Space Engineers
Sandbox.Game.Entities.MyVoxelMap Member List

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

AddDebugRenderComponent(MyDebugRenderComponentBase render)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.AddDecals(MyHitInfo hitInfo, MyStringHash source, object customdata, IMyDecalHandler decalHandler, MyStringHash material)VRage.Game.ModAPI.Interfaces.IMyDecalProxy
VRage::Game::ModAPI::IMyVoxelMap.AddToGamePruningStructure()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.AddToGamePruningStructure()VRage.Game.Entity.MyEntityinline
AddToGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
AfterPaste()VRage.Game.Entity.MyEntityinlinevirtual
ApplyLastControls()VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.AreAllAabbCornersInside(MatrixD aabbWorldTransform, BoundingBoxD aabb)VRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.AreAllAabbCornersInside(ref MatrixD aabbWorldTransform, BoundingBoxD aabb)Sandbox.Game.Entities.MyVoxelBaseinline
AsteroidNameSandbox.Game.Entities.MyVoxelBase
BeforeContentChangedSandbox.Game.Entities.MyVoxelBase
BeforeDelete()Sandbox.Game.Entities.MyVoxelMapinlineprotectedvirtual
BeforePaste()VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.BeforeSave()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.BeforeSave()VRage.Game.Entity.MyEntityinlinevirtual
CanBeAddedToRender()VRage.Game.Entity.MyEntityinlineprotectedvirtual
CastShadowsVRage.ModAPI.IMyEntity
ClampToWorld()Sandbox.Game.Entities.MyVoxelMapinlineprotectedvirtual
VRage::Game::ModAPI::IMyVoxelMap.ClampVoxelCoord(ref VRageMath.Vector3I voxelCoord)VRage.Game.ModAPI.IMyVoxelMap
ClearDebugRenderComponents()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.ClosedVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.ClosedVRage.Game.Entity.MyEntity
Closing()VRage.Game.Entity.MyEntityinlineprotectedvirtual
VRage::Game::ModAPI::IMyVoxelMap.ComponentsVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.ComponentsVRage.Game.Entity.MyEntity
ContentChangedSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.CountCornersInside(MatrixD aabbWorldTransform, BoundingBoxD aabb)VRage.ModAPI.IMyVoxelBase
CountPointsInside(Vector3D *worldPoints, int pointCount)Sandbox.Game.Entities.MyVoxelBaseinline
CreatedByUserSandbox.Game.Entities.MyVoxelBase
CreateDefaultSyncEntityDelegate(MyEntity thisEntity)VRage.Game.Entity.MyEntity
CreateDefaultSyncEntityExtCallbackVRage.Game.Entity.MyEntitystatic
VRage::Game::ModAPI::IMyVoxelMap.CreateMeteorCrater(Vector3D center, float radius, Vector3 normal, byte materialIdx)VRage.ModAPI.IMyVoxelBase
CreateStandardRenderComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
CreateStorageCopyOnWriteSandbox.Game.Entities.MyVoxelBase
CreateSync()VRage.Game.Entity.MyEntityinline
CreateVoxelMeteorCrater(Vector3D center, float radius, Vector3 normal, MyVoxelMaterialDefinition material)Sandbox.Game.Entities.MyVoxelBaseinline
VRage::Game::ModAPI::IMyVoxelMap.DebugAsyncLoadingVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.DebugAsyncLoadingVRage.Game.Entity.MyEntity
DebugCreatedByVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.DebugDraw()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.DebugDraw()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.DebugDrawInvalidTriangles()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.DebugDrawInvalidTriangles()VRage.Game.Entity.MyEntityinline
DebugDrawPhysics()VRage.Game.Entity.MyEntityinlinevirtual
DebugNameVRage.Game.Entity.MyEntity
DefinitionIdVRage.Game.Entity.MyEntity
DelayRigidBodyCreationSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.Delete()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.Delete()VRage.Game.Entity.MyEntityinline
DeserializeControls(BitStream stream, bool outOfOrder)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.DisplayNameVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.DisplayNameVRage.Game.Entity.MyEntity
DisplayNameTextVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.Game.ModAPI.IMyVoxelMap
Sandbox::Game::Entities::MyVoxelBase.DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)Sandbox.Game.Entities.MyVoxelBaseinlinevirtual
EnableColorMaskForSubparts(bool enable)VRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.EntityIdVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.EntityIdVRage.Game.Entity.MyEntity
FastCastShadowResolveVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.FlagsVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.FlagsVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.GameLogicVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GameLogicVRage.Game.Entity.MyEntity
GamePruningProxyIdVRage.Game.Entity.MyEntity
GetBaseEntity()VRage.Game.Entity.MyEntityinlinevirtual
GetChildren(List< IMyEntity > children, Func< IMyEntity, bool > collect=null)VRage.ModAPI.IMyEntity
GetContainedVoxelCoords(ref BoundingBoxD worldAabb, out Vector3I min, out Vector3I max)Sandbox.Game.Entities.MyVoxelBaseinline
GetDiffuseColor()VRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.GetDistanceBetweenCameraAndBoundingSphere()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.GetDistanceBetweenCameraAndPosition()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetDistanceBetweenCameraAndPosition()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenPlayerPositionAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetFilledStorageBounds(out Vector3I min, out Vector3I max)Sandbox.Game.Entities.MyVoxelBaseinline
GetFriendlyName()Sandbox.Game.Entities.MyVoxelMapinlinevirtual
GetHudParams(bool allowBlink)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetIntersectionWithLine(ref LineD worldLine, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)Sandbox.Game.Entities.MyVoxelBaseinline
Sandbox::Game::Entities::MyVoxelBase.GetIntersectionWithLine(ref LineD worldLine, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)Sandbox.Game.Entities.MyVoxelBaseinlinevirtual
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::IMyVoxelMap.GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithSphere(ref BoundingSphereD sphere)Sandbox.Game.Entities.MyVoxelMapinlinevirtual
GetInventoryBase(int index)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetNewStorageName(string storageName)Sandbox.Game.Entities.MyVoxelMapinlinestatic
GetOrePriority()Sandbox.Game.Entities.MyVoxelMapinlinevirtual
GetPosition()VRage.Game.ModAPI.Ingame.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.GetSubpart(string name)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetSubpart(string name)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.GetTopMostParent(Type type=null)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetTopMostParent(Type type=null)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.GetViewMatrix()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.GetViewMatrix()VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.GetVoxelContentInBoundingBox(BoundingBoxD worldAabb, out float cellCount)VRage.Game.ModAPI.IMyVoxelMap
GetVoxelContentInBoundingBox_Fast(BoundingBoxD localAabb, MatrixD worldMatrix)Sandbox.Game.Entities.MyVoxelBaseinline
GetVoxelContentInBoundingBox_Obsolete(BoundingBoxD worldAabb, out float cellCount)Sandbox.Game.Entities.MyVoxelBaseinline
VRage::Game::ModAPI::IMyVoxelMap.GetVoxelCoordinateFromMeters(Vector3D pos)VRage.Game.ModAPI.IMyVoxelMap
GetVoxelRangeTypeInBoundingBox(BoundingBoxD worldAabb)Sandbox.Game.Entities.MyVoxelBaseinline
GetWorldMatrixNormalizedInv()VRage.ModAPI.IMyEntity
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id)VRage.Game.Entity.MyEntityinline
HasInventoryVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.HierarchyVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.HierarchyVRage.Game.Entity.MyEntity
Init(MyObjectBuilder_EntityBase builder)Sandbox.Game.Entities.MyVoxelMapinline
Init(MyObjectBuilder_EntityBase builder, IMyStorage storage)Sandbox.Game.Entities.MyVoxelMapinline
Init(string storageName, IMyStorage storage, MatrixD worldMatrix)Sandbox.Game.Entities.MyVoxelMapinline
Sandbox::Game::Entities::MyVoxelBase.Init(MyObjectBuilder_EntityBase builder, Sandbox.Engine.Voxels.IMyStorage storage)Sandbox.Game.Entities.MyVoxelBasepure virtual
Sandbox::Game::Entities::MyVoxelBase.Init(string storageName, Sandbox.Engine.Voxels.IMyStorage storage, Vector3D positionMinCorner)Sandbox.Game.Entities.MyVoxelBaseinline
Sandbox::Game::Entities::MyVoxelBase.Init(string storageName, Sandbox.Engine.Voxels.IMyStorage storage, MatrixD worldMatrix)Sandbox.Game.Entities.MyVoxelBaseinlinevirtual
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)VRage.Game.Entity.MyEntityinlinevirtual
InitComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
InitVoxelMap(MatrixD worldMatrix, Vector3I size, bool useOffset=true)Sandbox.Game.Entities.MyVoxelMapinlineprotectedvirtual
VRage::Game::ModAPI::IMyVoxelMap.InSceneVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.InSceneVRage.Game.Entity.MyEntity
IntersectStorage(ref BoundingBox box, bool lazy=true)Sandbox.Game.Entities.MyVoxelBaseinline
VRage::Game::ModAPI::IMyVoxelMap.InvalidateOnMoveVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.InvalidateOnMoveVRage.Game.Entity.MyEntity
InventoryCountVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.IsAnyAabbCornerInside(MatrixD aabbWorldTransform, BoundingBoxD aabb)VRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.IsAnyAabbCornerInside(ref MatrixD aabbWorldTransform, BoundingBoxD aabb)Sandbox.Game.Entities.MyVoxelBaseinline
VRage::Game::ModAPI::IMyVoxelMap.IsBoxIntersectingBoundingBoxOfThisVoxelMap(ref BoundingBoxD boundingBox)VRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.IsBoxIntersectingBoundingBoxOfThisVoxelMap(ref BoundingBoxD boundingBox)Sandbox.Game.Entities.MyVoxelBaseinline
VRage::Game::ModAPI::IMyVoxelMap.IsCCDForProjectilesVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.IsCCDForProjectilesVRage.Game.Entity.MyEntity
IsForbiddenEntity(MyEntity entity)Sandbox.Game.Entities.MyVoxelBaseinlinestatic
IsOverlapOverThreshold(BoundingBoxD worldAabb, float thresholdPercentage)Sandbox.Game.Entities.MyVoxelMapinlinevirtual
IsPreviewVRage.Game.Entity.MyEntity
IsReadyForReplicationVRage.Game.Entity.MyEntity
IsStaticForClusterSandbox.Game.Entities.MyVoxelMap
IsVisible()VRage.ModAPI.IMyEntity
IsVolumetricSandbox.Game.Entities.MyVoxelMap
LocalAABBVRage.ModAPI.IMyEntity
LocalAABBHrVRage.ModAPI.IMyEntity
LocalMatrixVRage.ModAPI.IMyEntity
LocalVolumeVRage.ModAPI.IMyEntity
LocalVolumeOffsetVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.LocationForHudMarkerVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.LocationForHudMarkerVRage.Game.Entity.MyEntity
m_hudParamsVRage.Game.Entity.MyEntityprotected
m_massChangeForCollisionsVRage.Game.Entity.MyEntity
m_modelCollisionVRage.Game.Entity.MyEntityprotected
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
m_storageSandbox.Game.Entities.MyVoxelBaseprotected
m_storageMaxSandbox.Game.Entities.MyVoxelBaseprotected
m_storageMinSandbox.Game.Entities.MyVoxelBaseprotected
m_tempStorageSandbox.Game.Entities.MyVoxelBaseprotectedstatic
VRage::Game::ModAPI::IMyVoxelMap.MarkedForCloseVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.MarkedForCloseVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.MaxGlassDistSqVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.MaxGlassDistSqVRage.Game.Entity.MyEntity
ModelVRage.Game.Entity.MyEntity
ModelCollisionVRage.Game.Entity.MyEntity
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
MyVoxelMap()Sandbox.Game.Entities.MyVoxelMapinline
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::IMyVoxelMap.NameVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.NameVRage.Game.Entity.MyEntity
NearFlagVRage.ModAPI.IMyEntity
NeedsDrawVRage.ModAPI.IMyEntity
NeedsDrawFromParentVRage.ModAPI.IMyEntity
NeedsResolveCastShadowVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.NeedsUpdateVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.NeedsUpdateVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.OnAddedToScene(object source)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.OnAddedToScene(object source)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.OnCloseVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.OnCloseVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.OnClosingVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.OnClosingVRage.Game.Entity.MyEntity
OnCreateSync()VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentAdded(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentRemoved(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
VRage::Game::ModAPI::IMyVoxelMap.OnMarkForCloseVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.OnMarkForCloseVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.OnPhysicsChangedVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.OnPhysicsChangedVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.OnRemovedFromScene(object source)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.OnRemovedFromScene(object source)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.OrientationVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.OrientationSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.ParentVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.ParentVRage.Game.Entity.MyEntity
PersistentFlagsVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.PositionCompVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.PositionCompVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.PositionLeftBottomCornerVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.PositionLeftBottomCornerSandbox.Game.Entities.MyVoxelBase
PrepareForDraw()VRage.Game.Entity.MyEntityinlinevirtual
RaisePhysicsChanged()VRage.Game.Entity.MyEntityinline
RangeChangedSandbox.Game.Entities.MyVoxelBase
ReadyForReplicationActionVRage.Game.Entity.MyEntity
RefreshModels(string model, string modelCollision)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.RemoveFromGamePruningStructure()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.RemoveFromGamePruningStructure()VRage.Game.Entity.MyEntityinline
RemoveFromGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
VRage::Game::ModAPI::IMyVoxelMap.RenderVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.VRage::Game::Entity::MyEntity.RenderVRage.Game.Entity.MyEntity
Sandbox::Game::Entities::MyVoxelBase.Sandbox::Engine::Voxels::IMyVoxelDrawable.RenderSandbox.Engine.Voxels.IMyVoxelDrawable
RequestVoxelCutoutSphere(Vector3D center, float radius, bool createDebris, bool damage)Sandbox.Game.Entities.MyVoxelBaseinline
RequestVoxelOperationBox(BoundingBoxD box, MatrixD Transformation, byte material, OperationType Type)Sandbox.Game.Entities.MyVoxelBaseinline
RequestVoxelOperationCapsule(Vector3D A, Vector3D B, float radius, MatrixD Transformation, byte material, OperationType Type)Sandbox.Game.Entities.MyVoxelBaseinline
RequestVoxelOperationElipsoid(Vector3 radius, MatrixD Transformation, byte material, OperationType Type)Sandbox.Game.Entities.MyVoxelBaseinline
RequestVoxelOperationRamp(BoundingBoxD box, Vector3D rampNormal, double rampNormalW, MatrixD Transformation, byte material, OperationType Type)Sandbox.Game.Entities.MyVoxelBaseinline
RequestVoxelOperationSphere(Vector3D center, float radius, byte material, OperationType Type)Sandbox.Game.Entities.MyVoxelBaseinline
RootVoxelSandbox.Game.Entities.MyVoxelMap
VRage::Game::ModAPI::IMyVoxelMap.SaveVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.SaveVRage.Game.Entity.MyEntity
ScaleGroupSandbox.Game.Entities.MyVoxelBase
SendVoxelCloseRequest()Sandbox.Game.Entities.MyVoxelBaseinline
SentFromServerVRage.Game.Entity.MyEntity
SerializeControls(BitStream stream)VRage.Game.Entity.MyEntityinlinevirtual
SetColorMaskForSubparts(VRageMath.Vector3 colorMaskHsv)VRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetLocalMatrix(VRageMath.Matrix localMatrix, object source=null)VRage.ModAPI.IMyEntity
SetPosition(VRageMath.Vector3D pos)VRage.ModAPI.IMyEntity
SetSpeedsAccordingToServerValues()VRage.Game.Entity.MyEntityinline
VRage::Game::ModAPI::IMyVoxelMap.SetWorldMatrix(VRageMath.MatrixD worldMatrix, object source=null)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)VRage.Game.Entity.MyEntityinlinevirtual
ShadowBoxLodVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.SizeVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.SizeSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.SizeInMetresVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.SizeInMetresSandbox.Game.Entities.MyVoxelBase
SizeInMetresHalfSandbox.Game.Entities.MyVoxelBase
SizeMinusOneSandbox.Game.Entities.MyVoxelBase
SkipIfTooSmallVRage.ModAPI.IMyEntity
StaticForPruningStructureVRage.Game.Entity.MyEntity
StorageSandbox.Game.Entities.MyVoxelMap
StorageChanged(MyVoxelBase storage, Vector3I minVoxelChanged, Vector3I maxVoxelChanged, MyStorageDataTypeFlags changedData)Sandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.StorageMaxVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.StorageMaxSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.StorageMinVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.StorageMinSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.StorageNameVRage.ModAPI.IMyVoxelBase
Sandbox::Game::Entities::MyVoxelBase.StorageNameSandbox.Game.Entities.MyVoxelBase
SubpartsVRage.Game.Entity.MyEntity
SyncFlagVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::IMyVoxelMap.SyncObjectVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.SyncObjectVRage.Game.Entity.MyEntity
TargetPruningProxyIdVRage.Game.Entity.MyEntity
TopMostPruningProxyIdVRage.Game.Entity.MyEntity
ToString()VRage.Game.Entity.MyEntityinline
TransparentVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.Game.Entity.MyEntityinline
UpdateAfterSimulation()VRage.Game.Entity.MyEntityinlinevirtual
UpdateAfterSimulation10()Sandbox.Game.Entities.MyVoxelMapinlinevirtual
UpdateAfterSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation10()Sandbox.Game.Entities.MyVoxelMapinlinevirtual
UpdateBeforeSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::IMyVoxelMap.UpdateGamePruningStructure()VRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.UpdateGamePruningStructure()VRage.Game.Entity.MyEntityinline
UpdateGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinlineprotectedstatic
UpdateOnceBeforeFrame()Sandbox.Game.Entities.MyVoxelMapinlinevirtual
UpdatingStopped()VRage.Game.Entity.MyEntityinlinevirtual
VisibleVRage.ModAPI.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.VoxelCutoutSphere(Vector3D center, float radius, bool createDebris, bool damage)VRage.ModAPI.IMyVoxelBase
VoxelMapPruningProxyIdSandbox.Game.Entities.MyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.VoxelOperationBox(BoundingBoxD box, MatrixD Transformation, byte material, OperationType operation)VRage.ModAPI.IMyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.VoxelOperationCapsule(Vector3D A, Vector3D B, float radius, MatrixD Transformation, byte material, OperationType operation)VRage.ModAPI.IMyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.VoxelOperationElipsoid(Vector3 radius, MatrixD Transformation, byte material, OperationType operation)VRage.ModAPI.IMyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.VoxelOperationRamp(BoundingBoxD box, Vector3D rampNormal, double rampNormalW, MatrixD Transformation, byte material, OperationType operation)VRage.ModAPI.IMyVoxelBase
VRage::Game::ModAPI::IMyVoxelMap.VoxelOperationSphere(Vector3D center, float radius, byte material, OperationType operation)VRage.ModAPI.IMyVoxelBase
WorldAABBVRage.Game.ModAPI.Ingame.IMyEntity
WorldAABBHrVRage.Game.ModAPI.Ingame.IMyEntity
VRage::Game::ModAPI::IMyVoxelMap.WorldMatrixVRage.ModAPI.IMyEntity
Sandbox::Game::Entities::MyVoxelBase.WorldMatrixVRage.Game.Entity.MyEntity
WorldMatrixInvScaledVRage.ModAPI.IMyEntity
WorldMatrixNormalizedInvVRage.ModAPI.IMyEntity
WorldPositionChanged(object source)Sandbox.Game.Entities.MyVoxelBaseinlineprotected
WorldVolumeVRage.Game.ModAPI.Ingame.IMyEntity
WorldVolumeHrVRage.Game.ModAPI.Ingame.IMyEntity