Space Engineers
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123456789]
 CBulletXNA.BulletCollision.AABBAxis aligned box
 CSandbox.AI.ActionCollection
 CSandbox.Game.AI.ActionCollection
 CVRage.Game.ObjectBuilders.AI.MyAIBehaviorData.ActionData
 CSandbox.Game.AI.MyAIComponent.AgentGroupData
 CSandbox.Engine.Multiplayer.AllMembersDataMsg
 CSandbox.Game.Multiplayer.MyPlayerCollection.AllPlayerData
 CVRage.Game.AlternativeImpactSounds
 CDShowNET.AMMediaType
 CVRage.Game.MyObjectBuilder_AmmoDefinition.AmmoBasicProperties
 CVRage.Game.MyObjectBuilder_AmmoMagazineDefinition.AmmoDefinition
 CSandbox.Common.ObjectBuilders.Definitions.MyObjectBuilder_MissileAmmoDefinition.AmmoMissileProperties
 CVRage.Game.MyObjectBuilder_ProjectileAmmoDefinition.AmmoProjectileProperties
 CVRage.Game.AnimationItem
 CVRageRender.Animations.AnimationKey
 CVRage.Game.AnimationSet
 CApplicationException
 CSandbox.Game.SessionComponents.MyFloraAreas.AreaData
 CSandbox.Game.World.MyWorldGenerator.Args
 CSandbox.Engine.Voxels.MyPrecalcJobRender.Args
 CSandbox.Engine.Voxels.MyPrecalcJobPhysicsPrefetch.Args
 CSandbox.Engine.Physics.MyBreakableShapeCloneJob.Args
 CSandbox.Game.Entities.Cube.MyDepositQuery.Args
 CVRage.Game.MyObjectBuilder_ScenarioDefinition.AsteroidClustersSettings
 CVRageRender.AtmosphereConstants
 CVRageRender.AtmosphereLuts
 CAttribute
 CAttribute
 CParallelTasks.BackgroundWorker
 CVRageMath.Base27DirectionsBase 26 directions and Vector3.Zero Each component is only 0,-1 or 1;
 CVRageMath.Base6Directions
 CVRage.Game.MyObjectBuilder_Configuration.BaseBlockSettings
 CSandbox.Game.AI.MyBotFactoryBase.BehaviorData
 CVRage.Game.MyObjectBuilder_BotMemory.BehaviorTreeBlackboardMemory
 CVRage.Game.MyObjectBuilder_BotMemory.BehaviorTreeNodesMemory
 CSandbox.Game.AI.MyBotFactoryBase.BehaviorTypeData
 CBinaryReader
 CVRage.Library.Collections.BitReaderLightweight bit reader which works on native pointer. Stores bit length and current position.
 CVRage.Library.Collections.BitReaderWriter
 CVRage.Serialization.BlitSerializer< TData >
 CSandbox.Game.GameSystems.Conveyors.MyConveyorLine.BlockLinePositionInformation
 CSandbox.Game.Entities.BlockMaterial
 CSandbox.Game.Entities.MyCubeGrid.BlockPositionId
 CObjectBuilders.Definitions.MyObjectBuilder_CubeBlockStackSizeDefinition.BlockStackSizeDef
 CSandbox.Game.Entities.MyCubeGrid.BlockTypeCounterUsed when calculating index of added block. Might not be count of blocks since removal of a block does not decrement this. Key is numerical ID of cube block definition.
 CVRage.Game.BlueprintClassEntry
 CVRage.Game.BlueprintItem
 CVRageRender.Animations.MyAnimationClip.BoneKeyframes are grouped per bone for an animation clip
 CVRageRender.Import.Bone
 CVRage.Game.BoneInfo
 CVRageRender.Animations.MyAnimationClip.BoneStateBoneState is a rotation and translation of the bone. It would be easy to extend this to include scaling as well.
 CSystem.BoolBlit
 CSandbox.Game.AI.ActionCollection.BotActionDesc
 CVRage.Game.MyObjectBuilder_BotDefinition.BotBehavior
 CVRage.Game.MyObjectBuilder_AIComponent.BotData
 CVRage.Game.MyObjectBuilder_BarbarianWaveEventDefinition.BotDef
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_BotCollectionDefinition.BotDefEntry
 CVRage.Boxed< T >
 CSandbox.Game.GameSystems.MyAntennaSystem.BroadcasterInfo
 CBulletXNA.BulletCollision.BT_QUANTIZED_BVH_NODE
 CVRage.Audio.NativeSourceVoice.BufferWma
 CSandbox.Definitions.MyCubeBlockDefinition.BuildProgressModel
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.BuildProgressModel
 CVRage.Game.Definitions.MyDefinitionPostprocessor.Bundle
 CSandbox.Gui.MyGuiControlImageButton.ButtonIcon
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.ButtonStateDefinition
 CVRage.Render11.Shader.CacheGenerator
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh.CacheInterval
 CVRage.Library.Collections.CacheList< IMyReplicable >
 CVRage.Library.Collections.CacheList< VRage.Network.IMyReplicable >
 CVRage.Library.Collections.CacheList< VRage.Network.IMyStateGroup >
 CVRage.Library.Collections.CacheList< VRage.Network.MyStateDataEntry >
 CVRage.Collections.CachingDictionary< long, DroneInfo >
 CVRage.Collections.CachingDictionary< long, PirateAntennaInfo >
 CVRage.Collections.CachingDictionary< RespawnKey, int >
 CVRage.Collections.CachingDictionary< Type, Sandbox.Game.Screens.Helpers.MyToolbar.IMyToolbarExtension >
 CVRage.Collections.CachingHashSet< Sandbox.Game.World.Generator.MyProceduralCell >
 CVRage.Collections.CachingList< IMyEntity >
 CVRage.Collections.CachingList< IMyLevelScript >
 CVRage.Collections.CachingList< MyVSStateMachine >
 CVRage.Collections.CachingList< Sandbox.Game.AI.Pathfinding.IMyObstacle >
 CVRage.Collections.CachingList< VRage.Game.Entity.MyEntity >
 CVRage.Collections.CachingList< VRage.Generics.MyStateMachineCursor >
 CSandbox.Engine.Multiplayer.CallbackInfo
 CProtoBuf.Meta.CallbackSetRepresents the set of serialization callbacks to be used when serializing/deserializing a type.
 CVRage.Rpc.CallSite
 CVRage.Network.CallSite
 CVRage.Rpc.CallSiteCache
 CVRage.Game.MyObjectBuilder_Player.CameraControllerSettings
 CValve.VR.CameraVideoStreamFrame_t
 CVRageMath.Capsule
 CVRageMath.CapsuleD
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh.CapsuleMesh
 CVRageRender.MyShadowsSettings.Cascade
 CSandbox.Game.Entities.Character.MyInverseKinematics.CastHit
 CVRage.Game.ObjectBuilders.AI.MyAIBehaviorData.CategorizedData
 CSandbox.Engine.Networking.MySteamWorkshop.Category
 CSandbox.Graphics.GUI.MyGuiControlTable.Cell
 CSandbox.Engine.Voxels.MyPlanetShapeProvider.Cache.Cell
 CVRage.Generics.MySparseGrid< TItemData, TCellData >.Cell
 CSandbox.Engine.Voxels.MyVoxelGeometry.CellData
 CSandbox.Game.AI.Pathfinding.MyNavmeshComponents.CellInfo
 CVRage.Network.ChatMsg
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.CheckboxStateDefinition
 CSandbox.Engine.Voxels.MyOctreeStorage.ChunkHeader
 CSandbox.Game.Replication.MyEntityPositionVerificationStateGroup.ClientData
 CSandbox.Game.AI.Pathfinding.MyNavmeshComponents.ClosedCellInfo
 CVRageRender.CloudsConstants
 CDShowNET.Clsid
 CSandbox.Game.Entities.MyItemsCollector.CollectibleInfo
 CSandbox.Engine.Physics.MyPhysics.CollisionLayersCollision layers that can be used to filter what collision should be found for casting methods.
 CSandbox.Definitions.MyPhysicalMaterialDefinition.CollisionProperty
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.ColorDefinition
 CSandbox.Graphics.GUI.MyGuiControlGrid.ColoredIcon
 CVRage.Render11.Shader.CacheGenerator.Combo
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.ComboboxStateDefinition
 CVRage.Render11.Shader.CacheGenerator.ComboGroup
 CVRage.Utils.MyExternalDebugStructures.CommonMsgHeader
 CVRage.Game.ObjectBuilders.Definitions.MyObjectBuilder_GameDefinition.Comp
 CComparer< KeyValuePair< string, MyStat >>
 CVRage.Game.MyObjectBuilder_ControllerSchemaDefinition.CompatibleDevice
 CComponent
 CSandbox.Definitions.MyCubeBlockDefinition.Component
 CVRage.Game.MyObjectBuilder_ComponentGroupDefinition.Component
 CVRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_ComponentContainer.ComponentData
 CVRage.Library.Collections.ComponentIndex
 CSandbox.Game.Entities.MyItemsCollector.ComponentInfo
 CSandbox.Game.Gui.MyHudBlockInfo.ComponentInfo
 CValve.VR.Compositor_FrameTiming
 CValve.VR.Compositor_OverlaySettings
 CVRage.Game.MyObjectBuilder_CompoundBlockTemplateDefinition.CompoundBlockBinding
 CVRage.Game.MyObjectBuilder_CompoundBlockTemplateDefinition.CompoundBlockRotationBinding
 CVRageMath.CompressedPositionOrientationDefines a matrix.
 CVRageRender.ComputeShaderId
 CVRage.Collections.ConcurrentCachingHashSet< VRage.Network.IMyReplicable >
 CVRage.Collections.ConcurrentCachingList< MyDebugClientInfo >
 CVRage.Collections.ConcurrentCachingList< ParallelTasks.WorkItem >
 CVRage.Collections.ConcurrentCachingList< PredictionInfo >
 CVRage.Collections.ConcurrentCachingList< ReceivedMsgHandler >
 CVRage.Audio.X3DAudio.Cone
 CVRage.Dedicated.ConfigForm< T >
 CVRage.Network.ConnectedClientDataMsg
 CSandbox.Game.AI.Pathfinding.MyVoxelHighLevelHelper.ConnectionInfo
 CSandbox.Game.Entities.Cube.ConnectivityResult
 CVRage.Game.MyObjectBuilder_MaterialPropertiesDefinition.ContactProperty
 CVRage.Game.MyObjectBuilder_ContainerTypeDefinition.ContainerTypeItem
 CSandbox.Definitions.MyContainerTypeDefinition.ContainerTypeItem
 CVRage.Game.MyObjectBuilder_ControllerSchemaDefinition.ControlDef
 CVRage.Game.MyObjectBuilder_ControllerSchemaDefinition.ControlGroup
 CSandbox.Definitions.MyControllerSchemaDefinition.ControlGroup
 CVRage.OpenVRWrapper.ControllerState
 CSandbox.Game.Gui.MyHudNotifications.ControlsHelper
 CSandbox.Game.GameSystems.MyGridConveyorSystem.ConveyorEndpointMapping
 CVRage.Game.ObjectBuilders.Components.MyObjectBuilder_CoordinateSystem.CoordSysInfo
 CSandbox.Game.GameSystems.CoordinateSystem.MyCoordinateSystem.CoordSystemData
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.CriticalPart
 CCSharpSyntaxRewriter
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.CubeBlockComponent
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.CubeBlockEffect
 CSandbox.Definitions.CubeBlockEffect
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.CubeBlockEffectBase
 CSandbox.Definitions.CubeBlockEffectBase
 CSandbox.Game.AI.Pathfinding.MyGridPathfinding.CubeId
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh.CubeInfo
 CSandbox.Definitions.CubeMaterialSet
 CVRage.Game.MyObjectBuilder_Configuration.CubeSizeSettings
 CVRage.Game.ObjectBuilders.VisualScripting.MyObjectBuilder_ScriptStateMachineManager.CursorStruct
 CVRageMath.CurveStores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define.
 CVRage.Audio.X3DAudio.CurvePoint
 CVRage.Game.Cutscene
 CVRage.Game.CutsceneSequenceNode
 CVRage.Game.CutsceneSequenceNodeWaypoint
 CSandbox.Game.Entities.CyclingOptions
 CSandbox.Game.Gui.MyHudNameValueData.Data
 CVRage.Game.Entity.MyEntitySubpart.Data
 CSandbox.Game.Entities.Cube.MyEntityOreDeposit.Data
 CVRage.Game.MyContainerDefinition.DefaultComponent
 CVRage.Game.MyObjectBuilder_ContainerDefinition.DefaultComponentBuilder
 CVRage.Game.DefinitionIdBlit
 CSandbox.Game.Entities.MyCubeGridDeformationTables.DeformationTable
 CDeque< T >
 CDeque< ParallelTasks.Task >
 CSandbox.Game.Entities.MyRemoteControl.DetectedObject
 CSandbox.Game.Weapons.Guns.MyDrillSensorBase.DetectionInfo
 CVRage.Win32.WinApi.DeviceChangeHookStruct
 CVRage.Win32.WinApi.DEVMODE
 CDictionary
 CDictionary< int, MyConcurrentQueue< MyRenderMessageBase >>
 CVRage.Collections.DictionaryReader< long, HashSetReader< int > >
 CVRage.DistantSound
 CValve.VR.DistortionCoordinates_t
 CVRage.Game.ObjectBuilders.AI.MyObjectBuilder_AutomaticBehaviour.DroneTargetSerializable
 CDShowNET.DsBITMAPINFOHEADER
 CDShowNET.DsOptInt64
 CDShowNET.DsRECT
 CSandbox.Game.Weapons.MyGunBase.DummyContainer
 CVRageRender.Utils.MyWingedEdgeMesh.EdgeNote: This is invalid after the mesh changes!
 CVRageRender.Utils.MyWingedEdgeMesh.EdgeEnumeratorNote: This is invalid after the mesh changes!
 CVRage.Audio.X3DAudio.Emitter
 CVRage.Game.EmptyArea
 CVRage.Network.EndpointIdId of network endpoint, opaque struct, internal value should not be accessed outside VRage.Network. EndpointId is not guid and can change when client reconnects to server. Internally it's SteamId or RakNetGUID.
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.EntityComponentDefinition
 CVRage.Game.Components.MyEntityContainerEventExtensions.EntityEventParamsBase class for passing parameters, derive for it to pass different params, keep the names consistent ie. EntityEventType = Hit => params should be type of HitParams
 CSandbox.Game.Entities.MyItemsCollector.EntityInfo
 CVRage.Game.MyObjectBuilder_Gps.Entry
 CVRage.Service.NativeMethods.ENUM_SERVICE_STATUS
 CVRage.Service.NativeMethods.ENUM_SERVICE_STATUS_PROCESS
 CVRage.Collections.MyIntervalList.Enumerator
 CVRageMath.Spatial.MyVector3DGrid< T >.Enumerator
 CProtoBuf.Serializers.EnumSerializer.EnumPair
 CVRage.Game.MyObjectBuilder_EnvironmentDefinition.EnvironmentalParticleSettings
 CSandbox.Game.WorldEnvironment.Definitions.MyGrowableEnvironmentItemDefinition.EnvironmentItemAction
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_GrowableEnvironmentItemDefinition.EnvironmentItemActionDef
 CSandbox.Common.ObjectBuilders.Definitions.EnvironmentItemsEntry
 CVRage.Game.EnvironmentItemsEntry
 CVRage.Game.MyObjectBuilder_FloraElementDefinition.EnvItem
 CSandbox.Definitions.MyDefinitionErrors.Error
 CVRage.Game.MyDefinitionErrors.Error
 CSandbox.ErrorInfo
 CSandbox.Graphics.GUI.MyGuiControlContextMenu.EventArgs
 CSandbox.Graphics.GUI.MyGuiControlGrid.EventArgs
 CSandbox.Graphics.GUI.MyGuiControlTable.EventArgs
 CSandbox.Game.GameSystems.MyGridWeaponSystem.EventArgs
 CEventArgs
 CException
 CException
 CVRageRender.Utils.MyWingedEdgeMesh.FaceNote: This is invalid after the mesh changes!
 CVRageRender.Utils.MyWingedEdgeMesh.FaceEdgeEnumeratorNote: This is invalid after the mesh changes!
 CVRageRender.Utils.MyWingedEdgeMesh.FaceVertexEnumeratorNote: This is invalid after the mesh changes!
 CVRage.FastNoArgsEvent
 CDShowNET.FilterInfo
 CSandbox.Game.Entities.MyThrust.FlameInfo
 CVRageRender.FogConstants
 CForm
 CVRageRender.Messages.MyRenderMessageDebugDrawMesh.FormatPositionColor
 CVRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_FractureComponentBase.FracturedShape
 CSandbox.Engine.Physics.MyPhysics.FractureImpactDetails
 CSandbox.Game.World.MyIdentity.Friend
 CSandbox.Graphics.GUI.MyGuiControlBase.Friend
 CSandbox.Game.GameSystems.MyEntityThrustComponent.FuelTypeData
 CSandbox.Game.AI.Pathfinding.MyNavigationMesh.FunnelState
 CParallelTasks.Future< T >A task struct which can return a result.
 CSandbox.Engine.Platform.GameThe game.
 CVRage.Game.MyObjectBuilder_FloraElementDefinition.GatheredItemDef
 CVRage.Game.MyObjectBuilder_MaterialPropertiesDefinition.GeneralProperty
 CVRageRender.Animations.Generation2DProperty
 CVRageRender.Animations.GenerationProperty
 CKeenSoftwareHouse.Library.IO.Win32Processes.Win32API.GENERIC_MAPPING
 CVRage.Library.Reflection.GenericCallCache
 CSandbox.Engine.Platform.GenericLoop
 CVRageRender.GeometryShaderId
 CParallelTasks.GetHashCode_HashTable< TKey >
 CBulletXNA.BulletCollision.GIM_BVH_DATA
 CBulletXNA.BulletCollision.GImpactQuantization
 CBulletXNA.BulletCollision.GImpactQuantizedBvh
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh.GridInfo
 CSandbox.Game.Gui.MyGuiScreenToolbarConfigBase.GridItemUserData
 CSandbox.Game.Entities.Cube.MyDisconnectHelper.Group
 CVRage.Groups.MyGroups< TNode, TGroupData >.Group
 CVRage.Game.ObjectBuilders.MyGroupedIds.GroupedId
 CSandbox.Game.Entities.MyComponentStack.GroupInfo
 CSandbox.Definitions.MyFloraElementDefinition.GrowthStep
 CVRage.Game.MyObjectBuilder_FloraElementDefinition.GrowthStep
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_GrowableEnvironmentItemDefinition.GrowthStepDef
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_GrowableEnvironmentModule.GrowthStepInfo
 CSandbox.Game.WorldEnvironment.Definitions.MyGrowableEnvironmentItemDefinition.GrowthSubtree
 CSandbox.Definitions.MyEntityStatDefinition.GuiDefinition
 CVRage.Game.MyObjectBuilder_EntityStatDefinition.GuiDefinition
 CVRageMath.PackedVector.HalfVector3Packed vector type containing four 16-bit floating-point values.
 CVRage.Game.MyObjectBuilder_FloraComponent.HarvestedData
 CVRage.Security.Md5.HashRepresent digest with ABCD
 CHashAlgorithm
 CParallelTasks.Hashtable< int, Exception[]>
 CParallelTasks.Hashtable< Thread, ParallelTasks.Worker >
 CParallelTasks.Hashtable< Thread, Stack< ParallelTasks.Task > >
 CParallelTasks.HashtableNode< TKey, TData >
 CVRage.Collections.HeapItem< K >
 CVRage.Collections.MyBinaryStructHeap< TKey, TValue >.HeapItem
 CVRage.Collections.HeapItem< float >
 CVRage.Collections.HeapItem< FrameT >
 CVRage.Collections.HeapItem< long >
 CVRage.Game.VisualScripting.ScriptBuilder.Nodes.MyVisualSyntaxNode.HeapNodeWrapper
 CSandbox.Engine.Voxels.Planet.MyHeightmapFace.HeightmapLevel
 CSandbox.Engine.Voxels.Planet.MyHeightmapFace.HeightmapNode
 CValve.VR.HiddenAreaMesh_t
 CVRageRender.HighlightConstantsLayout
 CVRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_DurabilityComponentDefinition.HitDefinition
 CSandbox.Game.Entities.MyFracturedPiece.HitInfo
 CValve.VR.HmdColor_t
 CValve.VR.HmdMatrix34_t
 CValve.VR.HmdMatrix44_t
 CValve.VR.HmdQuad_t
 CValve.VR.HmdQuaternion_t
 CValve.VR.HmdRect2_t
 CValve.VR.HmdVector2_t
 CValve.VR.HmdVector3_t
 CValve.VR.HmdVector3d_t
 CValve.VR.HmdVector4_t
 CVRage.Serialization.IAssignableFrom< T >
 CVRage.Serialization.IAssignableFrom< ulong >
 CDShowNET.IBaseFilter
 CDShowNET.IBasicAudio
 CVRage.Library.Collections.IBitSerializable
 CVRage.Render11.Resources.IBlendState
 CVRage.Render11.LightingStage.Shadows.ICascadeShadowMap
 CVRage.Render11.LightingStage.Shadows.ICascadeShadowMapSlice
 CICloneable
 CICollection
 CIComparable
 CIComparer
 CIComparer
 CIComparer
 CIComparer< MyLineSegmentOverlapResult< T >>
 CSandbox.Definitions.GUI.MyGuiSkinDefinition.IconStyleDefinition
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh.IcoSphereMesh
 CVRage.Render11.LightingStage.Shadows.ICsmPlacementStrategy
 CVRage.Game.IdentifierList
 CVRageRender.IDepthStencilBindable
 CIDictionary
 CIDisposable
 CIDisposable
 CVRage.Render11.GeometryStage2.Rendering.IDrawableGroupStrategy
 CVRageRender.IDrawTrianglesMessage
 CVRage.Serialization.IDynamicResolver
 CSandbox.Game.Multiplayer.IEntityMessage
 CIEnumerable
 CIEnumerable
 CIEnumerable< IMyPathEdge< V >>
 CIEnumerable< KeyValuePair< K, V >>
 CIEnumerable< KeyValuePair< long, MyFaction >>
 CIEnumerable< KeyValuePair< TKey, List< TValue >>>
 CIEnumerable< KeyValuePair< TKey, TData >>
 CIEnumerable< KeyValuePair< TKey, TValue >>
 CIEnumerable< KeyValuePair< TWorkId, TWork >>
 CIEnumerator
 CIEnumerator
 CIEnumerator< KeyValuePair< TKey, TData >>
 CDShowNET.IEnumFilters
 CDShowNET.IEnumPins
 CIEqualityComparer
 CIEqualityComparer
 CIEqualityComparer< MyTuple< T1, T2 >>
 CIEqualityComparer< MyTuple< T1, T2, T3 >>
 CIEquatable
 CSandbox.IErrorConsumer
 CProtoBuf.IExtensibleIndicates that the implementing type has support for protocol-buffer extensions.
 CProtoBuf.IExtensionProvides addition capability for supporting unexpected fields during protocol-buffer serialization/deserialization. This allows for loss-less round-trip/merge, even when the data is not fully understood.
 CVRageRender.ExternalApp.IExternalApp
 CVRage.Utils.MyExternalDebugStructures.IExternalDebugMsg
 CVRage.FileSystem.IFileProvider
 CVRage.FileSystem.IFileVerifier
 CDShowNET.IFilterGraph
 CSandbox.MySandboxGame.IGameCustomInitialization
 CVRage.Render11.GeometryStage2.Rendering.IGeometrySrvStrategy
 CDShowNET.IGraphBuilder
 CVRage.Groups.IGroupData< TNode >
 CVRage.Groups.IGroupData< MyCubeGrid >
 CVRage.Groups.IGroupData< MyEntity >
 CVRage.Groups.IGroupData< MySlimBlock >
 CVRage.Game.ModAPI.IHitInfo
 CVRage.Compiler.IlChecker
 CVRage.Compiler.IlCompiler
 CVRage.Compiler.IlInjector
 CVRage.Compiler.IlReader.IlInstruction
 CIList
 CVRage.Compiler.IlReaderReads method body and returns instructions
 CVRage.Render11.Common.IManager
 CVRage.Render11.Common.IManagerDevice
 CVRage.Render11.Common.IManagerFrameEnd
 CVRage.Render11.Common.IManagerUnloadData
 CVRage.Render11.Common.IManagerUpdate
 CDShowNET.IMediaControl
 CDShowNET.IMediaEventEx
 CDShowNET.IMediaPosition
 CDShowNET.IMediaSample
 CDShowNET.IMediaSeeking
 CIMessageFilter
 CSandbox.Definitions.MyPhysicalMaterialDefinition.ImpactSounds
 CSandbox.Game.WorldEnvironment.IMy2DClipmapManager
 CSandbox.Game.WorldEnvironment.IMy2DClipmapNodeHandler
 CSandbox.Engine.Audio.IMy3DSoundEmitter
 CVRage.Audio.IMy3DSoundEmitter
 CVRageMath.Spatial.MyClusterTree.IMyActivationHandler
 CSandbox.Game.AI.Commands.IMyAiCommand
 CSandbox.Engine.Networking.IMyAnalytics
 CVRageRender.Animations.IMyAnimatedProperty
 CVRageRender.Animations.IMyAnimatedProperty2D
 CVRageRender.Animations.IMyAnimatedProperty2D< T, V, W >
 CVRageRender.Animations.IMyAnimatedProperty< T >
 CSandbox.Game.Gui.IMyAsyncResult
 CVRage.Audio.IMyAudio
 CVRage.Audio.IMyAudioEffect
 CSandbox.Game.Entities.Cube.IMyBlockAdditionalModelGeneratorInterface for implementation of additional geometry in cube grids (automatic placement of additional geometry).
 CSandbox.ModAPI.Ingame.IMyBlockGroup
 CSandbox.AI.IMyBot
 CSandbox.Game.AI.IMyBot
 CVRageRender.ExternalApp.IMyBufferedInputSource
 CVRage.ModAPI.IMyCamera
 CIMyCameraController
 CVRage.Game.ModAPI.Interfaces.IMyCameraController
 CIMyCharacter
 CVRageRender.Voxels.IMyClipmapCell
 CVRage.Voxels.IMyClipmapCell
 CVRageRender.Voxels.IMyClipmapCellHandler
 CVRage.Voxels.IMyClipmapCellHandler
 CVRage.Game.Components.IMyComponentAggregateWhen creating a new aggregate component type, derive from this interface so that you can use extension methods AddComponent and RemoveComponent
 CVRage.Game.Components.IMyComponentBase
 CVRage.Game.Components.IMyComponentContainer
 CVRage.Game.Components.IMyComponentOwner< T >Always implement explicitly, because of Obfuscation
 CVRage.Game.Components.IMyComponentOwner< MyIDModule >
 CVRage.Game.Components.IMyComponentOwner< MyOreDetectorComponent >
 CVRage.IMyCompressionLoad
 CVRage.Generics.IMyConditionInterface of totally generic condition.
 CVRage.Game.ModAPI.IMyConfig
 CVRage.Game.ModAPI.IMyConfigDedicated
 CVRageRender.Animations.IMyConstProperty
 CVRage.ModAPI.IMyControl
 CVRage.Game.ModAPI.Interfaces.IMyControllableEntity
 CVRage.Game.ModAPI.IMyControllerInfo
 CSandbox.Game.Screens.Helpers.IMyControlMenuInitializer
 CVRage.Input.IMyControlNameLookup
 CSandbox.Game.GameSystems.Conveyors.IMyConveyorEndpointBlock
 CIMyConveyorEndpointBlock
 CSandbox.Game.GameSystems.Conveyors.IMyConveyorSegmentBlock
 CVRage.Game.ModAPI.IMyCubeBuilder
 CSandbox.ModAPI.Ingame.IMyCubeGrid
 CVRage.Game.ModAPI.IMyDamageSystem
 CVRage.Game.ModAPI.Interfaces.IMyDecalHandler
 CIMyDecalProxy
 CVRage.Game.ModAPI.Interfaces.IMyDecalProxy
 CSandbox.Game.AI.BehaviorTree.IMyDecoratorLogic
 CSandbox.Game.AI.Pathfinding.IMyDestinationShapeA shape describing the destination of a pathfinding query. It is abstracted like this, so that the destination for an agent can be anything from a simple point to the space inside a building or a perimeter around an object.
 CIMyDestroyableObject
 CVRage.Game.ModAPI.Interfaces.IMyDestroyableObject
 CVRage.ModAPI.IMyEntities
 CIMyEntity
 CVRage.Game.ModAPI.Ingame.IMyEntityIngame (Programmable Block) interface for all entities.
 CVRage.Game.ModAPI.IMyEntityController
 CSandbox.Game.WorldEnvironment.IMyEnvironmentDataProvider
 CSandbox.Game.WorldEnvironment.IMyEnvironmentModule
 CSandbox.Game.WorldEnvironment.IMyEnvironmentModuleProxy
 CSandbox.Game.WorldEnvironment.IMyEnvironmentOwner
 CVRage.Network.IMyEventOwnerCommon interface for IMyNetObject and IMyEventProxy used to raise events. Base interface for classes passed as event instance. Custom implementations not supported.
 CIMyEventProxy
 CVRage.Game.ModAPI.IMyFaction
 CVRage.Game.ModAPI.IMyFactionCollection
 CSandbox.Game.GameSystems.ContextHandling.IMyFocusHolderDefines interface for handling and releasing game focus.
 CIMyFocusHolder
 CVRage.Game.ModAPI.IMyGamePaths
 CSandbox.Game.Entities.IMyGizmoDrawableObject
 CVRage.Game.ModAPI.IMyGps
 CVRage.Game.ModAPI.IMyGpsCollection
 CSandbox.Game.Entities.IMyGravityProvider
 CSandbox.Game.Entities.Cube.IMyGridConnectivityTest
 CSandbox.Game.Entities.Cube.IMyGridOverlapTest
 CSandbox.ModAPI.IMyGridProgramThe interface for the grid program provides extra access for the game and for mods. See MyGridProgram for the class the scripts actually derive from.
 CSandbox.ModAPI.Ingame.IMyGridProgramRuntimeInfoProvides runtime info for a running grid program.
 CSandbox.ModAPI.Ingame.IMyGridTerminalSystem
 CVRage.Game.ModAPI.IMyGui
 CSandbox.IMyGuiAudio
 CSandbox.Graphics.GUI.IMyGuiControlsOwner
 CSandbox.Graphics.GUI.IMyGuiSandbox
 CSandbox.Game.Entities.IMyGunBaseUser
 CSandbox.Game.Entities.IMyGunObject< out out T >This can be hand held weapon (including welders and drills) as well as weapons on ship (including ship drills).
 CSandbox.Game.Entities.IMyGunObject< MyDeviceBase >
 CSandbox.Game.Entities.IMyGunObject< MyGunBase >
 CSandbox.Game.Entities.IMyGunObject< MyToolBase >
 CSandbox.Game.Entities.IMyGunObject< T >
 CSandbox.Game.Entities.IMyGunObject< Weapons.MyDeviceBase >
 CSandbox.Game.Entities.IMyHandheldGunObject< MyDeviceBase >
 CSandbox.Game.Entities.IMyHandheldGunObject< MyGunBase >
 CSandbox.Game.Entities.IMyHandheldGunObject< MyToolBase >
 CSandbox.Game.Entities.IMyHandToolComponent
 CSandbox.Game.AI.Pathfinding.IMyHighLevelComponentThis class contains information about the high-level components of a navigation group
 CSandbox.Game.AI.Pathfinding.IMyHighLevelPrimitiveObserver
 CVRage.Game.ModAPI.IMyHudNotification
 CVRage.Game.ModAPI.IMyHudObjectiveLine
 CVRage.Game.ModAPI.IMyIdentity
 CSandbox.ModAPI.IMyIngameScripting
 CVRage.Input.IMyInput
 CVRage.ModAPI.IMyInput
 CSandbox.Game.GameSystems.StructuralIntegrity.IMyIntegritySimulator
 CVRage.Game.ModAPI.Ingame.IMyInventory
 CVRage.Game.ModAPI.Ingame.IMyInventoryItem
 CSandbox.Game.Entities.Interfaces.IMyInventoryItemAdapter
 CVRage.Game.ModAPI.Ingame.IMyInventoryOwner
 CSandbox.Engine.Voxels.IMyIsoMesher
 CIMyIsoMesherOutputBuffer
 CSandbox.Game.Entities.Interfaces.IMyLandingGear
 CSandbox.ModAPI.Ingame.IMyLCDScreen
 CVRage.Game.VisualScripting.IMyLevelScript
 CVRage.Noise.IMyModule
 CIMyModule
 CVRage.Game.ModAPI.IMyMultiplayer
 CSandbox.Game.AI.Pathfinding.IMyNavigationGroup
 CVRage.Game.ModAPI.IMyNetworkClient
 CVRage.Game.ObjectBuilders.IMyObjectBuilder_GunObject< out out T >
 CVRage.Game.ObjectBuilders.IMyObjectBuilder_GunObject< MyObjectBuilder_GunBase >
 CVRage.Game.ObjectBuilders.IMyObjectBuilder_GunObject< MyObjectBuilder_ToolBase >
 CSandbox.Game.AI.Pathfinding.IMyObstacle
 CSandbox.Engine.Voxels.IMyOctreeLeafNode
 CSandbox.Game.Entities.IMyOxygenProvider
 CVRage.Game.ModAPI.IMyParallelTask
 CVRage.Game.IMyParticleGeneration
 CSandbox.Game.AI.Pathfinding.IMyPathAn interface for describing a path for an agent It can be used by the bot navigation to steer the bot along a path, regardless of the underlying pathfinding implementation. This is what you should return from a pathfinding system to abstract away the implementation details of that system.
 CVRage.Algorithms.IMyPathEdge< V >
 CVRage.Algorithms.IMyPathEdge< IMyConveyorEndpoint >
 CVRage.Algorithms.IMyPathEdge< MyNavigationPrimitive >
 CSandbox.Game.AI.Pathfinding.IMyPathfindingA gateway to all the pathfinding tasks and queries
 CSandbox.Game.AI.Pathfinding.IMyPathfindingLogFor BW compatibility only to allow separation of Cestmir's pathfinding
 CVRage.Algorithms.IMyPathVertex< IMyConveyorEndpoint >
 CVRage.Algorithms.IMyPathVertex< MyNavigationPrimitive >
 CVRage.Network.IMyPeerCallback
 CVRage.Game.ModAPI.IMyPhysics
 CSandbox.Game.Entities.Cube.IMyPlacementProvider
 CVRage.Game.ModAPI.IMyPlayer
 CVRage.Game.ModAPI.IMyPlayerCollection
 CVRage.Game.ModAPI.IMyPrefabManager
 CVRage.Library.Collections.IMyQueue< T >
 CVRage.Library.Collections.IMyQueue< Sandbox.Engine.Voxels.MyPrecalcJob >
 CSandbox.Game.GameSystems.Electricity.IMyRechargeSocketOwner
 CIMyRechargeSocketOwner
 CVRage.ModAPI.IMyRemapHelper
 CVRageRender.IMyRender
 CVRageRender.ExternalApp.IMyRenderWindow
 CSandbox.Game.Entities.IMySceneComponent
 CSandbox.ModAPI.IMyScriptBlacklistExposes blacklist functionality to allow mods to disallow parts of the scripting API that has been allowed by the system whitelist.
 CSandbox.Game.Gui.IMySearchCondition
 CVRage.Game.ModAPI.IMySession
 CSandbox.ModAPI.Ingame.IMySlimBlock
 CVRage.Game.ModAPI.Ingame.IMySlimBlockbasic block interface
 CSandbox.Game.Replication.History.IMySnapshotSync
 CVRage.Audio.IMySourceVoice
 CVRage.Game.VisualScripting.IMyStateMachineScript
 CVRage.ModAPI.IMyStorage
 CSandbox.Engine.Voxels.IMyStorageDataProvider
 CVRage.Network.IMyStreamableReplicable
 CVRage.Network.IMySyncedValue
 CIMyTerminalAction
 CSandbox.ModAPI.IMyTerminalActionsHelper
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalControlThis is the base terminal control interface. All controls implement this.
 CSandbox.ModAPI.IMyTerminalControlsThis interface allows you to query, add or remove terminal controls for a block. The terminal controls are the controls that appear in the terminal screen when you select a block. You may add new controls, remove existing controls, or modify existing controls.
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalControlTitleTooltipThis is a base interface for other interfaces. Almost all controls implement this, and allows you to set the label (Title) of the control and also the tooltip that appears when hovering over the control.
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalValueControl< bool >
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalValueControl< Color >
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalValueControl< float >
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalValueControl< long >
 CSandbox.ModAPI.Interfaces.Terminal.IMyTerminalValueControl< StringBuilder >
 CVRageRender.Animations.IMyTerrainHeightProviderInterface providing terrain height in model space.
 CSandbox.Game.Screens.Helpers.MyToolbar.IMyToolbarExtension
 CSandbox.Game.Screens.Helpers.IMyToolbarItemEntity
 CVRage.Game.Models.IMyTriangePruningStructure
 CSandbox.Game.Entities.Blocks.IMyTriggerableBlock
 CSandbox.Game.Entities.UseObject.IMyUsableEntitySimple interface for entities so they don't have to implement IMyUseObject.
 CIMyUsableEntity
 CIMyUseObject
 CVRage.Game.Entity.UseObject.IMyUseObject
 CVRage.Game.Components.Interfaces.IMyUserInputComponent
 CVRage.Game.ModAPI.IMyUtilities
 CVRage.Generics.IMyVariableStorage< T >Interface of variable storage (key-value principle).
 CVRage.Generics.IMyVariableStorage< bool >
 CVRage.Generics.IMyVariableStorage< float >
 CSandbox.Game.VoiceChat.IMyVoiceChatLogic
 CSandbox.Game.SessionComponents.IMyVoxelBrush
 CSandbox.Game.SessionComponents.IMyVoxelBrushGUIProperty
 CSandbox.Engine.Voxels.IMyVoxelDrawable
 CVRage.Game.ModAPI.IMyVoxelMaps
 CVRage.Game.ModAPI.IMyVoxelShape
 CSandbox.Engine.Voxels.IMyWrappedCubemapFace
 CSandbox.Game.Screens.Helpers.MyToolbar.IndexArgs
 CBulletXNA.LinearMath.IndexedBasisMatrix
 CBulletXNA.LinearMath.IndexedMatrix
 CBulletXNA.LinearMath.IndexedVector3
 CVRage.Library.Collections.IndexHost
 CVRage.Serialization.INetObjectResolver
 CSandbox.Game.Entities.Cube.MyFracturedBlock.Info
 CSandbox.Game.EntityComponents.MyFractureComponentBase.Info
 CVRageRender.InputLayoutId
 CInstaller
 CVRage.Dedicated.Configurator.SelectInstanceForm.Instance
 CVRageRender.InstancingId
 CVRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_InventoryComponentDefinition.InventoryConstraintDefinition
 CIOrderedDictionary
 CVRageMath.PackedVector.IPackedVectorInterface that converts packed vector types to and from Vector4 values, allowing multiple encodings to be manipulated in a generic way.
 CVRageMath.PackedVector.IPackedVector< uint >
 CVRageMath.PackedVector.IPackedVector< ulong >
 CHavok.IPhysicsMeshInterface through which physics can work with graphical meshes. This has been moved here due to problems with obfuscator and to reduce dependencies of Havok! You should treat this as part of HavokWrapper (not accessible when there is no reference to HavokWrapper)! Exception to this can only be rare cases such as avoiding code duplication.
 CDShowNET.IPin
 CIPlugin
 CBulletXNA.BulletCollision.IPrimitiveManagerBase
 CProtoBuf.Serializers.IProtoSerializer
 CIReadOnlyList
 CDShowNET.IReferenceClock
 CVRage.Game.Components.Session.MyEventBus.IRegisteredInstance
 CSandbox.Game.Entities.MyRemoteControl.IRemoteControlAutomaticBehaviour
 CVRageRender.IRenderTargetBindable
 CVRage.Replication.IReplicationClientCallback
 CVRage.Replication.IReplicationServerCallback
 CVRage.IResourceLock
 CDShowNET.ISampleGrabber
 CDShowNET.ISampleGrabberCB
 CVRage.Serialization.ISerializer< T >
 CVRage.Serialization.ISerializer< MyEntity >
 CVRage.Serialization.ISerializer< MyTuple >
 CISerializer< MyTuple< T1 >>
 CISerializer< MyTuple< T1, T2 >>
 CISerializer< MyTuple< T1, T2, T3 >>
 CISerializer< MyTuple< T1, T2, T3, T4 >>
 CISerializer< MyTuple< T1, T2, T3, T4, T5 >>
 CISerializer< MyTuple< T1, T2, T3, T4, T5, T6 >>
 CVRage.Serialization.ISerializer< T1 >
 CVRage.Serialization.ISerializer< T2 >
 CVRage.Serialization.ISerializer< T3 >
 CVRage.Serialization.ISerializer< T4 >
 CVRage.Serialization.ISerializer< T5 >
 CVRage.Serialization.ISerializer< T6 >
 CVRage.Serialization.ISerializer< TMsg >
 CProtoBuf.Serializers.ISerializerProxy
 CVRageRender.IShaderResourceBindable
 CVRage.Render11.LightingStage.Shadows.ISingleShadowmap
 CSpaceEngineers.Game.SessionComponents.MyIslandSyncComponent.IslandData
 CSandbox.Game.Entities.IStoppableAttackingTool
 CSandbox.Graphics.GUI.MyGuiControlGrid.Item
 CSandbox.Graphics.GUI.MyGuiControlListbox.Item
 CSandbox.Definitions.MyBlueprintDefinitionBase.Item
 CVRage.Game.MyObjectBuilder_HumanoidBotDefinition.Item
 CSandbox.Game.WorldEnvironment.Definitions.MyGrowableEnvironmentItemDefinition.ItemGrowthStep
 CSandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems.ItemInfo
 CSandbox.Game.WorldEnvironment.ItemInfo
 CSandbox.Game.Entities.MyItemsCollector.ItemInfo
 CSandbox.ModAPI.Interfaces.ITerminalAction
 CSandbox.Game.Gui.ITerminalControl
 CSandbox.Game.Gui.ITerminalControlSync
 CSandbox.ModAPI.Interfaces.ITerminalPropertyTerminal block property definition
 CSandbox.ModAPI.Interfaces.ITerminalProperty< TValue >
 CSandbox.Game.Entities.MyGhostCharacter.ITouchPadListener
 CVRage.Trace.ITrace
 CVRage.Render11.GeometryStage2.Instancing.ITransformStrategy
 CSandbox.Engine.Multiplayer.ITransportCallback
 CSandbox.Engine.Multiplayer.ITransportCallback< TMsg >
 CSandbox.Graphics.GUI.ITreeView
 CVRageRender.IUnorderedAccessBindable
 CDShowNET.IVideoWindow
 CValve.VR.IVRApplications
 CValve.VR.IVRChaperone
 CValve.VR.IVRChaperoneSetup
 CValve.VR.IVRCompositor
 CValve.VR.IVRExtendedDisplay
 CValve.VR.IVRNotifications
 CValve.VR.IVROverlay
 CValve.VR.IVRRenderModels
 CValve.VR.IVRSettings
 CValve.VR.IVRSystem
 CValve.VR.IVRTrackedCamera
 CParallelTasks.IWorkAn interface for a piece of work which can be executed by ParallelTasks.
 CParallelTasks.IWorkSchedulerAn interface defining a task scheduler.
 CIXmlSerializable
 CVRage.Network.JoinResultMsg
 CLitJson.JsonMapper
 CLitJson.JsonReader
 CLitJson.JsonWriter
 CVRageRender.MyFont.KernPair
 CVRage.Win32.WinApi.KeyboardHookStruct
 CVRage.Network.KeyValueDataMsg
 CVRage.MyTexts.LanguageDescription
 CVRageRender.MyPostprocessSettings.Layout
 CVRageRender.MySSAOSettings.Layout
 CVRageMath.Line
 CVRageMath.LineD
 CSandbox.Game.Gui.MyAlexDebugInputComponent.LineInfo
 CList
 CVRage.Audio.X3DAudio.Listener
 CVRage.Collections.ListReader< ITerminalAction >
 CVRage.Collections.ListReader< MyAudioEffect >
 CVRage.Collections.ListReader< MySoundData >
 CVRage.Collections.ListReader< SyncBase >
 CVRage.OpenVRWrapper.LMUEntry
 CSandbox.Game.Entities.MyCubeGrid.LocationIdentity
 CVRageRender.LodMeshId
 CVRage.Game.MyObjectBuilder_BehaviorTreeDecoratorNode.Logic
 CSandbox.Game.AI.MyBotFactoryBase.LogicData
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTreeDecoratorNodeMemory.LogicMemory
 CVRage.Game.MyObjectBuilder_BehaviorTreeDecoratorNodeMemory.LogicMemoryBuilder
 CVRageRender.Utils.MyPolygon.LoopIterator
 CVRage.Game.MyObjectBuilder_Configuration.LootBagDefinition
 CVRage.Collections.LRUCache< TKey, TValue >
 CVRage.Collections.LRUCache< UInt64, Sandbox.Engine.Voxels.MyIsoMesh >
 CVRage.Collections.LRUCache< UInt64, VRage.Voxels.MyClipmap_CellData >
 CVRage.Collections.LRUCache< UInt64, VRageRender.Voxels.MyClipmap_CellData >
 CVRage.Collections.LRUCache< ulong, ulong >
 CVRage.Service.NativeMethods.LSA_OBJECT_ATTRIBUTES
 CVRage.Service.NativeMethods.LSA_UNICODE_STRING
 CVRage.Service.NativeMethods.LSA_UNICODE_STRING_withPointer
 CSandbox.Game.Entities.Cube.MassCellData
 CSandbox.Game.Entities.MyExportModel.Material
 CVRage.Render11.Shader.CacheGenerator.Material
 CVRageRender.MaterialFoliageConstantsElem
 CSandbox.Engine.Voxels.MyPlanetMaterialProvider.MaterialSampleParams
 CVRageMath.MatrixI
 CVRage.Win32.WinApi.MEMORYSTATUSEX
 CVRageRender.Import.Mesh
 CVRageRender.MeshId
 CVRageRender.MeshPartId
 CVRageRender.MeshSectionId
 CVRage.Scripting.MyScriptCompiler.Message
 CSandbox.Game.Entities.MyEntityCycling.Metric
 CVRageRender.Animations.ModelAnimationsClass that contains additional information attached to the model and shared with the runtime.
 CVRage.Game.MyObjectBuilder_Checkpoint.ModItem
 CSandbox.Game.WorldEnvironment.Definitions.MyItemTypeDefinition.Module
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_ProceduralEnvironmentSector.Module
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.MountPoint
 CSandbox.Definitions.MyCubeBlockDefinition.MountPoint
 CSandbox.Game.Entities.MoveInformation
 CVRage.Game.ModAPI.Interfaces.MoveInformation
 CVRage.Win32.WinApi.MSG
 CSandbox.Game.Entities.Cube.MyFracturedBlock.MultiBlockPartInfo
 CSandbox.Game.Gui.MyMultiDebugInputComponent.MultidebugData
 CVRage.Game.ObjectBuilders.Gui.MultilineData
 CSandbox.Game.WorldEnvironment.My2DClipmap< THandler >
 CSandbox.Game.WorldEnvironment.My2DClipmap< DebugDrawHandler >
 CSandbox.Game.WorldEnvironment.My2DClipmap< MyPlanetEnvironmentClipmapProxy >
 CVRage.Utils.My5BitEncoding
 CSandbox.Game.Screens.Helpers.MyAbstractControlMenuItem
 CVRage.MyAbstractXmlSerializer< MyObjectBuilder_DefinitionBase >
 CVRage.Game.Entity.UseObject.MyActionDescription
 CVRageRender.MyActorComponent
 CVRageRender.MyAdapterInfo
 CVRage.Game.Components.MyAggregateComponentList
 CSandbox.Game.AI.MyAiTargetBase
 CSandbox.Game.Weapons.Guns.MyAmmoTypeData
 CVRage.Game.MyAnimatedParticle
 CVRageRender.Animations.MyAnimatedProperty2D< MyAnimatedPropertyFloat, float, float >
 CVRageRender.Animations.MyAnimatedProperty2D< MyAnimatedPropertyInt, int, int >
 CVRageRender.Animations.MyAnimatedProperty2D< MyAnimatedPropertyTransparentMaterial, MyTransparentMaterial, int >
 CVRageRender.Animations.MyAnimatedProperty2D< MyAnimatedPropertyVector3, Vector3, Vector3 >
 CVRageRender.Animations.MyAnimatedProperty2D< MyAnimatedPropertyVector4, Vector4, float >
 CVRageRender.Animations.MyAnimatedProperty< float >
 CVRageRender.Animations.MyAnimatedProperty< int >
 CVRageRender.Animations.MyAnimatedProperty< MyTransparentMaterial >
 CVRageRender.Animations.MyAnimatedProperty< V >
 CVRageRender.Animations.MyAnimatedProperty< Vector3 >
 CVRageRender.Animations.MyAnimatedProperty< Vector4 >
 CVRageRender.Animations.MyAnimationClipAn animation clip is a set of keyframes with associated bones. VRAGE TODO: Any link to actual animation collection? Or at least to rest pose? Please?
 CSandbox.Game.Entities.MyAnimationCommand
 CVRageRender.Animations.MyAnimationControllerAnimation controller contains and drives skeletal animations. It also serves as an abstraction layer, hiding low/level classes.
 CVRageRender.Animations.MyAnimationIkChainTiny structure describing IK chain.
 CVRageRender.Animations.MyAnimationInverseKinematicsClass providing various IK solutions. Feet IK is
 CSandbox.Game.Entities.MyAnimationPlayerBlendPair
 CSandbox.Game.Entities.MyAnimationSetData
 CVRageRender.Animations.MyAnimationTreeNodeInterface representing one node in animation tree.
 CVRageRender.Animations.MyAnimationUpdateDataHelper structure passed as an parameter during computation of current pose.
 CVRage.Render11.Resources.Internal.MyArraySubresourceSrv
 CSandbox.Engine.Platform.VideoMode.MyAspectRatio
 CVRageRender.MyAssetsLoader
 CVRage.Utils.MyAtlasTextureCoordinate
 CVRageRender.MyAtmosphere
 CVRage.Game.MyAtmosphereColorShift
 CVRageRender.MyAtmosphereRenderer
 CVRageRender.Messages.MyAtmosphereSettings
 CVRage.Audio.MyAudio
 CVRage.Data.Audio.MyAudioEffect
 CSandbox.Engine.Networking.MyAudioInfo
 CVRage.Audio.MyAudioInitParams
 CVRage.MyAudioWave
 CSandbox.Game.AI.MyAutopilotBase
 CSandbox.Game.Entities.MyRemoteControl.MyAutopilotWaypoint
 CVRage.Utils.MyAverageFilteringMean (average) filtering.
 CVRage.Replication.MyBandwidthLimits
 CSandbox.Game.MyBasicGameInfo
 CSandbox.Game.GameSystems.Electricity.MyBattery
 CSandbox.Game.Screens.Helpers.MyBattleMapInfo
 CVRage.Game.MyBBMemoryValue
 CVRage.Utils.MyBBSetSamplerThis class allows for uniform generation of points from a set of bounding boxes
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTree
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTreeCollection
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTree.MyBehaviorTreeDesc
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTreeManager
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTreeNode
 CSandbox.Game.AI.BehaviorTree.MyBehaviorTreeNodeMemory
 CVRageRender.MyBigMeshTable
 CVRageRender.MyBillboardBatch< T >
 CVRageRender.MyBillboardData
 CVRageRender.MyBillboardDataArray
 CVRageRender.MyBillboardRendererBatch
 CVRageRender.MyBillboardVertexData
 CVRageRender.MyBillboardViewProjection
 CVRage.Collections.MyBinaryHeap< K, V >
 CVRage.Collections.MyBinaryHeap< float, CellToAddHeapItem >
 CVRage.Collections.MyBinaryHeap< float, VRage.Algorithms.MyPathfindingData >
 CVRage.Collections.MyBinaryHeap< FrameT, UpdateQueueItem >
 CVRage.Collections.MyBinaryHeap< long, Sandbox.Game.Entities.Cube.MyGridPhysics.PredictiveDestructionData >
 CVRage.Collections.MyBinaryStructHeap< TKey, TValue >
 CVRage.Collections.MyBinaryStructHeap< int, VRage.Game.VisualScripting.ScriptBuilder.Nodes.MyVisualSyntaxNode.HeapNodeWrapper >
 CVRage.Collections.MyBinaryStructHeap< long, EntityReference >
 CVRageRender.MyBinding
 CSandbox.Game.WorldEnvironment.Definitions.MyBiomeMaterial
 CVRageRender.MyFont.MyBitmapInfoInfo for each font bitmap
 CSandbox.Game.Entities.MyCubeGrid.MyBlockBuildArea
 CSandbox.Game.Entities.Cube.MyBlockBuilderRenderData
 CSandbox.Game.Entities.Cube.MyBlockBuilderRotationHintsCalculates and draws rotation hints.
 CSandbox.Game.Entities.MyCubeGrid.MyBlockLocation
 CVRageMath.MyBlockOrientation
 CVRage.Game.MyBlockPosition
 CSandbox.Engine.Physics.MyBlockShapePool
 CSandbox.Game.Entities.Cube.MyBlockVerticesCache
 CSandbox.Game.Gui.MyBlueprintItemInfo
 CSandbox.Game.Components.MyCraftingComponentBase.MyBlueprintToProduceNormal class to hold information about blueprint being produced
 CVRageRender.Messages.MyBoneDecalUpdate
 CVRage.MyBoneIndexWeight
 CVRage.Game.MyBoneSetDefinition
 CSandbox.Game.AI.Actions.MyBotActionsBase
 CSandbox.Game.AI.MyBotAiming
 CSandbox.Game.AI.MyBotCollection
 CSandbox.AI.MyBotCollection
 CSandbox.Game.AI.MyBotFactoryBase
 CSandbox.Game.AI.Logic.MyBotLogic
 CSandbox.Game.AI.MyBotMemory
 CSandbox.Game.AI.Navigation.MyBotNavigation
 CVRageMath.MyBounds
 CVRage.Utils.MyBox
 CVRage.Render11.Resources.Buffers.MyBufferInternal
 CVRage.Render11.Resources.MyBufferStatistics
 CVRage.Game.Localization.MyLocalization.MyBundle
 CVRage.Generics.MyCachingDynamicObjectsPool< ObjectKey, ObjectType >
 CSandbox.Game.Multiplayer.MyCameraCollection
 CSandbox.Game.Multiplayer.MyCameraControllerSettings
 CVRage.Game.Utils.MyCameraShake
 CVRage.Game.Utils.MyCameraSpringCamera spring
 CVRage.Game.Utils.MyCameraZoomProperties
 CSandbox.Game.MyCampaignManager
 CSandbox.Gui.DirectoryBrowser.MyCancelEventArgs
 CVRageRender.MyMaterialsSettings.MyChangeableMaterial
 CVRageRender.Animations.MyCharacterBoneBones in this model are represented by this class, which allows a bone to have more detail associatd with it
 CSandbox.Game.Entities.Character.MyCharacterBreath
 CSandbox.Game.Entities.Character.MyCharacterHitInfo
 CSandbox.Game.MyCharacterMovementSettings
 CVRage.Game.MyCharacterName
 CSandbox.Game.Replication.MyCharacterNetStateCurrently used to inject new state read from character state group to MyCharacter
 CSandbox.Engine.Physics.MyCharacterProxy
 CSandbox.Game.Entities.Character.MyChatHistory
 CVRage.Common.Utils.MyChecksumsHelper class for serializing and deserializing checksum file.
 CSandbox.Game.Multiplayer.MyClientCollection
 CSandbox.Engine.Multiplayer.MyClientDebugCommands
 CVRage.Network.MyClientInfo
 CVRage.Network.MyClientStateBaseBase class for game-defined client state. It's set of data required by server, sent from client. E.g. current client area of interest, context (game, terminal, inventory etc...) Abstract class for performance reasons (often casting)
 CVRageRender.Voxels.MyClipmap
 CVRage.Voxels.MyClipmap
 CVRageRender.Voxels.MyClipmap_CellData
 CVRage.Voxels.MyClipmap_CellData
 CVRage.Voxels.MyClipmapCellBatch
 CVRageRender.Messages.MyClipmapCellMeshMetadata
 CVRageRender.MyCloudLayer
 CVRageRender.Messages.MyCloudLayerSettings
 CVRageRender.MyCloudRenderer
 CVRageRender.MyCloudLayer.MyCloudTextureInfo
 CVRageMath.Spatial.MyClusterTree.MyClusterQueryResult
 CVRageMath.Spatial.MyClusterTree
 CSandbox.Game.MyCollisionParticleSettings
 CSandbox.Graphics.GUI.MyColoredText
 CVRage.MyCommand
 CVRage.MyCommand.MyCommandAction
 CVRage.MyCommandArgs
 CVRage.Collections.MyCommitQueue< T >Basic copy-on-commit implementation, later it will be faster by using one queue with 2 tails
 CVRage.Collections.MyCommitQueue< MyRenderMessageBase >
 CSandbox.MyCommonProgramStartupServes as the main wrapper class that will be used for the program initialization. The individual games should use the services of this class and should not need to do things "on their own"
 CVRage.Render11.RenderContext.MyCommonStage
 CVRage.Render11.GeometryStage2.Instancing.MyCompatibilityDataForTheOldPipeline
 CVRage.Game.Components.MyComponentBase
 CVRage.Game.ObjectBuilders.MyComponentBlockEntry
 CVRage.Game.Entity.MyComponentChange
 CSandbox.Game.Entities.Inventory.MyComponentCombiner
 CVRage.Game.Components.MyComponentContainer
 CVRage.Library.Collections.MyComponentContainerTemplate< T >
 CSandbox.Game.Entities.Cube.MyComponentList
 CSandbox.Game.Entities.MyComponentStack
 CSandbox.Game.World.Generator.MyCompositeShapeGeneratedData
 CSandbox.Game.World.Generator.MyCompositeShapeOreDeposit
 CSandbox.Definitions.MyCompoundBlockTemplateDefinition.MyCompoundBlockBinding
 CSandbox.Definitions.MyCompoundBlockTemplateDefinition.MyCompoundBlockRotationBinding
 CVRage.Game.Models.MyCompressedBoneIndicesWeights
 CVRage.Game.Models.MyCompressedVertexNormal
 CVRage.Collections.MyConcurrentDictionary< IMyReplicable, HashSet< IMyReplicable > >
 CVRage.Collections.MyConcurrentDictionary< IMyReplicable, IMyReplicable >
 CVRage.Collections.MyConcurrentDictionary< int, MyConcurrentHashSet< Vector3I > >
 CVRage.Collections.MyConcurrentDictionary< MyDefinitionId, int >
 CVRage.Collections.MyConcurrentDictionary< MyEntity, MyUpdateTriggerComponent >
 CVRage.Collections.MyConcurrentDictionary< MyModelShapeInfo, HkShape >
 CVRage.Collections.MyConcurrentDictionary< string, VRage.Game.Entity.MyEntity >
 CVRage.Collections.MyConcurrentDictionary< string, VRage.Game.Models.MyModel >
 CVRage.Collections.MyConcurrentDictionary< Thread, MyConcurrentQueue< T > >
 CVRage.Collections.MyConcurrentDictionary< Type, Type >
 CVRage.Collections.MyConcurrentDictionary< Vector3I, MyVoxelPhysics >
 CVRage.Collections.MyConcurrentDictionary< VRage.Network.IMyReplicable, MyDestroyBlocker >
 CVRage.Collections.MyConcurrentDictionary< VRage.Network.IMyReplicable, MyReplicableClientData >
 CVRage.Collections.MyConcurrentDictionary< VRage.Network.IMyStateGroup, VRage.Network.MyStateDataEntry >
 CVRage.Collections.MyConcurrentHashSet< MyDetectedEntityInfo >
 CVRage.Collections.MyConcurrentHashSet< MyStringId >
 CVRage.Collections.MyConcurrentHashSet< MyTuple< Sandbox.Game.EntityComponents.MyResourceSinkComponent, bool > >
 CVRage.Collections.MyConcurrentHashSet< Sandbox.Game.EntityComponents.MyResourceSinkComponent >
 CVRage.Collections.MyConcurrentHashSet< Sandbox.Game.EntityComponents.MyResourceSourceComponent >
 CVRage.Collections.MyConcurrentHashSet< Sandbox.Game.WorldEnvironment.MyProceduralLogicalSector >
 CVRage.Collections.MyConcurrentHashSet< StorageData >
 CVRage.Collections.MyConcurrentHashSet< ulong >
 CVRage.Collections.MyConcurrentHashSet< VRage.Audio.MySourceVoice >
 CVRage.Collections.MyConcurrentHashSet< VRage.Network.IMyStateGroup >
 CVRage.Generics.MyConcurrentObjectsPool< T >
 CVRage.Collections.MyConcurrentPool< T >Simple thread-safe pool. Can store external objects by calling return. Creates new instances when empty.
 CVRage.Collections.MyConcurrentPool< Message >
 CVRage.Collections.MyConcurrentPool< MyRenderContext >
 CVRage.Collections.MyConcurrentPool< ParallelTasks.DelegateWork >
 CVRage.Collections.MyConcurrentPool< VRageRender.MyQuery >
 CVRage.Collections.MyConcurrentPool< VRageRender.MyRenderContext >
 CVRage.Collections.MyConcurrentPool< VRageRender.MyUpdateFrame >
 CVRage.Collections.MyConcurrentQueue< T >Simple thread-safe queue. Uses spin-lock
 CVRage.Collections.MyConcurrentQueue< Action >
 CVRage.Collections.MyConcurrentQueue< AgentSpawnData >
 CVRage.Collections.MyConcurrentQueue< BotRemovalRequest >
 CVRage.Collections.MyConcurrentQueue< EventWaitHandle >
 CVRage.Collections.MyConcurrentQueue< GridEffect >
 CVRage.Collections.MyConcurrentQueue< IMyConveyorEndpointBlock >
 CVRage.Collections.MyConcurrentQueue< IMyConveyorSegmentBlock >
 CVRage.Collections.MyConcurrentQueue< Item >
 CVRage.Collections.MyConcurrentQueue< LodHEntry >
 CVRage.Collections.MyConcurrentQueue< Message >
 CVRage.Collections.MyConcurrentQueue< MultiMaterialHelper >
 CVRage.Collections.MyConcurrentQueue< MyEntity3DSoundEmitter >
 CVRage.Collections.MyConcurrentQueue< MyEnvironmentSector >
 CVRage.Collections.MyConcurrentQueue< MyTuple< MyEntity, Vector3I, Func< bool > > >
 CVRage.Collections.MyConcurrentQueue< ParallelTasks.Task >
 CVRage.Collections.MyConcurrentQueue< Sandbox.Game.WorldEnvironment.MyProceduralLogicalSector >
 CVRage.Collections.MyConcurrentQueue< SingleMaterialHelper >
 CVRage.Collections.MyConcurrentQueue< VertexInBatchLookup >
 CVRage.Collections.MyConcurrentQueue< VRage.Audio.MySourceVoice >
 CVRage.Collections.MyConcurrentQueue< VRageRender.MyUpdateFrame >
 CVRage.Library.Collections.MyConcurrentSortableQueue< Sandbox.Engine.Voxels.MyPrecalcJob >
 CSandbox.Engine.Utils.MyConfigBase
 CVRage.Game.MyConfigDedicatedData< T >
 CSandbox.Engine.Multiplayer.MyMultiplayerBase.MyConnectedClientData
 CVRageRender.MyConstantsPack
 CVRageRender.Animations.MyConstProperty< bool >
 CVRageRender.Animations.MyConstProperty< float >
 CVRageRender.Animations.MyConstProperty< int >
 CVRageRender.Animations.MyConstProperty< MyTransparentMaterial >
 CVRageRender.Animations.MyConstProperty< string >
 CVRageRender.Animations.MyConstProperty< Vector3 >
 CVRageRender.Animations.MyConstProperty< Vector4 >
 CSandbox.Game.Entities.MyConstructionStockpile
 CSandbox.Engine.Physics.MyPhysics.MyContactPointEvent
 CSandbox.Definitions.GUI.MyGuiSkinDefinition.MyContextMenuStyleDefinition
 CVRageRender.MyContextState
 CSandbox.Engine.Multiplayer.MyControlAckHeaderMessageMsg
 CSandbox.Engine.Multiplayer.MyControlAckMessageMsg
 CSandbox.Engine.Multiplayer.MyControlBanClientMsg
 CSandbox.Graphics.GUI.MyGuiControlBlockInfo.MyControlBlockInfoStyle
 CSandbox.Engine.Multiplayer.MyControlDisconnectedMsg
 CSandbox.Engine.Multiplayer.MyControlKickClientMsg
 CVRage.Game.MyControllerData
 CSandbox.Game.World.MyControllerInfo
 CSandbox.Engine.Multiplayer.MyControlProfilerMsg
 CSandbox.Engine.Multiplayer.MyControlWorldRequestMsg
 CSandbox.Game.GameSystems.MyEntityThrustComponent.MyConveyorConnectedGroup
 CSandbox.Game.GameSystems.Conveyors.MyConveyorSegment
 CVRage.Win32.WinApi.MyCopyData
 CVRage.Render11.GeometryStage2.Culling.MyCpuCulledEntity
 CVRage.Render11.GeometryStage2.Culling.MyCpuFrustumCullPass
 CVRage.Render11.GeometryStage2.Culling.MyCpuFrustumCullPasses
 CSandbox.Game.MyCredits
 CSandbox.Game.MyCreditsDepartment
 CSandbox.Game.MyCreditsNotice
 CSandbox.Game.MyCreditsPerson
 CSandbox.Engine.Voxels.MyCsgShapeBaseShape used in CSG operations in MyCompositeShapeProvider. It can provide signed distance from the surface of the shape as culling if this signed distance will not be within certain range of the surface given a query range. For simple implementation, see MyCsgBox
 CSandbox.Game.Entities.MyCube
 CSandbox.Definitions.MyCubeBlockDefinitionGroup
 CSandbox.Game.Entities.Cube.MyCubeBlockDefinitionWithVariants
 CSandbox.Game.ParticleEffects.MyCubeBlockEffect
 CSandbox.Game.ParticleEffects.MyCubeBlockParticleEffect
 CSandbox.Game.Entities.Cube.MyCubeBuilderGizmo
 CSandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderStateClass that handles cube builder state.
 CSandbox.Definitions.MyCubeDefinition
 CSandbox.Game.Entities.MyCubeGridHitInfo
 CSandbox.Game.Entities.Cube.MyCubeGridMultiBlockInfoHelper data for multiblock in a grid.
 CSandbox.Game.Entities.Cube.MyCubeGridRenderCell
 CSandbox.Game.Entities.Cube.MyCubeGridRenderData
 CSandbox.Game.Entities.Cube.MyCubeGridSystems
 CVRage.MyCubeInstanceData
 CVRageRender.Messages.MyCubeInstanceDecalData
 CSandbox.Game.Entities.MyCubePart
 CVRageMath.MyCuboid
 CVRageMath.MyCuboidSide
 CVRage.Audio.MyCueId
 CVRageRender.MyCullingSmallObjects
 CVRageRender.MyCullProxyContains data used for culling, but should not own any itself
 CVRageRender.MyCullProxy_2
 CVRageRender.MyCullQuery
 CVRage.Noise.Modifiers.MyCurveControlPoint
 CVRage.Render11.Resources.Internal.MyCustomTexture
 CVRage.Game.MyObjectBuilder_CuttingDefinition.MyCuttingPrefab
 CVRage.Game.ModAPI.MyDamageInformationThis structure contains all information about damage being done.
 CSandbox.Game.Entities.Debris.MyDebrisBaseDescriptionDescription of
 CVRage.Utils.MyDebug
 CSandbox.Game.Gui.MyDebugComponent
 CSandbox.Engine.Utils.MyDebugHitCounter
 CSandbox.Engine.Utils.MyConfig.MyDebugInputData
 CVRage.Game.Components.MyDebugRenderComponentBase
 CSandbox.Engine.Utils.MyDebugWorkTracker< T >
 CVRageRender.MyDecalBindingInfo
 CVRageRender.MyDecalConstants
 CVRageRender.MyDecalGlobals
 CVRageRender.MyDecalJob
 CVRageRender.MyDecalMaterial
 CVRageRender.MyDecalMaterialDesc
 CVRageRender.Messages.MyDecalPositionUpdate
 CVRageRender.MyDecalRenderInfo
 CVRageRender.MyDecalTextures
 CVRageRender.Messages.MyDecalTopoData
 CVRage.MyDecalTriangle_Data
 CVRage.Game.MyDefinitionBase
 CMyDefinitionBase
 CVRage.Game.MyDefinitionManagerBase
 CVRage.Game.Definitions.MyDefinitionPostprocessor
 CVRage.Game.MyDefinitionSet
 CVRage.MyDeltaTransformTransform structure for delta-transforms.
 CVRage.Game.VisualScripting.ScriptBuilder.MyDependencyCollector
 CVRage.Collections.MyDeque< T >
 CSandbox.MyDestructionConstants
 CSandbox.Game.MyDestructionParticleSettings
 CSandbox.ModAPI.Ingame.MyDetectedEntityInfo
 CSandbox.Game.Weapons.MyDeviceBase
 CSandbox.Game.Lights.MyDirectionalLight
 CSandbox.Game.Entities.Cube.MyGridPhysics.MyDirtyBlocksInfoInformation about dirty (added, removed,...) blocks.
 CSandbox.Game.Entities.Cube.MyDirtyRegion
 CSandbox.Game.Entities.Cube.MyDisconnectHelper
 CVRage.Utils.MyDiscreteSampler< int >
 CVRage.Utils.MyDiscreteSampler< MyDefinitionId >
 CVRage.Utils.MyDiscreteSampler< Sandbox.Definitions.MySpawnGroupDefinition >
 CVRage.Utils.MyDiscreteSampler< Sandbox.Definitions.VoxelMapChange >
 CVRage.Utils.MyDiscreteSampler< Sandbox.Game.WorldEnvironment.Definitions.MyRuntimeEnvironmentItemInfo >
 CVRageRender.MyDisplayMode
 CVRage.Collections.MyDistributedUpdater< V, T >Class distributing updates on large amount of objects in configurable intervals.
 CVRage.Collections.MyDistributedUpdater< List< IMyReplicable >, IMyReplicable >
 CVRage.Collections.MyDistributedUpdater< List< VRage.Network.IMyReplicable >, VRage.Network.IMyReplicable >
 CVRage.Collections.MyDistributedUpdater< VRage.Collections.CachingList< VRage.Game.Entity.MyEntity >, VRage.Game.Entity.MyEntity >
 CSandbox.Engine.Multiplayer.MyDownloadProfilerResult
 CSandbox.Engine.Multiplayer.MyDownloadWorldResult
 CSandbox.Graphics.GUI.MyDragAndDropEventArgs
 CSandbox.Graphics.GUI.MyDragAndDropInfo
 CSandbox.Graphics.GUI.MyDragAndDropRestriction
 CVRageRender.MyDraw
 CVRage.Render11.GeometryStage2.Rendering.MyDrawableGroupFactory
 CVRage.Profiler.MyDrawArea
 CVRageRender.MyDrawSubmesh
 CVRageRender.MyDrawSubmesh_2
 CSandbox.Game.Weapons.MyDrillBaseCommon code for all drills (both cube blocks on ship and hand drill).
 CSandbox.Game.Weapons.MyDrillCutOut
 CSandbox.Game.Weapons.Guns.MyDrillSensorBase
 CVRageRender.Resources.MyDsvInfo
 CVRageMath.MyDynamicAABBTreeDynamic aabb tree implementation as a prunning structure
 CVRageMath.MyDynamicAABBTreeDDynamic aabb tree implementation as a prunning structure
 CVRage.Render11.Resources.Internal.MyDynamicFileArrayTexture
 CVRage.Generics.MyDynamicObjectPool< T >Dynamic object pool. It's allocate new instance when necessary.
 CVRage.Generics.MyDynamicObjectPool< BoundingFrustumD >
 CVRage.Generics.MyDynamicObjectPool< CellToAddHeapItem >
 CVRage.Generics.MyDynamicObjectPool< List< int > >
 CVRage.Generics.MyDynamicObjectPool< List< MyPassCullResult > >
 CVRage.Generics.MyDynamicObjectPool< List< Sandbox.Game.AI.Pathfinding.MyNavigationPrimitive > >
 CVRage.Generics.MyDynamicObjectPool< List< VRageRender.MyRenderCullResultFlat > >
 CVRage.Generics.MyDynamicObjectPool< MyPrecalcJobPhysicsBatch >
 CVRage.Generics.MyDynamicObjectPool< MyPrecalcJobPhysicsPrefetch >
 CVRage.Generics.MyDynamicObjectPool< MyPrecalcJobRender >
 CVRage.Generics.MyDynamicObjectPool< MySingleInstance >
 CVRage.Generics.MyDynamicObjectPool< PointOfInterest >
 CVRage.Generics.MyDynamicObjectPool< Sandbox.Engine.Physics.MyBreakableShapeCloneJob >
 CVRage.Generics.MyDynamicObjectPool< Sandbox.Game.AI.Pathfinding.MyNavigationTriangle >
 CVRage.Generics.MyDynamicObjectPool< Sandbox.Game.Entities.Cube.MyDepositQuery >
 CVRage.Generics.MyDynamicObjectPool< Work >
 CSandbox.Game.AI.Pathfinding.MyDynamicObstacles
 CSandbox.Definitions.MyEdgeDefinition
 CSandbox.Game.Entities.Cube.MyEdgeInfo
 CSandbox.Definitions.MyEdgeOrientationInfo
 CVRage.Game.MyEdgesModelSet
 CVRage.Audio.MyEffectBank
 CSpaceStatEffect.MyEffectConstants
 CVRage.Game.MyEncounterId
 CSandbox.Engine.Networking.MyEndSessionStatistics
 CVRage.Game.MyEngineConstants
 CVRage.Game.Entity.MyEntitiesInterfaceCallbacks to various MyEntities methods.
 CSandbox.Game.Multiplayer.MyEntityCameraSettings
 CVRage.Game.Components.MyEntityComponentsDebugDraw
 CVRage.MyEntityIdentifier
 CVRageRender.MyEntityMaterialKey
 CSandbox.Game.Entities.Cube.MyEntityOreDeposit
 CSandbox.Game.Replication.MyEntityReplicableBase< MyInventoryBagEntity >
 CSandbox.Game.Replication.MyEntityReplicableBaseEvent< MyCharacter >
 CSandbox.Game.Replication.MyEntityReplicableBaseEvent< MyCubeGrid >
 CSandbox.Game.Replication.MyEntityReplicableBaseEvent< MyFloatingObject >
 CSandbox.Game.Replication.MyEntityReplicableBaseEvent< MyMeteor >
 CSandbox.Game.Replication.MyEntityReplicableBaseEvent< MyRope >
 CSandbox.Game.Replication.MyEntityReplicableBaseEvent< MyVoxelBase >
 CSandbox.Game.Entities.MyEntityStat
 CSandbox.Game.Entities.MyEntityStatRegenEffect
 CSandbox.Game.World.Generator.MyEntityTracker
 CVRageRender.MyEnvironment
 CSandbox.Game.World.MyEnvironmentalParticleLogic.MyEnvironmentalParticle
 CSandbox.Game.World.MyEnvironmentalParticleLogic
 CSandbox.Game.World.MyEnvironmentalParticleLogicFactory
 CVRageRender.MyEnvironmentData
 CSandbox.Game.WorldEnvironment.MyEnvironmentDataView
 CSandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems.MyEnvironmentItemData
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyEnvironmentItemInfo
 CSandbox.Game.WorldEnvironment.Definitions.MyEnvironmentItemMapping
 CSandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems.MyEnvironmentItemsSpawnData
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyEnvironmentItemTypeDefinition
 CVRageRender.MyEnvironmentLightData
 CVRageRender.MyEnvironmentMatrices
 CSandbox.Game.WorldEnvironment.Definitions.MyEnvironmentRule
 CSandbox.Game.Entities.EnvironmentItems.MyEnvironmentSectorArea of environment items where data is instanced.
 CSandbox.Game.WorldEnvironment.MyEnvironmentSectorParameters
 CSandbox.MyErrorReporter
 CSandbox.MyErrorTexts
 CSandbox.Engine.Networking.MyEShop
 CVRage.Game.Components.Session.MyEventBus
 CVRage.Network.MyEventContext
 CVRage.Utils.MyEventSetFrom http://www.wintellect.com/Resources CLR Via C# by Jeffrey Richter
 CVRage.Network.MyEventTable
 CSandbox.Game.MyExplosion
 CSandbox.Game.MyExplosionInfo
 CSandbox.Game.Entities.MyExportModel
 CSandbox.Game.Replication.MyExternalReplicable
 CSandbox.Game.Replication.MyExternalReplicable< T >
 CSandbox.Game.Replication.MyExternalReplicableEvent< MyCraftingComponentBase >
 CSandbox.Game.Replication.MyExternalReplicableEvent< MyInventory >
 CSandbox.Game.Replication.MyExternalReplicableEvent< MyInventoryBase >
 CSandbox.Game.Replication.MyExternalReplicableEvent< MyLogicalEnvironmentSectorBase >
 CSandbox.Game.Replication.MyExternalReplicableEvent< MySyncedBlock >
 CSandbox.Game.Entities.Character.MyFactionChatHistory
 CSandbox.Game.Entities.Character.MyFactionChatItem
 CVRage.Game.MyFactionMember
 CSandbox.Game.Entities.Character.MyFeetIKSettings
 CVRage.Render11.Resources.Internal.MyFileArrayTexture
 CVRage.FileSystem.MyFileHelper
 CVRage.Render11.Resources.MyFileTextureParams
 CVRage.Game.MyFinalBuildConstants
 CSandbox.Engine.Utils.MyFirstPersonCameraController
 CVRageRender.Messages.MyFlareDesc
 CSandbox.Game.Entities.MyFloatingObjectClipboard
 CVRage.Game.MyFogProperties
 CVRageRender.MyFont
 CSandbox.Graphics.MyFontDescription
 CVRage.Game.MyFontEnum
 CSandbox.Game.Entities.Cube.MyFourEdgeInfo
 CSandbox.Definitions.MyDestructionDefinition.MyFracturedPieceDefinition
 CVRageRender.Fractures.MyFractureSettings
 CVRage.Library.Collections.MyFreeList< T >
 CVRageRender.MyFreelist< T >
 CVRageRender.MyFreelist< Data >
 CVRageRender.MyFreelist< InputLayoutInfo >
 CVRageRender.MyFreelist< MyLightInfo >
 CVRageRender.MyFreelist< MyShaderBytecode >
 CVRage.Library.Collections.MyFreeList< THandler >
 CVRageRender.MyFreelist< VRageRender.MyInstanceEntityInfo >
 CVRageRender.MyFreelist< VRageRender.MyInstancingInfo >
 CVRageRender.MyFreelist< VRageRender.MyLodMeshInfo >
 CVRageRender.MyFreelist< VRageRender.MyMaterialProxy_2 >
 CVRageRender.MyFreelist< VRageRender.MyMaterialShadersInfo >
 CVRageRender.MyFreelist< VRageRender.MyMeshInfo >
 CVRageRender.MyFreelist< VRageRender.MyMeshMaterialInfo >
 CVRageRender.MyFreelist< VRageRender.MyMeshPartInfo1 >
 CVRageRender.MyFreelist< VRageRender.MyMeshSectionInfo1 >
 CVRageRender.MyFreelist< VRageRender.MyPerInstanceData >
 CVRageRender.MyFreelist< VRageRender.MyShaderInfo >
 CVRageRender.MyFreelist< VRageRender.MyVertexLayoutInfo >
 CVRageRender.MyFreelist< VRageRender.MyVoxelPartInfo1 >
 CVRageRender.MyFreelist< VRageRender.Resources.MyRwTextureInfo >
 CVRageRender.MyFreelist< VRageRender.Resources.MyTextureInfo >
 CVRageRender.MyFrustumCullQuery
 CVRage.Game.MyFuelConverterInfo
 CMyFunctionalBlock
 CSandbox.Game.GameSystems.ContextHandling.MyGameFocusManagerManages game objects that can be deactivated.
 CSandbox.Engine.Networking.MyGameplayEndAnalytics
 CSandbox.Engine.Networking.MyGameplayStartAnalytics
 CSandbox.Game.MyGameStats
 CVRage.Library.Utils.MyGameTimerGlobal thread-safe timer. Time for update and time for draw must be copied at the beginning of update and draw.
 CSandbox.Definitions.MyOxygenGeneratorDefinition.MyGasGeneratorResourceInfo
 CVRageRender.MyGBuffer
 CSandbox.Game.Entities.Cube.MyAdditionalModelGeneratorBase.MyGeneratedBlockLocation
 CVRage.Render11.Resources.Internal.MyGeneratedTextureFromPattern
 CVRageRender.MyGenericObjectPoolA copy of MyObjectsPool that handles types a little different for the MyObjectPoolManager
 CVRageRender.MyGeometryRenderer
 CVRageRender.MyGeometryTextureSystemReference
 CSandbox.Game.Entities.Cube.MyCubeBuilderGizmo.MyGizmoSpaceProperties
 CVRage.Render11.GeometryStage2.Model.MyGlassMaterial
 CSandbox.Game.Entities.Character.MyGlobalChatHistory
 CSandbox.Game.Entities.Character.MyGlobalChatItem
 CSandbox.Game.World.MyGlobalEventFactory
 CVRageRender.MyGlobalLoddingSettings
 CVRage.Game.ObjectBuilder.MyGlobalTypeMetadata
 CVRageRender.MyFont.MyGlyphInfoInfo for each glyph in the font - where to find the glyph image and other properties
 CSandbox.Game.World.MyGodRaysProperties
 CSandbox.Definitions.MyGpsCollectionDefinition.MyGpsAction
 CSandbox.Definitions.MyGpsCollectionDefinition.MyGpsCoordinate
 CVRageRender.Messages.MyGPUEmitter
 CVRageRender.Messages.MyGPUEmitterData
 CVRageRender.Messages.MyGPUEmitterLight
 CVRageRender.Messages.MyGPUEmitterTransformUpdate
 CSandbox.Engine.Networking.MyGraphicsInfo
 CSandbox.Game.GameSystems.MyGridCameraSystem
 CSandbox.Game.Entities.Cube.MyGridClipboard
 CSandbox.Game.Screens.Helpers.MyGridColorHelper
 CSandbox.Game.Entities.Cube.MyGridContactInfo
 CSandbox.Game.GameSystems.MyGridConveyorSystem
 CSandbox.Game.MyGridExplosionThis class is responsible for calculating damage from explosions It works by recursively raycasting from the point it needs to calculate to the explosion center. It does two types of raycast, 3D DDA raycasts for traversing grids (ships, stations) and Havok raycasts for traversing space between grids. For each block, it builds a stack of blocks that are between it and the explosion center and then calculates the damage for all blocks in this stack. It early exits if it encounters a block that was already calculated.
 CSandbox.Game.GameSystems.MyGridGasSystem
 CSandbox.Game.GameSystems.MyGridGyroSystem
 CSandbox.Game.AI.Pathfinding.MyGridHighLevelHelper
 CSandbox.Game.Entities.Cube.MyAdditionalModelGeneratorBase.MyGridInfo
 CSandbox.Engine.Utils.MyGridIntersection
 CSandbox.Game.GameSystems.MyGridJumpDriveSystem
 CSandbox.Game.GameSystems.MyGridLandingSystem
 CSandbox.Game.Replication.MyGridNetState
 CSandbox.Game.Entities.Cube.MyGridPartsRenderDataHelper class for rendering additional grid models - roof tops, roof edges, etc). Instances must be rotated with ortho matrices only.
 CSandbox.Game.AI.Pathfinding.MyGridPathfinding
 CVRage.Game.ObjectBuilders.Definitions.SessionComponents.MyGridPlacementSettings
 CSandbox.Game.GameSystems.MyGridReflectorLightSystem
 CSandbox.Game.GameSystems.MyGridSelectionSystem
 CSandbox.Game.Entities.MyGridSkeleton
 CSandbox.Game.GameSystems.MyGridWeaponSystem
 CSandbox.Game.GameSystems.MyGridWheelSystem
 CSandbox.Game.GameSystems.MyGroupControlSystem
 CVRage.Game.ObjectBuilders.MyGroupedIds
 CVRage.Groups.MyGroups< TNode, TGroupData >
 CVRage.Groups.MyGroups< MyEntity, MyWeldGroupData >
 CVRage.Groups.MyGroups< MySlimBlock, MyBlockGroupData >
 CVRage.Groups.MyGroups< Sandbox.Game.Entities.MyCubeGrid, MyGridNoDamageGroupData >
 CVRage.Groups.MyGroups< Sandbox.Game.Entities.MyCubeGrid, Sandbox.Game.Entities.MyGridLogicalGroupData >
 CVRage.Groups.MyGroups< Sandbox.Game.Entities.MyCubeGrid, Sandbox.Game.Entities.MyGridPhysicalDynamicGroupData >
 CVRage.Groups.MyGroups< Sandbox.Game.Entities.MyCubeGrid, Sandbox.Game.Entities.MyGridPhysicalGroupData >
 CVRage.Groups.MyGroups< VRage.Game.Entity.MyEntity, Sandbox.Engine.Physics.MyWeldGroupData >
 CVRage.Groups.MyGroupsBase< TNode >
 CVRage.Groups.MyGroupsBase< Sandbox.Game.Entities.MyCubeGrid >
 CVRage.Game.Systems.MyGroupScriptBase
 CSandbox.Graphics.GUI.MyGuiBorderThicknessStructure specifying thickness of each of the 4 borders of a rectangle. Can be used for margin and padding specification.
 CSandbox.Graphics.GUI.MyGuiCompositeTextureComposite texture is built from several parts. Currently there is Top and Bottom which are rendered at their original aspect ratio and size, and Center which fills up space between Top and Bottom.
 CSandbox.Graphics.GUI.MyGuiControlMultilineText.MyGuiControlMultilineSelection
 CVRage.Game.MyGuiCustomVisualStyle
 CSandbox.Game.MyGuidedMissileConstants
 CVRage.Input.MyGuiDescriptor
 CSandbox.Graphics.GUI.MyGUIHelper
 CSandbox.Graphics.GUI.MyGuiHighlightTextureStructure describing texture that consists of normal and highlight version. Also holds information about size of the texture before it was scaled to power of 2 and this size in GUI normalized coordinates.
 CVRage.Input.MyGuiLocalizedKeyboardState
 CSandbox.Graphics.GUI.MyGuiPaddedTextureTexture that also contains padding information.
 CSandbox.Gui.MyGuiProgressCompositeTexture
 CSandbox.Game.MyGUISettings
 CSandbox.Graphics.GUI.MyGuiSizedTextureSimilar to MyGuiHighlightTexture but only contains one texture image.
 CSandbox.Game.GUI.MyGuiSkinManager
 CSandbox.Graphics.GUI.MyGuiSliderProperties
 CSandbox.Graphics.MyGuiManager.MyGuiTextureScreen
 CVRageRender.MyHashHelper
 CVRageRender.Messages.MyHBAOData
 CSandbox.Engine.Voxels.MyHeightDetailTexture
 CSandbox.Engine.Voxels.Planet.MyHeightmapNormal
 CVRage.Game.Components.MyHierarchyComponent< VRage.Game.Entity.MyEntity >
 CSandbox.Game.Screens.MyGuiScreenHighlight.MyHighlightControl
 CSandbox.Game.SessionComponents.MyHighlightSystem.MyHighlightData
 CVRageRender.MyHighlightDesc
 CVRage.Game.ModAPI.MyHitInfo
 CSandbox.Game.Gui.MyHudBlockInfo
 CSandbox.Game.Gui.MyHudCameraInfo
 CSandbox.Game.Gui.MyHudChangedInventoryItems
 CSandbox.Game.Gui.MyHudCharacterInfo
 CSandbox.Game.Gui.MyHudChat
 CSandbox.Game.Gui.MyHudCrosshair
 CVRage.Game.Gui.MyHudEntityParams
 CSandbox.Game.Gui.MyHudGpsMarkers
 CSandbox.Game.Gui.MyHudGravityIndicator
 CSandbox.Game.Gui.MyHudHackingMarkers
 CSandbox.Game.Gui.MyHudLargeTurretTargets
 CSandbox.Game.Gui.MyHudLocationMarkers
 CSandbox.Game.GUI.HudViewers.MyHudMarkerRenderBase
 CSandbox.Game.Gui.MyHudNameValueData
 CSandbox.Game.Gui.MyHudNetgraph
 CSandbox.Game.Gui.MyHudNotificationBase
 CSandbox.Game.Gui.MyHudNotifications
 CSandbox.Game.Gui.MyHudObjectHighlightStyleData
 CSandbox.Game.Gui.MyHudQuestlog
 CSandbox.Game.Gui.MyHudScenarioInfo
 CSandbox.Game.Gui.MyHudScreenEffects
 CSandbox.Game.Gui.MyHudSelectedObject
 CSandbox.Game.Gui.MyHudSelectedObjectStatus
 CSandbox.Game.Gui.MyHudShipInfo
 CSandbox.Game.Gui.MyHudSinkGroupInfo
 CSandbox.Game.Gui.MyHudText
 CSandbox.Game.Gui.MyHudVoiceChat
 CSandbox.Game.Gui.MyHudWarningGroupThis class represents HUD warning group. Only 1 warning can be signalized, from this group.
 CSandbox.Game.Gui.MyHudWorldBorderChecker
 CVRage.Render11.GeometryStage2.Common.MyIDGenerator
 CSandbox.Game.Entities.MyIDModuleThis should be replaced by MyEntityOwnershipComponent
 CVRageRender.MyIDTracker< T >
 CVRageRender.MyIDTracker< MyActor >
 CVRageRender.MyIDTracker< VRageRender.MyInstancingComponent >
 CMyImmediateRC
 CVRage.Render11.Common.MyImmediateRC
 CSandbox.Game.World.MyImpostorProperties
 CVRageRender.MyImpostorProperties
 CVRage.Library.Collections.MyIndexArray< T >Automatically resizing array when accessing index.
 CVRage.Library.Collections.MyIndexedComponentContainer< T >
 CVRage.Library.Collections.MyIndexedComponentContainer< Func< Type, T > >
 CVRage.Library.Collections.MyIndexedComponentContainer< VRageRender.MyActorComponent >
 CVRage.Game.Components.MyIngameScript
 CVRage.Input.MyInput
 CVRage.Game.MyInputParameterSerializationData
 CVRage.MyInstanceData
 CVRageRender.MyInstancedMeshPages
 CSandbox.Game.WorldEnvironment.MyInstancedRenderSector
 CVRageRender.MyInstanceEntityInfo
 CSandbox.Game.Entities.Cube.MyInstanceInfo
 CVRageRender.MyInstanceInfo
 CVRage.Render11.GeometryStage2.Instancing.MyInstanceMaterial
 CVRage.Render11.GeometryStage2.Instancing.MyInstanceMaterialList
 CVRage.Render11.GeometryStage2.Rendering.MyInstancesCounters
 CVRage.Render11.GeometryStage2.Instancing.MyInstanceVisibilityStrategy
 CVRageRender.MyInstancingData
 CVRageRender.MyInstancingInfo
 CVRageRender.MyInstancingMethod
 CVRageRender.MyInstancingTableEntry
 CVRageRender.MyInstancingTest
 CVRage.Library.Utils.MyInterpolationQueue< T >
 CSandbox.Engine.Utils.MyIntersectionResultLineBoundingSphere
 CVRage.Game.Models.MyIntersectionResultLineTriangle
 CVRage.Game.Models.MyIntersectionResultLineTriangleEx
 CVRage.Collections.MyIntervalList
 CSandbox.Game.MyInventoryConstraint
 CSandbox.ModAPI.Ingame.MyInventoryItemFilter
 CSandbox.Game.MyInventoryTransferEventContent
 CSandbox.Engine.Voxels.MyIsoMesherArgs
 CSandbox.Game.Replication.History.MySnapshotHistory.MyItem
 CSandbox.Game.Gui.MyHudChangedInventoryItems.MyItemInfo
 CSandbox.Game.WorldEnvironment.Definitions.MyItemTypeDefinition
 CVRage.Library.Utils.MyIterableComplementSet< MyEnvironmentSector >
 CSandbox.Game.Components.MyRenderComponentCharacter.MyJetpackThrust
 CVRage.Game.MyJetpackThrustDefinition
 CVRage.Input.MyKeyboardBuffer
 CVRage.Input.MyKeyboardState
 CVRage.Input.MyKeyHasher
 CSandbox.Graphics.GUI.MyKeyThrottler
 CSandbox.Engine.Multiplayer.MyLagQueue
 CSandbox.Game.Weapons.Guns.Barrels.MyLargeBarrelBase
 CMyLargeBarrelBase
 CSandbox.Game.AI.MyAgentBot.MyLastActions
 CSandbox.Graphics.GUI.MyLayoutHorizontal
 CSandbox.Graphics.GUI.MyLayoutTable
 CSandbox.Graphics.GUI.MyLayoutVertical
 CVRage.Library.Utils.MyLibraryUtils
 CSandbox.Game.Lights.MyLight
 CVRageRender.Messages.MyLightLayout
 CVRageRender.MyLineHelpers
 CVRageRender.MyLinesBatch
 CVRageMath.MyLineSegmentOverlapResult< T >
 CVRage.Library.Collections.MyListDictionary< int, int >
 CVRage.Library.Collections.MyListDictionary< MyCubeGrid, MyEntity >
 CVRage.Library.Collections.MyListDictionary< MyEnvironmentSector, int >
 CVRage.Library.Collections.MyListDictionary< Sandbox.Game.Entities.MyCubeGrid, BoundingBoxD >
 CSandbox.Engine.Utils.MyLoadingPerformance
 CSandbox.Game.Screens.Helpers.MyLoadingScreenQuote
 CSandbox.Game.Screens.Helpers.MyLobbyHelper
 CSandbox.Engine.Networking.MyLocalCache
 CSandbox.Game.GameSystems.CoordinateSystem.MyLocalCoordSysLocal coord system.
 CSandbox.Engine.Utils.MyLocalityGroupingUse this class to prevent multiple instances close to each other at the same time. Call add instance to test whether instance can be added.
 CVRage.Game.Localization.MyLocalization
 CVRage.Game.Localization.MyLocalizationContextClass designed around an idea of localization contexts. Context can be game, gui screen, mission, campaign or a task. Consists of a multitude of files stored in content folder. Each context can be modded, same way as created.
 CVRage.Render11.GeometryStage2.Model.MyLod
 CVRageRender.Import.MyLODDescriptor
 CSandbox.Game.WorldEnvironment.MyLodEnvironmentItemSet
 CVRage.Render11.GeometryStage2.Model.MyLodInstanceMaterialsStrategy
 CVRageRender.MyLodMesh
 CVRageRender.MyLodMeshInfo
 CVRage.Render11.GeometryStage2.Instancing.MyLodStrategy
 CVRage.Render11.GeometryStage2.Instancing.MyLodStrategyCachedResult
 CVRage.Render11.GeometryStage2.Instancing.MyLodStrategyInfo
 CVRage.Render11.GeometryStage2.Instancing.MyLodStrategyPreprocessor
 CVRage.Utils.MyLog
 CSandbox.Definitions.MyLootBagDefinition
 CVRage.Render11.Common.MyManagers
 CVRage.Game.ObjectBuilders.MyMappedId
 CVRageRender.MyMapping
 CSandbox.Game.Gui.MyMartinInputComponent.MyMarker
 CVRage.Render11.LightingStage.Shadows.MyPostprocessMarkCascades.MyMarkerConstants
 CSandbox.Game.GUI.HudViewers.MyHudMarkerRenderBase.MyMarkerStyle
 CVRageRender.Import.MyMaterialDescriptormaterial params for export
 CSandbox.Definitions.MyMaterialEnvironmentItem
 CVRageRender.MyMaterialMergeGroup
 CVRageRender.MyMaterialProxy_2
 CVRageRender.MyMaterialProxyId
 CVRageRender.MyMaterialShaderInfo
 CVRageRender.MyMaterialShadersBundle
 CVRageRender.MyMaterialShadersBundleId
 CVRageRender.MyMaterialShadersInfo
 CVRageRender.MyMaterialsSettings
 CVRage.Serialization.MyMemberSerializer
 CVRage.Serialization.MyMemberSerializer< TOwner >
 CVRage.Serialization.MyMemberSerializer< T >
 CVRage.Serialization.MyMemberSerializer< TOwner >
 CVRageRender.MyMemory
 CVRage.Utils.MyMemoryLogs.MyMemoryEvent
 CVRage.Utils.MyMemoryLogs
 CSandbox.Engine.Utils.MyMemoryProfiler
 CVRageRender.MyMergeInstancing
 CVRageRender.MyMergeInstancingConstants
 CVRageRender.MyMergeInstancingShaderBundle
 CVRageRender.Models.MyMesh
 CVRageRender.MyMesh
 CVRageRender.MyMeshBuffers
 CVRageRender.MyMeshData
 CVRage.Game.MyMeshHelper
 CVRageRender.MyMeshInfo
 CVRageRender.Models.MyMeshMaterial
 CVRageRender.MyMeshMaterialId
 CVRageRender.MyMeshMaterialInfo
 CVRageRender.MyMeshMaterials1
 CVRageRender.MyMeshPart
 CVRageRender.Import.MyMeshPartInfo
 CVRageRender.MyMeshPartInfo1
 CVRageRender.MyMeshRawData
 CVRageRender.Models.MyMeshSection
 CVRageRender.MyMeshSection
 CVRageRender.Import.MyMeshSectionInfo
 CVRageRender.MyMeshSectionInfo1
 CVRageRender.Import.MyMeshSectionMeshInfo
 CVRageRender.MyMeshSectionPartInfo1
 CVRageRender.MyMeshTableEntry
 CVRageRender.MyMeshTableSrv
 CVRageRender.MyMeshTableSRV
 CVRageRender.MyMeshTableSrv_Entry
 CVRageRender.MyMeshTableSRV_Entry
 CSandbox.Game.World.Triggers.MyMissionTriggers
 CVRage.Render11.GeometryStage2.Model.MyModel
 CVRageRender.Import.MyModelBone
 CVRageRender.Messages.MyModelData
 CVRageRender.Import.MyModelDummy
 CVRageRender.Fractures.MyModelFractures
 CVRageRender.Import.MyModelImporter
 CVRageRender.Import.MyModelInfo
 CVRage.Render11.GeometryStage2.Model.MyModelInstanceMaterialStrategy
 CSandbox.Common.MyModelObj
 CSandbox.Engine.Models.MyModelOctreeNode
 CVRageRender.MyModelProperties
 CVRage.Render11.GeometryStage2.Model.MyModels
 CVRageRender.MyModifiableCloudLayerData
 CVRage.Input.MyMouseState
 CVRage.Game.MyMovementAnimationMapping
 CVRage.Game.MyObjectBuilder_FracturedBlock.MyMultiBlockPart
 CSandbox.Definitions.MyMultiBlockDefinition.MyMultiBlockPartDefinition
 CVRage.Library.Collections.MyMultiKeyDictionary< TKey1, TKey2, TValue >MyMultiKeyDictionary supports value lookups using multiple different keys. When keys can be derived from value, use MultiKeyIndex.
 CVRage.Library.Collections.MyMultiKeyIndex< TKey1, TKey2, TValue >MultiKeyIndex supports value lookups using multiple different keys. The keys must derivable from value, if it's not the case use MultiKeyDictionary.
 CSandbox.Engine.Networking.MyMultipartMessage
 CSandbox.Engine.Networking.MyMultipartSender
 CSandbox.Engine.Multiplayer.MyMultiplayerBattleData
 CSandbox.Engine.Multiplayer.MyMultiplayerHostResult
 CSandbox.Engine.Multiplayer.MyMultiplayerJoinResult
 CVRage.Game.MyMusicCategory
 CSandbox.Game.Audio.MyMusicController
 CVRage.Data.Audio.MyMusicTrack
 CVRage.Render11.GeometryStage2.Model.MyMwmData
 CSandbox.Game.AI.Pathfinding.MyNavgroupLinks
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh
 CSandbox.Game.AI.Pathfinding.MyNavmeshComponentsA helper class to store mapping from triangles (represented by their int index) to components (represented by their int index) and cells (ulong), given following conditions:
 CSandbox.Game.AI.Pathfinding.MyNavmeshCoordinator
 CSandbox.Game.AI.Pathfinding.MyNavmeshManager
 CSandbox.Game.AI.Pathfinding.MyNavmeshOBBsClass that contains the OBBs that are used to obtain tiled mesh (ground and grid), used by Pathfinding
 CSandbox.Engine.Networking.MyNetworkReader
 CSandbox.Engine.Networking.MyNetworkStats
 CSandbox.Game.Multiplayer.MyNetworkTimerReturns continuous server time including network lag For server it's real time, and speed won't ever change
 CVRageRender.MyNewLoddingSettings
 CVRageRender.MyNewPipelineSettings
 CVRage.Game.News.MyNews
 CVRage.Game.News.MyNewsEntry
 CVRage.Game.MyObjectBuilder_ScenarioDefinition.MyOBBattleSettings
 CVRage.Game.MyObjectBuilder_EnvironmentItems.MyOBEnvironmentItemData
 CVRage.Game.MyObjectBuilder_DestructionDefinition.MyOBFracturedPieceDefinition
 CSandbox.Engine.Utils.MyObfuscation
 CVRage.ObjectBuilders.MyObjectBuilder_Base
 CMyObjectBuilder_CubeBlockDefinition
 CVRage.Game.MyObjectBuilder_DeadBodyShape
 CVRage.Game.MyObjectBuilder_Faction
 CVRage.Game.MyObjectBuilder_FactionMember
 CVRage.Game.MyObjectBuilder_FactionRelation
 CVRage.Game.MyObjectBuilder_FactionRequests
 CSandbox.Common.ObjectBuilders.Definitions.MyObjectBuilder_GasGeneratorResourceInfo
 CMyObjectBuilder_GuiControlBase
 CVRage.Game.MyObjectBuilder_InventoryDefinition
 CVRage.Game.MyObjectBuilder_JetpackDefinition
 CVRage.Game.MyObjectBuilder_MyFeetIKSettings
 CVRage.Game.MyObjectBuilder_ProfilerBlock
 CVRage.Game.MyObjectBuilder_SessionComponentMission
 CVRage.Game.MyObjectBuilder_ShadowTexture
 CVRage.ObjectBuilders.MyObjectBuilderSerializer
 CVRage.ObjectBuilders.MyObjectBuilderType
 CVRage.ObjectBuilders.MyObjectFactory< TAttribute, TCreatedObjectBase >
 CVRage.ObjectBuilders.MyObjectFactory< MyAutopilotTypeAttribute, Sandbox.Game.AI.MyAutopilotBase >
 CVRage.ObjectBuilders.MyObjectFactory< MyDefinitionTypeAttribute, VRage.Game.MyDefinitionBase >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.AI.BehaviorTree.MyBehaviorTreeNodeMemoryTypeAttribute, Sandbox.Game.AI.BehaviorTree.MyBehaviorTreeNodeMemory >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.AI.BehaviorTree.MyBehaviorTreeNodeTypeAttribute, Sandbox.Game.AI.BehaviorTree.MyBehaviorTreeNode >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.AI.MyBotTypeAttribute, Sandbox.Game.AI.IMyBot >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.Entities.Cube.MyCubeBlockTypeAttribute, object >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.Entities.MyEntityStatEffectTypeAttribute, Sandbox.Game.Entities.MyEntityStatRegenEffect >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.Screens.Helpers.MyToolbarItemDescriptor, Sandbox.Game.Screens.Helpers.MyToolbarItem >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.World.MyEnvironmentalParticleLogicTypeAttribute, Sandbox.Game.World.MyEnvironmentalParticleLogic >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.World.MyEventTypeAttribute, Sandbox.Game.World.MyGlobalEventBase >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.World.MyWorldGenerator.OperationTypeAttribute, Sandbox.Game.World.MyWorldGeneratorOperationBase >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.World.MyWorldGenerator.StartingStateTypeAttribute, Sandbox.Game.World.MyWorldGeneratorStartingStateBase >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Game.World.Triggers.TriggerTypeAttribute, Sandbox.Game.World.Triggers.MyTrigger >
 CVRage.ObjectBuilders.MyObjectFactory< Sandbox.Graphics.GUI.MyGuiControlTypeAttribute, Sandbox.Graphics.GUI.MyGuiControlBase >
 CVRage.ObjectBuilders.MyObjectFactory< VRage.Game.Components.MyComponentBuilderAttribute, VRage.Game.Components.MyComponentBase >
 CVRage.ObjectBuilders.MyObjectFactory< VRage.Game.Entity.MyEntityTypeAttribute, VRage.Game.Entity.MyEntity >
 CVRage.ObjectBuilders.MyObjectFactory< VRage.ObjectBuilders.MyObjectBuilderDefinitionAttribute, VRage.ObjectBuilders.MyObjectBuilder_Base >
 CSandbox.Game.World.Generator.MyObjectSeed
 CVRage.Game.MyObjectSeedParams
 CVRage.Generics.MyObjectsPool< T >
 CVRage.Generics.MyObjectsPool< List< ISrvBindable > >
 CVRage.Generics.MyObjectsPool< List< string > >
 CVRage.Generics.MyObjectsPool< List< VRage.Render11.GeometryStage2.Instancing.MyLodStrategyCachedResult > >
 CVRage.Generics.MyObjectsPool< MyActor >
 CVRage.Generics.MyObjectsPool< MyBorrowedCustomTexture >
 CVRage.Generics.MyObjectsPool< MyBorrowedDepthStencilTexture >
 CVRage.Generics.MyObjectsPool< MyBorrowedRtvTexture >
 CVRage.Generics.MyObjectsPool< MyBorrowedUavTexture >
 CVRage.Generics.MyObjectsPool< MyCascadeShadowMap >
 CVRage.Generics.MyObjectsPool< MyCustomTexture >
 CVRage.Generics.MyObjectsPool< MyCustomTextureFormat >
 CVRage.Generics.MyObjectsPool< MyDepthArrayTexture >
 CVRage.Generics.MyObjectsPool< MyDepthStencil >
 CVRage.Generics.MyObjectsPool< MyDepthStencilSrv >
 CVRage.Generics.MyObjectsPool< MyDepthTexture >
 CVRage.Generics.MyObjectsPool< MyDynamicFileArrayTexture >
 CVRage.Generics.MyObjectsPool< MyFileArrayTexture >
 CVRage.Generics.MyObjectsPool< MyFileTexture >
 CVRage.Generics.MyObjectsPool< MyGeneratedTextureFromPattern >
 CVRage.Generics.MyObjectsPool< MyLinkedArrayTexture >
 CVRage.Generics.MyObjectsPool< MyRtvArrayTexture >
 CVRage.Generics.MyObjectsPool< MyRtvTexture >
 CVRage.Generics.MyObjectsPool< MySingleShadowmap >
 CVRage.Generics.MyObjectsPool< MySrvTexture >
 CVRage.Generics.MyObjectsPool< MyUavArrayTexture >
 CVRage.Generics.MyObjectsPool< MyUavTexture >
 CVRage.Generics.MyObjectsPool< MyUserGeneratedTexture >
 CVRage.Generics.MyObjectsPool< Sandbox.Game.GameSystems.MyOxygenRoomLink >
 CVRage.Generics.MyObjectsPool< Sandbox.Game.Lights.MyLight >
 CVRage.Generics.MyObjectsPool< Sandbox.Game.MyExplosion >
 CVRage.Generics.MyObjectsPool< Sandbox.Game.Weapons.MyProjectile >
 CVRage.Generics.MyObjectsPool< StringBuilder >
 CVRage.Generics.MyObjectsPool< TResource >
 CVRage.Generics.MyObjectsPool< VRage.CustomRootReader >
 CVRage.Generics.MyObjectsPool< VRage.CustomRootWriter >
 CVRage.Generics.MyObjectsPool< VRage.Game.MyAnimatedParticle >
 CVRage.Generics.MyObjectsPool< VRage.Game.MyParticleEffect >
 CVRage.Generics.MyObjectsPool< VRage.Game.MyParticleGeneration >
 CVRage.Generics.MyObjectsPool< VRage.Game.MyParticleGPUGeneration >
 CVRage.Generics.MyObjectsPool< VRage.Game.MyParticleLight >
 CVRage.Generics.MyObjectsPool< VRage.Game.MyParticleSound >
 CVRage.Generics.MyObjectsPool< VRage.Render11.GeometryStage2.Rendering.MyDepthPass >
 CVRage.Generics.MyObjectsPool< VRageRender.MyCullProxy_2 >
 CVRage.Generics.MyObjectsPoolSimple< T >
 CVRage.Generics.MyObjectsPoolSimple< Sandbox.Game.Gui.MyHudText >
 CVRage.Generics.MyObjectsPoolSimple< VRageRender.MyBillboard >
 CVRage.Game.MyObjectBuilder_MultiBlockDefinition.MyOBMultiBlockPartDefinition
 CVRageRender.MyOcclusionQueryRender
 CSandbox.Game.Utils.MyOctree
 CSandbox.Engine.Voxels.MyOctreeNode
 CSandbox.Game.GUI.DebugInputComponents.MyOndraDebugIntegrity
 CSandbox.Game.GUI.DebugInputComponents.MyOndraDebugIntegrity2
 CVRage.OpenVRWrapper.MyOpenVR
 CVRage.Network.MyReplicationServer.ClientData.MyOrderedPacket
 CSandbox.Game.Entities.Cube.MyOreDepositGroup
 CSandbox.Game.Entities.Cube.MyOreDetectorBase
 CSandbox.Game.Entities.Cube.MyOreDetectorComponent
 CSandbox.Game.World.Generator.MyOreProbability
 CVRage.MyOrientation
 CVRage.Game.MyOutputParameterSerializationData
 CSandbox.Game.GameSystems.MyOxygenBlock
 CSandbox.Game.GameSystems.MyOxygenRoom
 CSandbox.Game.GameSystems.MyOxygenRoomLinkUsed as a pointer so that we can change rooms fast without iterating through all of the blocks
 CSandbox.Game.GameSystems.MyOxygenRoomLinkPool
 CVRageRender.MyPackedIndexer
 CVRageRender.MyPackedIndexerDynamic
 CVRageRender.MyPackedPool< T >
 CVRageRender.MyPackedPool< VRageRender.MyInstancingTableEntry >
 CVRageRender.MyPackedPoolHandle
 CVRage.MyPacket
 CVRage.Network.MyPacketQueue
 CVRage.Replication.MyPacketStatistics
 CVRage.Replication.MyPacketTracker
 CVRage.Game.ObjectBuilders.MyParameterAnimTreeNodeMappingHelper struct: parameter mapping.
 CVRageRender.Animations.MyAnimationTreeNodeMix1D.MyParameterNodeMapping
 CVRage.Game.MyParameterValue
 CVRageRender.MyParent
 CVRage.Render11.GeometryStage2.Model.MyPart
 CSandbox.Game.World.MyParticleDustProperties
 CVRage.Game.MyParticleEffect
 CVRage.Game.MyParticleEmitter
 CVRage.Game.MyParticleLight
 CVRage.Game.MyParticlesLibrary
 CVRage.Game.MyParticleSound
 CVRage.Render11.Tools.MyStatsUpdater.MyPasses
 CVRageRender.MyPassLocals
 CVRageRender.MyPassLoddingSetting
 CVRageRender.MyPassStats
 CVRage.Algorithms.MyPath< Sandbox.Game.AI.Pathfinding.MyNavigationPrimitive >
 CVRage.Algorithms.MyPathFindingSystem< IMyConveyorEndpoint >
 CVRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >
 CVRage.Parallelization.MyPausableJobAllows to pause one thread at exact points
 CVRage.Replication.MyPendingReplicable
 CVRageRender.MyPerformanceCounter.MyPerAppLifetime
 CVRageRender.Utils.Stats.MyPerAppLifetime
 CVRageRender.MyPerformanceCounter.MyPerCameraDraw
 CVRageRender.MyPerInstanceData
 CVRageRender.MyPerMaterialData
 CVRageRender.MyPerMeshInstancing
 CSandbox.Game.Multiplayer.MyPerPlayerData
 CSandbox.Game.AI.BehaviorTree.MyPerTreeBotMemory
 CSandbox.Common.ObjectBuilders.Definitions.MyPhysicalModelItem
 CVRage.Game.ObjectBuilders.Components.MyObjectBuilder_PirateAntennas.MyPirateDrone
 CVRage.Game.ObjectBuilders.Definitions.SessionComponents.MyPlacementSettings
 CVRage.Utils.MyPlane
 CVRage.Game.MyPlanetAnimal
 CVRage.Game.MyPlanetAnimalSpawnInfo
 CVRage.Game.MyPlanetAtmosphere
 CVRage.Game.MyPlanetDistortionDefinition
 CSandbox.Definitions.MyPlanetEnvironmentalSoundRule
 CVRage.Game.MyPlanetEnvironmentItemDef
 CSandbox.Definitions.MyPlanetEnvironmentMapping
 CSandbox.Game.Entities.MyPlanetInitArguments
 CVRage.Game.MyPlanetMaps
 CVRage.Game.MyPlanetMaterialBlendSettings
 CVRage.Game.MyPlanetMaterialLayer
 CSandbox.Engine.Voxels.MyPlanetMaterialProvider
 CSandbox.Engine.Networking.MyPlanetNamesData
 CVRage.Game.MyPlanetOreMapping
 CSandbox.Game.Entities.Planet.MyPlanetSectorId
 CSandbox.Engine.Voxels.MyPlanetShapeProvider
 CVRage.Game.MyPlanetSurfaceDetail
 CSandbox.Game.Entities.Character.MyPlayerChatHistory
 CSandbox.Game.Entities.Character.MyPlayerChatItem
 CVRageRender.Utils.MyPolygon
 CVRageRender.Utils.MyPolygonBoolOps
 CVRage.Utils.MyPolyLine
 CVRage.Utils.MyPolyLineD
 CVRage.MyPositionAndOrientation
 CVRageRender.MyPostprocessSettings
 CSandbox.Engine.Voxels.MyPrecalcJob
 CSandbox.Game.World.Generator.MyProceduralCell
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyProceduralEnvironmentMapping
 CSandbox.Game.World.Generator.MyProceduralWorldModule
 CSandbox.Engine.Networking.MyProcessStartAnalytics
 CSandbox.Common.ObjectBuilders.Definitions.MyObjectBuilder_OxygenFarmDefinition.MyProducedGasInfo
 CSandbox.ModAPI.MyProductionQueueItem
 CVRage.Profiler.MyProfilerPart of MyRenderProfiler, this is per-thread profiler
 CVRage.Profiler.MyProfilerBlock
 CVRage.Profiler.MyProfilerBlock.MyProfilerBlockObjectBuilderInfo
 CVRage.Profiler.MyProfiler.MyProfilerObjectBuilderInfo
 CSandbox.Game.Weapons.MyProjectile
 CVRage.Render11.LightingStage.Shadows.MyProjectionInfo
 CVRageMath.MyQuad
 CVRageMath.MyQuadD
 CVRage.Game.Models.MyQuantizedBvhAllTrianglesResult
 CVRage.Game.Models.MyQuantizedBvhResult
 CVRage.Utils.MyQuantizer
 CVRageRender.MyQuery
 CVRage.Collections.MyQueue< T >Allows access to queue by index Otherwise implementation is similar to regular queue
 CVRage.Collections.MyQueue< Item >
 CVRage.Collections.MyQueue< long >
 CVRage.Collections.MyQueue< MyRenderMessageBase >
 CVRage.Collections.MyQueue< ObjectKey >
 CVRage.Collections.MyQueue< Sandbox.Engine.Utils.MyDebugHitCounter.Sample >
 CVRage.Collections.MyQueue< Sandbox.Engine.Voxels.MyVoxelDataRequest >
 CVRage.Collections.MyQueue< uint >
 CSandbox.Engine.Physics.MyRagdollMapperMaps Ragdoll instance to Character Bones
 CVRage.Library.Utils.MyRandomOriginal C# implementation which allows settings the seed.
 CVRage.Render11.GeometryStage2.Rendering.MyRawDrawableGroup
 CSandbox.Game.MyGridExplosion.MyRaycastDamageInfo
 CVRageRender.MyRCStats
 CSandbox.Game.GameSystems.Electricity.MyRechargeSocket
 CVRage.Utils.MyRectangle2D
 CSandbox.Game.Gui.MyDebugComponent.MyRef< T >
 CSandbox.Game.Gui.MyDebugComponent.MyRef< bool >
 CVRageRender.MyRender
 CVRageRender.MyRender11
 CVRageRender.MyRenderableProxyContains data needed to render an actor or part of it. Does not own any data
 CVRageRender.MyRenderableProxy_2Renderable proxies for merge-instancing
 CVRageRender.MyRenderBatchPart
 CSandbox.Engine.Voxels.MyRenderCellBuilder
 CVRageRender.MyRenderContext
 CVRageRender.MyRenderContextAnnotation
 CVRage.Render11.RenderContext.Internal.MyRenderContextState
 CVRageRender.MyRenderCullResultFlat
 CVRage.MyRenderCustomMaterialData
 CVRageRender.Messages.MyRenderDebugOverrides
 CVRageRender.MyRendererBase
 CVRageRender.Messages.MyRenderFogSettings
 CVRageRender.MyRenderingPass
 CVRageRender.MyRenderingWorkItem
 CVRageRender.MyRenderInstanceInfo
 CVRageRender.MyRenderLod
 CVRageRender.MyRenderLodInfo
 CVRageRender.MyRenderMeshInfo
 CMyRenderMessageBase
 CVRageRender.Messages.MyRenderMessageBase
 CSandbox.MyRenderProfiler
 CVRage.Profiler.MyRenderProfilerProvides profiling capability
 CVRage.Render11.Profiler.Internal.MyRenderProfilerLineBatch
 CVRageRender.MyRenderQualityProfile
 CVRageRender.MyRenderSettingsSettings for whole render. To make settings per draw, use RenderSetup
 CVRageRender.ExternalApp.MyRenderThread
 CVRage.MyRenderThread
 CVRage.MyRenderVoxelMaterialData
 CVRage.Replication.MyReplicableClientData
 CSandbox.Game.Replication.MyReplicableFactory
 CVRage.Replication.MyReplicables
 CVRage.Network.MyReplicationLayerBase
 CVRage.Game.Components.MyResourceSinkInfo
 CSandbox.Game.EntityComponents.MyResourceSourceInfo
 CVRageRender.Animations.MyAnimationController.MyResultBonesPoolSimple pool allocator for bone results.
 CSandbox.Graphics.GUI.MyRichLabel
 CSandbox.Graphics.GUI.MyRichLabelLine
 CSandbox.Graphics.GUI.MyRichLabelPart
 CVRage.Noise.MyRNG! TODO AR : measure times & values againts System.Random
 CSandbox.Game.Components.MyRopeAttacher
 CSandbox.Game.Components.MyRopeData
 CVRage.Common.Utils.MyRSA
 CVRageRender.Resources.MyRtvInfo
 CSandbox.Game.WorldEnvironment.Definitions.MyRuntimeEnvironmentItemInfo
 CVRageRender.MyRuntimeMeshPersistentInfo
 CVRage.ObjectBuilders.MyRuntimeObjectBuilderId
 CVRageRender.Messages.MyRuntimeSectionInfo
 CVRageRender.Resources.MyRwTextureInfo
 CVRageRender.MyScreenDecal
 CVRageRender.MyScreenshot
 CSandbox.Graphics.GUI.MyDX9Gui.MyScreenShot
 CSandbox.Graphics.MyGuiManager.MyScreenShot
 CVRage.Scripting.MyScriptCompilerProvides a compiler for scripts, with support for a type whitelist and instruction counting.
 CSandbox.Game.World.MyScriptManager
 CSandbox.Graphics.GUI.MyScrollbar
 CVRage.Render11.GeometryStage2.Model.MySection
 CSandbox.Game.World.MySectorLodding
 CVRage.Game.MySerializablePlanetEnvironmentalSoundRule
 CVRage.Serialization.MySerializeInfo
 CVRage.Serialization.MySerializer
 CVRage.Serialization.MySerializer< BitReaderWriter >
 CVRage.Serialization.MySerializer< bool >
 CVRage.Serialization.MySerializer< Byte >
 CVRage.Serialization.MySerializer< Color >
 CVRage.Serialization.MySerializer< DBNull >
 CMySerializer< Dictionary< TKey, TValue >>
 CVRage.Serialization.MySerializer< double >
 CVRage.Serialization.MySerializer< float >
 CVRage.Serialization.MySerializer< Guid >
 CVRage.Serialization.MySerializer< Half >
 CMySerializer< HashSet< TItem >>
 CVRage.Serialization.MySerializer< Int16 >
 CVRage.Serialization.MySerializer< Int32 >
 CVRage.Serialization.MySerializer< Int64 >
 CMySerializer< List< TItem >>
 CVRage.Serialization.MySerializer< MyStringHash >
 CVRage.Serialization.MySerializer< Quaternion >
 CVRage.Serialization.MySerializer< SByte >
 CVRage.Serialization.MySerializer< string >
 CVRage.Serialization.MySerializer< T >
 CVRage.Serialization.MySerializer< T?>
 CVRage.Serialization.MySerializer< TEnum >
 CVRage.Serialization.MySerializer< TItem >
 CVRage.Serialization.MySerializer< TItem[]>
 CVRage.Serialization.MySerializer< TKey >
 CVRage.Serialization.MySerializer< TMember >
 CVRage.Serialization.MySerializer< TValue >
 CVRage.Serialization.MySerializer< UInt16 >
 CVRage.Serialization.MySerializer< UInt32 >
 CVRage.Serialization.MySerializer< UInt64 >
 CSandbox.Engine.Multiplayer.MyServerDebugCommands
 CSandbox.Game.World.MySessionCompatHelper
 CMySessionComponentBase
 CSandbox.Game.World.MySessionSnapshot
 CVRage.Render11.GeometryStage2.Rendering.MyShaderBundle
 CVRage.Render11.Shader.MyShaderIdentity
 CVRageRender.MyShaderInfo
 CVRageRender.MyShaderMaterial
 CVRageRender.MyShaderPass
 CVRageRender.MyShaderStreamOutputInfo
 CVRageRender.MyShadowConstants
 CVRage.Render11.LightingStage.Shadows.MyShadowmapQuery
 CVRageRender.MyShadowsSettings
 CVRage.Render11.LightingStage.Shadows.MyShadowVolume
 CVRageRender.MyShapesRenderer
 CVRageRender.MySharedDataData shared between render and update
 CSandbox.ModAPI.Ingame.MyShipMass
 CSandbox.ModAPI.Ingame.MyShipVelocities
 CVRageMath.MyShort4
 CVRage.MySimpleProfilerA simple performance profiler intended to show players information about which area of the game is slowing it down
 CVRage.MySimpleProfiler.MySimpleProfilingBlock
 CVRage.Utils.MySingleCrypto
 CSandbox.Game.Entities.MyCubeGrid.MySingleOwnershipRequest
 CVRage.Utils.MySingleProgramInstance
 CVRage.Collections.MySinglyLinkedList< Sandbox.Game.GameSystems.Conveyors.MyConveyorPacket >
 CVRageRender.Messages.MySkeletonBoneDescription
 CSandbox.Graphics.GUI.MyGuiControlTextbox.MySkipCombination
 CVRage.Collections.MySlidingWindow< T >
 CSandbox.Game.Replication.History.MySnapshot
 CSandbox.Game.Replication.History.MySnapshotHistory
 CSandbox.Game.Replication.History.MySnapshotSyncSetup
 CVRage.Data.Audio.MySoundData
 CSandbox.Game.Entities.MySoundPair
 CSandbox.Engine.Audio.MySourceVoice
 CVRage.Audio.MySourceVoicePool
 CSandbox.Engine.Audio.MySourceVoicePool
 CSandbox.Game.GameSystems.MySpaceStrafeData
 CSpaceEngineers.Game.World.Generator.MySpaceWorldGenerator
 CVRage.Generics.MySparseGrid< HkMassElement, MassCellData >
 CSandbox.Engine.Voxels.MySparseOctree
 CVRage.MySpectator
 CVRageRender.Messages.MySpotLightLayout
 CVRageRender.MySpritesBatch
 CVRageRender.MySpritesContext
 CVRageRender.Resources.MySrvInfo
 CVRageRender.MySrvTable
 CVRageRender.MySSAOSettings
 CVRageRender.MyStageBinding
 CVRageRender.MyStageSrvBinding
 CVRage.Render11.GeometryStage2.Model.MyStandardMaterial
 CSandbox.Engine.Networking.MyStartSessionStatistics
 CSandbox.Game.MyStatLogic.MyStatAction
 CVRage.Network.MyStateDataEntry
 CSandbox.Game.MyStatLogic.MyStatEfficiencyModifier
 CVRage.Generics.MyStateMachineImplementation of generic multistate state machine. Is able to run multiple independent cursors at once updated with every update call. Use cursors as access point to active states.
 CVRage.Generics.MyStateMachineCursor
 CVRage.Generics.MyStateMachineNodeNode of the state machine.
 CVRage.Generics.MyStateMachineTransitionDefinition of transition to some node.
 CVRage.Generics.MyStateMachineTransitionWithStartPair holding transition and its starting node.
 CSandbox.Game.MyStatLogic
 CSandbox.Game.MyStatLogic.MyStatRegenModifier
 CVRage.Stats.MyStats
 CVRage.Render11.Tools.MyStatsUpdater
 CSandbox.Game.SessionComponents.MySteamAchievementBase
 CSandbox.Engine.Networking.MySteamUGC
 CSandbox.Engine.Networking.MySteamWebAPI
 CSandbox.Engine.Networking.MySteamWorkshop
 CSandbox.Game.AI.Navigation.MySteeringBase
 CVRageRender.MyStereoRender
 CSandbox.Game.Entities.MyStockpileItem
 CVRage.Voxels.MyStorageData
 CSandbox.Game.Replication.MyStreamingEntityStateGroup< Sandbox.Game.Replication.MyCubeGridReplicable >
 CSandbox.Game.Replication.MyStreamingEntityStateGroup< Sandbox.Game.Replication.MyVoxelReplicable >
 CVRage.Utils.MyStringIdGenerates unique IDs for strings. When used as key for hash tables (Dictionary or HashSet) always pass in MyStringId.Comparer, otherwise lookups will allocate memory! Never serialize to network or disk!
 CSandbox.Game.GameSystems.StructuralIntegrity.MyStructuralIntegrity
 CSandbox.Game.AI.Navigation.MyStuckDetection
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.MySubBlockDefinition
 CVRage.Game.MyObjectBuilder_CubeBlock.MySubBlockId
 CVRageRender.MySubmeshInfo
 CVRageRender.Resources.MySubresourceId
 CVRage.Game.MySunProperties
 CSandbox.Game.WorldEnvironment.MySurfaceParams
 CVRage.Collections.MySwapQueue
 CVRage.Collections.MySwapQueue< T >Holds three objects in safe manner, use when Reader requires only last valid data. One object is used for reading, one for writing and third is used as buffer, so reader/writer don't have to wait on the other.
 CVRage.Collections.MySwapQueue< byte[]>
 CVRage.Collections.MySwapQueue< HashSet< uint > >
 CVRage.Collections.MySwapQueue< VRageRender.MyBillboardBatch< VRageRender.MyBillboard > >
 CVRage.Collections.MySwapQueue< VRageRender.MyBillboardBatch< VRageRender.MyTriangleBillboard > >
 CSandbox.Game.Multiplayer.MySyncDamage
 CVRage.Network.MySyncedBase< bool >
 CVRage.Network.MySyncedBase< float >
 CVRage.Network.MySyncedBase< int >
 CVRage.Network.MySyncedBase< Quaternion >
 CVRage.Network.MySyncedBase< string >
 CVRage.Network.MySyncedBase< Vector3 >
 CVRage.Network.MySyncedBase< Vector3D >
 CSandbox.Game.Multiplayer.MySyncGlobal
 CSandbox.Game.Entities.MySyncGridThrustState
 CVRage.Network.MySynchronizedTypeInfoType descriptor for synchronized type.
 CSandbox.Game.Multiplayer.MySyncLayer
 CSandbox.Game.Gui.MyTerminalAction< TBlock >
 CMyTerminalBlock
 CSandbox.Game.Replication.MyTerminalBlockData
 CSandbox.Game.Gui.MyTerminalChatController
 CSandbox.Game.Gui.MyTerminalControlButton< Sandbox.Game.Entities.MyConveyorSorter >
 CSandbox.Game.Gui.MyTerminalControlButton< SpaceEngineers.Game.Entities.Blocks.MySoundBlock >
 CSandbox.Game.Gui.MyTerminalControlCombobox< Sandbox.Game.Entities.MyConveyorSorter >
 CSandbox.Game.Gui.MyTerminalControlCombobox< Sandbox.Game.Entities.MyRemoteControl >
 CVRage.ModAPI.MyTerminalControlComboBoxItem
 CSandbox.Game.Gui.MyTerminalControlListbox< Sandbox.Game.Entities.MyConveyorSorter >
 CVRage.ModAPI.MyTerminalControlListBoxItemThis is a listbox item in a list box terminal control
 CSandbox.Game.Gui.MyTerminalControlOnOffSwitch< Sandbox.Game.Entities.MyConveyorSorter >
 CSandbox.Game.Gui.MyTerminalControlPanel
 CSandbox.Game.Gui.MyTerminalControlSlider< SpaceEngineers.Game.Entities.Blocks.MySoundBlock >
 CSandbox.Game.Gui.MyTerminalFactionController
 CSandbox.Game.Gui.MyTerminalGpsController
 CSandbox.Game.Gui.MyTerminalInfoController
 CSandbox.Game.Gui.MyTerminalInventoryController
 CSandbox.Game.Gui.MyTerminalProductionController
 CSandbox.Game.Screens.Terminal.MyTerminalPropertiesController
 CSandbox.Game.Screens.Terminal.Controls.MyTerminalValueControl< TBlock, bool >
 CSandbox.Game.Screens.Terminal.Controls.MyTerminalValueControl< TBlock, Color >
 CSandbox.Game.Screens.Terminal.Controls.MyTerminalValueControl< TBlock, float >
 CSandbox.Game.Screens.Terminal.Controls.MyTerminalValueControl< TBlock, StringBuilder >
 CSandbox.Graphics.MyTextureAtlasItem
 CSandbox.Engine.Utils.MyTextureAtlasUtils
 CVRageRender.Messages.MyTextureChange
 CVRageRender.Resources.MyTextureInfo
 CVRage.Render11.Resources.MyTextureStatistics
 CSandbox.Definitions.MyTileDefinition
 CSandbox.Engine.Voxels.MyTileTexture< Pixel >
 CSandbox.Engine.Voxels.MyTileTexture< byte >
 CVRage.Library.Utils.MyTimeSpanHi-resolution time span. Beware: the resolution can be different on different systems!
 CSandbox.Game.Replication.MyTimestampHelper
 CVRage.Render11.Tools.MyStatsUpdater.MyTimestamps
 CSandbox.Game.Replication.MyTimeStampValues
 CSandbox.Definitions.MyToolActionDefinition
 CVRage.Game.MyObjectBuilder_ToolItemDefinition.MyToolActionDefinition
 CVRage.Game.MyObjectBuilder_ToolItemDefinition.MyToolActionHitCondition
 CSandbox.Game.Screens.Helpers.MyToolbar
 CSandbox.Game.Multiplayer.MyToolBarCollection
 CSandbox.Game.Screens.Helpers.MyToolbarItem
 CSandbox.Definitions.MyToolHitCondition
 CSandbox.Graphics.GUI.MyToolTips
 CMinerWars.AppCode.Game.Trailer.MyTrailerXml
 CMinerWars.AppCode.Game.Trailer.MyTrailerXmlAnimation
 CMinerWars.AppCode.Game.Trailer.MyTrailerXmlAnimationShip
 CVRageMath.MyTransform
 CVRageMath.MyTransformD
 CVRage.Game.MyTransparentGeometry
 CVRageRender.MyTransparentMaterial
 CSandbox.Engine.Multiplayer.MyTransportLayer
 CSandbox.Game.Entities.MyTrashRemovalSettings
 CSandbox.Graphics.GUI.MyTreeView
 CSandbox.Engine.Utils.MyTriangleDefines a 3d triangleVertexes. Each edge goes from the origin. Cross(edge0, edge1) gives the triangleVertexes normal.
 CVRage.MyTriangle_BoneIndicesWeigths
 CVRage.MyTriangle_Colors
 CVRage.MyTriangle_Coords
 CVRage.MyTriangle_Normals
 CVRage.Utils.MyTriangle_Vertex_Normal
 CVRage.Utils.MyTriangle_Vertex_Normals
 CVRage.Utils.MyTriangle_Vertex_Normals_Tangents
 CVRage.MyTriangle_Vertices
 CVRage.Game.Models.MyTriangleVertexIndicesstructure used to set up the mesh
 CSandbox.Game.GameSystems.MyTriggerManipulator
 CVRage.MyTryConnectHelper
 CVRage.MyTuple
 CVRage.MyTuple< T1, T2, T3, T4, T5 >
 CVRage.MyTuple< T1, T2 >
 CVRage.MyTuple< T1, T2, T3, T4 >
 CVRage.MyTuple< T1, T2, T3 >
 CVRage.MyTuple< T1, T2, T3, T4, T5, T6 >
 CVRage.MyTuple< T1 >
 CVRage.MyTuple< int, int >
 CVRage.MyTuple< MySinkGroupData, MySourceGroupData >
 CVRage.MyTupleComparer< T1, T2 >Use this as a custom comparer for the dictionaries, where the tuple is a key
 CVRage.Game.MyTutorialDescription
 CSandbox.Engine.Utils.MyTutorialHelper
 CVRage.Network.MyTypeTable
 CVRageRender.Resources.MyUavInfo
 CVRage.Algorithms.MyUnionFindFast representation for disjoint sets
 CVRage.Collections.MyUniqueList< T >
 CVRage.Collections.MyUniqueList< Sandbox.Game.Gui.ITerminalAction >
 CVRage.Collections.MyUniqueList< Sandbox.Game.Gui.ITerminalControl >
 CVRageRender.MyUpdateData
 CVRageRender.MyUpdateFrameContains data produced by update frame, sent to render in thread-safe manner
 CSandbox.Game.Entities.MyUpgradableBlockComponent
 CSpaceEngineers.ObjectBuilders.Definitions.MyUpgradeModuleInfoModule upgrade information
 CVRageMath.MyUShort4
 CSandbox.Game.Localization.MyUtilKeyToString
 CSandbox.Engine.Utils.MyUtilRandomVector3ByDeviatingVector
 CVRage.Utils.MyValueFormatter
 CVRage.Game.MyVariableIdentifier
 CVRageRender.Animations.MyAnimationVariableStorageHints.MyVariableNameHint
 CVRageMath.Spatial.MyVector3DGrid< T >
 CVRageMath.Spatial.MyVector3DGrid< SpawnInfo >
 CVRageMath.Spatial.MyVector3DGrid< SpawnTimeoutInfo >
 CVRageMath.Spatial.MyVector3Grid< T >
 CVRageMath.Spatial.MyVector3Grid< int >
 CVRageMath.Spatial.MyVector3Grid< Sandbox.Game.AI.Pathfinding.MyVoxelConnectionHelper.OuterEdgePoint >
 CVRage.Utils.MyVersion
 CVRage.MyVertex_BoneIndicesWeights
 CVRageRender.Vertex.MyVertexFormat2DPosition
 CVRageRender.Vertex.MyVertexFormatCubeInstance
 CVRageRender.Vertex.MyVertexFormatGenericInstance
 CVRageRender.Vertex.MyVertexFormatNormal
 CVRageRender.Vertex.MyVertexFormatPosition
 CVRageRender.Vertex.MyVertexFormatPosition2Texcoord
 CVRageRender.Vertex.MyVertexFormatPositionColor
 CVRageRender.Vertex.MyVertexFormatPositionH4
 CVRageRender.Vertex.MyVertexFormatPositionHTextureH
 CVRageRender.Vertex.MyVertexFormatPositionPackedColor
 CVRageRender.Vertex.MyVertexFormatPositionSkinning
 CVRageRender.Vertex.MyVertexFormatPositionTexcoordNormalTangent
 CVRageRender.Vertex.MyVertexFormatPositionTextureH
 CVRageRender.Vertex.MyVertexFormatPositionTextureSkinning
 CVRageRender.Vertex.MyVertexFormatSpritePositionTextureColor
 CVRageRender.Vertex.MyVertexFormatSpritePositionTextureRotationColor
 CVRageRender.Vertex.MyVertexFormatTexcoordNormalTangent
 CVRageRender.Vertex.MyVertexFormatTexcoordNormalTangentTexindices
 CVRageRender.Vertex.MyVertexFormatVoxel
 CVRage.MyVertexFormatVoxelSingleData
 CVRage.MyVertexFormatVoxelSingleData2
 CVRageRender.MyVertexInput
 CVRageRender.MyVertexInputComponent
 CVRageRender.MyVertexLayoutInfo
 CVRageRender.MyVideoFactory
 CVRageRender.MyViewport
 CVRageRender.MyViewTransformation
 CVRageRender.MyVisibilityCuller
 CVRage.Game.VisualScripting.MyVisualScriptBuilderCreates class syntax for provided file
 CVRage.Game.VisualScripting.ScriptBuilder.Nodes.MyVisualSyntaxNode
 CVRageRender.MyVoxelCellInfo
 CSandbox.Game.Entities.MyVoxelClipboard
 CSandbox.Game.AI.Pathfinding.MyVoxelConnectionHelper
 CSandbox.Engine.Voxels.MyVoxelDataRequest
 CSandbox.Engine.Voxels.MyVoxelGeometry
 CSandbox.Game.AI.Pathfinding.MyVoxelHighLevelHelper
 CVRage.Game.MyVoxelMapModifierChange
 CVRage.Game.MyVoxelMapModifierOption
 CVRageRender.MyVoxelMaterial1
 CVRageRender.MyVoxelMaterialConstants
 CVRageRender.MyVoxelMaterialDetailSet
 CVRageRender.MyVoxelMaterialEntry
 CSandbox.Engine.Voxels.MyVoxelMaterialRequestHelper
 CVRage.Render11.GeometryStage.Materials.MyVoxelMaterialsConstantBuffer
 CVRageRender.MyVoxelMaterialTriple
 CSandbox.Definitions.MyVoxelMiningDefinition
 CVRage.Game.MyObjectBuilder_ToolItemDefinition.MyVoxelMiningDefinition
 CVRageRender.MyVoxelMultiMaterialConstants
 CVRageRender.MyVoxelPartInfo1
 CSandbox.Game.AI.Pathfinding.MyVoxelPathfinding
 CSandbox.Engine.Utils.MyVoxelSegmentation
 CSandbox.Engine.Voxels.MyVoxelTriangle
 CSandbox.Engine.Voxels.MyVoxelVertex
 CVRage.Game.MyVRageConstantsAll common constants for use in game engine. Note: The name is probably temporary - avoiding colision with Sandbox.Engine.Utils during sandbox removement. I guess it can be renamed to MyConstants once we are finished with sandbox deletion.
 CVRage.Game.VisualScripting.ScriptBuilder.MyVSCompiler
 CVRage.Game.VisualScripting.ScriptBuilder.MyVSPreprocessor
 CVRage.Game.VisualScripting.MyVSStateMachineManager
 CSandbox.Engine.Audio.MyWaveFormat
 CSandbox.ModAPI.Ingame.MyWaypointInfoProvides basic information about a waypoint.
 CSandbox.Definitions.MyWeaponDefinition.MyWeaponAmmoData
 CSandbox.Definitions.MyWeaponDefinition.MyWeaponEffect
 CSandbox.Game.Weapons.MyWeaponPropertiesWrapper
 CVRage.Generics.MyWeightDictionary< T >Contains items of any type. Each item has weight (float value). Allows to get item based on weight.
 CSandbox.Engine.Physics.MyPhysicsBody.MyWeldInfo
 CSandbox.Gui.MyWikiMarkupParser
 CVRageRender.Utils.MyWingedEdgeMesh
 CSandbox.Engine.Networking.MySteamWorkshop.MyWorkshopPathInfo
 CSandbox.Engine.Voxels.MyWorkTracker< MyCellCoord, MyPrecalcJobPhysicsPrefetch >
 CSandbox.Engine.Voxels.MyWorkTracker< UInt64, MyPrecalcJobRender >
 CSandbox.Engine.Voxels.MyWorkTracker< ulong, MyPrecalcJobRender >
 CSandbox.Engine.Voxels.MyWorkTracker< VRage.Game.MyDefinitionId, Sandbox.Engine.Physics.MyBreakableShapeCloneJob >
 CSandbox.Game.World.MyWorldGenerator
 CSandbox.Game.World.MyWorldGeneratorOperationBase
 CSandbox.Game.World.MyWorldGeneratorStartingStateBase
 CSandbox.Game.World.MyWorldInfo
 CSandbox.Engine.Voxels.MyWrappedCubemap< FaceFormat >
 CMyWrappedCubemap< MyCubemapData< byte >>
 CSandbox.Engine.Voxels.MyWrappedCubemap< MyHeightmapFace >
 CSandbox.Engine.Audio.MyX3DAudio
 CVRage.Audio.X3DAudio.MyX3DAudio
 CVRage.MyXmlSerializerBase< TStruct >
 CVRage.MyXmlSerializerManager
 CVRage.Compression.MyZipArchiveReflection
 CVRage.Compression.MyZipFileInfo
 CVRage.Compression.MyZipFileInfoReflection
 CSandbox.Graphics.GUI.MyGuiControlBase.NameChangedArgs
 CVRage.Audio.NativeSourceVoice.NativeAudioBuffer
 CVRage.Native.NativeCallHelper< TDelegate >
 CVRage.Audio.NativeSourceVoiceNative wrapper for source voice. It's not ref counted, no need to call Release or Dispose.
 CSandbox.Game.Gui.MyHudNetgraph.NetgraphLineData
 CSandbox.Engine.Multiplayer.NetworkStat
 CMinerWars.AppCode.Game.Trailer.NewDataSet
 CVRageRender.MyShadowsSettings.NewStruct
 CSandbox.Engine.Networking.MyEShop.NLFeedback
 CProtoBuf.Meta.BasicList.Node
 CVRage.Groups.MyGroups< TNode, TGroupData >.Node
 CVRageRender.Import.NodeDesc
 CValve.VR.NotificationBitmap_t
 CSandbox.Game.AI.Pathfinding.MyNavmeshOBBs.OBBCoords
 CKeenSoftwareHouse.Library.IO.Win32Processes.Win32API.OBJECT_BASIC_INFORMATION
 CKeenSoftwareHouse.Library.IO.Win32Processes.Win32API.OBJECT_NAME_INFORMATION
 CKeenSoftwareHouse.Library.IO.Win32Processes.Win32API.OBJECT_TYPE_INFORMATION
 CBulletXNA.LinearMath.ObjectArray< T >
 CBulletXNA.LinearMath.ObjectArray< BT_QUANTIZED_BVH_NODE >
 CBulletXNA.LinearMath.ObjectArray< GIM_BVH_DATA >
 CBulletXNA.LinearMath.ObjectArray< int >
 CObservableCollection
 CVRage.Collections.ObservableCollection< Sandbox.Graphics.GUI.MyColoredText >
 CVRage.Collections.ObservableCollection< Sandbox.Graphics.GUI.MyGuiControlBase >
 CVRage.Collections.ObservableCollection< Sandbox.Graphics.GUI.MyGuiControlListbox.Item >
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_PlanetEnvironmentComponent.ObstructingBox
 CSandbox.Common.ObjectBuilders.Definitions.MyObjectBuilder_AdvancedDoorDefinition.Opening
 CValve.VR.OpenVR
 CValve.VR.OpenVRInterop
 CVRage.Game.ObjectBuilders.VisualScripting.MyObjectBuilder_SwitchScriptNode.OptionData
 CSandbox.Game.AI.Pathfinding.MyVoxelConnectionHelper.OuterEdgePoint
 CSandbox.Game.Entities.Cube.OverlapResult
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.PaddingDefinition
 CSandbox.Game.Screens.Helpers.MyToolbar.PageChangeArgs
 CVRage.Game.MyObjectBuilder_SessionComponentMission.pair
 CVRage.Game.ObjectBuilders.AI.MyAIBehaviorData.ParameterData
 CVRage.Game.ParticleEmitter
 CVRage.Game.ParticleGeneration
 CVRage.Game.ParticleLight
 CVRage.Game.ParticleSound
 CVRage.Render11.Shader.CacheGenerator.Pass
 CVRage.Algorithms.MyPath< V >.PathNode
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.PatternDefinition
 CSandbox.Engine.Audio.MyAudio_Native.PCMFORMAT
 CVRage.MySimpleProfiler.PerformanceWarning
 CVRage.MyEntityIdentifier.PerThreadData
 CVRage.Game.MyObjectBuilder_WeaponItemDefinition.PhysicalItemWeaponDefinitionId
 CSandbox.Engine.Physics.PhysicsLayers
 CVRageRender.PixelShaderId
 CSandbox.Engine.Voxels.MyPlanetMaterialProvider.PlanetBiome
 CVRage.Game.PlanetEnvironmentItemMapping
 CSandbox.Engine.Voxels.MyPlanetMaterialProvider.PlanetOre
 CVRage.Game.MyObjectBuilder_Checkpoint.PlayerItem
 CSandbox.Game.Multiplayer.PlayerRequestArgs
 CSandbox.Game.Multiplayer.MySyncGlobal.PlayMusicMsg
 CVRage.Game.MyObjectBuilder_CurveDefinition.Point
 CVRage.Win32.WinApi.POINT
 CVRage.Win32.WinApi.POINTL
 CParallelTasks.Pool< List< ParallelTasks.Task > >
 CParallelTasks.Pool< ParallelTasks.ForEachLoopWork< T > >
 CParallelTasks.Pool< ParallelTasks.ForLoopWork >
 CParallelTasks.Pool< ParallelTasks.WorkItem >
 CBulletXNA.BulletCollision.PrimitiveTriangle
 CSandbox.Game.Replication.MyEntityPhysicsStateGroup.PrioritySettings
 CSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup.PrioritySettingsTo be cleaned up !!!!!!!!!!!!!!!!!!
 CSandbox.Definitions.MyBlueprintDefinitionBase.ProductionInfo
 CSandbox.Game.Weapons.MyWelder.ProjectionRaycastData
 CVRage.Game.MyObjectBuilder_ComponentSubstitutionDefinition.ProvidingComponent
 CSandbox.Game.GameSystems.Conveyors.PullInformation
 CVRage.Library.Collections.MyMultiKeyDictionary< TKey1, TKey2, TKey3, TValue >.Quadruple
 CBulletXNA.BulletCollision.QuantizedBvhTreeBasic Box tree structure
 CVRageMath.QuaternionDDefines a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta, where w = cos(theta/2). Uses double precision floating point numbers for calculation and storage
 CVRage.Service.NativeMethods.QUERY_SERVICE_CONFIG
 CSandbox.Common.ObjectBuilders.MyObjectBuilder_ProductionBlock.QueueItem
 CSandbox.Game.Entities.Cube.MyProductionBlock.QueueItem
 CSandbox.Definitions.MyCharacterDefinition.RagdollBoneSet
 CVRage.Library.Utils.MyEnum< T >.Range
 CVRageRender.Import.MyModelImporter.ReductionInfo
 CVRage.Ref< T >Good for struct wrapping to store it as ref value in dictionary.
 CVRage.Game.MyObjectBuilder_GunBase.RemainingAmmoIns
 CVRageRender.Messages.renderColoredTextureProperties
 CValve.VR.RenderModel_ComponentState_t
 CValve.VR.RenderModel_ControllerMode_State_t
 CValve.VR.RenderModel_t
 CValve.VR.RenderModel_TextureMap_t
 CValve.VR.RenderModel_Vertex_t
 CVRage.Game.ObjectBuilders.Components.MyObjectBuilder_SessionComponentResearch.ResearchData
 CSandbox.Game.AI.MyAiTargetManager.ReservedAreaData
 CSandbox.Game.AI.MyAiTargetManager.ReservedEntityData
 CVRage.Game.MyObjectBuilder_Checkpoint.RespawnCooldownItem
 CSandbox.Game.Multiplayer.MyPlayerCollection.RespawnMsg
 CSandbox.Engine.Networking.MySteamWorkshop.ResultData
 CSandbox.Graphics.GUI.MyGuiControlTable.Row
 CVRage.Rpc.RpcDispatcher< TState >
 CVRage.Rpc.RpcDispatcher< T >
 CVRage.Rpc.RpcProxy< T >
 CSandbox.Engine.Utils.MyDebugHitCounter.Sample
 CVRage.Game.MyObjectBuilder_Planet.SavedSector
 CVRage.Service.NativeMethods.SC_ACTION
 CVRage.Game.MyObjectBuilder_ControllerSchemaDefinition.Schema
 CVRage.Scripting.ScriptRepresents a named script.
 CSandbox.Engine.Multiplayer.ScriptedChatMsg
 CSandbox.Engine.Utils.MyVoxelSegmentation.Segment
 CParallelTasks.SemaphoreA semaphore class.
 CVRage.Game.MyObjectBuilder_GuiControlSeparatorList.Separator
 CVRage.Library.Algorithms.SequenceIdGeneratorGenerates IDs sequentially and reuses old IDs which are returned to pool by calling Return method. Protection count and time can be set to protect returned IDs. Protection is useful especially in multiplayer where clients can still have objects with those IDs.
 CVRage.Game.SerializableBlockOrientation
 CVRage.SerializableBoundingBoxD
 CVRage.Serialization.SerializableBoundingSphereD
 CVRage.SerializableBounds
 CObjectBuilders.Definitions.GUI.SerializableCompositeTexture
 CVRage.ObjectBuilders.SerializableDefinitionId
 CVRage.Serialization.SerializableDictionary< T, U >
 CVRage.Serialization.SerializableDictionary< int, String >
 CVRage.Serialization.SerializableDictionary< int, string >
 CVRage.Serialization.SerializableDictionary< long, long >
 CVRage.Serialization.SerializableDictionary< long, VRage.Game.MyObjectBuilder_Gps >
 CVRage.Serialization.SerializableDictionary< long, VRage.Game.MyObjectBuilder_Player.CameraControllerSettings >
 CVRage.Serialization.SerializableDictionary< MyEncounterId, Vector3D >
 CVRage.Serialization.SerializableDictionary< string, bool >
 CVRage.Serialization.SerializableDictionary< string, byte[]>
 CVRage.Serialization.SerializableDictionary< string, DateTime >
 CVRage.Serialization.SerializableDictionary< string, float >
 CVRage.Serialization.SerializableDictionary< string, int >
 CVRage.Serialization.SerializableDictionary< string, long >
 CVRage.Serialization.SerializableDictionary< string, object >
 CVRage.Serialization.SerializableDictionary< string, short >
 CVRage.Serialization.SerializableDictionary< string, string >
 CVRage.Serialization.SerializableDictionary< string, VRage.SerializableVector3D >
 CVRage.Serialization.SerializableDictionary< System.Guid, string >
 CVRage.Serialization.SerializableDictionary< ulong, MyPromoteLevel >
 CVRage.Serialization.SerializableDictionary< ulong, VRage.Game.MyObjectBuilder_Player >
 CVRage.Serialization.SerializableDictionary< VRage.Game.MyEncounterId, Vector3D >
 CVRage.Serialization.SerializableDictionary< VRage.Game.MyObjectBuilder_Checkpoint.PlayerId, List< Vector3 > >
 CVRage.Serialization.SerializableDictionary< VRage.Game.MyObjectBuilder_Checkpoint.PlayerId, long >
 CVRage.Serialization.SerializableDictionary< VRage.Game.MyObjectBuilder_Checkpoint.PlayerId, VRage.Game.MyObjectBuilder_Player >
 CVRage.Serialization.SerializableDictionary< VRage.Game.MyObjectBuilder_SessionComponentMission.pair, VRage.Game.MyObjectBuilder_MissionTriggers >
 CVRage.Serialization.SerializableDictionaryCompat< long, VRage.Game.MyObjectBuilder_Checkpoint.PlayerId, ulong >
 CVRage.Serialization.SerializableDictionaryHack< T, U >
 CVRage.Game.SerializableLineSectionInformation
 CVRage.SerializableQuaternion
 CVRageMath.SerializableRange
 CVRage.SerializableVector2
 CVRage.SerializableVector2I
 CVRage.SerializableVector3
 CVRage.SerializableVector3D
 CVRage.SerializableVector3I
 CVRage.SerializableVector3UByte
 CProtoBuf.SerializationContextAdditional information about a serialization operation
 CVRage.Rpc.Serializer< T >
 CVRage.Rpc.Serializer< object >
 CVRage.Rpc.Serializer< T1 >
 CVRage.Rpc.Serializer< T2 >
 CVRage.Rpc.Serializer< T3 >
 CVRage.Rpc.Serializer< T4 >
 CVRage.Rpc.Serializer< T5 >
 CVRage.Rpc.Serializer< T6 >
 CVRage.Rpc.Serializer< T7 >
 CVRage.Network.ServerDataMsg
 CVRage.Service.NativeMethods.SERVICE_DELAYED_AUTOSTART_INFO
 CVRage.Service.NativeMethods.SERVICE_DESCRIPTION
 CVRage.Service.NativeMethods.SERVICE_FAILURE_ACTIONS
 CVRage.Service.NativeMethods.SERVICE_STATUS
 CVRage.Service.NativeMethods.SERVICE_TABLE_ENTRY
 CVRageRender.ShaderBytecodeId
 CSandbox.Graphics.GUI.ShadowTexture
 CSandbox.Graphics.GUI.ShadowTextureSet
 CVRage.Game.MyObjectBuilder_FracturedPiece.Shape
 CVRage.Game.MyObjectBuilder_FracturedBlock.ShapeB
 CSandbox.Game.Entities.Cube.MyCubeBlockCollector.ShapeInfo
 CVRage.Game.ObjectBuilders.Definitions.ShipSound
 CVRage.Game.ObjectBuilders.Definitions.ShipSoundVolumePair
 CSandbox.Game.Multiplayer.MySyncGlobal.ShowNotificationMsg
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.Side
 CParallelTasks.Singleton< T >Implements a singleton instance of type T .
 CSingleton< Pool< T >>
 CSandbox.Game.AI.MyAgentBot.SLastRunningState
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.SliderStateDefinition
 CVRage.Game.MyObjectBuilder_Toolbar.Slot
 CSandbox.Game.Screens.Helpers.MyToolbar.SlotArgs
 CVRage.Library.Collections.SmallBitFieldBit field with up to 64 bits.
 CVRage.Game.MyObjectBuilder_SoundCategoryDefinition.SoundDesc
 CSandbox.Definitions.MySoundCategoryDefinition.SoundDescription
 CVRage.Game.MyObjectBuilder_AudioEffectDefinition.SoundEffect
 CVRage.Data.Audio.MyAudioEffect.SoundEffect
 CVRage.Game.MyObjectBuilder_AudioEffectDefinition.SoundList
 CSandbox.Game.Weapons.MyDrillBase.Sounds
 CSpaceEngineers.ObjectBuilders.SpaceEngineersObjectBuilders
 CSandbox.Game.Gui.MyGuiScreenDebugSpawnMenu.SpawnAsteroidInfo
 CVRage.Game.MyObjectBuilder_SpawnGroupDefinition.SpawnGroupPrefab
 CSandbox.Definitions.MySpawnGroupDefinition.SpawnGroupPrefab
 CSandbox.Definitions.MySpawnGroupDefinition.SpawnGroupVoxel
 CVRage.Game.MyObjectBuilder_SpawnGroupDefinition.SpawnGroupVoxel
 CVRage.Game.ObjectBuilders.Components.MyObjectBuilder_SpaceFaunaComponent.SpawnInfo
 CVRageMath.Spatial.MyVector3Grid< T >.SphereQuery
 CParallelTasks.SpinLockA struct which implements a spin lock.
 CParallelTasks.SpinLockRef
 CSandbox.Engine.Utils.MyThirdPersonSpectator.SpringInfo
 CVRageRender.SpriteScissorStackStores stack of scissor rectangles where top rectangle has already been cut using all the rectangles below it, so that only one rectangle is checked during scissor test.
 CSandbox.Definitions.MyScenarioDefinition.StartingItem
 CVRage.Game.MyObjectBuilder_ScenarioDefinition.StartingItem
 CSandbox.Definitions.MyScenarioDefinition.StartingPhysicalItem
 CVRage.Game.MyObjectBuilder_ScenarioDefinition.StartingPhysicalItem
 CSandbox.Game.Entities.Blocks.MyMechanicalConnectionBlockBase.State
 CSpaceEngineers.Game.Entities.Blocks.MyLandingGear.State
 CVRage.Library.Utils.MyRandom.State
 CSandbox.Gui.MyGuiControlImageButton.StateDefinition
 CVRageRender.StaticGlassConstants
 CVRage.FastResourceLock.Statistics
 CVRage.Game.MyObjectBuilder_ConsumableItemDefinition.StatValue
 CSandbox.Definitions.MyConsumableItemDefinition.StatValue
 CVRage.Game.MyObjectBuilder_Character.StoredGas
 CStream
 CVRageRender.MyShadowsSettings.Struct
 CVRageRender.MyMaterialsSettings.Struct
 CSandbox.Game.Gui.MyGuiScreenText.Style
 CSandbox.Graphics.GUI.MyGuiScreenMessageBox.Style
 CSandbox.Graphics.GUI.MyGuiControlButton.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlGrid.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlLabel.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlCheckbox.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlSliderBase.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlImage.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlCombobox.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlRadioButton.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlListbox.StyleDefinition
 CSandbox.Gui.MyGuiControlImageButton.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlTable.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlTextbox.StyleDefinition
 CSandbox.Graphics.GUI.MyGuiControlList.StyleDefinition
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.StyleDefinitionBase
 CProtoBuf.SubItemTokenUsed to hold particulars relating to nested objects. This is opaque to the caller - simply give back the token you are given at the end of an object.
 CSandbox.Common.ObjectBuilders.Definitions.MyObjectBuilder_AdvancedDoorDefinition.SubpartDefinition
 CSandbox.Engine.Networking.MySteamWorkshop.SubscribedItem
 CProtoBuf.Meta.SubTypeRepresents an inherited type in a type hierarchy.
 CVRage.Game.SuitResourceDefinition
 CSandbox.Engine.Voxels.MyPlanetStorageProvider.SurfacePropertiesExtended
 CVRageMath.SymetricSerializableRange
 CVRage.Sync.Sync< bool >
 CVRage.Sync.Sync< float >
 CVRage.Sync.Sync< string >
 CVRage.Sync.Sync< Vector3 >
 CVRage.Sync.SyncType
 CKeenSoftwareHouse.Library.IO.Win32Processes.Win32API.SYSTEM_HANDLE_INFORMATION
 CSandbox.Definitions.MyCubeGridDefinitions.TableEntry
 CParallelTasks.TaskA struct which represents a single execution of an IWork instance.
 CSandbox.ModAPI.Ingame.TerminalActionParameter
 CSandbox.Game.Gui.TerminalControl
 CSystem.TestScriptHelpers
 CObjectBuilders.Definitions.GUI.MyObjectBuilder_GuiSkinDefinition.TextboxStateDefinition
 CValve.VR.Texture_t
 CVRage.Collections.ThreadSafeStore< TKey, TValue >
 CVRage.Collections.ThreadSafeStore< Type, VRage.Serialization.MySerializer >
 CVRage.Game.ObjectBuilders.Components.MyObjectBuilder_SpaceFaunaComponent.TimeoutInfo
 CVRage.OpenVRWrapper.MyOpenVR.Timer
 CVRageRender.MyPerformanceCounter.Timer
 CSandbox.Game.Entities.Blocks.ToolbarItem
 CSandbox.Game.Entities.Blocks.ToolbarItemCache
 CVRage.Game.ToolSound
 CValve.VR.TrackedDevicePose_t
 CVRage.Game.MyObjectBuilder_BlockNavigationDefinition.Triangle
 CVRage.Library.Collections.MyMultiKeyDictionary< TKey1, TKey2, TValue >.Triple
 CVRage.Serialization.TupleSerializerSerializer for empty class, does nothing
 CVRage.Serialization.TupleSerializer< T1, T2, T3 >
 CVRage.Serialization.TupleSerializer< T1 >
 CVRage.Serialization.TupleSerializer< T1, T2, T3, T4 >
 CVRage.Serialization.TupleSerializer< T1, T2 >
 CVRage.Serialization.TupleSerializer< T1, T2, T3, T4, T5 >
 CVRageMath.BoxCornerEnumerator.TwoVectors
 CVRage.Network.TypeId
 CProtoBuf.Meta.TypeModelProvides protobuf serialization support for a number of types
 CVRage.Library.Collections.TypeSwitchBase< TKeyBase, TValBase >
 CTypeSwitchBase< TKeyBase, Func< TKeyBase >>
 CTypeSwitchBase< TKeyBase, Func< TParam, TKeyBase >>
 CTypeSwitchBase< TKeyBase, Func< TParam1, TParam2, TKeyBase >>
 CTypeSwitchBase< TKeyBase, Func< TRetBase >>
 CVRage.Library.Collections.TypeSwitchParam< TKeyBase, TParam >
 CVRage.Library.Collections.TypeSwitchRet< MyBufferInternal, IMyBufferPool >
 CVRage.Game.MyObjectBuilder_BehaviorTreeActionNode.TypeValue
 CKeenSoftwareHouse.Library.IO.Win32Processes.Win32API.UNICODE_STRING
 CValve.VR.Unity
 CVRage.Game.MyObjectBuilder_AiTarget.UnreachableEntitiesData
 CVRage.Network.MyReplicationServer.UpdateLayer
 CVRage.Network.MyReplicationServer.UpdateLayerDesc
 CVRageRender.Messages.UpdateRenderLightData
 CBulletXNA.LinearMath.UShortVector3
 CVRageRender.Animations.MyAnimatedProperty< T >.ValueHolder
 CProtoBuf.Meta.ValueMemberRepresents a member (property/field) that is mapped to a protobuf field
 CVRage.Game.MyObjectBuilder_CubeBlockDefinition.Variant
 CVRageMath.Vector2B
 CVRageMath.Vector2I
 CVRageMath.Vector3B
 CVRageMath.Vector3I_RangeIteratorA class for simpler traversal of ranges of integer vectors
 CVRageMath.Vector3S
 CVRageMath.Vector3UByte
 CVRageMath.Vector3Ushort
 CVRageMath.Vector4UByte
 CVRageRender.Utils.MyPolygon.Vertex
 CVRage.Game.Models.VertexArealBoneIndexWeight
 CVRage.Game.Models.VertexBoneIndicesWeights
 CVRageRender.Utils.MyWingedEdgeMesh.VertexEdgeEnumeratorNote: This is invalid after the mesh changes!
 CVRageRender.VertexLayoutId
 CVRageRender.VertexShaderId
 CVRage.Import.VF_Packer
 CDShowNET.VideoInfoHeader
 CVRage.Audio.NativeSourceVoice.VoiceSendDescriptors
 CSandbox.Engine.Voxels.MyStorageBase.VoxelChunk
 CVRage.Voxels.MyClipmap.VoxelKey
 CVRageRender.Voxels.MyClipmap.VoxelKey
 CSandbox.Definitions.VoxelMapChange
 CSandbox.Game.WorldEnvironment.Modules.MyVoxelMapEnvironmentProxy.VoxelMapInfo
 CSandbox.Game.WorldEnvironment.ObjectBuilders.MyObjectBuilder_VoxelMapCollectionDefinition.VoxelMapStorage
 CSandbox.Engine.Voxels.MyPlanetMaterialProvider.VoxelMaterial
 CVRageRender.VoxelPartId
 CVRage.Game.VoxelPlacementOverride
 CVRage.Game.ObjectBuilders.Definitions.SessionComponents.VoxelPlacementSettingsVoxel penetration definition
 CSandbox.VRageGameServices
 CValve.VR.VRControllerAxis_t
 CValve.VR.VRControllerState_t
 CValve.VR.VREvent_Chaperone_t
 CValve.VR.VREvent_Controller_t
 CValve.VR.VREvent_Data_t
 CValve.VR.VREvent_Ipd_t
 CValve.VR.VREvent_Keyboard_t
 CValve.VR.VREvent_Mouse_t
 CValve.VR.VREvent_Notification_t
 CValve.VR.VREvent_Overlay_t
 CValve.VR.VREvent_PerformanceTest_t
 CValve.VR.VREvent_Process_t
 CValve.VR.VREvent_Reserved_t
 CValve.VR.VREvent_Scroll_t
 CValve.VR.VREvent_Status_t
 CValve.VR.VREvent_t
 CValve.VR.VREvent_TouchPadMove_t
 CValve.Interop.VRNativeEntrypoints
 CValve.VR.VROverlayIntersectionParams_t
 CValve.VR.VROverlayIntersectionResults_t
 CValve.VR.VRTextureBounds_t
 CVRage.Library.Utils.WaitForTargetFrameRate
 CSandbox.Definitions.MyBarbarianWaveEventDefinition.Wave
 CVRage.Game.MyObjectBuilder_BarbarianWaveEventDefinition.WaveDef
 CSandbox.Engine.Audio.MyAudio_Native.WAVEFORMATEX
 CSandbox.Engine.Audio.MyAudio_Native.WAVEFORMATEXTENSIBLE
 CVRage.Game.MyObjectBuilder_WeaponDefinition.WeaponAmmoData
 CVRage.Game.MyObjectBuilder_WeaponDefinition.WeaponAmmoMagazine
 CSandbox.Common.ObjectBuilders.Definitions.MyObjectBuilder_WeaponBlockDefinition.WeaponBlockWeaponDefinition
 CVRage.Game.MyObjectBuilder_WeaponDefinition.WeaponEffect
 CKeenSoftwareHouse.Library.IO.Win32Processes
 CParallelTasks.WorkData
 CParallelTasks.Worker
 CParallelTasks.WorkItem
 CParallelTasks.WorkOptionsA struct containing options about how an IWork instance can be executed.
 CSandbox.Game.AI.Pathfinding.MyNavigationInputMesh.WorldVerticesInfo
 CSandbox.Engine.Voxels.MyStorageBase.WriteCacheStats
 CVRage.Service.NativeMethods.WTSSESSION_NOTIFICATION
 CSandbox.Engine.Audio.MyAudio_Native.XAUDIO2_DEVICE_DETAILS
 CXmlReader
 CXmlWriter