AddDebugRenderComponent(MyDebugRenderComponentBase render) | VRage.Game.Entity.MyEntity | inline |
AddToGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
AddToGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
AfterPaste() | VRage.Game.Entity.MyEntity | inlinevirtual |
ApplyLastControls() | VRage.Game.Entity.MyEntity | inlinevirtual |
BeforeDelete() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
BeforePaste() | VRage.Game.Entity.MyEntity | inlinevirtual |
BeforeSave() | VRage.Game.Entity.MyEntity | inlinevirtual |
Bounds | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
BuildInstanceBuffers(int lod) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
CanBeAddedToRender() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
CancelParallel() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
ClampToWorld() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
ClearDebugRenderComponents() | VRage.Game.Entity.MyEntity | inline |
Close() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
Closed | VRage.Game.Entity.MyEntity | |
Closing() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inlineprotectedvirtual |
Components | VRage.Game.Entity.MyEntity | |
CreateDefaultSyncEntityDelegate(MyEntity thisEntity) | VRage.Game.Entity.MyEntity | |
CreateDefaultSyncEntityExtCallback | VRage.Game.Entity.MyEntity | static |
CreateStandardRenderComponentsExtCallback | VRage.Game.Entity.MyEntity | static |
CreateSync() | VRage.Game.Entity.MyEntity | inline |
DataView | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
DebugAsyncLoading | VRage.Game.Entity.MyEntity | |
DebugCreatedBy | VRage.Game.Entity.MyEntity | |
DebugDraw() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
DebugDrawInvalidTriangles() | VRage.Game.Entity.MyEntity | inline |
DebugDrawPhysics() | VRage.Game.Entity.MyEntity | inlinevirtual |
DebugName | VRage.Game.Entity.MyEntity | |
DefinitionId | VRage.Game.Entity.MyEntity | |
Delete() | VRage.Game.Entity.MyEntity | inline |
DeserializeControls(BitStream stream, bool outOfOrder) | VRage.Game.Entity.MyEntity | inlinevirtual |
DisplayName | VRage.Game.Entity.MyEntity | |
DisplayNameText | VRage.Game.Entity.MyEntity | |
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos) | VRage.Game.Entity.MyEntity | inlinevirtual |
DoParallelWork() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
DoSerialWork() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
EnableItem(int itemId, bool enabled) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
EnablePhysics(bool physics) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
EntityId | VRage.Game.Entity.MyEntity | |
EnvironmentDefinition | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
Flags | VRage.Game.Entity.MyEntity | |
GameLogic | VRage.Game.Entity.MyEntity | |
GamePruningProxyId | VRage.Game.Entity.MyEntity | |
GetBaseEntity() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetDistanceBetweenCameraAndPosition() | VRage.Game.Entity.MyEntity | inline |
GetDistanceBetweenPlayerPositionAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetFriendlyName() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetHashCode() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
GetHudParams(bool allowBlink) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual |
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.MyEntity | inlinevirtual |
GetIntersectionWithSphere(ref BoundingSphereD sphere) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetInventoryBase(int index) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetInventoryBase() | VRage.Game.Entity.MyEntity | inline |
GetItemFromShapeKey(uint shapekey) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
GetItemInfo(int itemId, out uint renderObjectId, out int instanceIndex) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
GetLargestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetModule(Type moduleType) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
GetModule< T >() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
GetModuleForDefinition< T >(MyRuntimeEnvironmentItemInfo itemEnvDefinition) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
GetObjectBuilder(bool copy=false) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetSmallestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetSubpart(string name) | VRage.Game.Entity.MyEntity | inline |
GetTopMostParent(Type type=null) | VRage.Game.Entity.MyEntity | inline |
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | VRage.Game.Entity.MyEntity | inline |
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.MyEntity | inlinevirtual |
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id) | VRage.Game.Entity.MyEntity | inline |
HasInventory | VRage.Game.Entity.MyEntity | |
HasParallelWorkPending | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
HasPhysics | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
HasSerialWorkPending | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
Hierarchy | VRage.Game.Entity.MyEntity | |
Init(IMyEnvironmentOwner owner, ref MyEnvironmentSectorParameters parameters) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
VRage::Game::Entity::MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder) | VRage.Game.Entity.MyEntity | inlinevirtual |
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) | VRage.Game.Entity.MyEntity | inlinevirtual |
InitComponentsExtCallback | VRage.Game.Entity.MyEntity | static |
InScene | VRage.Game.Entity.MyEntity | |
InvalidateOnMove | VRage.Game.Entity.MyEntity | |
InventoryCount | VRage.Game.Entity.MyEntity | |
IsCCDForProjectiles | VRage.Game.Entity.MyEntity | |
IsClosed | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
IsLoaded | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
IsPendingLodSwitch | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
IsPendingPhysicsToggle | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
IsPinned | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
IsPreview | VRage.Game.Entity.MyEntity | |
IsReadyForReplication | VRage.Game.Entity.MyEntity | |
IsVolumetric | VRage.Game.Entity.MyEntity | |
LocationForHudMarker | VRage.Game.Entity.MyEntity | |
LodLevel | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
m_hudParams | VRage.Game.Entity.MyEntity | protected |
m_massChangeForCollisions | VRage.Game.Entity.MyEntity | |
m_modelCollision | VRage.Game.Entity.MyEntity | protected |
m_positionResetFromServer | VRage.Game.Entity.MyEntity | |
m_serverAngularVelocity | VRage.Game.Entity.MyEntity | |
m_serverLinearVelocity | VRage.Game.Entity.MyEntity | |
m_serverOrientation | VRage.Game.Entity.MyEntity | |
m_serverPosition | VRage.Game.Entity.MyEntity | |
m_serverWorldMatrix | VRage.Game.Entity.MyEntity | |
MarkedForClose | VRage.Game.Entity.MyEntity | |
MaxGlassDistSq | VRage.Game.Entity.MyEntity | |
Model | VRage.Game.Entity.MyEntity | |
ModelCollision | VRage.Game.Entity.MyEntity | |
MyEntitiesCreateFromObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static |
MyEntity() | VRage.Game.Entity.MyEntity | inline |
MyEntity(bool initComponents=true) | VRage.Game.Entity.MyEntity | inline |
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity | |
MyEntityFactoryCreateObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static |
MyProceduralWorldGeneratorTrackEntityExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsAddNodeExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsGetGroupNodesExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsGroupExistsDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity | |
MyWeldingGroupsGroupExistsExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsRemoveNodeExtCallback | VRage.Game.Entity.MyEntity | static |
Name | VRage.Game.Entity.MyEntity | |
NeedsUpdate | VRage.Game.Entity.MyEntity | |
OnAddedToScene(object source) | VRage.Game.Entity.MyEntity | inlinevirtual |
OnClose | VRage.Game.Entity.MyEntity | |
OnClosing | VRage.Game.Entity.MyEntity | |
OnContactPoint | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
OnCreateSync() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnInventoryComponentAdded(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnInventoryComponentRemoved(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnItemChange(int index, short newModelIndex) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
OnItemsChange(int sector, List< int > indices, short newModelIndex) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
OnLodCommit | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
OnMarkForClose | VRage.Game.Entity.MyEntity | |
OnPhysicsChanged | VRage.Game.Entity.MyEntity | |
OnPhysicsClose | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
OnPhysicsCommit | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
OnRemovedFromScene(object source) | VRage.Game.Entity.MyEntity | inlinevirtual |
Owner | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
Parent | VRage.Game.Entity.MyEntity | |
Physics | VRage.Game.Entity.MyEntity | |
PositionComp | VRage.Game.Entity.MyEntity | |
PrepareForDraw() | VRage.Game.Entity.MyEntity | inlinevirtual |
RaiseItemEvent< TModule >(TModule module, int item, bool fromClient=false) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
RaiseItemEvent< TModule, TArgument >(TModule module, int item, TArgument eventData, bool fromClient=false) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
RaiseOnLodCommitEvent(int lod) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
RaiseOnPhysicsCommitEvent(bool enabled) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
RaisePhysicsChanged() | VRage.Game.Entity.MyEntity | inline |
ReadyForReplicationAction | VRage.Game.Entity.MyEntity | |
RefreshModels(string model, string modelCollision) | VRage.Game.Entity.MyEntity | inlinevirtual |
RemoveFromGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
RemoveFromGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
Render | VRage.Game.Entity.MyEntity | |
Save | VRage.Game.Entity.MyEntity | |
SectorCenter | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
SectorId | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | |
SentFromServer | VRage.Game.Entity.MyEntity | |
SerializeControls(BitStream stream) | VRage.Game.Entity.MyEntity | inlinevirtual |
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline |
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline |
SetLod(int lod) | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
SetSpeedsAccordingToServerValues() | VRage.Game.Entity.MyEntity | inline |
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) | VRage.Game.Entity.MyEntity | inlinevirtual |
StaticForPruningStructure | VRage.Game.Entity.MyEntity | |
Storage | VRage.Game.Entity.MyEntity | |
Subparts | VRage.Game.Entity.MyEntity | |
SyncFlag | VRage.Game.Entity.MyEntity | |
SyncObject | VRage.Game.Entity.MyEntity | |
TargetPruningProxyId | VRage.Game.Entity.MyEntity | |
TopMostPruningProxyId | VRage.Game.Entity.MyEntity | |
ToString() | Sandbox.Game.WorldEnvironment.MyEnvironmentSector | inline |
TryGetSubpart(string name, out MyEntitySubpart subpart) | VRage.Game.Entity.MyEntity | inline |
UpdateAfterSimulation() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateAfterSimulation10() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateAfterSimulation100() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateBeforeSimulation() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateBeforeSimulation10() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateBeforeSimulation100() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
UpdateGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inlineprotectedstatic |
UpdateOnceBeforeFrame() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdatingStopped() | VRage.Game.Entity.MyEntity | inlinevirtual |
WorldMatrix | VRage.Game.Entity.MyEntity | |