Here is a list of all class members with links to the classes they belong to:
- g -
- g : HudColor
- gamepadLookSensitivity : Game
- gap : CrosshairStyle
- geo : physics::detail::ActiveWorldState
- geometry() : physics::MapCollisionData
- geometryPipeline_ : NewRenderer
- get() : AnimationLibrary
- getAspect() : Camera
- getCamera() : HybridRenderer, IRenderer, NewRenderer, Renderer
- getClientCount() : Server
- getClientRttMs() : Server
- getCurrentPhase() : MatchController
- getCurrentRttMs() : Bot
- getDevice() : HybridRenderer, IRenderer, NewRenderer, Renderer
- getEye() : Camera
- getFar() : Camera
- getForward() : Camera
- getFovy() : Camera
- getHdrFormat() : HybridRenderer, Renderer
- getInterpolationRenderTimeNs() : Client
- getLocalPlayerEntity() : Client
- getNear() : Camera
- getNetStats() : Client
- getNextClientId() : Server
- getOutputTexture() : Hud, HudRenderer
- getProjectionMatrix() : Camera
- getRight() : Camera
- getServerAckedClientTick() : Client
- getShaderFormat() : HybridRenderer, IRenderer, NewRenderer, Renderer
- getSimulatedLatencyMs() : Client, DebugUI
- getSimulatedLossPercent() : Client, DebugUI
- getSnapshotAlpha() : Client
- getSnapshotIntervalNs() : Client
- getSunDirection() : Renderer
- getUp() : Camera
- getViewMatrix() : Camera
- getViewProjection() : Camera
- getViewProjectionMatrix() : NewCamera
- getWinnerId() : MatchController
- glmFromAiTransform() : AssetLoader
- glowCylinderModelIdx_ : Game
- glowSphereModelIdx_ : Game
- glyph() : SdfAtlas
- glyphs_ : SdfAtlas
- gpuBuf_ : GpuParticleBuffer
- gpuBuff : Asset::GeoBufferInfo
- gpuSampler() : SdfAtlas
- gpuTexture() : SdfAtlas
- grapple : InputSnapshot
- grappleActive : PlayerVisState
- grappleCooldownActive : PlayerSimState
- grappleCooldownTimer : PlayerSimState
- grappleInputLastTick : PlayerSimState
- grapplePoint : PlayerVisState
- grapplePullDir : PlayerSimState
- grapplePullTimer : PlayerSimState
- gravityFlipCooldown : PlayerSimState
- gravityFlipped : PlayerVisState
- green() : HudColor
- groundDistance : physics::WallDetectionResult
- grounded : AnimationInputs, entity_interpolation::InterpolatedTransform, entity_interpolation::SampleInputs, InterpolationBuffer::Sample, PlayerVisState
- groundedDuration : PlayerSimState
- groundNormal : PlayerVisState
- groupWeightOverride : CharacterAnimator::Impl
- guessShapesProcessed : physics::MapLoadOptions