Sandbox.SandboxToolExtensions
Sandbox.SandboxToolExtensions.PropertyPath Describes the path to a Sandbox.SerializedProperty from either a Sandbox.GameObject or Sandbox.Component.
Sandbox.Global Utility info for tools usage.
Sandbox.SceneExtensions
Sandbox.SceneReferenceHelper Editor helpers for scene.ref nodes.
Sandbox.WorkshopUtils Utils for uploading assets to Steam. This is wholely for clothing right now.
Sandbox.Helpers.UndoSystem A system that aims to wrap the main reusable functionality of an undo system
Sandbox.Helpers.UndoSystem.Entry
Sandbox.Internal.GlobalToolsNamespace
Editor.Asset
Editor.Asset.AssetTags Represents a collection of tags for an asset. This is only necessary so we can save tags as soon as they are added.
Editor.Asset.PublishSettings This is data that is saved in an asset's meta file under "publish" to configure its project for uploading.
Editor.Asset.ThumbnailRendererAttribute Should target a static method like `public static Pixmap RenderThumbnail( Asset thumbnail )` where the method returns a thumbnail for that asset type. This kind of sucks I don't like it.
Editor.EditorForAssetTypeAttribute Used in conjunction with IAssetEditor to declare a window that can edit an asset type
Editor.AssetSystem The asset system, provides access to all the assets.
Editor.AssetSystem.AssetPickerParameters Passed parameters for the AssetPicker going from engine to addon code
Editor.AssetTagSystem Handles asset tags.
Editor.AssetTagSystem.AssetAutoTagFilter
Editor.AssetTagSystem.TagDefinition
Editor.AssetType
Editor.MetaData A class to CRUD json files. This should probably be a generic class since it seems like we might want to do this with stuff other than meta files. But there's no need for that right now, so lets leave it simple.
Editor.TextureResourceCompiler
Editor.CodeEditor For opening source code files in whatever code editor the user has selected.
Editor.ConsoleSystem
Editor.AnglesControlWidget
Editor.BBoxControlWidget
Editor.BoolControlWidget
Editor.ControlWidget A control widget is used to edit the value of a single SerializedProperty.
Editor.EnumControlWidget
Editor.FloatControlWidget
Editor.FloatSlider
Editor.IntegerControlWidget
Editor.MarginControlWidget
Editor.RectControlWidget
Editor.RotationControlWidget
Editor.SphereControlWidget
Editor.StringControlWidget
Editor.TextAreaControlWidget
Editor.TransformControlWidget
Editor.VectorControlWidget
Editor.VectorIntControlWidget
Editor.TextureResidencyInfo Provides information about currently resident textures on the GPU
Editor.TextureResidencyInfo.TextureDimension
Editor.TextureResidencyInfo.Desc
Editor.EditorPreferences
Editor.EditorPreferences.NotificationLevel
Editor.EditorShortcuts
Editor.EditorShortcuts.Entry
Editor.DockAttribute
Editor.EditorAppAttribute
Editor.EditorMainWindow
Editor.EngineOverlay
Editor.EngineView
Editor.GameScenePicker Opens an invisible popup above the game screen which allows you to left click once on the scene. This is great for things like selecting something from the game scene.
Editor.HeadBarEvent
Editor.LibrarySystem
Editor.LibraryProject
Editor.MenuAttribute
Editor.Progress
Editor.ShortcutAttribute
Editor.ShortcutType
Editor.StackLineHandlerAttribute Marks a method as a custom handler for stack trace lines matching a certain pattern. The method must take in a System.Text.RegularExpressions.Match parameter, and return a Editor.StackRow (or null).
Editor.StackRow
Editor.EditorEvent
Editor.EditorEvent.FrameAttribute Called every frame for tools
Editor.EditorEvent.HotloadAttribute
Editor.EditorEvent.MapEditor Events that happen within the map editor.
Editor.EditorEvent.MapEditor.SelectionChanged Called when the user selects / deselects any object in the map and <see cref="P:Editor.MapEditor.Selection.All"></see> is changed.
Editor.EditorEvent.MapEditor.MapViewContextMenu Called when the map view is right clicked, Editor.Menu is passed.
Editor.FileSystem A filesystem that can be accessed by the game.
Editor.GameData Lets all native and managed tools know about any engine / game entities.
Editor.InputOutputType
Editor.InputOutputBase Represents a variable
Editor.Input
Editor.Output
Editor.MapClass Represents an entity class used by the map editor
Editor.MapClassVariable Represents a variable.
Editor.InputSystem
Editor.AssetPreviewAttribute
Editor.CanEditAttribute
Editor.ComponentEditorWidget A control widget is used to edit the value of a single SerializedProperty.
Editor.InspectorAttribute
Editor.InspectorWidget
Editor.QStringList
Editor.QTextBlock
Editor.TextCursor
Editor.TraceResult
Editor.Trace Trace for tools, not to be confused with Sandbox.SceneTrace
Editor.ProjectList
Editor.Application
Editor.AutoComplete
Editor.BaseScrollWidget
Editor.Button A simple button widget.
Editor.Button.Primary A visually distinct button.
Editor.Button.Clear
Editor.Button.Danger
Editor.CheckState Check state of a Editor.Checkbox.
Editor.Checkbox A generic checkbox widget.
Editor.ComboBox
Editor.ComboBox.InsertMode
Editor.DockManager
Editor.DockManager.DockInfo Description of a dock that is available to create by the backend.
Editor.DockManager.DockProperty
Editor.DockWindow A window that is built from docking windows
Editor.DragData Contains drag and drop data for tool widgets. See Editor.Widget.DragEvent.
Editor.DragAssetData Represents an asset being dragged into an editor window. Assets will either be sourced from a package (see Editor.DragAssetData.PackageIdent) or a local path (see Editor.DragAssetData.AssetPath). Instances of this type are accessed through Editor.DragData.Assets.
Editor.DropAction Used to tell the user what kind of action will happen during a drag and drop event on mouse release. In Windows, these actions will also display text near cursor to let the user know what will happen if they release their mouse button.
Editor.Drag
Editor.CursorShape TODO: Make this match whatever we do in game
Editor.DockArea
Editor.KeyCode
Editor.Orientation
Editor.ShortcutContext Scope of the shortcut. Requires focus at this level for the shortcut to be active. Defaults to Editor.ShortcutContext.WindowShortcut.
Editor.SizeConstraint
Editor.SizeMode
Editor.ToolbarPosition
Editor.WindowFlags
Editor.MouseEvent Information about a Editor.Widgets mouse event.
Editor.KeyEvent Information about a Editor.Widgets keyboard event.
Editor.ContextMenuEvent Information about a Editor.Widgets context menu event.
Editor.GraphicsMouseEvent Information about a Editor.GraphicsItems mouse click event.
Editor.GraphicsHoverEvent Information about a Editor.GraphicsItems mouse hover event.
Editor.WheelEvent Information about a mouse wheel scroll event of a Editor.Widget.
Editor.FileDialog
Editor.Frame Like a widget - but is drawn
Editor.ScrollbarMode
Editor.GraphicsView
Editor.GraphicsView.ViewportAnchorType
Editor.GraphicsView.DragTypes
Editor.GraphicsItem
Editor.GraphicsLine
Editor.PenStyle
Editor.RenderMode
Editor.Paint
Editor.Pixmap A pixel map, or just a simple image.
Editor.GraphicsWidget
Editor.Label A simple text label.
Editor.Label.Title
Editor.Label.Subtitle
Editor.Label.Small
Editor.Label.Body
Editor.Label.Header
Editor.Layout
Editor.BoxLayout A widget layout. You can think of it as an invisible box of rows or columns, each one containing a widget, useful for automatic positioning and scaling.
Editor.GridLayout A widget layout. You can think of it as an invisible box of rows or columns, each one containing a widget, useful for automatic positioning and scaling.
Editor.LineEdit A single line text entry. See Editor.TextEdit for multi line version.
Editor.LinkableSplitter Splitter that can be linked to move alongside others
Editor.Menu
Editor.Menu.PathElement
Editor.ContextMenu Identical to Menu except DeleteOnClose defaults to true
Editor.MenuBar
Editor.NativeRenderingWidget Sets up the widget to render
Editor.Option
Editor.PopupDialogWidget
Editor.QObject
Editor.SceneRenderingWidget Render a scene to a native widget. This replaces NativeRenderingWidget.
Editor.ScrollArea A widget that can scroll its Editor.ScrollArea.Canvas.
Editor.ScrollBar
Editor.Splitter Split frame, allows dragging to resize panels
Editor.StatusBar
Editor.TabBar
Editor.TextEdit A multi-line text entry. See Editor.LineEdit for a single line version.
Editor.ToolButtonStyle
Editor.ToolBar
Editor.TrayIcon Like a widget - but is drawn
Editor.Widget A generic widget.
Editor.Widget.DragEvent Information about a widget drag and drop event.
Editor.WidgetSignal
Editor.FocusMode
Editor.SuspendUpdates Suspends updates in the widget for this using scope.
Editor.FocusChangeReason Describes why a Editor.Widgets' keyboard focus has changed via Editor.Widget.OnFocus(Editor.FocusChangeReason) and Editor.Widget.OnBlur(Editor.FocusChangeReason) callbacks.
Editor.Window
Editor.EditorScene
Editor.SceneEditor
Editor.SceneEditorSession Holds a current open scene and its edit state
Editor.Theme
Editor.ToolRender Renders basic stuff for tool views
Editor.EditorUtility
Editor.EditorUtility.Account
Editor.EditorUtility.Clipboard
Editor.EditorUtility.AssemblyMetadata
Editor.EditorUtility.AssemblyMetadata.Attribute
Editor.EditorUtility.OnInspectArgs
Editor.EditorUtility.Mounting
Editor.EditorUtility.Network
Editor.EditorUtility.Prefabs
Editor.EditorUtility.Projects
Editor.EditorUtility.VoiceRecording
Editor.EditorUtility.VR
Editor.Animate
Editor.CloudAsset
Editor.ColorSampler
Editor.ExportConfig
Editor.HistoryList<T> A helper class to store a list of strings, which can then be navigated around, saved, restored
Editor.ProjectPublisher
Editor.ProjectPublisher.PackageManifest
Editor.ProjectPublisher.ProjectFile A single file in the project revision manifest
Editor.StandaloneExporter
Editor.StandaloneExporter.BuildStep
Editor.StandaloneExporter.ExportProgress
Editor.StandaloneExporter.QueuedFile
Editor.StandaloneExporter.QueuedFileState
Editor.BuildStepExtensions
Editor.BaseItemWidget
Editor.BaseItemWidget.ItemEdge
Editor.BaseItemWidget.ItemDragEvent
Editor.BaseWindow
Editor.Dialog A wrapper to more easily create dialog windows.
Editor.FolderEdit An editable text box with a button to browse for an arbitrary folder using OS file browser dialog.
Editor.IconButton
Editor.IconButton.WithNumber
Editor.ListView
Editor.PopupWidget A popup widget that automatically deletes itself once it stops being visible
Editor.SegmentedControl
Editor.Separator
Editor.VirtualWidget
Editor.Graphic.SimpleText
Editor.ModelEditor.ModelDoc
Editor.MeshEditor.PrimitiveBuilder Build primitives out of polygons.
Editor.MeshEditor.PrimitiveBuilder.PolygonMesh A list of vertices and faces.
Editor.MeshEditor.PrimitiveBuilder.PolygonMesh.Face A list of indices indexing into the Editor.MeshEditor.PrimitiveBuilder.PolygonMesh.Vertices list.
Editor.MapDoc.MapDocument Represents an open map document. A document has a tree of Editor.MapDoc.MapNode that represent the world.
Editor.MapDoc.MapEntity MapEntity in Hammer is a type of Editor.MapDoc.MapNode that has a set of key/value pairs. The keyvalues represent the authoritative state of the entity. Entities may have helpers that enhance the presentation and sometimes modification of those keyvalues. The helpers may come and go; it should always be possible to recreate the helpers from the parent entity's keyvalues. Entities may also have zero or more Editor.MapDoc.MapMesh children.
Editor.MapDoc.MapGameObject
Editor.MapDoc.MapGroup A map node which has the sole purpose of grouping other map nodes together.
Editor.MapDoc.MapInstance A map node which allows a target group and its children to be placed with a new position and orientation in the world without creating a new copy. Multiple MapInstance classes may reference the same target allowing it to be placed in multiple locations, but allowing any edits to be applied to all instances.
Editor.MapDoc.MapMesh MapMesh is the Hammer map node which represents editable mesh geometry in a Hammer map. This is the map node that is created when using the hammer geometry editing tools.
Editor.MapDoc.MapNode A common class used for all objects in the world object tree.
Editor.MapDoc.MapPath Path containing a bunch of Editor.MapDoc.MapPathNode
Editor.MapDoc.MapPathNode Nodes along a Editor.MapDoc.MapPath
Editor.MapDoc.MapStaticOverlay An overlay which is rendered using a mesh generated by projecting faces onto surrounding geometry. Baked during map compile so that there is no runtime component. Also supports being limited to specific targets.
Editor.MapDoc.MapWorld MapWorld is the root node of a Editor.MapDoc.MapDocument, however it can have multiple sub Editor.MapDoc.MapWorld of prefabs.
Editor.MapEditor.CanDropAttribute
Editor.MapEditor.Hammer
Editor.MapEditor.HammerMainWindow This is our CQHammerMainWnd
Editor.MapEditor.HammerManagedInspector
Editor.MapEditor.HammerSceneEditorSession
Editor.MapEditor.HammerSourceLocation Source location for graphs created in a Hammer editor session.
Editor.MapEditor.HammerSession This is our CQHammerMainWnd
Editor.MapEditor.History Undo/redo history for the current active mapdoc
Editor.MapEditor.Selection Current selection set for the active map
Editor.MapEditor.SelectMode
Editor.MapEditor.EditorContext
Editor.MapEditor.EditorContext.EntityObject
Editor.MapEditor.MapView MapViews are owned by the MapViewMgr. They display the MapViewMgr's mapdoc. The MapView provides either a 2d or 3d view of the provided map doc. The rendering mode may be swapped between various 2d and 3d modes dynamically. In addition to basic display functionality the view also provides movement implementation for moving a camera within a 3d view or panning a 2d view.