertexLayout.Position
Sandbox.VertexLayout.Normal
Sandbox.VertexLayout.Color
Sandbox.VertexLayout.TexCoord
Sandbox.VertexLayout.Tangent
Sandbox.VertexLayout.BlendWeight
Sandbox.VertexLayout.BlendIndices
Sandbox.VolumetricFogParameters
Sandbox.CubemapFogController
Sandbox.SceneDynamicObject
Sandbox.SceneCamera Represents a camera and holds render hooks. This camera can be used to draw tool windows and scene panels.
Sandbox.SceneCamera.BloomAccessor
Sandbox.SceneCamera.BloomAccessor.BloomMode
Sandbox.SceneCamera.TonemapAccessor
Sandbox.ClearFlags Flags for clearing a RT before rendering a scene using a SceneCamera
Sandbox.SceneCameraDebugMode
Sandbox.SceneCubemap
Sandbox.SceneCubemap.ProjectionMode
Sandbox.SceneCullingBox A box which can be used to explicitly control scene visibility. There are two modes: 1. Cull inside, hide any objects fully inside the box (excluder) 2. Cull outside, hide any objects not intersecting any cull boxes marked cull outside (includer)
Sandbox.SceneCullingBox.CullMode Cull mode, either inside or outside
Sandbox.SceneCustomObject A scene object that allows custom rendering within a scene world.
Sandbox.SceneDirectionalLight A directional scene light that is used to mimic sun light in a Sandbox.SceneWorld. Direction is controlled by this objects' Rotation.
Sandbox.SceneFogVolume Represents a volume of fog in a scene, contributing to volumetric fog effects set on Sandbox.SceneCamera.VolumetricFog.
Sandbox.SceneLight Generic point light scene object for use with a Sandbox.SceneWorld.
Sandbox.SceneLight.FogLightingMode
Sandbox.SceneLight.LightShape
Sandbox.SceneLineObject A scene object which is used to draw lines
Sandbox.SceneLineObject.CapStyle
Sandbox.SceneLineObject.FaceMode
Sandbox.SceneLoadOptions
Sandbox.SceneMap Map geometry that can be rendered within a Sandbox.SceneWorld.
Sandbox.SceneModel A model scene object that supports animations and can be rendered within a Sandbox.SceneWorld.
Sandbox.SceneModel.FootstepEvent
Sandbox.SceneModel.GenericEvent
Sandbox.SceneModel.SoundEvent
Sandbox.SceneModel.AnimTagEvent
Sandbox.SceneModel.AnimTagStatus Enumeration that describes how the AnimGraph tag state changed. Used in Sandbox.SceneModel.AnimTagEvent.
Sandbox.SceneObject A model scene object that can be rendered within a Sandbox.SceneWorld.
Sandbox.SceneObject.SceneObjectFlagAccessor
Sandbox.SceneRenderLayer SceneObjects can be rendered on layers other than the main game layer. This is useful if, for example, you want to render on top of everything without applying post processing.
Sandbox.SceneParticlesobsolete A SceneObject used to render particles. We need to be careful with what we do here, because this object is created for in-engine particles as well as custom scene object particles. With custom particles there's no automatic Simulate, or deletion.. You're completely on your own. This is perhaps a good thing though, it's maybe what you want to happen. To be completely isolated and completely in control. But at the same time maybe it's not and it's something we need to sort out.
Sandbox.SceneSkyBox Renders a skybox within a Sandbox.SceneWorld.
Sandbox.SceneSkyBox.FogType
Sandbox.SceneSkyBox.FogParamInfo
Sandbox.SceneSkyBox.SkyLightInfo
Sandbox.SceneSpotLight A simple spot light scene object for use in a Sandbox.SceneWorld.
Sandbox.TrailTextureConfig Defines how a trail is going to be textured. Used by TrailRenderer.
Sandbox.SceneWorld A scene world that contains Sandbox.SceneObjects. See Utility.CreateSceneWorld. <para>You may also want a Sandbox.SceneCamera to manually render the scene world.</para>
Sandbox.StereoTargetEye
Sandbox.MainThread Utility functions that revolve around the main thread
Sandbox.GameTask A generic Sandbox.TaskSource.
Sandbox.TaskSource Provides a way for us to cancel tasks after common async shit is executed.
Sandbox.ITagSet
Sandbox.Json A convenience JSON helper that handles Sandbox.Resource types for you.
Sandbox.Json.Pointer Represents a JSON Pointer as defined in RFC 6901.
Sandbox.Json.PointerJsonConverter Custom JSON converter for the Pointer class that serializes a Pointer as a string and deserializes a string back into a Pointer using the Parse method.
Sandbox.FloatSpan Allows easy SIMD/AVX2 fast math on a span of floats
Sandbox.Metadata A simple class for storing and retrieving metadata values.
Sandbox.Mouse Gives access to mouse position etc
Sandbox.MouseVisibility The visibility state of the mouse cursor.
Sandbox.Screen Access screen dimension etc.
Sandbox.TagSet
Sandbox.TagSet.JsonConvert
Sandbox.Time
Sandbox.TimeSince A convenience struct to easily measure time since an event last happened, based on Sandbox.Time.Now.<br /><br /> Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: <code> TimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ } </code>
Sandbox.TimeUntil A convenience struct to easily manage a time countdown, based on Sandbox.Time.Now.<br /><br /> Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: <code> TimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ } </code>
Sandbox.WebSocket A WebSocket client for connecting to external services.
Sandbox.WebSocket.MessageReceivedHandler Event handler which processes text messages from the WebSocket service.
Sandbox.WebSocket.DataReceivedHandler Event handler which processes binary messages from the WebSocket service.
Sandbox.WebSocket.DisconnectedHandler Event handler which fires when the WebSocket disconnects from the server.
Sandbox.WebSurface Enables rendering and interacting with a webpage
Sandbox.WebSurface.TextureChangedDelegate
Sandbox.Http Lets your game make async HTTP requests.
Sandbox.Utility.EditorTools Functions to interact with the tools system. Does nothing if tools aren't enabled.
Sandbox.Utility.FloatBitmap
Sandbox.Utility.Parallel Wrappers of the parallel class.
Sandbox.Utility.Steam
Sandbox.Utility.Svg.PathFillType How to determine which sections of the path are filled.
Sandbox.Utility.Svg.PathArcSize Controls arc size in Sandbox.Utility.Svg.ArcToPathCommand.
Sandbox.Utility.Svg.PathDirection Controls arc direction in Sandbox.Utility.Svg.ArcToPathCommand.
Sandbox.Utility.Svg.PathCommand Base class for SVG path commands.
Sandbox.Utility.Svg.AddCirclePathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Element/circle" />.
Sandbox.Utility.Svg.AddOvalPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Element/ellipse" />.
Sandbox.Utility.Svg.AddPolyPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Element/polyline" />, <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Element/polygon" />.
Sandbox.Utility.Svg.AddRectPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Element/rect" />.
Sandbox.Utility.Svg.AddRoundRectPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Element/rect" />.
Sandbox.Utility.Svg.ArcToPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths#arcs" />.
Sandbox.Utility.Svg.ClosePathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths#line_commands" />.
Sandbox.Utility.Svg.CubicToPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths#b%C3%A9zier_curves" />.
Sandbox.Utility.Svg.LineToPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths#line_commands" />.
Sandbox.Utility.Svg.MoveToPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths#line_commands" />.
Sandbox.Utility.Svg.QuadToPathCommand See <see href="https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths#b%C3%A9zier_curves" />.
Sandbox.Utility.Svg.SvgPath A shape in a Sandbox.Utility.Svg.SvgDocument, described as a vector path.
Sandbox.Utility.Svg.SvgDocument Helper class for reading Scalable Vector Graphics files.
Sandbox.Razor.RenderTreeBuilderOldobsolete
Sandbox.UI.KeyFrames Represents a CSS <c>@keyframes</c> rule.
Sandbox.UI.KeyFrames.Block A keyframe within the animation.
Sandbox.UI.BasePopup A panel that gets deleted automatically when clicked away from
Sandbox.UI.Image A generic box that displays a given texture within itself.
Sandbox.UI.Label A generic text label. Can be made editable.
Sandbox.UI.ScenePanel Allows to render a scene world onto a panel.
Sandbox.UI.SvgPanel A generic panel that draws an SVG scaled to size
Sandbox.UI.WebPanel A panel that displays an interactive web page.
Sandbox.UI.LayoutCascade
Sandbox.UI.ButtonEvent Keyboard (and mouse) key press Sandbox.UI.PanelEvent.
Sandbox.UI.InputFocus Handles input focus for Sandbox.UI.Panels.
Sandbox.UI.WorldInput WorldInput can be used to simulate standard mouse inputs on WorldPanels.
Sandbox.UI.PanelInputType
Sandbox.UI.PanelStyle
Sandbox.UI.CopyEvent
Sandbox.UI.CutEvent
Sandbox.UI.PasteEvent
Sandbox.UI.EscapeEvent
Sandbox.UI.DragEvent
Sandbox.UI.MousePanelEvent Mouse related Sandbox.UI.PanelEvent.
Sandbox.UI.PanelEvent Base Sandbox.UI.Panel event.<br /> See Sandbox.UI.Panel.CreateEvent(Sandbox.UI.PanelEvent).
Sandbox.UI.PanelEventAttribute Add an event listener to a Sandbox.UI.Panel event with the given name.<br /> See Sandbox.UI.Panel.CreateEvent(System.String,System.Object,System.Nullable{System.Single}).
Sandbox.UI.SelectionEvent
Sandbox.UI.Panel A simple User Interface panel. Can be styled with CSS.
Sandbox.UI.Box Represents position and size of a Sandbox.UI.Panel on the screen.
Sandbox.UI.RootPanel A root panel. Serves as a container for other panels, handles things such as rendering.
Sandbox.UI.TransitionDesc Describes transition of a single CSS property, a.k.a. the values of a <c>transition</c> CSS property. <para>Utility to create a transition by comparing the panel style before and after the scope.</para>
Sandbox.UI.TransitionList A list of CSS properties that should transition when changed. Utility to create a transition by comparing the panel style before and after the scope.
Sandbox.UI.BaseStyles Auto generated container class for majority of CSS properties available.
Sandbox.UI.StyleBlock A CSS rule - ie ".chin { width: 100%; height: 100%; }"
Sandbox.UI.Styles Represents all supported CSS properties and their currently assigned values.
Sandbox.UI.Styles.GradientColorOffset
Sandbox.UI.Styles.GradientGenerator
Sandbox.UI.StyleSelector A CSS selector like "Panel.button.red:hover .text"
Sandbox.UI.StyleSheet
Sandbox.UI.StyleSheetCollection A collection of Sandbox.UI.StyleSheet objects applied directly to a panel. See Sandbox.UI.Panel.StyleSheet.
Sandbox.UI.Transitions Handles the storage, progression and application of CSS transitions for a single Sandbox.UI.Panel.
Sandbox.UI.Transitions.TransitionFunction
Sandbox.UI.Transitions.Entry
Sandbox.UI.Clipboard
Sandbox.UI.Emoji Helper class for working with Unicode emoji.
Sandbox.UI.WorldPanel An interactive 2D panel rendered in the 3D world.
Sandbox.UI.Construct.ImageConstructor
Sandbox.UI.Construct.LabelConstructor
Sandbox.UI.Construct.SceneConstructor
Sandbox.UI.Construct.PanelCreator Used for Sandbox.UI.Panel.Add for quick panel creation with certain settings. Other panels types are added via extension methods.
Sandbox.Tasks.SyncTask
Sandbox.Physics.BallSocketJoint A ballsocket constraint.
Sandbox.Physics.FixedJoint A generic "rope" type constraint.
Sandbox.Physics.HingeJoint A hinge-like constraint.
Sandbox.Physics.PulleyJoint A pulley constraint. Consists of 2 ropes which share same length, and the ratio changes via physics interactions. Typical setup looks like this: <code> @-----------------@ | | | | Object A Object B </code>
Sandbox.Physics.SliderJoint A slider constraint, basically allows movement only on the arbitrary axis between the 2 constrained objects on creation.
Sandbox.Physics.SpringJoint A rope-like constraint that is has springy/bouncy.
Sandbox.Physics.PhysicsJoint A physics constraint.
Sandbox.Physics.PhysicsPoint Used to describe a point on a physics body. This is used for things like joints where you want to pass in just a body, or sometimes you want to pass in a body with a specific location and rotation to attach to.
Sandbox.Physics.PhysicsSpring Spring related settings for joints such as Sandbox.Physics.FixedJoint.
Sandbox.Physics.CollisionRules This is a JSON serializable description of the physics's collision rules. This allows us to send it to the engine - and store it in a string table (which is networked to the client). You shouldn't really ever have to mess with this, it's just used internally.
Sandbox.Physics.CollisionRules.Result Result of a collision between <see cref="T:Sandbox.Physics.CollisionRules.Pair">two objects</see>.
Sandbox.Physics.CollisionRules.Pair A pair of case- and order-insensitive tags, used as a key to look up a Sandbox.Physics.CollisionRules.Result.
Sandbox.Physics.PhysicsSettings
Sandbox.Network.HostStats
Sandbox.Network.NetworkFile
Sandbox.Network.MountedVPKsResponse
Sandbox.Network.InitialSnapshotResponse
Sandbox.Network.SnapshotMsg
Sandbox.Network.SnapshotMsg.GameObjectSystemData
Sandbox.Network.ReconnectMsg Sent to the server to tell clients to reconnect. This is sent when the server is changing games, or maps, and wants the current players to follow them to the new game, or map. We send the Game and Map to the best of our knowledge, so the client can maybe preload them, while we are.
Sandbox.Network.ConnectionStats
Sandbox.Network.GameNetworkSystem An instance of this is created by the NetworkSystem when a server is joined, or created. You should not try to create this manually.
Sandbox.Network.LobbyInformation
Sandbox.Network.LobbyConfig
Sandbox.Network.LobbyPrivacy
Sandbox.Network.NetworkSocket
Sandbox.Speech.SpeechRecognitionResult A result from speech recognition.
Sandbox.Speech.Recognition
Sandbox.Speech.Recognition.OnSpeechResult Called when we have a result from speech recognition.
Sandbox.Speech.Synthesizer A speech synthesis stream. Lets you write text into speech and output it to a Sandbox.SoundHandle.
Sandbox.Speech.Synthesizer.InstalledVoice
Sandbox.Audio.AudioDistanceFloatAttribute
Sandbox.Audio.AudioMeter Allows the capture and monitor of an audio source
Sandbox.Audio.AudioMeter.Frame
Sandbox.Audio.MixBuffer Contains 512 samples of audio data, this is used when mixing a single channel
Sandbox.Audio.MultiChannelBuffer Holds up to 8 mix buffers, which usually represent output speakers.
Sandbox.Audio.DspPresetHandle A handle to a DspPreset
Sandbox.Audio.DspProcessor
Sandbox.Audio.Mixer Takes a bunch of sound, changes its volumes, mixes it together, outputs it
Sandbox.Audio.MixerSettings
Sandbox.Audio.MixerHandle A handle to a Mixer
Sandbox.Audio.AudioProcessor Takes a bunch of samples and processes them. It's common for these to be chained together. It's also common for the processor to store state between calls.
Sandbox.Audio.AudioChannel Represents an audio channel, between 0 and 7. This is used to index into buffers. This is used rather than an int to avoid unfortuate bugs.
Sandbox.Audio.PerChannel<T> Stores a variable per channel
Sandbox.Audio.DelayProcessor
Sandbox.Audio.HighPassProcessor Just a test - don't count on this sticking around
Sandbox.Audio.LowPassProcessor Just a test - don't count on this sticking around
Sandbox.Audio.PitchProcessor
Sandbox.Volumes.SceneVolume A generic way to represent volumes in a scene. If we all end up using this instead of defining our own version in everything, we can improve this and improve everything at the same time.
Sandbox.Volumes.SceneVolume.VolumeTypes
Sandbox.Volumes.VolumeComponent
Sandbox.Volumes.VolumeSystem A base GameObjectSystem for handling of IVolume components. You can use this to find volume components by position.
Sandbox.Movement.MoveModeLadder The character is climbing up a ladder
Sandbox.Movement.MoveMode A move mode for this character
Sandbox.Movement.MoveModeSwim The character is swimming
Sandbox.Movement.MoveModeWalk The character is walking
Sandbox.Resources.EmbeddedResource A JSON definition of an embedded resource. This is a resource that can be either standalone (in a .vtex file) or embedded in a GameResource's Json data. When it's detected in a GameResource we will create the named compiler and create the resource. When compiling the GameResource this can optionally create a compiled version of the resource on disk. When we compile a regular resource that contains this $compiler structure, it operates like any other compile, except it's totally managed by c# instead of resourcecompiler.
Sandbox.Resources.ResourceCompileContext
Sandbox.Resources.ResourceCompileContext.Child
Sandbox.Resources.ResourceCompileContext.DataStream
Sandbox.Resources.ResourceCompiler Takes the "source" of a resource and creates a compiled version. The compiled version can create a number of child resources and store binary data.
Sandbox.Resources.ResourceCompiler.ResourceIdentityAttribute Mark a ResourceCompiler. This is used to identify the compiler for a specific file extension, or compiler.
Sandbox.Resources.ResourceGenerator Creates a resource from a json definition
Sandbox.Resources.ResourceGenerator.Options
Sandbox.Resources.ResourceGenerator<T> A resource generator targetting a specific type
Sandbox.Resources.TextureGenerator
Sandbox.Resources.ColorTextureGenerator Generate a texture which is just a single color
Sandbox.Resources.ImageFileGenerator Load images from disk and convert them to textures
Sandbox.Resources.LinearGradient
Sandbox.Resources.RadialGradient
Sandbox.Resources.RandomTextureGenerator
Sandbox.Resources.SvgSourceGenerator
Sandbox.Resources.TextTextureGenerator
Sandbox.VR.FingerValue Accessors for Sandbox.VR.VRController.GetFingerValue(Sandbox.VR.FingerValue)
Sandbox.VR.TrackedDeviceRole
Sandbox.VR.TrackedDeviceType
Sandbox.VR.VROverlayobsolete <para>VR overlays draw over the top of the 3D scene, they will not be affected by lighting, post processing effects or anything else in the world.<br /> This makes them ideal for HUDs or menus, or anything else that should be local to the HMD or tracked devices.</para><para>If you need something in the world, consider using WorldPanel and WorldInput instead.</para>
Sandbox.VR.VRAnchor Updates the the VR anchor based on a GameObject's transform.
Sandbox.VR.VRHand Updates the parameters on an Sandbox.SkinnedModelRenderer on this GameObject based on the skeletal data from SteamVR. Useful for quick hand posing based on controller input.
Sandbox.VR.VRHand.HandSources Represents a controller to use when fetching skeletal data (finger curl/splay values)
Sandbox.VR.VRModelRenderer Renders a device-specific model for a VR device
Sandbox.VR.VRModelRenderer.ModelSources Represents a controller to use when fetching the model (which device)
Sandbox.VR.VRTrackedObject Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD).
Sandbox.VR.VRTrackedObject.PoseSources Represents tracked devices to use when updating
Sandbox.VR.VRTrackedObject.TrackingTypes Represents transform values to update
Sandbox.VR.AnalogInput Represents a VR analog input action (e.g. trigger)
Sandbox.VR.AnalogInput2D Represents a two-dimensional VR analog input action (e.g. joysticks)
Sandbox.VR.DigitalInput Represents a VR digital input action (e.g. X button)
Sandbox.VR.VRInput
Sandbox.VR.MotionRange
Sandbox.VR.TrackedObject Represents a physically tracked VR object with a transform
Sandbox.VR.VRController Represents a VR controller, along with its transform, velocity, and inputs.
Sandbox.VR.VRHandJoint
Sandbox.VR.VRHandJointData
Sandbox.Rendering.CommandList
Sandbox.Rendering.CommandList.AttributeAccess
Sandbox.Rendering.CommandList.Flag Command buffer flags allow us to skip command buffers if the camera doesn't want a particular thing. Like post processing.
Sandbox.Rendering.HudPainter 2D Drawing functions for a Sandbox.Rendering.CommandList. <para><c>HudPainter</c> provides a set of methods for drawing shapes, textures, and text onto a command list, typically for HUD or UI rendering. </para>
Sandbox.Rendering.RenderTargetHandle A render target handle used with CommandLists
Sandbox.Rendering.RenderTargetHandle.ColorTextureRef
Sandbox.Rendering.RenderTargetHandle.ColorIndexRef
Sandbox.Rendering.RenderTargetHandle.SizeHandle
Sandbox.Rendering.ViewSetup When manually rendering a camera this will let you override specific elements of that render. This means you can use most of the camera's properties, but override some without disturbing the camera itself.
Sandbox.Rendering.GradientFogSetup Setup for defining gradient fog in a view
Sandbox.Rendering.ReflectionSetup Allows special setup for reflections, such as offsetting the reflection plane
Sandbox.Rendering.RefractionSetup Allows special setup for refraction, such as offsetting the clip plane
Sandbox.Rendering.RendererSetup When manually rendering a Renderer this will let you override specific elements of that render. This means you can use most of the Renderer's properties, but override some without disturbing the Renderer itself.
Sandbox.Rendering.ResourceState Used to describe a GPU resources state for barrier transitions.
Sandbox.Rendering.Stage
Sandbox.Services.AchievementOverview Activity Feed
Sandbox.Services.Achievements Allows access to stats for the current game. Stats are defined by the game's author and can be used to track anything from player actions to performance metrics. They are how you submit data to leaderboards.
Sandbox.Services.Achievements.Map Stats for the current map
Sandbox.Services.Auth
Sandbox.Services.BenchmarkSystem Allows access to stats for the current game. Stats are defined by the game's author and can be used to track anything from player actions to performance metrics. They are how you submit data to leaderboards.
Sandbox.Services.Feed Activity Feed
Sandbox.Services.Inventory Allows access to the Steam Inventory system
Sandbox.Services.Inventory.Item Describes a type of item that can be in the inventory
Sandbox.Services.Inventory.ItemDefinition Describes a type of item that can be in the inventory
Sandbox.Services.Leaderboards
Sandbox.Services.Leaderboards.Board
Sandbox.Services.Leaderboards.Entry
Sandbox.Services.Leaderboards.Board2
Sandbox.Services.Leaderboards.Board2.Entry
Sandbox.Services.Messaging
Sandbox.Services.News News Posts
Sandbox.Services.Notification Player notification
Sandbox.Services.Review Package Reviews
Sandbox.Services.Review.ReviewScore
Sandbox.Services.ServerList
Sandbox.Services.ServerList.Entry This is a cleaned up version of gameserveritem_t.
Sandbox.Services.Stats Allows access to stats for the current game. Stats are defined by the game's author and can be used to track anything from player actions to performance metrics. They are how you submit data to leaderboards.
Sandbox.Services.Stats.GlobalStats
Sandbox.Services.Stats.GlobalStat
Sandbox.Services.Stats.Map Stats for the current map
Sandbox.Services.Stats.PlayerStats
Sandbox.Services.Stats.PlayerStat
Sandbox.Services.Players.Overview An overview of a player. Only available if their profile isn't set to private.
Sandbox.Services.Players.Profile Player profile
Sandbox.Navigation.NavMesh Navigation Mesh - allowing AI to navigate a world
Sandbox.Mounting.Directory
Sandbox.Mounting.MountInfo Information about a single mount
Sandbox.DataModel.GameSetting A Sandbox.ConVarAttribute that has been marked with Sandbox.ConVarFlags.GameSetting This is stored as project metadata so we can set up a game without loading it.
Sandbox.DataModel.GameSetting.Option
Sandbox.DataModel.ProjectConfig Configuration of a Sandbox.Project.
Sandbox.Menu.LoadingProgress
Sandbox.ModelEditor.GameDataAttribute Indicates that this class/struct should be available as GenericGameData node in ModelDoc
Sandbox.ModelEditor.AxisAttribute Draws 3 line axis visualization, which can set up to be manipulated via gizmos. You can have multiple of these.
Sandbox.ModelEditor.BoxAttribute Draws a box, which can be manipulated via gizmos. You can have multiple of these.
Sandbox.ModelEditor.SphereAttribute Draws a sphere, which can be manipulated via gizmos. You can have multiple of these.
Sandbox.ModelEditor.CapsuleAttribute Draws a capsule, which can be manipulated via gizmos. You can have multiple of these.
Sandbox.ModelEditor.CylinderAttribute Draws a cylinder, which can be manipulated via gizmos. You can have multiple of these.
Sandbox.ModelEditor.HingeJointAttribute A helper that draws axis of rotation and angle limit of a hinge joint.
Sandbox.ModelEditor.EditorWidgetAttribute Adds a custom editor widget to the game data node. Currently only 1 option is available - "HandPosePairEditor"
Sandbox.ModelEditor.HandPoseAttribute A helper used for VR hand purposes.
Sandbox.ModelEditor.LineAttribute
Sandbox.ModelEditor.ScaleBoneRelativeAttribute Scales the vector with the "ScaleAndMirror" node, relative to associated bone.
Sandbox.ModelEditor.ScaleWorldAttribute Scales the vector with the "ScaleAndMirror" node.
Sandbox.ModelEditor.Nodes.ModelBreakPiece Defines a single breakable prop gib.
Sandbox.ModelEditor.Nodes.ModelPropData Generic prop settings. Support for this depends on the entity.
Sandbox.ModelEditor.Nodes.ModelExplosionBehavior Defines the model as explosive. Support for this depends on the entity.
Sandbox.ModelEditor.Nodes.ModelEye Defines an eye on a character model.
Sandbox.ModelEditor.Nodes.ModelNavData Carries navigation related data.
Sandbox.ModelEditor.Nodes.ModelEyeOcclusion
Sandbox.ModelEditor.Nodes.ModelBodygroupDrivenMorph
Sandbox.ModelEditor.Nodes.ModelMaterialGroupDrivenMorph
Sandbox.ModelEditor.Internal.BaseModelDocAttribute
Sandbox.ModelEditor.Internal.BaseTransformAttribute
Sandbox.Modals.FriendsListModalOptions
Sandbox.Modals.ServerListConfig
Sandbox.Modals.CreateGameOptions Passed to IModalSystem.CreateGame
Sandbox.Modals.CreateGameResults
Sandbox.Internal.GlobalGameNamespace
Sandbox.Diagnostics.Allocations Tools for diagnosing heap allocations
Sandbox.Diagnostics.Allocations.Entry
Sandbox.Diagnostics.Allocations.Scope
Sandbox.Diagnostics.FrameStats Stats returned from the engine each frame describing what was rendered, and how much of it.
Sandbox.Diagnostics.Performance
Sandbox.Diagnostics.Performance.ScopeSection This exists to allow the creation of performance scopes without
Sandbox.Diagnostics.PerformanceStats
Sandbox.Diagnostics.PerformanceStats.Block
Sandbox.Diagnostics.PerformanceStats.PeriodMetric
Sandbox.Diagnostics.PerformanceStats.Timings
Sandbox.Diagnostics.PerformanceStats.Timings.Frame
Sandbox.Diagnostics.PerformanceStats.VRStats
Sandbox.Engine.GameLoadingFlags
Sandbox.Engine.Protocol A centralized place to access the protocols
Sandbox.Engine.MaterialAccessor A wrapper to allow the unification of editing materials. This is usually a member on a Component which implements MaterialAccessor.ITarget.
Sandbox.Engine.BindCollection A collection of action binds. BindCollection - Action: attack1 - Slot0: mouse1 - Action: selectall - Slot0: ctrl + a The bind collection can be saved and loaded from disk via the BindSaveConfig class. The bind collection can have a base collection which it will fall back to if it contains the same binds. This allows us to have a "common" collection which can be shared between all games, but can also let the games + users to override those binds if they choose.
Sandbox.Engine.BindCollection.ActionBind
Sandbox.Engine.BindCollection.BindEntry
Sandbox.Engine.SystemInfo
Sandbox.Engine.Utility.RayTrace.MeshTraceRequest
Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result
Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.VertexDetail
Sandbox.Engine.Shaders.ShaderCompile
Sandbox.Engine.Shaders.ShaderCompile.Results The results of a shader compile
Sandbox.Engine.Shaders.ShaderCompile.Results.Program The results of an individual shader program compile (PS, VS etc)
Sandbox.Engine.Shaders.ShaderCompileOptions Options used when compiling a shader
Sandbox.Engine.Settings.RenderSettings
Sandbox.Engine.Settings.RenderSettings.VideoDisplayMode
Sandbox.Bind.BindSystem Data bind system, bind properties to each other.
Sandbox.Bind.Builder A helper to create binds between two properties (or whatever you want) <para> Example usage: set "BoolValue" from value of "StringValue" <code>BindSystem.Build.Set( this, "BoolValue" ).From( this, "StringValue" );</code></para>
Sandbox.Bind.Link Joins two proxies together, so one can be updated from the other (or both from each other)
Sandbox.Bind.Proxy Gets and Sets a value from somewhere.
Sandbox.DisplayInfo Collects all the relevant info (such as description, name, icon, etc) from attributes and other sources about a type or type member.
Sandbox.EnumDescription
Sandbox.EnumDescription.Entry
Sandbox.FieldDescription Describes a field. We use this class to wrap and return <see cref="P:Sandbox.FieldDescription.FieldInfo">FieldInfo</see>'s that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
Sandbox.MemberDescription Wraps <see cref="F:Sandbox.MemberDescription.MemberInfo">MemberInfo</see> but with caching and sandboxing. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
Sandbox.MethodDescription Describes a method. We use this class to wrap and return <see cref="T:System.Reflection.MethodInfo">MethodInfo</see>'s that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
Sandbox.PropertyDescription Describes a property. We use this class to wrap and return <see cref="P:Sandbox.PropertyDescription.PropertyInfo">PropertyInfo</see>'s that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
Sandbox.TypeDescription Describes a type. We use this class to wrap and return <see cref="T:System.Type">System.Type</see>'s that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary.
Sandbox.Internal.TypeLibrary
Sandbox.BaseFileSystem A filesystem. Could be on disk, or in memory, or in the cloud. Could be writable or read only. Or it could be an aggregation of all those things, merged together and read only.
Sandbox.FileWatch Watch folders, dispatch events on changed files
Sandbox.CodeArchive
Sandbox.CodeArchive.AdditionalFile Represents a file to send to the compiler along with all the code. This is usually something that the generator turns into code, such as a Razor file.
Sandbox.CompileGroup
Sandbox.CompileGroup.Results
Sandbox.Compiler Given a folder of .cs files, this will produce (and load) an assembly
Sandbox.Compiler.ReleaseMode
Sandbox.Compiler.Configuration
Sandbox.CompilerOutput
Sandbox.NetworkHelper Creates a networked game lobby and assigns player prefabs to connected clients.
Sandbox.SandboxBaseExtensions Extensions for Model
Sandbox.UI.Button A simple button Sandbox.UI.Panel.
Sandbox.UI.ButtonGroup A group of side-by-side buttons one of which can be selected.
Sandbox.UI.Checkbox A simple checkbox Sandbox.UI.Panel.
Sandbox.UI.NavHostPanel 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.
Sandbox.UI.NavigationExtensions
Sandbox.UI.NavLinkPanel A panel that will navigate to an href but also have .active class if href is active
Sandbox.UI.BaseControl
Sandbox.UI.DropDown A UI control which provides multiple options via a dropdown box.
Sandbox.UI.Field A field in a form, usually contains a label and a control
Sandbox.UI.FieldControl A field in a form, usually contains a label and a control
Sandbox.UI.Form
Sandbox.UI.IconPanel A panel containing an icon, typically a material icon.
Sandbox.UI.Option An option for a Sandbox.UI.DropDown or Sandbox.UI.ButtonGroup.
Sandbox.UI.Popup
Sandbox.UI.Popup.PositionMode Dictates where a Sandbox.UI.Popup is positioned.
Sandbox.UI.PopupButton A button that opens a Sandbox.UI.PopupButton.Popup panel. Useless on its own - you need to implement Open
Sandbox.UI.SplitContainer A control that has two panes with a splitter in between. You can drag the splitter to change the size of the two panels.
Sandbox.UI.TabContainer A container with tabs, allowing you to switch between different sheets. You can position the tabs by adding the class tabs-bottom, tabs-left, tabs-right (default is tabs top)
Sandbox.UI.TabContainer.Tab Holds a Tab button and a Page for each sheet on the TabControl.
Sandbox.UI.TextEntry A Sandbox.UI.Panel that the user can enter text into.
Sandbox.UI.TextEntry.AutocompleteEntry
Sandbox.UI.LoaderFullScreen
Sandbox.UI.PackageCard
Sandbox.UI.PackageFilterFacet
Sandbox.UI.PackageFilterOrder
Sandbox.UI.PackageFilters
Sandbox.UI.PackageList
Sandbox.UI.SliderControl
Sandbox.UI.SwitchControl
Sandbox.UI.MenuPanel
Sandbox.UI.Tests.GridLayout
Sandbox.UI.Tests.VirtualScrollPanel Scroll panel that creates its contents as they become visible TODO: we need to let panels know, or recreate them, when Data changes
Sandbox.UI.Tests.BaseVirtualScrollPanel<T>
Sandbox.UI.Construct.ButtonConstructor
Sandbox.UI.Construct.IconPanelConstructor
Sandbox.UI.Construct.TextEntryConstructor
Sandbox.Citizen.CitizenAnimationHelper 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.
Sandbox.Citizen.CitizenAnimationHelper.HoldTypes
Sandbox.Citizen.CitizenAnimationHelper.Hand
Sandbox.Citizen.CitizenAnimationHelper.MoveStyles
Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle
Sandbox.Citizen.CitizenAnimationHelper.SittingStyle
ComponentListWidget
NavMeshLinkTool
Editor.CodeEditorControlWidget
Editor.CreateAsset
Editor.CreateAsset.Entry
Editor.CurveControlWidget
Editor.CurveRangeControlWidget
Editor.CurveEditor A widget which contains an editable curve
Editor.CurveEditorPopup
Editor.CurveExtensions
Editor.CurvePresets A widget which holds a list of user curve presets, saved in a cookie
Editor.Allocations
Editor.PerformanceDock
Editor.AssetBrowser A list of assets with filtering options.
Editor.AssetBrowser.LocationType
Editor.AssetBrowser.Location
Editor.AssetLocations
Editor.ChipsWidget
Editor.Chip
Editor.FolderMetadataDialog
Editor.HistoryStack<T>
Editor.DiskLocation
Editor.EverythingLocation
Editor.MountLocation
Editor.PackageLocation
Editor.RecentsLocation
Editor.MainAssetBrowser
Editor.PathWidget
Editor.SearchWidget
Editor.AssetContextMenu Information about selected asset(s) when opening a context menu in Editor.AssetList.
Editor.FolderContextMenu Information about selected directory/folder when opening a context menu in Editor.AssetList or in Editor.AssetLocations.
Editor.AssetList Displays a list of assets, set by Editor.BaseItemWidget.SetItems(System.Collections.Generic.IEnumerable{System.Object}). They should be either Editor.Asset or System.IO.DirectoryInfo.
Editor.AssetListViewMode
Editor.AssetEntry
Editor.DirectoryEntry
Editor.PackageEntry
Editor.AssetPicker
Editor.AssetPicker.PickerOptions
Editor.AssetPickerAttribute
Editor.BaseResourceEditor<T> Implement this with your target type to create a special inspector for the resource type
Editor.BatchMarkPublishedWidget
Editor.BatchPublisher
Editor.ClothingIconControlWidget
Editor.ClothingScene
Editor.CloudBrowser A list of cloud assets.
Editor.FacetDropdown
Editor.CloudLocations
Editor.MainCloudBrowser
Editor.ControlSheet
Editor.ControlSheetFormatter
Editor.FeatureTabWidget The tab widget that sits at the top of the ControlSheet if you add [Features]
Editor.FeatureTabOption
Editor.DebuggingMenus
Editor.ExpandGroup
Editor.FeatureBox
Editor.Group
Editor.EditorSubToolBarWidget
Editor.EditorToolBarWidget
Editor.HeaderBarStyle
Editor.NavMeshToolbarWidget
Editor.ToolbarGroup
Editor.Inspector
Editor.InspectorToolbar
Editor.PropertyRow
Editor.PropertyRowError
Editor.SettingsMenus
Editor.UndoDock
Editor.VRStats
Editor.PathExtensions
Editor.SceneEditorExtensions
Editor.DropShadow
Editor.NoticeManager Manages those annoying notices on the side of your screen. You get them when you're compiling. This is what's making those errors keep appearing. It's not your bad code, it's this bad class, blame this class - it's this classes fault you're getting annoyed.
Editor.NoticeWidget
Editor.MaterialAccessorControlWidget
Editor.MorphCollectionControlWidget
Editor.ParametersControlWidget
Editor.ComponentTemplate
Editor.RazorComponentTemplate
Editor.SimpleComponentTemplate
Editor.ComponentControlWidget
Editor.ComponentViewMode
Editor.ComponentSheet The component sheet that is used to edit a component's properties in the GameObjectInspector
Editor.ComponentSheetHeader
Editor.GameObjectControlWidget
Editor.InspectorHeader
Editor.MissingComponentSheet
Editor.TagSetControlWidget
Editor.EyeDropperTool
Editor.ObjectEditorTool Move, rotate and scale objects
Editor.PhysicsEditorTool Simulate rigid bodies in editor
Editor.PositionEditorTool Move selected Gameobjects.<br /><br /><b>Ctrl</b> - toggle snap to grid<br /><b>Shift</b> - duplicate selection
Editor.RotationEditorTool Rotate selected GameObjects.<br /><br /><b>Ctrl</b> - toggle snap to grid
Editor.ScaleEditorTool Scale selected GameObjects.<br /><br /><b>Ctrl</b> - toggle snap to grid<br /><b>Shift</b> - scale all 3 axis
Editor.SceneEditorMenus
Editor.SceneTreeWidget
Editor.BaseDropObject
Editor.DropObjectAttribute
Editor.SceneDock The scene dock is the actual tab that is shown in the editor. Its main job is to host the SceneViewWidget and to switch the active session when the dock is hovered or focused. It also destroys the session when the dock is closed.
Editor.SceneOverlayWidget
Editor.SceneViewportWidget
Editor.SceneViewportWidget.ViewMode
Editor.SceneViewportWidget.ViewportState
Editor.SceneViewWidget
Editor.SceneViewWidget.ViewportLayoutMode
Editor.ViewportOptions
Editor.EditorTool<T>
Editor.BoxColliderTool
Editor.CameraEditorTool
Editor.CapsuleColliderTool
Editor.EnvmapProbeTool
Editor.HullColliderTool
Editor.ParticleEditorTool
Editor.EditorTool
Editor.EditorToolManager
Editor.EditorToolAttribute
Editor.WidgetWindow A widget that acts like a window. It can be dragged around its parent.
Editor.ClipboardTools
Editor.LocalizationTools
Editor.WidgetGalleryAttribute When used on a static method, this method will be called to create an example of this panel for the "Widget Gallery" window. This method should create and return a Editor.Widget that serves as an example usage of the Widget class the method is defined in. You can use [Title], [Icon], etc on this method as well.
Editor.WidgetGalleryWindow
Editor.WidgetGalleryWindow.ColouredLabel
Editor.ToolButton A button that shows as an icon and tries to keep itself square.
Editor.ColorControlWidget
Editor.ColorSwatchWidget
Editor.ColorStringWidget
Editor.ColorVectorWidget
Editor.ColorPalette Used to store and manipulate a collection of colors.
Editor.ColorPicker A color picker widget that makes it easy to select or edit colors
Editor.AudioDistanceFloatControlWidget
Editor.BodyGroupsControlWidget
Editor.ButtonControlWidget
Editor.ControlObjectWidget A control widget that converts its property into a SerializedObject, so it can edit subproperties
Editor.DictionaryControlWidget
Editor.DropdownControlWidget<T> Abstract class to enable easily creating ControlWidgets with dropdowns.
Editor.DropdownControlWidget<T>.Entry
Editor.DspPresetHandleControlWidget Dropdown selection for DspPresetHandle
Editor.FilePathStringControlWidget File paths stored as strings
Editor.FolderControlWidget
Editor.GamePackageControlWidget
Editor.GenericControlWidget This is a callback control widget, which is used to edit classes. It shows key properties, and an edit button. On clicking the edit button it'll show a propery sheet popup.
Editor.ListControlWidget
Editor.MaterialGroupControlWidget
Editor.OrganizationControlWidget
Editor.ParticleFloatControlWidget
Editor.ParticleGradientControlWidget
Editor.ParticleVector3ControlWidget
Editor.PhysicsLockControlWidget
Editor.PopupEditor This is created using EditorUtility.OpenControlSheet
Editor.RangedFloatControlWidget
Editor.ResourceControlWidget
Editor.ResourceStringControlWidget Resources stored as strings
Editor.TextureImageControlWidget Resources stored as strings
Editor.DateTimeControlWidget
Editor.DateTimeOffsetControlWidget
Editor.DateTimeEditorWidget
Editor.GradientControlWidget
Editor.GradientEditorWidget
Editor.GradientExtensions
Editor.GradientPresets A widget which holds a list of user gradient presets, saved in a cookie
Editor.GradientPresets.GradientPreset
Editor.KeyBindControlWidget
Editor.KeyBind
Editor.NavigationView
Editor.NavigationView.Option
Editor.PackageSelector
Editor.PopupWindow A simple popup window to quickly display a message, optionally with custom actions.
Editor.SoundPlayer
Editor.SoundPlayer.TimelineView
Editor.SoundPlayer.Scrubber
Editor.SoundPlayer.TimeAxis
Editor.SoundPlayer.WaveForm
Editor.TabWidget
Editor.TagsControlWidget
Editor.TagEdit A text entry that automatically breaks the input into tags
Editor.TagEdit.TagDetail Returned by Editor.TagEdit.Convertors on successfully parsing a tag
Editor.TagPicker Offers a popup menu with a number of "tags" when you can then select
Editor.TagPicker.Option
Editor.TagPicker.TagEntry
Editor.TagPicker.TagOption
Editor.TextureControlWidget
Editor.IconButtonWithDropper
Editor.TextureWidget Draw a texture as a widget. This will handle converting to a pixmap to the best of its ability.
Editor.ToggleSwitch
Editor.TreeNode
Editor.TreeNode.Header
Editor.TreeNode.SmallHeader
Editor.TreeNode.Section
Editor.TreeNode.Spacer A node that serves only to create a space
Editor.TreeNode<T> A small wrapper that changes Value into the T type.
Editor.TreeView
Editor.WarningBox
Editor.InformationBox
Editor.Widgets.GizmoSceneTest
Editor.Widgets.VideoGallery
Editor.Widgets.VideoWidget A widget that uses a pixmap to display a video.
Editor.Widgets.WebWidget A widget that shows a web page.
Editor.Widgets.Packages.PackagePopup
Editor.ShaderGraph.BaseNode
Editor.ShaderGraph.BaseNode.InputAttribute
Editor.ShaderGraph.BaseNode.InputDefaultAttribute
Editor.ShaderGraph.BaseNode.OutputAttribute
Editor.ShaderGraph.BaseNode.EditorAttribute
Editor.ShaderGraph.BaseNode.RangeAttribute
Editor.ShaderGraph.BasePlug
Editor.ShaderGraph.BasePlugIn
Editor.ShaderGraph.BasePlugOut
Editor.ShaderGraph.PlugInfo
Editor.ShaderGraph.TextureNodeType
Editor.ShaderGraph.ClassNodeType
Editor.ShaderGraph.SubgraphNodeType
Editor.ShaderGraph.GraphCompiler
Editor.ShaderGraph.GraphCompiler.Error
Editor.ShaderGraph.GraphCompiler.ShaderStage
Editor.ShaderGraph.NodeResultType
Editor.ShaderGraph.NodeResult
Editor.ShaderGraph.NodeResult.Func
Editor.ShaderGraph.ShaderTemplate
Editor.ShaderGraph.DefaultEditor
Editor.ShaderGraph.FunctionResult Final result
Editor.ShaderGraph.FunctionOutput
Editor.ShaderGraph.FunctionOutput.PreviewType
Editor.ShaderGraph.MissingNode
Editor.ShaderGraph.NodeInput
Editor.ShaderGraph.UIType
Editor.ShaderGraph.ParameterUI
Editor.ShaderGraph.ParameterNode<T>
Editor.ShaderGraph.Result Final result
Editor.ShaderGraph.BaseResult
Editor.ShaderGraph.SamplerFilter
Editor.ShaderGraph.SamplerAddress
Editor.ShaderGraph.Sampler
Editor.ShaderGraph.BlendMode
Editor.ShaderGraph.ShadingModel
Editor.ShaderGraph.ShaderDomain
Editor.ShaderGraph.PreviewSettings
Editor.ShaderGraph.ShaderGraph
Editor.ShaderGraph.ShaderNode
Editor.ShaderGraph.SubgraphNode
Editor.ShaderGraph.TextureExtension
Editor.ShaderGraph.TextureProcessor
Editor.ShaderGraph.TextureColorSpace
Editor.ShaderGraph.TextureFormat
Editor.ShaderGraph.TextureType
Editor.ShaderGraph.UIGroup
Editor.ShaderGraph.TextureInput
Editor.TerrainEditor.BrushList Brushes you can use
Editor.TerrainEditor.Brush
Editor.TerrainEditor.BrushSettings
Editor.TerrainEditor.BrushSettingsWidgetWindow
Editor.TerrainEditor.TerrainEditorTool Modify terrains
Editor.TerrainEditor.TerrainMaterialList
Editor.TerrainEditor.SculptMode Our sculpt brush types, passed to the compute shader
Editor.TerrainEditor.TerrainPaintParameters A collection of parameters we'll use for tools
Editor.TerrainEditor.BaseBrushTool Base brush tool, handles common logic we'd reuse across brush modes.
Editor.TerrainEditor.FlattenTool Flatten an area of terrain.
Editor.TerrainEditor.HoleTool Puts a hole in the terrain.<br /><br /><b>Ctrl</b> - fill hole
Editor.TerrainEditor.NoiseTool Adds a random noise to a terrain.
Editor.TerrainEditor.PaintTextureTool
Editor.TerrainEditor.RaiseLowerTool Click and drag to raise terrain.<br /><br /><b>Ctrl</b> - lower terrain
Editor.TerrainEditor.SmoothTool Smooth an area of terrain.
Editor.Experimental.StyleWidget
Editor.Experimental.StyleLabel
Editor.Experimental.Button2
Editor.NodeEditor.ColorEditor
Editor.NodeEditor.CommentColor
Editor.NodeEditor.CommentUI
Editor.NodeEditor.Connection
Editor.NodeEditor.DragDirection
Editor.NodeEditor.ConnectionPlug
Editor.NodeEditor.ConnectionHandleConfig
Editor.NodeEditor.ConnectionStyle Base class for graph editor connection line styles, e.g. curvy or angular.
Editor.NodeEditor.ClassicConnectionStyle Original curvy cubic line style.
Editor.NodeEditor.GridConnectionStyle
Editor.NodeEditor.MenuExtensions
Editor.NodeEditor.FloatEditor
Editor.NodeEditor.GraphView
Editor.NodeEditor.GraphView.SelectionBox
Editor.NodeEditor.FilterModifier
Editor.NodeEditor.FilterPart
Editor.NodeEditor.NodeQuery
Editor.NodeEditor.NodeQueryExtensions
Editor.NodeEditor.RerouteUI
Editor.NodeEditor.RerouteUI.Comment
Editor.NodeEditor.NodeUI
Editor.NodeEditor.Plug
Editor.NodeEditor.HandleShape
Editor.NodeEditor.HandleConfig
Editor.NodeEditor.PlugIn
Editor.NodeEditor.PlugOut
Editor.NodeEditor.ResizableItem Example of a resizable item for when I need it
Editor.NodeEditor.TypeNameFormatter
Editor.NodeEditor.ValueEditor
Editor.MeshEditor.BlockPrimitive
Editor.MeshEditor.QuadPrimitive
Editor.MeshEditor.StairsPrimitive
Editor.MeshEditor.MeshEdge References a edge handle and the mesh component it belongs to.
Editor.MeshEditor.BevelEdges
Editor.MeshEditor.BevelEdgesInspector
Editor.MeshEditor.EdgeInspector
Editor.MeshEditor.MeshFace References a face handle and the mesh component it belongs to.
Editor.MeshEditor.FaceInspector
Editor.MeshEditor.MeshVertex References a vertex handle and the mesh component it belongs to.
Editor.MeshEditor.VertexInspector
Editor.MeshEditor.VertexInspector.MergeRange
Editor.MeshEditor.BaseMeshTool Base class for vertex, edge and face tools.
Editor.MeshEditor.BaseMoveTool Base class for moving mesh elements (move, rotate, scale)
Editor.MeshEditor.BlockTool Create new shapes by dragging out a block
Editor.MeshEditor.BlockToolInspector
Editor.MeshEditor.EdgeTool Move, rotate and scale mesh edges
Editor.MeshEditor.FaceTool Move, rotate and scale mesh faces
Editor.MeshEditor.MeshComponentTool
Editor.MeshEditor.MeshComponentWidget
Editor.MeshEditor.PivotTool Set the location of the gizmo for the current selection.
Editor.MeshEditor.PositionTool Move selected Mesh Elements.<br /><br /><b>Ctrl</b> - toggle snap to grid<br /><b>Shift</b> - extrude selection
Editor.MeshEditor.RotateTool Rotate selected Mesh Elements.<br /><br /><b>Ctrl</b> - toggle snap to grid <b>Shift</b> - extrude selection
Editor.MeshEditor.ScaleTool Scale selected Mesh Elements.<br /><br /><b>Ctrl</b> - toggle snap to grid<br /><b>Shift</b> - extrude selection
Editor.MeshEditor.VertexTool Move, rotate and scale mesh vertices
Editor.LibraryManager.LibraryManagerDock
Editor.LibraryManager.InstalledLibrariesWidget
Editor.LibraryManager.AvailableLibrariesWidget
Editor.Inspectors.AssetInspector
Editor.Inspectors.AssetPreviewWidget
Editor.Inspectors.GameResourceEditor
Editor.Inspectors.ModelInspector
Editor.Inspectors.AnimationParameterList
Editor.Inspectors.StyleEditor
Editor.Inspectors.SoundFileCompileSettings
Editor.Inspectors.SoundFileCompileSettings.Settings
Editor.Inspectors.SoundFileCompileSettings.Settings.SamplingRate
Editor.Inspectors.TextureCompileSettings
Editor.Inspectors.TextureCompileSettings.Settings
Editor.Inspectors.GameObjectInspector
Editor.Inspectors.SceneInspector
Editor.Inspectors.PrefabFileInspector
Editor.Inspectors.SceneFileInspector
Editor.Wizards.PublishConfig
Editor.VisemeEditor.MorphSlider
Editor.VisemeEditor.Morphs
Editor.VisemeEditor.Preview
Editor.VisemeEditor.Visemes
Editor.VisemeEditor.Window
Editor.TextureEditor.TextureRect
Editor.TextureEditor.Preview
Editor.TextureEditor.Properties
Editor.TextureEditor.GammaType
Editor.TextureEditor.ImageFormatType
Editor.TextureEditor.MipAlgorithm
Editor.TextureEditor.TextureSequence
Editor.TextureEditor.TextureFile
Editor.TextureEditor.Window
Editor.SoundEditor.Preview
Editor.SoundEditor.Properties
Editor.SoundEditor.PhonemeFrame
Editor.SoundEditor.Timeline
Editor.SoundEditor.TimelineView
Editor.SoundEditor.WaveForm
Editor.SoundEditor.TimeAxis
Editor.SoundEditor.Scrubber
Editor.SoundEditor.PhonemeItem
Editor.SoundEditor.PhonemeItem.PhonemeDesc
Editor.SoundEditor.PhonemeItem.PhonemeCategory
Editor.SoundEditor.Window
Editor.RectEditor.SelectionOperation
Editor.RectEditor.Document
Editor.RectEditor.Document.Rectangle
Editor.RectEditor.MaterialReference
Editor.RectEditor.MaterialPicker
Editor.RectEditor.Properties
Editor.RectEditor.RectAssetData
Editor.RectEditor.RectAssetData.Properties
Editor.RectEditor.RectAssetData.Subrect
Editor.RectEditor.RectAssetData.SubrectSet
Editor.RectEditor.DragState
Editor.RectEditor.RectView
Editor.RectEditor.Window
Editor.ProjectSettingPages.CollisionMatrixWidget
Editor.ProjectSettingPages.CollisionMatrixWidget.LayerName
Editor.ProjectSettingPages.CollisionMatrixWidget.MatrixButton
Editor.ProjectSettingPages.WildcardPathWidget
Editor.PanelInspector.PanelInspectorWidget
Editor.PanelInspector.PanelTreeNode
Editor.AssetPickers.GenericPicker An asset browser allowing the user to pick a single asset. Supports limiting display to only certain asset types.
Editor.AssetPickers.SimplePicker
Editor.GraphicsItems.EditableCurve Anatomy of an EditableCurve: https://files.facepunch.com/garry/72bd3a5f-c9e4-40fe-8748-05e782d3a230.png
Editor.GraphicsItems.EditableCurve.Handle
Editor.GraphicsItems.EditableCurve.HandlePopup This would be a lot simpler if we just passed the handle to it, and let it fuck with it directly!!
Editor.GraphicsItems.EditableCurve.Tangent Represents entry/exit angle of the curve handle
Editor.GraphicsItems.RangePolygon
Editor.GraphicsItems.ChartBackground A generic chart background. Has axis down left and along bottom.
Editor.GraphicsItems.ChartBackground.AxisConfig
Editor.CodeEditors.Rider
Editor.CodeEditors.VisualStudio
Editor.CodeEditors.VisualStudioCode
Editor.Audio.AudioMeterWidget Shows left and right volume bars, with a peak indicator.
Editor.Audio.MixerDetail
Editor.Audio.Helper
Editor.Audio.MixerDock
Editor.Audio.MixerTree
Editor.Audio.MixerTreeNode
Editor.Audio.MixerWidget
Editor.Audio.ProcessorListWidget
Editor.Audio.ProcessorWidget
Editor.Audio.VolumeSliderWidget
Editor.Audio.VolumeTicksWidget
Editor.Assets.AssetPreview
Editor.Assets.PixmapAssetPreview