Here is a list of all class members with links to the classes they belong to:
- s -
- sampler_ : NewRenderer, SdfAtlas
- samplerCount : Boilerplate::ShaderInfo
- samplers : CharacterAnimator::Impl, CharacterAnimator
- saved_ : systems::RewindHitboxesGuard
- scale : anim_utils::JointRestPose, physics::MapLoadOptions, ProjectileConfig, Renderable, SdfAtlas, ThirdPersonWeaponParams, ViewmodelParams
- scale_ : HitMarkerWidget, SdfAtlas
- scanHDRFiles() : Renderer
- scopeId : group2::perf::ScopeTimer
- scopeNum : group2::perf::Snapshot
- scopes : group2::perf::Snapshot
- ScopeTimer() : group2::perf::ScopeTimer
- score : PlayerMatchStats
- Scoreboard() : Scoreboard
- scoreFontSize : TeamStatusBar
- screenH : HudGameState, HudRenderer::ScreenUniforms
- screenH_ : DamageNumberWidget, Hud, ParticleSystem, VignetteWidget
- screenshotPath : FrameState
- screenW : HudGameState, HudRenderer::ScreenUniforms
- screenW_ : DamageNumberWidget, Hud, ParticleSystem, VignetteWidget
- sdf_ : ParticleSystem
- sdfAtlas() : ParticleSystem
- sdfAtlas_ : HudContext
- sdfAtlasSamp_ : HudRenderer, ParticleRenderer
- sdfAtlasTex_ : HudRenderer, ParticleRenderer
- sdfHudBuf_ : ParticleRenderer
- sdfHudPipeline_ : ParticleRenderer
- sdfReady() : ParticleSystem
- sdfText : RenderToggles
- sdfWorldBuf_ : ParticleRenderer
- sdfWorldPipeline_ : ParticleRenderer
- secondary : WeaponState
- seed : HitscanEffect::Branch, HitscanEffect::ReturnStroke
- selectedClip : AnimationTesterState
- send() : Client, MessageStream, net::UdpEndpoint
- sendAtCounter : Client::DelayedOutbound
- sendBytesPerSec : NetworkStats
- sendFragmented() : net::UdpEndpoint
- sendInputSnapshot() : Client
- sendPing() : Client
- sendShotIntent() : Client
- sendToClient() : Server
- sendUdpDelayed() : Client
- sentToHud : KillFeedEvent
- seqMoreRecent() : net::FragmentReassembler
- sequence : net::FragmentReassembler::ActiveSet, net::PacketHeader, Server::Connection::PendingReliableEvent
- server : Server, ServerGame
- serverAckedClientTick_ : Client
- serverAddr : Client
- serverAnimators_ : ServerGame
- serverAnimLibrary_ : ServerGame
- serverCapsules : HitDebugSnapshot
- serverConfirmed : HitDebugSnapshot
- serverNetwork : NetworkConfig
- serverRejected : HitDebugSnapshot
- serverRep : NetworkConfig
- serverRig_ : ServerGame
- serverUdpAddr_ : Client
- serverView : DebugUI::ShotDebugPair
- sessionDir() : FrameRecorder
- sessionDir_ : FrameRecorder
- set : physics::detail::ActiveWorldState
- setAspect() : Camera, NewCamera
- setCategoryVolume() : SfxSystem
- setDebugOverride() : CharacterAnimator
- setDebugPlaybackSpeed() : CharacterAnimator
- setEntityRenderList() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setEye() : Camera, NewCamera
- setFov() : Camera, NewCamera
- setHasCollision() : AssetRegistry
- setHudTexture() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setMasterVolume() : SfxSystem
- setModelEmissive() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setModelIndex() : AssetRegistry
- setModelScenePass() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setOpen() : Scoreboard
- setParticleSystem() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setPointLights() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setScreenSize() : ParticleSystem
- setSdfAtlas() : ParticleRenderer
- setSimulatedLatencyMs() : Bot, Client
- setSimulatedLossPercent() : Bot, Client
- setSkinnedFrame() : Renderer
- setSkinnedRig() : Renderer
- setSkinningBackend() : CharacterAnimator
- setTarget() : Camera, NewCamera
- setUp() : Camera, NewCamera
- setupLocalPlayerCallback() : Bot
- setVSync() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setWeaponViewmodel() : HybridRenderer, IRenderer, NewRenderer, Renderer
- setZFar() : Camera, NewCamera
- setZNear() : Camera, NewCamera
- sfxSystem : Game
- shaderFmt_ : ParticleRenderer
- shaderFormat : Renderer
- shaderFormat_ : HudRenderer, NewRenderer
- shadowBiasVal : Renderer
- shadowDistance : Renderer
- shadowMap : Renderer
- shadowNormalBiasVal : Renderer
- shadowPipeline : Renderer
- shadows : RenderToggles
- shadowSampler : Renderer
- shadowSkinnedPipeline : Renderer
- shape : ProjectileConfig
- shapeData : HudVertex
- sharpenStr : Renderer
- shieldAlpha_ : VignetteWidget
- shieldBreak : HudHitConfirm, NetParticleEvent
- shieldBreak_ : HitMarkerWidget
- shielded : Game::PendingDamageNumber, HudDamageNumber
- shooter : WeaponFiredEvent
- shooterClientId : group2::perf::shotlog::ShotResolution, net::shotdebug::ShotDebugCapture, ServerGame::ShotIntentKey
- shooterDir : HitDebugSnapshot
- shooterEye : HitDebugSnapshot
- shooterRttMs : group2::perf::shotlog::ShotResolution
- shooting : InputSnapshot
- ShotDebugCallback : Client
- shotDebugFn_ : Client
- shotDebugSelectIdx : DebugUI
- shotDebugViewMode : DebugUI
- shotDebugVisibleCount : DebugUI
- shotInputTick : DebugUI::ShotDebugPair, group2::perf::shotlog::ShotResolution, net::shotdebug::ReportHeader, net::shotdebug::ShotDebugCapture, ServerGame::ShotIntentKey, ShotIntentPayload
- shotIntent : Event
- shotRing : DebugUI
- shotRingCount : DebugUI
- shotRingHead : DebugUI
- shotsCsv_ : Bot
- shouldDropPacketLocked() : Client
- shouldStop_ : Client, Server
- show : AnimationTesterState
- showBhopAnalyzer : DebugUI
- showCollisionShape : DebugUI
- showCollisionWindow : DebugUI
- showDebugMenu : DebugUI
- showDynLightUI_ : Game
- showHitboxWindow : DebugUI
- showHudDebug_ : Game
- showInputSnapshot : DebugUI
- showInspector : DebugUI
- showLightingControls : DebugUI
- showLocalBody : AnimationTesterState
- showMovementChart : DebugUI
- showNetworkSim : DebugUI
- showNetworkStats : DebugUI
- showParticleWindow_ : DebugUI
- showPlayerState : DebugUI
- showPosition : DebugUI
- showPrevPosition : DebugUI
- showRenderToggles : DebugUI
- showShotDebugWindow : DebugUI
- showSkybox : DebugUI
- showSpawnPointWindow : DebugUI
- showTPWeaponUI_ : Game
- showVelocity : DebugUI
- showViewAngles : DebugUI
- showViewmodelUI : Game
- showWeaponHud : DebugUI
- showWeaponSpawnerWindow : DebugUI
- shutdown() : Client, DebugUI, Server, ServerGame
- sim : ConstPlayerStateRef, PlayerStateRef
- simLatInbound_ : Client
- simLatOutbound_ : Client
- simLossRng_ : Client
- simulatedLatencyMs_ : Client, DebugUI
- simulatedLossPct_ : DebugUI
- simulatedLossPercent_ : Client
- size : BillboardParticle, Boilerplate::BufferUpload, DecalInstance, EventQueue, InputArchive, InputRingBuffer, SdfGlyphGPU, SmokeParticle
- sizeMax : SurfaceParams
- sizeMin : SurfaceParams
- skeleton : CharacterRig::Impl, CharacterRig
- skin() : CpuLbsSkinningBackend, ISkinningBackend
- skinBackend_ : Game
- skinMatrices() : CharacterAnimator
- skinMats : CharacterAnimator::Impl
- skinnedFrameDirty : Renderer
- skinnedFrameInstances : Renderer
- skinnedFramePalette : Renderer
- skinnedInstanceCapacity : Renderer
- skinnedInstanceSSBO : Renderer
- skinnedInstanceXfer : Renderer
- skinnedInstanceXferCapacity : Renderer
- skinnedMeshes : Renderer
- skinnedNumJoints : Renderer
- skinnedPaletteCapacity : Renderer
- skinnedPaletteSSBO : Renderer
- skinnedPaletteXfer : Renderer
- skinnedPaletteXferCapacity : Renderer
- skinnedRigInstalled : Renderer
- skinnedTextures : Renderer
- skinner : CharacterAnimator::Impl
- skinPaletteBuild : Game::FrameSectionMs
- skinTransferBuf : Renderer
- skinTransferBufSize : Renderer
- skinWeights : RigMeshData
- skipRespawn : InputSnapshot
- skybox : RenderToggles
- skyboxPipeline : Renderer
- slideBoostCooldown : PlayerSimState
- slideFatigueCounter : PlayerSimState
- slideFatigueDecayAccum : PlayerSimState
- slideTimer : PlayerSimState
- slots : AnimSnapshot
- slots_ : BulletHoleDecal
- slowdownStrength : systems::GamepadAimAssistConfig
- smaaAreaTex : Renderer
- smaaBlendPipeline : Renderer
- smaaBlendTex : Renderer
- smaaEdgePipeline : Renderer
- smaaEdgeTex : Renderer
- smaaNeighborhoodPipeline : Renderer
- smaaOutputTex : Renderer
- smaaResolvePipeline : Renderer
- smaaSearchTex : Renderer
- smoke_ : ParticleSystem
- smokeBuf_ : ParticleRenderer
- smokeCount() : ParticleSystem
- smokeNoise_ : ParticleRenderer
- smokeNoiseTex() : ParticleRenderer
- smokePipeline_ : ParticleRenderer
- smokeSampler() : ParticleRenderer
- smokeSampler_ : ParticleRenderer
- smoothedForwardSpeed : CharacterAnimator::Impl
- smoothedRightSpeed : CharacterAnimator::Impl
- smoothedSpeed : CharacterAnimator::Impl
- snapshotAppliedFlag_ : Client
- snapshotClientNetStates() : Server
- snapshotCounter_ : Server
- snapshotEveryNTicks : ServerGame
- snapshotHz : ServerReplicationConfig
- snapshotIntervalEmaNs_ : Client
- snapshotsOverUdp : TransportConfig
- snapshotsSent : group2::perf::NetworkCounters, group2::perf::Snapshot
- socket : MessageStream
- socket_ : net::UdpEndpoint
- socketDead_ : Client
- softLimitNextFrame : Game
- softLimitPeriod : Game
- sorted_ : SmokeEffect
- source : NetParticleEvent
- spacing : PickupPrompt
- spanDirty_ : HudContext
- spanStartVertex_ : HudContext
- spawn() : BulletHoleDecal, ExplosionEffect, HitscanEffect, ImpactEffect, ParticlePool< T, MaxN >, SmokeEffect
- spawnBulletHole() : ParticleSystem
- spawnBulletTracer() : ParticleSystem
- spawnCooldown : WeaponSpawner
- spawnExplosion() : ParticleSystem
- spawnFree() : TracerEffect
- spawnHitscanBeam() : ParticleSystem
- spawnImpactEffect() : ParticleSystem
- spawnProjectileTracer() : ParticleSystem
- spawnRibbonTrail() : ParticleSystem
- spawnSmoke() : ParticleSystem
- spec : SoundClip
- speedMax : SurfaceParams
- speedMin : SurfaceParams
- sphereFollowDist_ : Game
- sphereIntensity_ : Game
- sphereRange_ : Game
- spheres : physics::MapCollisionData, physics::WorldGeometry
- sprint : InputSnapshot
- sprinting : AnimationInputs, entity_interpolation::InterpolatedTransform, entity_interpolation::SampleInputs, InterpolationBuffer::Sample, PlayerVisState
- srcData : Asset::GeoBufferInfo
- ssao : RenderToggles
- ssaoBlurPipeline : Renderer
- ssaoBlurTexture : Renderer
- ssaoFalloff : Renderer
- ssaoNoiseTexture : Renderer
- ssaoPipeline : Renderer
- ssaoPower : Renderer
- ssaoRadius : Renderer
- ssaoStr : Renderer
- ssaoTexture : Renderer
- ssr : RenderToggles
- ssrCurrentIdx : Renderer
- ssrMode : HybridRenderer, Renderer
- ssrPipeline : Renderer
- ssrStr : Renderer
- ssrTexture : Renderer
- stage : Boilerplate::ShaderInfo
- start() : Bot
- startCounter : group2::perf::ScopeTimer
- startRecording() : FrameRecorder
- startTime_ : FrameRecorder
- startTimeSecs() : FrameRecorder
- stateInitialized_ : SfxSystem
- stateMutex_ : Client, Server
- stats : Client
- statsAccumulator : Client
- statsFPS1pLow : Game
- statsFPS5pLow : Game
- statsFPSCurrent : Game
- statsFPSMax : Game
- statsFPSMin : Game
- statsPhysTicks : Game
- statsPrevTime : Game
- stop() : SfxSystem
- stop_ : WorkerPool
- stopRecording() : FrameRecorder
- storageBufferCount : Boilerplate::ShaderInfo
- storageTextureCount : Boilerplate::ShaderInfo
- stream : SfxSystem::Voice
- style : CrosshairWidget
- sumTicks : group2::perf::PerScopeStats
- sunAzimuth : Renderer
- sunElevation : Renderer
- sunIntensity : Renderer
- supports() : HybridRenderer, IRenderer, NewRenderer, Renderer
- surface : HitscanHit, physics::HitscanHit, ProjectileImpactEvent
- surfaceType : NetParticleEvent
- swapchainFormat : Renderer
- swayAmplitudePitch_ : Game
- swayAmplitudeYaw_ : Game
- swayDecayRate_ : Game
- swayInitialized_ : Game
- swayOffsetX_ : Game
- swayOffsetY_ : Game
- swaySmoothing_ : Game
- switchToPrimary : InputSnapshot
- switchToSecondary : InputSnapshot