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. |
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.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.ConCmdAttribute.AutoCompleteResult |
|
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.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.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.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.Sample |
Information about the spline at a specific distance. |
Sandbox.Triangle |
|
Sandbox.SerializedProperty.AsAccessor |
|
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.SteamId |
Represents a SteamId, in the hope to avoid the "should it be a long or ulong" debate. |
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.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.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.IStyleBlock.StyleProperty |
|
Sandbox.UI.RenderState |
Describes panel's position and size for rendering operations. |
Sandbox.UI.PanelTransform |
|
Sandbox.UI.PanelTransform.Entry |
|
Sandbox.UI.Shadow |
Shadow style settings |
Sandbox.Utility.DataProgress |
For providing a callback to describe the progress of doing something with some kind of block of data |
Sandbox.Utility.DisposeAction |
Creates an IDisposable that will simply run an action when disposed |
Sandbox.Diagnostics.FastTimer |
Like stopwatch, but more lightweight and straight to the point. Use FastTimer.StartNew() |
Microsoft.AspNetCore.Components.EventCallback |
|
Microsoft.AspNetCore.Components.EventCallback<TValue> |
|
Microsoft.AspNetCore.Components.Rendering.RenderHandle |
|
Sandbox.Gizmo.Inputs |
The input state, allows interaction with Gizmos |
Sandbox.Clothing.IconSetup |
|
Sandbox.WorkshopItemMetaData |
Some metadata we'll pack into a workshop submission when publishing. |
Sandbox.Friend |
|
Sandbox.MapLoader.ObjectEntry |
Holds key values for the map object |
Sandbox.PartyRoom.Entry |
|
Sandbox.CurrencyValue |
Describes money, in a certain currency |
Sandbox.StreamChannel |
|
Sandbox.StreamChatMessage |
|
Sandbox.StreamClip |
|
Sandbox.StreamPoll |
|
Sandbox.StreamPoll.Choice |
|
Sandbox.StreamPrediction |
|
Sandbox.StreamPrediction.Outcome |
|
Sandbox.StreamUser |
|
Sandbox.StreamUserFollow |
|
Sandbox.AnimParam<T> |
Anim param values contain any value for a limited set of types |
Sandbox.Material.FlagsAccessor |
|
Sandbox.VertexAttribute |
|
Sandbox.ModelBuilder.Bone |
A bone definition for use with Sandbox.ModelBuilder. |
Sandbox.ParticleSnapshot.Vertex |
A vertex to update a particle snapshot with. |
Sandbox.PrefabVariable.PrefabVariableTarget |
Targets a property in a component or gameobject. |
Sandbox.SimpleVertex |
|
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.Texture2DBuilder |
|
Sandbox.Texture3DBuilder |
|
Sandbox.TextureArrayBuilder |
|
Sandbox.TextureBuilder |
|
Sandbox.TextureCubeBuilder |
|
Sandbox.Vertex |
|
Sandbox.CharacterControllerHelper |
|
Sandbox.Component.IPressable.Event |
Describes who pressed it. |
Sandbox.Collision |
|
Sandbox.CollisionStop |
|
Sandbox.CollisionSource |
|
Sandbox.NavMeshAgent.LinkTraversalData |
Holds information about the current link the agent is traversing. |
Sandbox.ParticleControlPointobsolete |
|
Sandbox.ParticleFloat |
|
Sandbox.ParticleVector3 |
|
Sandbox.ParticleGradient |
|
Sandbox.SkinnedModelRenderer.BoneVelocity |
|
Sandbox.GameObject.DeserializeOptions |
|
Sandbox.CloneConfig |
The low level input of a GameObject.Clone |
Sandbox.SceneTrace |
|
Sandbox.SceneTraceResult |
|
Sandbox.ManifestSchema.File |
|
Sandbox.Package.PackageUsageStats |
Statistics for user interactions with this package |
Sandbox.Package.PackageUsageStats.Group |
|
Sandbox.Package.ReviewStats |
|
Sandbox.Package.PackageInteraction |
|
Sandbox.Package.LoadingScreenSetup |
|
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.InputMotionData |
Represents the current state of a device's motion sensor(s). |
Sandbox.GlyphStyle |
|
Sandbox.Connection.Filter |
|
Sandbox.PhysicsLock |
|
Sandbox.PhysicsTraceBuilder |
|
Sandbox.PhysicsTraceResult |
|
Sandbox.PhysicsContact |
|
Sandbox.PhysicsContact.Target |
|
Sandbox.PhysicsIntersection |
|
Sandbox.PhysicsIntersectionEnd |
|
Sandbox.CursorSettings.Cursor |
|
Sandbox.GpuBuffer.IndirectDrawArguments |
|
Sandbox.GpuBuffer.IndirectDrawIndexedArguments |
|
Sandbox.GpuBuffer.IndirectDispatchArguments |
|
Sandbox.VideoWriter.Config |
|
Sandbox.TextRendering.Scope |
Defines a scope of text, all using the same style. |
Sandbox.TextRendering.Outline |
|
Sandbox.TextRendering.Shadow |
|
Sandbox.SceneModel.FootstepEvent |
|
Sandbox.SceneModel.GenericEvent |
|
Sandbox.SceneModel.SoundEvent |
|
Sandbox.SceneModel.AnimTagEvent |
|
Sandbox.SceneSkyBox.FogParamInfo |
|
Sandbox.SceneSkyBox.SkyLightInfo |
|
Sandbox.TrailTextureConfig |
Defines how a trail is going to be textured. Used by TrailRenderer. |
Sandbox.TaskSource |
Provides a way for us to cancel tasks after common async shit is executed. |
Sandbox.FloatSpan |
Allows easy SIMD/AVX2 fast math on a span of floats |
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.UI.LayoutCascade |
|
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.Styles.GradientColorOffset |
|
Sandbox.UI.Styles.GradientGenerator |
|
Sandbox.UI.StyleSheetCollection |
A collection of Sandbox.UI.StyleSheet objects applied directly to a panel.
See Sandbox.UI.Panel.StyleSheet. |
Sandbox.UI.Transitions.Entry |
|
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.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.Pair |
A pair of case- and order-insensitive tags, used as a key to look up a Sandbox.Physics.CollisionRules.Result. |
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.LobbyInformation |
|
Sandbox.Network.LobbyConfig |
|
Sandbox.Speech.SpeechRecognitionResult |
A result from speech recognition. |
Sandbox.Speech.Synthesizer.InstalledVoice |
|
Sandbox.Audio.AudioMeter.Frame |
|
Sandbox.Audio.DspPresetHandle |
A handle to a DspPreset |
Sandbox.Audio.MixerHandle |
A handle to a Mixer |
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.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.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.ResourceGenerator.Options |
|
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.VRHandJointData |
|
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.Services.Leaderboards.Entry |
|
Sandbox.Services.Leaderboards.Board2.Entry |
|
Sandbox.Services.ServerList.Entry |
This is a cleaned up version of gameserveritem_t. |
Sandbox.Services.Stats.GlobalStat |
|
Sandbox.Services.Stats.PlayerStat |
|
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.Menu.LoadingProgress |
|
Sandbox.ModelEditor.Nodes.ModelBreakPiece |
Defines a single breakable prop gib. |
Sandbox.Modals.FriendsListModalOptions |
|
Sandbox.Modals.ServerListConfig |
|
Sandbox.Modals.CreateGameOptions |
Passed to IModalSystem.CreateGame |
Sandbox.Modals.CreateGameResults |
|
Sandbox.Diagnostics.Allocations.Entry |
|
Sandbox.Diagnostics.FrameStats |
Stats returned from the engine each frame describing what was rendered, and how much of it. |
Sandbox.Diagnostics.Performance.ScopeSection |
This exists to allow the creation of performance scopes without |
Sandbox.Diagnostics.PerformanceStats.Block |
|
Sandbox.Diagnostics.PerformanceStats.PeriodMetric |
|
Sandbox.Diagnostics.PerformanceStats.Timings.Frame |
|
Sandbox.Engine.BindCollection.BindEntry |
|
Sandbox.Engine.Utility.RayTrace.MeshTraceRequest |
|
Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result |
|
Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.VertexDetail |
|
Sandbox.Engine.Shaders.ShaderCompileOptions |
Options used when compiling a shader |
Sandbox.Engine.Settings.RenderSettings.VideoDisplayMode |
|
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.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.Entry |
|
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.AssetSystem.AssetPickerParameters |
Passed parameters for the AssetPicker going from engine to addon code |
Editor.AssetTagSystem.TagDefinition |
|
Editor.TextureResidencyInfo |
Provides information about currently resident textures on the GPU |
Editor.TextureResidencyInfo.Desc |
|
Editor.HeadBarEvent |
|
Editor.TraceResult |
|
Editor.Trace |
Trace for tools, not to be confused with Sandbox.SceneTrace |
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.Menu.PathElement |
|
Editor.EditorUtility.AssemblyMetadata.Attribute |
|
Editor.StandaloneExporter.ExportProgress |
|
Editor.BaseItemWidget.ItemDragEvent |
|
Sandbox.CompileGroup.Results |
|
Sandbox.Compiler.Configuration |
|
Sandbox.UI.TextEntry.AutocompleteEntry |
|
Editor.CreateAsset.Entry |
|
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.AssetPicker.PickerOptions |
|
Editor.DropdownControlWidget<T>.Entry |
|
Editor.TagPicker.Option |
|
Editor.ShaderGraph.GraphCompiler.Error |
|
Editor.ShaderGraph.NodeResult |
|
Editor.ShaderGraph.NodeInput |
|
Editor.ShaderGraph.ParameterUI |
|
Editor.ShaderGraph.Sampler |
|
Editor.ShaderGraph.UIGroup |
|
Editor.ShaderGraph.TextureInput |
|
Editor.TerrainEditor.TerrainPaintParameters |
A collection of parameters we'll use for tools |
Editor.NodeEditor.ConnectionHandleConfig |
|
Editor.NodeEditor.FilterPart |
|
Editor.NodeEditor.NodeQuery |
|
Editor.NodeEditor.HandleConfig |
|
Editor.MeshEditor.MeshEdge |
References a edge handle and the mesh component it belongs to. |
Editor.MeshEditor.BevelEdges |
|
Editor.MeshEditor.MeshFace |
References a face handle and the mesh component it belongs to. |
Editor.MeshEditor.MeshVertex |
References a vertex handle and the mesh component it belongs to. |
Editor.SoundEditor.PhonemeFrame |
|
Editor.SoundEditor.PhonemeItem.PhonemeDesc |
|
Editor.GraphicsItems.ChartBackground.AxisConfig |
|