Space Engineers
Sandbox.Game.Entities.MyCubeGrid Member List

This is the complete list of members for Sandbox.Game.Entities.MyCubeGrid, including all inherited members.

ActivatePhysics()Sandbox.Game.Entities.MyCubeGridinline
AddDebugRenderComponent(MyDebugRenderComponentBase render)VRage.Game.Entity.MyEntityinline
AddDirtyBone(Vector3I gridPosition, Vector3I boneOffset)Sandbox.Game.Entities.MyCubeGridinline
AdditionalModelGeneratorsSandbox.Game.Entities.MyCubeGrid
AddMissingBlocksInMultiBlock(int multiBlockId, long toolOwnerId)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.AddToGamePruningStructure()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.AddToGamePruningStructure()VRage.Game.Entity.MyEntityinline
AddToGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
VRage::Game::Entity::MyEntity.AfterPaste()VRage.Game.Entity.MyEntityinlinevirtual
AnnounceRemoveSplit(List< MySlimBlock > blocks)Sandbox.Game.Entities.MyCubeGridinline
ApplyDestructionDeformation(MySlimBlock block, float damage=1f, MyHitInfo?hitInfo=null, long attackerId=0)Sandbox.Game.Entities.MyCubeGridinline
ApplyLastControls()Sandbox.Game.Entities.MyCubeGridinlinevirtual
BeforeDelete()Sandbox.Game.Entities.MyCubeGridinlineprotectedvirtual
BeforePaste()VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyCubeGrid.BeforeSave()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.BeforeSave()VRage.Game.Entity.MyEntityinlinevirtual
BigOwnersSandbox.Game.Entities.MyCubeGrid
BlockCounterSandbox.Game.Entities.MyCubeGrid
BlocksCountSandbox.Game.Entities.MyCubeGrid
BlocksCountersSandbox.Game.Entities.MyCubeGrid
BlocksDestructionEnabledSandbox.Game.Entities.MyCubeGrid
BlocksForDrawSandbox.Game.Entities.MyCubeGrid
BreakGridGroupLink(GridLinkTypeEnum type, long linkId, MyCubeGrid parent, MyCubeGrid child)Sandbox.Game.Entities.MyCubeGridinlinestatic
BuildBlockRequest(uint colorMaskHsv, MyBlockLocation location, [DynamicObjectBuilder] MyObjectBuilder_CubeBlock blockObjectBuilder, long builderEntityId, bool instantBuild, long ownerId)Sandbox.Game.Entities.MyCubeGridinline
BuildBlocks(ref MyBlockBuildArea area, long builderEntityId, long ownerId)Sandbox.Game.Entities.MyCubeGridinline
BuildBlocks(Vector3 colorMaskHsv, HashSet< MyBlockLocation > locations, long builderEntityId, long ownerId)Sandbox.Game.Entities.MyCubeGridinline
BuildBlocksClient(uint colorMaskHsv, HashSet< MyBlockLocation > locations, long builderEntityId, bool instantBuilt, long ownerId)Sandbox.Game.Entities.MyCubeGridinline
BuildBlockSucess(uint colorMaskHsv, MyBlockLocation location, [DynamicObjectBuilder] MyObjectBuilder_CubeBlock blockObjectBuilder, long builderEntityId, bool instantBuild, long ownerId)Sandbox.Game.Entities.MyCubeGridinline
BuildGeneratedBlock(MyBlockLocation location, Vector3 colorMaskHsv)Sandbox.Game.Entities.MyCubeGridinline
BuildMultiBlocks(MyCubeGridMultiBlockInfo multiBlockInfo, ref MatrixI transform, List< int > multiBlockIndices, long builderEntityId)Sandbox.Game.Entities.MyCubeGridinline
CalculateMergeTransform(MyCubeGrid gridToMerge, Vector3I gridOffset)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.CalculateMergeTransform(IMyCubeGrid gridToMerge, VRageMath.Vector3I gridOffset)VRage.Game.ModAPI.IMyCubeGrid
CanAddCube(Vector3I pos, MyBlockOrientation?orientation, MyCubeBlockDefinition definition, bool ignoreSame=false)Sandbox.Game.Entities.MyCubeGridinline
CanAddCubes(Vector3I min, Vector3I max)Sandbox.Game.Entities.MyCubeGridinline
CanAddCubes(Vector3I min, Vector3I max, MyBlockOrientation?orientation, MyCubeBlockDefinition definition)Sandbox.Game.Entities.MyCubeGridinline
CanAddMissingBlocksInMultiBlock(int multiBlockId)Sandbox.Game.Entities.MyCubeGridinline
CanAddMultiBlocks(MyCubeGridMultiBlockInfo multiBlockInfo, ref MatrixI transform, List< int > multiBlockIndices)Sandbox.Game.Entities.MyCubeGridinline
CanAddOtherBlockInMultiBlock(Vector3I min, Vector3I max, MyBlockOrientation orientation, MyCubeBlockDefinition definition, int?ignoreMultiblockId)Sandbox.Game.Entities.MyCubeGridinline
CanBeAddedToRender()VRage.Game.Entity.MyEntityinlineprotectedvirtual
CanHavePhysics()Sandbox.Game.Entities.MyCubeGridinline
CanHavePhysics(List< MySlimBlock > blocks, int offset, int count)Sandbox.Game.Entities.MyCubeGridinlinestatic
CanMergeCubes(MyCubeGrid gridToMerge, Vector3I gridOffset)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.CanMergeCubes(IMyCubeGrid gridToMerge, VRageMath.Vector3I gridOffset)VRage.Game.ModAPI.IMyCubeGrid
CanPasteGrid()Sandbox.Game.Entities.MyCubeGridinlinestatic
CanPlaceBlock(Vector3I min, Vector3I max, MyBlockOrientation orientation, MyCubeBlockDefinition definition, int?ignoreMultiblockId=null, bool ignoreFracturedPieces=false)Sandbox.Game.Entities.MyCubeGridinline
CanPlaceBlock(Vector3I min, Vector3I max, MyBlockOrientation orientation, MyCubeBlockDefinition definition, ref MyGridPlacementSettings gridSettings, int?ignoreMultiblockId=null, bool ignoreFracturedPieces=false)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.CastShadowsVRage.ModAPI.IMyEntity
ChangeColor(MySlimBlock block, Vector3 newHSV)Sandbox.Game.Entities.MyCubeGridinline
ChangeDisplayNameRequest(String displayName)Sandbox.Game.Entities.MyCubeGridinline
ChangeGridOwner(long playerId, MyOwnershipShareModeEnum shareMode)Sandbox.Game.Entities.MyCubeGridinline
ChangeGridOwnership(long playerId, MyOwnershipShareModeEnum shareMode)Sandbox.Game.Entities.MyCubeGridinline
ChangeOwner(MyCubeBlock block, long oldOwner, long newOwner)Sandbox.Game.Entities.MyCubeGridinline
ChangeOwnerRequest(MyCubeGrid grid, MyCubeBlock block, long playerId, MyOwnershipShareModeEnum shareMode)Sandbox.Game.Entities.MyCubeGridinline
ChangeOwnersRequest(MyOwnershipShareModeEnum shareMode, List< MySingleOwnershipRequest > requests, long requestingPlayer)Sandbox.Game.Entities.MyCubeGridinlinestatic
ChangePowerProducerState(MyMultipleEnabledEnum enabledState, long playerId)Sandbox.Game.Entities.MyCubeGridinline
CheckAreaConnectivity(MyCubeGrid grid, ref MyBlockBuildArea area, List< Vector3UByte > validOffsets, HashSet< Vector3UByte > resultFailList)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckConnectivity(IMyGridConnectivityTest grid, MyCubeBlockDefinition def, MyCubeBlockDefinition.MountPoint[] mountPoints, ref Quaternion rotation, ref Vector3I position)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckConnectivitySmallBlockToLargeGrid(MyCubeGrid grid, MyCubeBlockDefinition def, ref Quaternion rotation, ref Vector3I addNormal)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckMergeConnectivity(MyCubeGrid hitGrid, MyCubeGrid gridToMerge, Vector3I gridOffset)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckMountPointsForSide(MyCubeBlockDefinition defA, MyCubeBlockDefinition.MountPoint[] mountPointsA, ref MyBlockOrientation orientationA, ref Vector3I positionA, ref Vector3I normalA, MyCubeBlockDefinition defB, MyCubeBlockDefinition.MountPoint[] mountPointsB, ref MyBlockOrientation orientationB, ref Vector3I positionB)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckMountPointsForSide(List< MyCubeBlockDefinition.MountPoint > transormedA, ref MyBlockOrientation orientationA, ref Vector3I positionA, MyDefinitionId idA, ref Vector3I normalA, List< MyCubeBlockDefinition.MountPoint > transormedB, ref MyBlockOrientation orientationB, ref Vector3I positionB, MyDefinitionId idB)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckNeighborMountPoints(Vector3 currentMin, Vector3 currentMax, MyCubeBlockDefinition.MountPoint thisMountPoint, ref Vector3I thisMountPointTransformedNormal, MyCubeBlockDefinition thisDefinition, Vector3I neighborPosition, MyCubeBlockDefinition neighborDefinition, MyCubeBlockDefinition.MountPoint[] neighborMountPoints, MyBlockOrientation neighborOrientation, List< MyCubeBlockDefinition.MountPoint > otherMountPoints)Sandbox.Game.Entities.MyCubeGridinlinestatic
CheckNeighborMountPointsForCompound(Vector3 currentMin, Vector3 currentMax, MyCubeBlockDefinition.MountPoint thisMountPoint, ref Vector3I thisMountPointTransformedNormal, MyCubeBlockDefinition thisDefinition, Vector3I neighborPosition, MyCubeBlockDefinition neighborDefinition, MyCubeBlockDefinition.MountPoint[] neighborMountPoints, MyBlockOrientation neighborOrientation, List< MyCubeBlockDefinition.MountPoint > otherMountPoints)Sandbox.Game.Entities.MyCubeGridinlinestatic
ClampToWorld()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ClearDebugRenderComponents()VRage.Game.Entity.MyEntityinline
ClearSymmetries()Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.Close()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.Close()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.ClosedVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.ClosedVRage.Game.Entity.MyEntity
CloseStructuralIntegrity()Sandbox.Game.Entities.MyCubeGridinline
Closing()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ColorBlocks(Vector3I min, Vector3I max, Vector3 newHSV, bool playSound)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.ColorBlocks(VRageMath.Vector3I min, VRageMath.Vector3I max, VRageMath.Vector3 newHSV)VRage.Game.ModAPI.IMyCubeGrid
ColorGrid(Vector3 newHSV, bool playSound)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.ComponentsVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.ComponentsVRage.Game.Entity.MyEntity
ControlledFromTurretSandbox.Game.Entities.MyCubeGrid
ConvertFracturedBlocksToComponents()Sandbox.Game.Entities.MyCubeGridinline
ConvertPrefabsToObjs()Sandbox.Game.Entities.MyCubeGridinlinestatic
ConvertToDynamic()Sandbox.Game.Entities.MyCubeGridinline
ConvertToStatic()Sandbox.Game.Entities.MyCubeGridinline
CreateDefaultSyncEntityDelegate(MyEntity thisEntity)VRage.Game.Entity.MyEntity
CreateDefaultSyncEntityExtCallbackVRage.Game.Entity.MyEntitystatic
CreateFracturedBlock(MyObjectBuilder_FracturedBlock fracturedBlockBuilder, Vector3I position)Sandbox.Game.Entities.MyCubeGridinline
CreateGridGroupLink(GridLinkTypeEnum type, long linkId, MyCubeGrid parent, MyCubeGrid child)Sandbox.Game.Entities.MyCubeGridinlinestatic
CreatePhysicsSandbox.Game.Entities.MyCubeGrid
CreateSplit(MyCubeGrid originalGrid, List< MySlimBlock > blocks, bool sync=true, long newEntityId=0)Sandbox.Game.Entities.MyCubeGridinlinestatic
CreateSplit_Implementation(List< Vector3I > blocks, long newEntityId)Sandbox.Game.Entities.MyCubeGridinline
CreateSplits(MyCubeGrid originalGrid, List< MySlimBlock > splitBlocks, List< MyDisconnectHelper.Group > groups, bool sync=true)Sandbox.Game.Entities.MyCubeGridinlinestatic
CreateSplits_Implementation(List< Vector3I > blocks, List< MyDisconnectHelper.Group > groups)Sandbox.Game.Entities.MyCubeGridinline
CreateStandardRenderComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
CreateStructuralIntegrity()Sandbox.Game.Entities.MyCubeGridinline
CreateSync()VRage.Game.Entity.MyEntityinline
CubeBlocksSandbox.Game.Entities.MyCubeGrid
CubeExists(Vector3I pos)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.DebugAsyncLoadingVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.DebugAsyncLoadingVRage.Game.Entity.MyEntity
DebugCreatedByVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.DebugDraw()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.DebugDraw()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.DebugDrawInvalidTriangles()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.DebugDrawInvalidTriangles()VRage.Game.Entity.MyEntityinline
DebugDrawPhysics()VRage.Game.Entity.MyEntityinlinevirtual
DebugDrawPositions(List< Vector3I > positions)Sandbox.Game.Entities.MyCubeGridinline
DebugDrawRange(Vector3I min, Vector3I max)Sandbox.Game.Entities.MyCubeGridinline
DebugNameVRage.Game.Entity.MyEntity
DefinitionIdVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.Delete()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.Delete()VRage.Game.Entity.MyEntityinline
DeserializeControls(BitStream stream, bool outOfOrder)Sandbox.Game.Entities.MyCubeGridinlinevirtual
DestructibleBlocksSandbox.Game.Entities.MyCubeGrid
DetectDisconnectsAfterFrame()Sandbox.Game.Entities.MyCubeGridinline
DetectMerge(MySlimBlock block, MyCubeGrid ignore=null, List< MyEntity > nearEntities=null)Sandbox.Game.Entities.MyCubeGridinline
DirtyBlocksSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.DisplayNameVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.DisplayNameVRage.Game.Entity.MyEntity
DisplayNameTextVRage.Game.Entity.MyEntity
DoDamage(float damage, MyHitInfo hitInfo, Vector3?localPos=null, long attackerId=0)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.Game.Entity.MyEntityinlinevirtual
EditableSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.EnableColorMaskForSubparts(bool enable)VRage.ModAPI.IMyEntity
EnableGenerators(bool enable, bool fromServer=false)Sandbox.Game.Entities.MyCubeGridinline
EnqueueDestroyedBlock(Vector3I position)Sandbox.Game.Entities.MyCubeGridinline
EnqueueDestroyedBlockWithId(Vector3I position, ushort?compoundId, bool generatorEnabled)Sandbox.Game.Entities.MyCubeGridinline
EnqueueDestructionDeformationBlock(Vector3I position)Sandbox.Game.Entities.MyCubeGridinline
EnqueueRemovedBlock(Vector3I position, bool generatorsEnabled)Sandbox.Game.Entities.MyCubeGridinline
EnqueueRemovedBlockWithId(Vector3I position, ushort?compoundId, bool generatorsEnabled)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.EntityIdVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.EntityIdVRage.Game.Entity.MyEntity
ExportObject(MyCubeGrid baseGrid, bool convertModelsFromSBC, bool exportObjAndSBC=false)Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.FastCastShadowResolveVRage.ModAPI.IMyEntity
FixTargetCube(out Vector3I cube, Vector3 fractionalGridPosition)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.FixTargetCube(out VRageMath.Vector3I cube, VRageMath.Vector3 fractionalGridPosition)VRage.Game.ModAPI.IMyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.FlagsVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.FlagsVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.GameLogicVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GameLogicVRage.Game.Entity.MyEntity
GamePruningProxyIdVRage.Game.Entity.MyEntity
GetBaseEntity()VRage.Game.Entity.MyEntityinlinevirtual
GetBiggestGridInGroup()Sandbox.Game.Entities.MyCubeGridinline
GetBlocks()Sandbox.Game.Entities.MyCubeGridinline
GetBlocksInMultiBlock(int multiBlockId, HashSet< Tuple< MySlimBlock, ushort?>> outMultiBlocks)Sandbox.Game.Entities.MyCubeGridinline
GetBlocksInsideSphere(ref BoundingSphereD sphere, HashSet< MySlimBlock > blocks)Sandbox.Game.Entities.MyCubeGridinline
GetBlocksInsideSpheres(ref BoundingSphereD sphere1, ref BoundingSphereD sphere2, ref BoundingSphereD sphere3, HashSet< MySlimBlock > blocks1, HashSet< MySlimBlock > blocks2, HashSet< MySlimBlock > blocks3, bool respectDeformationRatio, float detectionBlockHalfSize, ref MatrixD invWorldGrid)Sandbox.Game.Entities.MyCubeGridinline
GetBlocksIntersectingOBB(BoundingBoxD box, MatrixD boxTransform, List< MySlimBlock > blocks)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.GetChildren(List< IMyEntity > children, Func< IMyEntity, bool > collect=null)VRage.ModAPI.IMyEntity
GetClosestCorner(Vector3I gridPos, Vector3 position)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.GetClosestCorner(VRageMath.Vector3I gridPos, VRageMath.Vector3 position)VRage.Game.ModAPI.IMyCubeGrid
GetCubeBlock(Vector3I pos)Sandbox.Game.Entities.MyCubeGridinline
GetCubeBlock(Vector3I pos, ushort?compoundId)Sandbox.Game.Entities.MyCubeGridinline
GetCubeParts(MyCubeBlockDefinition block, Vector3I inputPosition, Matrix rotation, float gridSize, List< string > outModels, List< MatrixD > outLocalMatrices, List< Vector3 > outLocalNormals, List< Vector2 > outPatternOffsets)Sandbox.Game.Entities.MyCubeGridinlinestatic
GetCubePartsWithoutTopologyCheck(MyCubeBlockDefinition block, Vector3I inputPosition, Matrix rotation, float gridSize, List< string > outModels, List< MatrixD > outLocalMatrices, List< Vector3 > outLocalNormals, List< Vector2 > outPatternOffsets)Sandbox.Game.Entities.MyCubeGridinlinestatic
GetCurrentMass(MyCharacter pilot=null)Sandbox.Game.Entities.MyCubeGridinline
GetCurrentMass(out int baseMass, MyCharacter pilot=null)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.GetDiffuseColor()VRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.GetDistanceBetweenCameraAndBoundingSphere()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.GetDistanceBetweenCameraAndPosition()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetDistanceBetweenCameraAndPosition()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenPlayerPositionAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetExistingBones(Vector3I boneMin, Vector3I boneMax, Dictionary< Vector3I, MySlimBlock > resultSet, MyDamageInformation?damageInfo=null)Sandbox.Game.Entities.MyCubeGridinline
GetFatBlockCount< T >()Sandbox.Game.Entities.MyCubeGridinline
GetFatBlocks()Sandbox.Game.Entities.MyCubeGridinline
GetFatBlocks< T >()Sandbox.Game.Entities.MyCubeGridinline
GetFirstBlockOfType< T >()Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.GetFriendlyName()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetFriendlyName()VRage.Game.Entity.MyEntityinlinevirtual
GetGeneratedBlocks(MySlimBlock generatingBlock, List< MySlimBlock > outGeneratedBlocks)Sandbox.Game.Entities.MyCubeGridinline
GetGeneratingBlock(MySlimBlock generatedBlock)Sandbox.Game.Entities.MyCubeGridinline
GetHudParams(bool allowBlink)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)Sandbox.Game.Entities.MyCubeGridinline
GetIntersectionWithLine(ref LineD line, ref MyCubeGridHitInfo info, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::Entity::MyEntity.GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::Entity::MyEntity.GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyCubeGrid.GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithSphere(ref BoundingSphereD sphere)Sandbox.Game.Entities.MyCubeGridinlinevirtual
GetInventoryBase(int index)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetLineIntersection(ref LineD line, out MyCubeGrid grid, out Vector3I position, out double distanceSquared)Sandbox.Game.Entities.MyCubeGridinlinestatic
GetLineIntersectionExact(ref LineD line, out MyCubeGrid grid, out Vector3I position, out double distanceSquared)Sandbox.Game.Entities.MyCubeGridinlinestatic
GetLineIntersectionExactAll(ref LineD line, out double distance, out MySlimBlock intersectedBlock)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.GetLineIntersectionExactAll(ref VRageMath.LineD line, out double distance, out IMySlimBlock intersectedBlock)VRage.Game.ModAPI.IMyCubeGrid
GetLineIntersectionExactGrid(ref LineD line, ref Vector3I position, ref double distanceSquared)Sandbox.Game.Entities.MyCubeGridinline
GetLineIntersectionExactGrid(ref LineD line, ref Vector3I position, ref double distanceSquared, MyPhysics.HitInfo?hitInfo=null)Sandbox.Game.Entities.MyCubeGridinline
GetLineWidthForGizmo(IMyGizmoDrawableObject block, BoundingBox box)Sandbox.Game.Entities.MyCubeGridinlineprotectedstatic
GetMultiBlockInfo(int multiBlockId)Sandbox.Game.Entities.MyCubeGridinline
GetObjectBuilder(bool copy=false)Sandbox.Game.Entities.MyCubeGridinlinevirtual
VRage::Game::ModAPI::IMyCubeGrid.GetPosition()VRage.Game.ModAPI.Ingame.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.GetSubpart(string name)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetSubpart(string name)VRage.Game.Entity.MyEntityinline
GetTargetedBlock(Vector3D position)Sandbox.Game.Entities.MyCubeGridinline
GetTargetEntity()Sandbox.Game.Entities.MyCubeGridinlinestatic
GetTargetGrid()Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.GetTopMostParent(Type type=null)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetTopMostParent(Type type=null)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.GetViewMatrix()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.GetViewMatrix()VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyCubeGrid.GetWorldMatrixNormalizedInv()VRage.ModAPI.IMyEntity
GridCounterSandbox.Game.Entities.MyCubeGridstatic
GridGeneralDamageModifierSandbox.Game.Entities.MyCubeGrid
GridIntegerToWorld(float gridSize, Vector3I gridCoords, MatrixD worldMatrix)Sandbox.Game.Entities.MyCubeGridinlinestatic
GridIntegerToWorld(Vector3I gridCoords)Sandbox.Game.Entities.MyCubeGridinline
GridIntegerToWorld(Vector3D gridCoords)Sandbox.Game.Entities.MyCubeGridinline
GridScaleSandbox.Game.Entities.MyCubeGrid
GridSizeSandbox.Game.Entities.MyCubeGrid
GridSizeEnumSandbox.Game.Entities.MyCubeGrid
GridSizeHalfSandbox.Game.Entities.MyCubeGrid
GridSizeHalfVectorSandbox.Game.Entities.MyCubeGrid
GridSizeRSandbox.Game.Entities.MyCubeGrid
GridSystemsSandbox.Game.Entities.MyCubeGrid
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id)VRage.Game.Entity.MyEntityinline
HasInventoryVRage.Game.Entity.MyEntity
HasMainCockpit()Sandbox.Game.Entities.MyCubeGridinline
HasMainRemoteControl()Sandbox.Game.Entities.MyCubeGridinline
HasShipSoundEventsSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.HierarchyVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.HierarchyVRage.Game.Entity.MyEntity
Init(MyObjectBuilder_EntityBase objectBuilder)Sandbox.Game.Entities.MyCubeGridinlinevirtual
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)VRage.Game.Entity.MyEntityinlinevirtual
InitComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
VRage::Game::ModAPI::IMyCubeGrid.InSceneVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.InSceneVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.InvalidateOnMoveVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.InvalidateOnMoveVRage.Game.Entity.MyEntity
InventoryCountVRage.Game.Entity.MyEntity
IsAabbInsideVoxel(MatrixD worldMatrix, BoundingBoxD localAabb, MyGridPlacementSettings settings)Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.IsCCDForProjectilesVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.IsCCDForProjectilesVRage.Game.Entity.MyEntity
IsDirty()Sandbox.Game.Entities.MyCubeGridinline
IsGizmoDrawingEnabled()Sandbox.Game.Entities.MyCubeGridinline
IsGridInCompleteState(MyCubeGrid grid)Sandbox.Game.Entities.MyCubeGridinlinestatic
IsInVoxels(MySlimBlock block, bool checkForPhysics=true)Sandbox.Game.Entities.MyCubeGridinlinestatic
IsMainCockpit(MyTerminalBlock cockpit)Sandbox.Game.Entities.MyCubeGridinline
IsMainRemoteControl(MyTerminalBlock remoteControl)Sandbox.Game.Entities.MyCubeGridinline
IsPreviewVRage.Game.Entity.MyEntity
IsReadyForReplicationVRage.Game.Entity.MyEntity
IsRespawnGridSandbox.Game.Entities.MyCubeGrid
IsSplitSandbox.Game.Entities.MyCubeGrid
IsStaticSandbox.Game.Entities.MyCubeGrid
IsTouchingAnyNeighbor(Vector3I min, Vector3I max)Sandbox.Game.Entities.MyCubeGridinline
IsTransferBlocksBuiltByIDPossible(long oldOwner, long newOwner)Sandbox.Game.Entities.MyCubeGridinline
IsTrash()Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.IsVisible()VRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.IsVolumetricVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.IsVolumetricVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.LocalAABBVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.LocalAABBHrVRage.ModAPI.IMyEntity
LocalCoordSystemSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.LocalMatrixVRage.ModAPI.IMyEntity
LocalToGridInteger(Vector3 localCoords)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.LocalVolumeVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.LocalVolumeOffsetVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.LocationForHudMarkerVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.LocationForHudMarkerVRage.Game.Entity.MyEntity
m_hudParamsVRage.Game.Entity.MyEntityprotected
m_massChangeForCollisionsVRage.Game.Entity.MyEntity
m_modelCollisionVRage.Game.Entity.MyEntityprotected
m_playedTimeSandbox.Game.Entities.MyCubeGrid
m_positionResetFromServerVRage.Game.Entity.MyEntity
m_serverAngularVelocityVRage.Game.Entity.MyEntity
m_serverLinearVelocityVRage.Game.Entity.MyEntity
m_serverOrientationVRage.Game.Entity.MyEntity
m_serverPositionVRage.Game.Entity.MyEntity
m_serverWorldMatrixVRage.Game.Entity.MyEntity
MainCockpitSandbox.Game.Entities.MyCubeGrid
MainRemoteControlSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.MarkedForCloseVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.MarkedForCloseVRage.Game.Entity.MyEntity
MaxSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.MaxGlassDistSqVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.MaxGlassDistSqVRage.Game.Entity.MyEntity
MergeGrid_MergeBlock(MyCubeGrid gridToMerge, Vector3I gridOffset)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.MergeGrid_MergeBlock(IMyCubeGrid gridToMerge, VRageMath.Vector3I gridOffset)VRage.Game.ModAPI.IMyCubeGrid
MinSandbox.Game.Entities.MyCubeGrid
ModelVRage.Game.Entity.MyEntity
ModelCollisionVRage.Game.Entity.MyEntity
ModifyGroup(MyBlockGroup group)Sandbox.Game.Entities.MyCubeGridinline
MultiplyBlockSkeleton(MySlimBlock block, float factor, bool updateSync=false)Sandbox.Game.Entities.MyCubeGridinline
MyCubeGrid()Sandbox.Game.Entities.MyCubeGridinline
MyEntitiesCreateFromObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyEntity()VRage.Game.Entity.MyEntityinline
MyEntity(bool initComponents=true)VRage.Game.Entity.MyEntityinline
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyEntityFactoryCreateObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyProceduralWorldGeneratorTrackEntityExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsAddNodeExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGetGroupNodesExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGroupExistsDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyWeldingGroupsGroupExistsExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsRemoveNodeExtCallbackVRage.Game.Entity.MyEntitystatic
VRage::Game::ModAPI::IMyCubeGrid.NameVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.NameVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.NearFlagVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.NeedsDrawVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.NeedsDrawFromParentVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.NeedsResolveCastShadowVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.NeedsUpdateVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.NeedsUpdateVRage.Game.Entity.MyEntity
NumberOfReactorsSandbox.Game.Entities.MyCubeGrid
OnAddedToScene(object source)Sandbox.Game.Entities.MyCubeGridinlinevirtual
OnAuthorshipChangedSandbox.Game.Entities.MyCubeGrid
OnBlockAddedSandbox.Game.Entities.MyCubeGrid
OnBlockClosedSandbox.Game.Entities.MyCubeGrid
OnBlockIntegrityChangedSandbox.Game.Entities.MyCubeGrid
OnBlockOwnershipChangedSandbox.Game.Entities.MyCubeGrid
OnBlockRemovedSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.OnCloseVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.OnCloseVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.OnClosingVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.OnClosingVRage.Game.Entity.MyEntity
OnConvertedToShipRequest()Sandbox.Game.Entities.MyCubeGridinline
OnConvertedToStationRequest()Sandbox.Game.Entities.MyCubeGridinline
OnCreateSync()VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnGridChangedSandbox.Game.Entities.MyCubeGrid
OnGridSplitSandbox.Game.Entities.MyCubeGrid
OnHavokSystemIDChangedSandbox.Game.Entities.MyCubeGrid
OnIntegrityChanged(MySlimBlock block)Sandbox.Game.Entities.MyCubeGridinline
OnInventoryComponentAdded(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentRemoved(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnIsStaticChangedSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.OnMarkForCloseVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.OnMarkForCloseVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.OnPhysicsChangedVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.OnPhysicsChangedVRage.Game.Entity.MyEntity
OnRemovedFromScene(object source)Sandbox.Game.Entities.MyCubeGridinlinevirtual
PackFiles(string path, string objectName)Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.ParentVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.ParentVRage.Game.Entity.MyEntity
PasteBlocksToGrid(List< MyObjectBuilder_CubeGrid > gridsToMerge, long inventoryEntityId, bool multiBlock, bool instantBuild)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.PersistentFlagsVRage.ModAPI.IMyEntity
PhysicsSandbox.Game.Entities.MyCubeGrid
PlacePrefabsToWorld()Sandbox.Game.Entities.MyCubeGridinlinestatic
PlacePrefabToWorld(MyObjectBuilder_CubeGrid[] currentPrefab, Vector3D position, List< MyCubeGrid > createdGrids=null)Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.PositionCompVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.PositionCompVRage.Game.Entity.MyEntity
Preload()Sandbox.Game.Entities.MyCubeGridinlinestatic
PrepareForDraw()Sandbox.Game.Entities.MyCubeGridinlinevirtual
PrepareMultiBlockInfos()Sandbox.Game.Entities.MyCubeGridinline
ProjectorSandbox.Game.Entities.MyCubeGrid
RaiseGridChanged()Sandbox.Game.Entities.MyCubeGridinline
RaisePhysicsChanged()VRage.Game.Entity.MyEntityinline
RayCastBlocks(Vector3D worldStart, Vector3D worldEnd)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.RayCastBlocks(VRageMath.Vector3D worldStart, VRageMath.Vector3D worldEnd)VRage.Game.ModAPI.IMyCubeGrid
RayCastCells(Vector3D worldStart, Vector3D worldEnd, List< Vector3I > outHitPositions, Vector3I?gridSizeInflate=null, bool havokWorld=false, bool clearOutHitPositions=true)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.RayCastCells(VRageMath.Vector3D worldStart, VRageMath.Vector3D worldEnd, List< VRageMath.Vector3I > outHitPositions, VRageMath.Vector3I?gridSizeInflate=null, bool havokWorld=false)VRage.Game.ModAPI.IMyCubeGrid
RayCastStaticCells(Vector3D worldStart, Vector3D worldEnd, List< Vector3I > outHitPositions, float gridSize, Vector3I?gridSizeInflate=null, bool havokWorld=false)Sandbox.Game.Entities.MyCubeGridinlinestatic
RazeBlock(Vector3I position)Sandbox.Game.Entities.MyCubeGridinline
RazeBlockInCompoundBlock(List< Tuple< Vector3I, ushort >> locationsAndIds)Sandbox.Game.Entities.MyCubeGridinline
RazeBlocks(ref Vector3I pos, ref Vector3UByte size)Sandbox.Game.Entities.MyCubeGridinline
RazeBlocks(List< Vector3I > locations)Sandbox.Game.Entities.MyCubeGridinline
RazeBlocksClient(List< Vector3I > locations)Sandbox.Game.Entities.MyCubeGridinline
RazeBlocksRequest(List< Vector3I > locations)Sandbox.Game.Entities.MyCubeGridinline
RazeGeneratedBlocks(List< Vector3I > locations)Sandbox.Game.Entities.MyCubeGridinline
RazeGeneratedBlocks(List< MySlimBlock > generatedBlocks)Sandbox.Game.Entities.MyCubeGridinline
RazeGeneratedBlocksInCompoundBlock(List< Tuple< Vector3I, ushort >> locationsAndIds)Sandbox.Game.Entities.MyCubeGridinline
ReadyForReplicationActionVRage.Game.Entity.MyEntity
RecalculateGravity()Sandbox.Game.Entities.MyCubeGridinline
RecalculateOwners()Sandbox.Game.Entities.MyCubeGridinline
RefreshModels(string model, string modelCollision)VRage.Game.Entity.MyEntityinlinevirtual
RemoveBlock(MySlimBlock block, bool updatePhysics=false)Sandbox.Game.Entities.MyCubeGridinline
RemoveBlocksBuiltByID(long identityID)Sandbox.Game.Entities.MyCubeGridinline
RemoveBlockWithId(MySlimBlock block, bool updatePhysics=false)Sandbox.Game.Entities.MyCubeGridinline
RemoveBlockWithId(Vector3I position, ushort?compoundId, bool updatePhysics=false)Sandbox.Game.Entities.MyCubeGridinline
RemoveDestroyedBlock(MySlimBlock block, long attackerId=0)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.RemoveFromGamePruningStructure()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.RemoveFromGamePruningStructure()VRage.Game.Entity.MyEntityinline
RemoveFromGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
RemoveSplit(MyCubeGrid originalGrid, List< MySlimBlock > blocks, int offset, int count, bool sync=true)Sandbox.Game.Entities.MyCubeGridinlinestatic
RenderDataSandbox.Game.Entities.MyCubeGrid
RequestConversionToShip()Sandbox.Game.Entities.MyCubeGridinline
RequestConversionToStation()Sandbox.Game.Entities.MyCubeGridinline
RequestConvertToDynamic()Sandbox.Game.Entities.MyCubeGridinline
RequestFillStockpile(Vector3I blockPosition, MyInventory fromInventory)Sandbox.Game.Entities.MyCubeGridinline
RequestSetToConstruction(Vector3I blockPosition, MyInventory fromInventory)Sandbox.Game.Entities.MyCubeGridinline
ResetBlockSkeleton(MySlimBlock block, bool updateSync=false)Sandbox.Game.Entities.MyCubeGridinline
ResetInfoGizmos()Sandbox.Game.Entities.MyCubeGridinlinestatic
ResetStructuralIntegrity()Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.SaveVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.SaveVRage.Game.Entity.MyEntity
SendFractureComponentRepaired(MySlimBlock mySlimBlock, long toolOwner)Sandbox.Game.Entities.MyCubeGridinline
SendGridCloseRequest()Sandbox.Game.Entities.MyCubeGridinline
SendHudNotificationAfterPaste()Sandbox.Game.Entities.MyCubeGridinlinestatic
SendIntegrityChanged(MySlimBlock mySlimBlock, MyIntegrityChangeEnum integrityChangeType, long toolOwner)Sandbox.Game.Entities.MyCubeGridinline
SendPowerDistributorState(MyMultipleEnabledEnum enabledState, long playerId)Sandbox.Game.Entities.MyCubeGridinline
SendReflectorState(MyMultipleEnabledEnum value)Sandbox.Game.Entities.MyCubeGridinline
SendRemovedBlocks()Sandbox.Game.Entities.MyCubeGridinline
SendRemovedBlocksWithIds()Sandbox.Game.Entities.MyCubeGridinline
SendStockpileChanged(MySlimBlock mySlimBlock, List< MyStockpileItem > list)Sandbox.Game.Entities.MyCubeGridinline
SendTransferRequestMessage(long oldOwner, long newOwner, ulong newOwnerSteamId)Sandbox.Game.Entities.MyCubeGridinline
SentFromServerVRage.Game.Entity.MyEntity
SerializeControls(BitStream stream)Sandbox.Game.Entities.MyCubeGridinlinevirtual
SetBlockDirty(MySlimBlock cubeBlock)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.SetColorMaskForSubparts(VRageMath.Vector3 colorMaskHsv)VRage.ModAPI.IMyEntity
SetCubeDirty(Vector3I pos)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetHandbrakeRequest(bool v)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.SetLocalMatrix(VRageMath.Matrix localMatrix, object source=null)VRage.ModAPI.IMyEntity
SetMainCockpit(MyTerminalBlock cockpit)Sandbox.Game.Entities.MyCubeGridinline
SetMainRemoteControl(MyTerminalBlock remoteControl)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.SetPosition(VRageMath.Vector3D pos)VRage.ModAPI.IMyEntity
SetSpeedsAccordingToServerValues()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyCubeGrid.SetWorldMatrix(VRageMath.MatrixD worldMatrix, object source=null)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyCubeGrid.ShadowBoxLodVRage.ModAPI.IMyEntity
ShowAntennaGizmosSandbox.Game.Entities.MyCubeGridstatic
ShowCenterOfMassSandbox.Game.Entities.MyCubeGridstatic
ShowGravityGizmosSandbox.Game.Entities.MyCubeGridstatic
ShowGridPivotSandbox.Game.Entities.MyCubeGridstatic
ShowPasteFailedOperation()Sandbox.Game.Entities.MyCubeGridinlinestatic
ShowSenzorGizmosSandbox.Game.Entities.MyCubeGridstatic
ShowStructuralIntegritySandbox.Game.Entities.MyCubeGridstatic
VRage::Game::ModAPI::IMyCubeGrid.SkipIfTooSmallVRage.ModAPI.IMyEntity
SmallOwnersSandbox.Game.Entities.MyCubeGrid
SplitByPlane(PlaneD plane)Sandbox.Game.Entities.MyCubeGridinline
StartConverting(bool placeOnly)Sandbox.Game.Entities.MyCubeGridinlinestatic
StaticForPruningStructureVRage.Game.Entity.MyEntity
StaticGlobalGrid_UGToWorld(Vector3D ugPos, float gridSize, bool staticGridAlignToCenter)Sandbox.Game.Entities.MyCubeGridinlinestatic
StaticGlobalGrid_WorldToUG(Vector3D worldPos, float gridSize, bool staticGridAlignToCenter)Sandbox.Game.Entities.MyCubeGridinlinestatic
StaticGlobalGrid_WorldToUGInt(Vector3D worldPos, float gridSize, bool staticGridAlignToCenter)Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.StorageVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.StorageVRage.Game.Entity.MyEntity
SubpartsVRage.Game.Entity.MyEntity
SyncFlagVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.SyncObjectVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.SyncObjectVRage.Game.Entity.MyEntity
SyncPropertyChangedSandbox.Game.Entities.MyCubeGrid
SyncTypeSandbox.Game.Entities.MyCubeGrid
TargetingAddId(long id)Sandbox.Game.Entities.MyCubeGridinline
TargetingCanAttackGrid(long id)Sandbox.Game.Entities.MyCubeGridinline
TargetingRemoveId(long id)Sandbox.Game.Entities.MyCubeGridinline
TargetingSetWhitelist(bool whitelist)Sandbox.Game.Entities.MyCubeGridinline
TargetPruningProxyIdVRage.Game.Entity.MyEntity
TestBlockPlacementArea(MyCubeGrid targetGrid, ref MyGridPlacementSettings settings, MyBlockOrientation blockOrientation, MyCubeBlockDefinition blockDefinition, ref Vector3D translation, ref Quaternion rotation, ref Vector3 halfExtents, ref BoundingBoxD localAabb, MyEntity ignoredEntity=null)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestBlockPlacementArea(MyCubeGrid targetGrid, ref MyGridPlacementSettings settings, MyBlockOrientation blockOrientation, MyCubeBlockDefinition blockDefinition, ref Vector3D translation, ref Quaternion rotation, ref Vector3 halfExtents, ref BoundingBoxD localAabb, out MyCubeGrid touchingGrid, MyEntity ignoredEntity=null, bool ignoreFracturedPieces=false)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestBlockPlacementArea(MyCubeBlockDefinition blockDefinition, MyBlockOrientation?blockOrientation, MatrixD worldMatrix, ref MyGridPlacementSettings settings, BoundingBoxD localAabb, bool dynamicBuildMode, MyEntity ignoredEntity=null, bool testVoxel=true)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestPlacementArea(MyCubeGrid targetGrid, ref MyGridPlacementSettings settings, BoundingBoxD localAabb, bool dynamicBuildMode, MyEntity ignoredEntity=null)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestPlacementArea(MyCubeGrid targetGrid, bool targetGridIsStatic, ref MyGridPlacementSettings settings, BoundingBoxD localAabb, bool dynamicBuildMode, MyEntity ignoredEntity=null, bool testVoxel=true)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestPlacementAreaCube(MyCubeGrid targetGrid, ref MyGridPlacementSettings settings, Vector3I min, Vector3I max, MyBlockOrientation blockOrientation, MyCubeBlockDefinition blockDefinition, MyEntity ignoredEntity=null, bool ignoreFracturedPieces=false)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestPlacementAreaCube(MyCubeGrid targetGrid, ref MyGridPlacementSettings settings, Vector3I min, Vector3I max, MyBlockOrientation blockOrientation, MyCubeBlockDefinition blockDefinition, out MyCubeGrid touchingGrid, MyEntity ignoredEntity=null, bool ignoreFracturedPieces=false)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestPlacementAreaCubeNoAABBInflate(MyCubeGrid targetGrid, ref MyGridPlacementSettings settings, Vector3I min, Vector3I max, MyBlockOrientation blockOrientation, MyCubeBlockDefinition blockDefinition, out MyCubeGrid touchingGrid, MyEntity ignoredEntity=null)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestPlacementVoxelMapOverlap(MyVoxelBase voxelMap, ref MyGridPlacementSettings settings, ref BoundingBoxD localAabb, ref MatrixD worldMatrix, bool touchingStaticGrid=false)Sandbox.Game.Entities.MyCubeGridinlinestatic
TestVoxelPlacement(MyCubeBlockDefinition blockDefinition, MyGridPlacementSettings settingsCopy, bool dynamicBuildMode, MatrixD worldMatrix, BoundingBoxD localAabb)Sandbox.Game.Entities.MyCubeGridinlinestatic
TopMostPruningProxyIdVRage.Game.Entity.MyEntity
ToString()Sandbox.Game.Entities.MyCubeGridinline
TransferBlocksBuiltByID(long oldOwner, long newOwner)Sandbox.Game.Entities.MyCubeGridinline
TransformMountPoints(List< MyCubeBlockDefinition.MountPoint > outMountPoints, MyCubeBlockDefinition def, MyCubeBlockDefinition.MountPoint[] mountPoints, ref MyBlockOrientation orientation)Sandbox.Game.Entities.MyCubeGridinlinestatic
VRage::Game::ModAPI::IMyCubeGrid.TransparentVRage.ModAPI.IMyEntity
TryCreateGrid_Implementation(MyCubeSize cubeSize, bool isStatic, MyPositionAndOrientation position, long inventoryEntityId, bool instantBuild)Sandbox.Game.Entities.MyCubeGridinlinestatic
TryGetCube(Vector3I position, out MyCube cube)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.Game.Entity.MyEntityinline
TryPasteGrid_Implementation(List< MyObjectBuilder_CubeGrid > entities, bool detectDisconnects, long inventoryEntityId, Vector3 objectVelocity, bool multiBlock, bool instantBuild)Sandbox.Game.Entities.MyCubeGridinlinestatic
TryRayCastGrid(ref LineD worldRay, out MyCubeGrid hitGrid, out Vector3D worldHitPos)Sandbox.Game.Entities.MyCubeGridinlinestatic
UpdateAfterSimulation()Sandbox.Game.Entities.MyCubeGridinlinevirtual
UpdateAfterSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateAfterSimulation100()Sandbox.Game.Entities.MyCubeGridinlinevirtual
UpdateBeforeSimulation()Sandbox.Game.Entities.MyCubeGridinlinevirtual
UpdateBeforeSimulation10()Sandbox.Game.Entities.MyCubeGridinlinevirtual
UpdateBeforeSimulation100()Sandbox.Game.Entities.MyCubeGridinlinevirtual
UpdateBlockNeighbours(MySlimBlock block)Sandbox.Game.Entities.MyCubeGridinline
UpdateDirty()Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.UpdateGamePruningStructure()VRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.UpdateGamePruningStructure()VRage.Game.Entity.MyEntityinline
UpdateGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
UpdateInstanceData()Sandbox.Game.Entities.MyCubeGridinline
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinlineprotectedstatic
UpdateOnceBeforeFrame()Sandbox.Game.Entities.MyCubeGridinlinevirtual
UpdateOwnership(long ownerId, bool isFunctional)Sandbox.Game.Entities.MyCubeGridinline
UpdateOxygenAmount(float[] oxygenAmount)Sandbox.Game.Entities.MyCubeGridinline
UpdatingStopped()VRage.Game.Entity.MyEntityinlinevirtual
UsesTargetingListSandbox.Game.Entities.MyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.VisibleVRage.ModAPI.IMyEntity
WillRemoveBlockSplitGrid(MySlimBlock testBlock)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.WorldAABBVRage.Game.ModAPI.Ingame.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.WorldAABBHrVRage.Game.ModAPI.Ingame.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.WorldMatrixVRage.ModAPI.IMyEntity
VRage::Game::Entity::MyEntity.WorldMatrixVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyCubeGrid.WorldMatrixInvScaledVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.WorldMatrixNormalizedInvVRage.ModAPI.IMyEntity
WorldToGridInteger(Vector3D coords)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.WorldToGridInteger(VRageMath.Vector3 coords)VRage.Game.ModAPI.IMyCubeGrid
VRage::Game::ModAPI::IMyCubeGrid.WorldToGridInteger(VRageMath.Vector3D coords)VRage.Game.ModAPI.IMyCubeGrid
WorldToGridScaledLocal(Vector3D coords)Sandbox.Game.Entities.MyCubeGridinline
VRage::Game::ModAPI::IMyCubeGrid.WorldVolumeVRage.Game.ModAPI.Ingame.IMyEntity
VRage::Game::ModAPI::IMyCubeGrid.WorldVolumeHrVRage.Game.ModAPI.Ingame.IMyEntity
XSymmetryOddSandbox.Game.Entities.MyCubeGrid
XSymmetryPlaneSandbox.Game.Entities.MyCubeGrid
YSymmetryOddSandbox.Game.Entities.MyCubeGrid
YSymmetryPlaneSandbox.Game.Entities.MyCubeGrid
ZSymmetryOddSandbox.Game.Entities.MyCubeGrid
ZSymmetryPlaneSandbox.Game.Entities.MyCubeGrid