Space Engineers
Sandbox.Game.WorldEnvironment.MyEnvironmentSector Member List

This is the complete list of members for Sandbox.Game.WorldEnvironment.MyEnvironmentSector, including all inherited members.

AddDebugRenderComponent(MyDebugRenderComponentBase render)VRage.Game.Entity.MyEntityinline
AddToGamePruningStructure()VRage.Game.Entity.MyEntityinline
AddToGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
AfterPaste()VRage.Game.Entity.MyEntityinlinevirtual
ApplyLastControls()VRage.Game.Entity.MyEntityinlinevirtual
BeforeDelete()VRage.Game.Entity.MyEntityinlineprotectedvirtual
BeforePaste()VRage.Game.Entity.MyEntityinlinevirtual
BeforeSave()VRage.Game.Entity.MyEntityinlinevirtual
BoundsSandbox.Game.WorldEnvironment.MyEnvironmentSector
BuildInstanceBuffers(int lod)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
CanBeAddedToRender()VRage.Game.Entity.MyEntityinlineprotectedvirtual
CancelParallel()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
ClampToWorld()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ClearDebugRenderComponents()VRage.Game.Entity.MyEntityinline
Close()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
ClosedVRage.Game.Entity.MyEntity
Closing()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinlineprotectedvirtual
ComponentsVRage.Game.Entity.MyEntity
CreateDefaultSyncEntityDelegate(MyEntity thisEntity)VRage.Game.Entity.MyEntity
CreateDefaultSyncEntityExtCallbackVRage.Game.Entity.MyEntitystatic
CreateStandardRenderComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
CreateSync()VRage.Game.Entity.MyEntityinline
DataViewSandbox.Game.WorldEnvironment.MyEnvironmentSector
DebugAsyncLoadingVRage.Game.Entity.MyEntity
DebugCreatedByVRage.Game.Entity.MyEntity
DebugDraw()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
DebugDrawInvalidTriangles()VRage.Game.Entity.MyEntityinline
DebugDrawPhysics()VRage.Game.Entity.MyEntityinlinevirtual
DebugNameVRage.Game.Entity.MyEntity
DefinitionIdVRage.Game.Entity.MyEntity
Delete()VRage.Game.Entity.MyEntityinline
DeserializeControls(BitStream stream, bool outOfOrder)VRage.Game.Entity.MyEntityinlinevirtual
DisplayNameVRage.Game.Entity.MyEntity
DisplayNameTextVRage.Game.Entity.MyEntity
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.Game.Entity.MyEntityinlinevirtual
DoParallelWork()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
DoSerialWork()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
EnableItem(int itemId, bool enabled)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
EnablePhysics(bool physics)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
EntityIdVRage.Game.Entity.MyEntity
EnvironmentDefinitionSandbox.Game.WorldEnvironment.MyEnvironmentSector
FlagsVRage.Game.Entity.MyEntity
GameLogicVRage.Game.Entity.MyEntity
GamePruningProxyIdVRage.Game.Entity.MyEntity
GetBaseEntity()VRage.Game.Entity.MyEntityinlinevirtual
GetDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenCameraAndPosition()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenPlayerPositionAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetFriendlyName()VRage.Game.Entity.MyEntityinlinevirtual
GetHashCode()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
GetHudParams(bool allowBlink)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
VRage::ModAPI::IMyEntity.GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags)VRage.ModAPI.IMyEntity
GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithSphere(ref BoundingSphereD sphere)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase(int index)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase()VRage.Game.Entity.MyEntityinline
GetItemFromShapeKey(uint shapekey)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
GetItemInfo(int itemId, out uint renderObjectId, out int instanceIndex)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetModule(Type moduleType)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
GetModule< T >()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
GetModuleForDefinition< T >(MyRuntimeEnvironmentItemInfo itemEnvDefinition)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
GetObjectBuilder(bool copy=false)VRage.Game.Entity.MyEntityinlinevirtual
GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetSubpart(string name)VRage.Game.Entity.MyEntityinline
GetTopMostParent(Type type=null)VRage.Game.Entity.MyEntityinline
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.Game.Entity.MyEntityinline
VRage::ModAPI::IMyEntity.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.ModAPI.IMyEntity
GetViewMatrix()VRage.Game.Entity.MyEntityinlinevirtual
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id)VRage.Game.Entity.MyEntityinline
HasInventoryVRage.Game.Entity.MyEntity
HasParallelWorkPendingSandbox.Game.WorldEnvironment.MyEnvironmentSector
HasPhysicsSandbox.Game.WorldEnvironment.MyEnvironmentSector
HasSerialWorkPendingSandbox.Game.WorldEnvironment.MyEnvironmentSector
HierarchyVRage.Game.Entity.MyEntity
Init(IMyEnvironmentOwner owner, ref MyEnvironmentSectorParameters parameters)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
VRage::Game::Entity::MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)VRage.Game.Entity.MyEntityinlinevirtual
InitComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
InSceneVRage.Game.Entity.MyEntity
InvalidateOnMoveVRage.Game.Entity.MyEntity
InventoryCountVRage.Game.Entity.MyEntity
IsCCDForProjectilesVRage.Game.Entity.MyEntity
IsClosedSandbox.Game.WorldEnvironment.MyEnvironmentSector
IsLoadedSandbox.Game.WorldEnvironment.MyEnvironmentSector
IsPendingLodSwitchSandbox.Game.WorldEnvironment.MyEnvironmentSector
IsPendingPhysicsToggleSandbox.Game.WorldEnvironment.MyEnvironmentSector
IsPinnedSandbox.Game.WorldEnvironment.MyEnvironmentSector
IsPreviewVRage.Game.Entity.MyEntity
IsReadyForReplicationVRage.Game.Entity.MyEntity
IsVolumetricVRage.Game.Entity.MyEntity
LocationForHudMarkerVRage.Game.Entity.MyEntity
LodLevelSandbox.Game.WorldEnvironment.MyEnvironmentSector
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
MarkedForCloseVRage.Game.Entity.MyEntity
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
MyWeldingGroupsAddNodeExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGetGroupNodesExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGroupExistsDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyWeldingGroupsGroupExistsExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsRemoveNodeExtCallbackVRage.Game.Entity.MyEntitystatic
NameVRage.Game.Entity.MyEntity
NeedsUpdateVRage.Game.Entity.MyEntity
OnAddedToScene(object source)VRage.Game.Entity.MyEntityinlinevirtual
OnCloseVRage.Game.Entity.MyEntity
OnClosingVRage.Game.Entity.MyEntity
OnContactPointSandbox.Game.WorldEnvironment.MyEnvironmentSector
OnCreateSync()VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentAdded(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentRemoved(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnItemChange(int index, short newModelIndex)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
OnItemsChange(int sector, List< int > indices, short newModelIndex)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
OnLodCommitSandbox.Game.WorldEnvironment.MyEnvironmentSector
OnMarkForCloseVRage.Game.Entity.MyEntity
OnPhysicsChangedVRage.Game.Entity.MyEntity
OnPhysicsCloseSandbox.Game.WorldEnvironment.MyEnvironmentSector
OnPhysicsCommitSandbox.Game.WorldEnvironment.MyEnvironmentSector
OnRemovedFromScene(object source)VRage.Game.Entity.MyEntityinlinevirtual
OwnerSandbox.Game.WorldEnvironment.MyEnvironmentSector
ParentVRage.Game.Entity.MyEntity
PhysicsVRage.Game.Entity.MyEntity
PositionCompVRage.Game.Entity.MyEntity
PrepareForDraw()VRage.Game.Entity.MyEntityinlinevirtual
RaiseItemEvent< TModule >(TModule module, int item, bool fromClient=false)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
RaiseItemEvent< TModule, TArgument >(TModule module, int item, TArgument eventData, bool fromClient=false)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
RaiseOnLodCommitEvent(int lod)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
RaiseOnPhysicsCommitEvent(bool enabled)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
RaisePhysicsChanged()VRage.Game.Entity.MyEntityinline
ReadyForReplicationActionVRage.Game.Entity.MyEntity
RefreshModels(string model, string modelCollision)VRage.Game.Entity.MyEntityinlinevirtual
RemoveFromGamePruningStructure()VRage.Game.Entity.MyEntityinline
RemoveFromGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
RenderVRage.Game.Entity.MyEntity
SaveVRage.Game.Entity.MyEntity
SectorCenterSandbox.Game.WorldEnvironment.MyEnvironmentSector
SectorIdSandbox.Game.WorldEnvironment.MyEnvironmentSector
SentFromServerVRage.Game.Entity.MyEntity
SerializeControls(BitStream stream)VRage.Game.Entity.MyEntityinlinevirtual
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetLod(int lod)Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
SetSpeedsAccordingToServerValues()VRage.Game.Entity.MyEntityinline
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)VRage.Game.Entity.MyEntityinlinevirtual
StaticForPruningStructureVRage.Game.Entity.MyEntity
StorageVRage.Game.Entity.MyEntity
SubpartsVRage.Game.Entity.MyEntity
SyncFlagVRage.Game.Entity.MyEntity
SyncObjectVRage.Game.Entity.MyEntity
TargetPruningProxyIdVRage.Game.Entity.MyEntity
TopMostPruningProxyIdVRage.Game.Entity.MyEntity
ToString()Sandbox.Game.WorldEnvironment.MyEnvironmentSectorinline
TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.Game.Entity.MyEntityinline
UpdateAfterSimulation()VRage.Game.Entity.MyEntityinlinevirtual
UpdateAfterSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateAfterSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateGamePruningStructure()VRage.Game.Entity.MyEntityinline
UpdateGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinlineprotectedstatic
UpdateOnceBeforeFrame()VRage.Game.Entity.MyEntityinlinevirtual
UpdatingStopped()VRage.Game.Entity.MyEntityinlinevirtual
WorldMatrixVRage.Game.Entity.MyEntity