Space Engineers
Sandbox.Game.Replication.MySmallObjectPhysicsStateGroup Member List

This is the complete list of members for Sandbox.Game.Replication.MySmallObjectPhysicsStateGroup, including all inherited members.

ClientUpdate(uint timestamp)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp)VRage.Network.IMyStateGroup
CreateClientData(MyClientStateBase forClient)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
DebugSupportSandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupport
Destroy()Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupportinlinevirtual
DestroyClientData(MyClientStateBase forClient)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
EffectiveSimulationRatioSandbox.Game.Replication.MyEntityPhysicsStateGroupstatic
EntitySandbox.Game.Replication.MyEntityPhysicsStateGroup
FindSupportDelegateSandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupport
ForceSend(MyClientStateBase clientData)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
GetBasicPhysicsPriority(MyClientInfo client)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
GetControllingPlayer()Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlinevirtual
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedvirtual
GetMovementScale(PrioritySettings prioritySettings, out float updateOncePer)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
GroupTypeSandbox.Game.Replication.MyEntityPhysicsStateGroup
IsAcceleratingSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
IsControlledLocallySandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
IsMoving(MyEntity entity)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedvirtual
IsStillDirty(EndpointId forClient)VRage.Network.IMyStateGroup
m_lastMovementFrameSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
m_lowPrecisionOrientationSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
m_positionValidationSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
m_prioritySettingsSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
MovedDelegate(ref MatrixD oldTransform, ref MatrixD newTransform)Sandbox.Game.Replication.MyEntityPhysicsStateGroup
MoveHandlerSandbox.Game.Replication.MyEntityPhysicsStateGroup
MyEntityPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
MyEntityPhysicsStateGroupWithSupport(MyEntity entity, IMyReplicable ownerReplicable)Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupportinline
MySmallObjectPhysicsStateGroup(MyEntity entity, IMyReplicable owner)Sandbox.Game.Replication.MySmallObjectPhysicsStateGroupinline
NUM_DECIMAL_PRECISIONSandbox.Game.Replication.MyEntityPhysicsStateGroup
OnAck(MyClientStateBase forClient, byte packetId, bool delivered)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
OnMovedSandbox.Game.Replication.MyEntityPhysicsStateGroup
OnVelocityChangedSandbox.Game.Replication.MyEntityPhysicsStateGroup
OwnerVRage.Network.IMyStateGroup
OwnerReplicableSandbox.Game.Replication.MyEntityPhysicsStateGroup
PRECISIONSandbox.Game.Replication.MyEntityPhysicsStateGroupprotectedstatic
ResponsibleForUpdate(MyEntity entity, EndpointId endpointId)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlinestatic
Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition)Sandbox.Game.Replication.MySmallObjectPhysicsStateGroupinlinevirtual
VRage::Network::IMyStateGroup.Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition)VRage.Network.IMyStateGroup
SerializeActive(BitStream stream, MyEntity entity)Sandbox.Game.Replication.MySmallObjectPhysicsStateGroupinlineprotected
SerializeFriction(BitStream stream, MyEntity entity)Sandbox.Game.Replication.MySmallObjectPhysicsStateGroupinlineprotected
SerializeServerTransform(BitStream stream, MyEntity entity, Vector3D?deltaPosBase, bool movingOnServer, uint timeStamp, bool lowPrecisionOrientation, ref Vector3D outPosition, ref Quaternion outOrientation, ref MatrixD outWorldMartix, Func< MyEntity, Vector3D, bool > posValidation=null)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
SerializeServerVelocities(BitStream stream, MyEntity entity, float simulationRatio, bool movingOnServer, ref Vector3 outLinearVelocity, ref Vector3 outAngularVelocity)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
SerializeTransform(BitStream stream, MyEntity entity, Vector3D?deltaPosBase, bool lowPrecisionOrientation, bool applyWhenReading, bool movingOnServer, uint timeStamp, Func< MyEntity, Vector3D, bool > posValidation=null, MovedDelegate moveHandler=null)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedstatic
SerializeVelocities(BitStream stream, MyEntity entity, float simulationRatio, bool applyWhenReading, bool movingOnServer, VelocityDelegate velocityHandler=null)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedstatic
SetSupport(MyEntityPhysicsStateGroup physicsGroup)Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupportinline
TimestampReset(MyTimeSpan timestamp)VRage.Network.IMyStateGroup
VelocityDelegate(ref Vector3 oldVelocity, ref Vector3 newVelocity)Sandbox.Game.Replication.MyEntityPhysicsStateGroup
VelocityHandlerSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected