Toast Engine
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Here is a list of all documented functions with links to the class documentation for each member:
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~
- s -
sample() :
assets::AnimationClip
,
assets::Haptic
sampleVec3() :
assets::AnimationTrack
save() :
assets::AssetManager
,
toast::settings::Settings
saveBytes() :
assets::AssetManager
saveIfDirty() :
toast::settings::Settings
scale() :
Time
scheduler() :
toast::_detail::WorldTestAccess
schemaVersion() :
scripting::ScriptRuntime
screenPointToRay() :
toast::Camera
ScriptRuntime() :
scripting::ScriptRuntime
scripts() :
toast::Node
scriptVm() :
toast::Node
scriptVmAny() :
toast::Node
search() :
assets::AssetManager
,
toast::Node
,
toast::NodeInfo
searchFrom() :
toast::Workspace
sendLayout() :
toast::ProceduralVoxel
serialize() :
assets::Prefab
set() :
assets::DataValue
,
renderer::DataValue
,
toast::Node
,
ui::UIBinds
setActiveLayer() :
toast::settings::Settings
setBrickMaterial() :
assets::Volume
,
voxel::Volume
setCapsuleShape() :
physics::Simulator
setChangeHistory() :
renderer::VoxelGpuStorage
setClampToSimulation() :
renderer::VulkanRenderer
setData() :
assets::Script
setDebugInfo() :
renderer::VoxelGpuStorage
setEnabled() :
toast::EditorCameraController
setFrameRateLimit() :
renderer::VulkanRenderer
setId() :
toast::VoxelBucket
,
toast::VoxelVolume
setLayer() :
input::PlayerController
setLayout() :
input::PlayerController
setLightType() :
toast::Light
setLoadMode() :
assets::AssetManager
setMainCamera() :
toast::INodeOwner
setMaxDelta() :
Time
setMisaligned() :
toast::VoxelPiece
setModel() :
toast::VoxelMesh
,
toast::VoxelNode
setMouseLocked() :
input::PlayerController
setPalette() :
toast::VoxelNode
setParameter() :
toast::AudioEmitter
setPaths() :
assets::AssetManager
,
toast::settings::Settings
setProbeResolution() :
renderer::ReflectionProbePass
setQueueHandoff() :
renderer::PendingResourceUpload
setRayQueryAvailable() :
renderer::ShaderCompiler
setRenderOwnerFilter() :
renderer::VulkanRenderer
setRoot() :
toast::World
setScripts() :
toast::Node
setShapeScript() :
toast::VoxelPiece
SetShowDebugWindows() :
editor.Engine.ToastEngine
setSize() :
toast::VoxelVolume
setSource() :
assets::Shader
settings() :
toast::PostProcessVolume
setUsage() :
renderer::CubemapTarget
setValue() :
toast::settings::Settings
setVar() :
scripting::ScriptInstance
,
scripting::ScriptRuntime
setVarByPath() :
scripting::ScriptInstance
,
scripting::ScriptRuntime
setVoxel() :
toast::VoxelNode
setVoxelCellBoxes() :
renderer::VulkanRenderer
setVoxelHighlight() :
renderer::VulkanRenderer
setVoxelPass() :
renderer::VulkanRenderer
setVoxelRasterPixels() :
renderer::VulkanRenderer
SetWindowState() :
editor.Engine.ToastEngine
shadowDistance() :
toast::Light
shadowResolutionScale() :
toast::Light
shapeKey() :
toast::ProceduralVoxel
,
toast::VoxelNode
skinVertices() :
assets::Mesh
sleep() :
toast::VoxelNode
slice() :
toast::VoxelNode
snapshot() :
Time
sourcePaletteUid() :
toast::VoxelMesh
,
toast::VoxelPiece
sourcePrefab() :
toast::Node
spacing() :
toast::IrradianceVolume
spawn() :
example::DebrisSimulation
,
toast::Node
stage() :
ui::UIPass
stamp() :
toast::VoxelNode
,
toast::VoxelPiece
startGame() :
toast::Engine
state() :
toast::Node
stateIndex() :
scripting::ScriptRuntime
StemOf() :
editor.Workspace.Vec3SettingRow
step() :
example::DebrisSimulation
,
renderer::AsyncComputeTask::FrameView
,
renderer::AsyncComputeTask
stepProfile() :
physics::Simulator
stop() :
toast::AudioEmitter
stringifyValue() :
assets::Prefab
stripNamespace() :
toast::INodeOwner
structuralStrength() :
assets::DestructionMaterial
submit() :
renderer::AsyncCompute
subscribe() :
event::Listener
,
event::ThreadListener
subscribeVoxelEditing() :
toast::Workspace
sweepCapsule() :
physics::Simulator
syncRenderPoses() :
physics::Simulator
system() :
Time
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