M&B: Bannerlord 1.1.0
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TaleWorlds.Engine Namespace Reference

Namespaces

namespace  GauntletUI
 
namespace  InputSystem
 
namespace  Options
 
namespace  Screens
 

Classes

class  ApplicationHealthChecker
 
class  AsyncTask
 
struct  BoundingBox
 
class  Camera
 
struct  CapsuleData
 
class  ClothSimulatorComponent
 
class  CompositeComponent
 
class  CrashInformationCollector
 
class  Decal
 
class  EditorVisibleScriptComponentVariable
 
class  EngineCallback
 
class  EngineController
 
class  EngineExtensions
 
class  EngineFilePaths
 
class  GameEntity
 Game Entity class. More...
 
class  GameEntityComponent
 
class  GameEntityPhysicsExtensions
 
class  GameEntityWithWorldPosition
 
class  HasTableauCache
 
class  Highlights
 
interface  ILoadingWindowManager
 
class  Imgui
 
struct  Intersection
 
class  Job
 
class  JobManager
 
class  Light
 
class  LoadingWindow
 
class  ManagedExtensions
 
class  ManagedMeshEditOperations
 
class  ManagedScriptComponent
 
class  ManagedScriptHolder
 
class  Material
 Representation of the material in the Mono domain MBMaterial provides methods related to texture, shader, and other material properties. More...
 
class  MBDebug
 
class  Mesh
 
class  MeshBuilder
 
class  MessageManagerBase
 
class  MetaMesh
 
class  MouseManager
 
class  Music
 
class  NativeConfig
 
class  NativeParallelDriver
 
class  NativeScriptComponent
 
class  ParticleSystem
 
class  ParticleSystemManager
 
class  Path
 
class  PerformanceAnalyzer
 
struct  PhysicsContact
 
struct  PhysicsContactInfo
 
struct  PhysicsContactPair
 
struct  PhysicsMaterial
 
class  PhysicsShape
 
class  RenderTargetComponent
 
class  Resource
 
class  SceneProblemChecker
 
class  SceneView
 
class  Screen
 
class  ScreenManagerEngineConnection
 
class  ScriptComponent
 
class  ScriptComponentBehavior
 
class  Shader
 Representation of shader resource in Mono domain No means of shader copying is provided in this interface so all the accessor properties are read only. More...
 
class  SimpleButton
 
class  Skeleton
 
class  SoundEvent
 Defines any sound instance, used with events. More...
 
struct  SoundEventParameter
 Defines sound parameter for FMOD events. More...
 
class  SoundManager
 
struct  SphereData
 
class  TableauView
 
class  Texture
 Representation of 2D texture resource in Mono domain No means of texture copying is provided in this interface so all the accessor properties are read only. More...
 
class  TextureView
 
class  ThumbnailCreatorView
 
class  Time
 
struct  TwoDimensionMeshDrawData
 
struct  TwoDimensionTextMeshDrawData
 
class  TwoDimensionView
 
class  Utilities
 
class  VideoPlayerView
 
class  View
 
struct  WorldFrame
 
struct  WorldPosition
 

Enumerations

enum  IntersectionType : UInt32 {
  Body ,
  Terrain ,
  Invalid
}
 
enum  EntityFlags : uint {
  ForceLodMask = 0x000000f0 ,
  ForceLodBits = 4 ,
  AnimateWhenVisible = 0x00000100 ,
  NoOcclusionCulling = 0x00000200 ,
  IsHelper = 0x00000400 ,
  ComputePerComponentLod = 0x00000800 ,
  DoesNotAffectParentsLocalBb = 0x00001000 ,
  ForceAsStatic = 0x00002000 ,
  SendInitCallback = 0x00004000 ,
  PhysicsDisabled = 0x00008000 ,
  AlignToTerrain = 0x00010000 ,
  DontSaveToScene = 0x00020000 ,
  RecordToSceneReplay = 0x00040000 ,
  GroupMeshesAfterLod4 = 0x00080000 ,
  SmoothLodTransitions = 0x00100000 ,
  DontCheckHandness = 0x00200000 ,
  NotAffectedBySeason = 0x00400000 ,
  DontTickChildren = 0x00800000 ,
  WaitUntilReady = 0x01000000 ,
  NonModifiableFromEditor = 0x02000000 ,
  DeferredParallelFrameSetup = 0x04000000 ,
  PerComponentVisibility = 0x08000000 ,
  Ignore = 0x10000000 ,
  DoNotTick = 0x20000000 ,
  DoNotRenderToEnvmap = 0x40000000 ,
  AlignRotationToTerrain = 0x80000000
}
 This enum has one to one correspondence with enum rglEntity_flags in rglEntity.h. More...
 
enum  EntityVisibilityFlags {
  None = 0x00000000 ,
  VisibleOnlyWhenEditing = 0x00000002 ,
  NoShadow = 0x00000004 ,
  VisibleOnlyForEnvmap = 0x00000008 ,
  NotVisibleForEnvmap = 0x00000010
}
 
enum  BodyFlags : uint {
  None = 0x00000000 ,
  Disabled = 0x00000001 ,
  NotDestructible = 0x00000002 ,
  TwoSided = 0x00000004 ,
  Dynamic = 0x00000008 ,
  Moveable = 0x00000010 ,
  DynamicConvexHull = 0x00000020 ,
  Ladder = 0x00000040 ,
  OnlyCollideWithRaycast = 0x00000080 ,
  AILimiter = 0x00000100 ,
  Barrier = 0x00000200 ,
  Barrier3D = 0x00000400 ,
  HasSteps = 0x00000800 ,
  Ragdoll = 0x00001000 ,
  RagdollLimiter = 0x00002000 ,
  DestructibleDoor = 0x00004000 ,
  DroppedItem = 0x00008000 ,
  DoNotCollideWithRaycast = 0x00010000 ,
  DontTransferToPhysicsEngine = 0x00020000 ,
  DontCollideWithCamera = 0x00040000 ,
  ExcludePathSnap = 0x00080000 ,
  IsOpoed = 0x00100000 ,
  AfterAddFlags = IsOpoed ,
  AgentOnly = 0x00200000 ,
  MissileOnly = 0x00400000 ,
  HasMaterial = 0x00800000 ,
  BodyFlagFilter = 0x00ffffff ,
  CommonCollisionExcludeFlags = Disabled | Ragdoll | RagdollLimiter | AILimiter | DroppedItem | Dynamic | OnlyCollideWithRaycast | AgentOnly | MissileOnly | DoNotCollideWithRaycast ,
  CameraCollisionRayCastExludeFlags = CommonCollisionExcludeFlags | Barrier | Barrier3D | Ladder ,
  CommonCollisionExcludeFlagsForAgent = CommonCollisionExcludeFlags & (~AgentOnly) ,
  CommonCollisionExcludeFlagsForMissile = (CommonCollisionExcludeFlags | Barrier | Barrier3D) & (~MissileOnly) ,
  CommonCollisionExcludeFlagsForCombat = CommonCollisionExcludeFlags & (~MissileOnly) ,
  CommonCollisionExcludeFlagsForEditor = CommonCollisionExcludeFlags & (~MissileOnly) ,
  CommonFlagsThatDoNotBlocksRay = BodyFlagFilter & (~DroppedItem) & (~DestructibleDoor) & (~OnlyCollideWithRaycast) & (~Ladder) ,
  CommonFocusRayCastExcludeFlags = Disabled | Ragdoll | RagdollLimiter | AILimiter | Barrier | Barrier3D | DoNotCollideWithRaycast ,
  BodyOwnerNone = 0x00000000 ,
  BodyOwnerEntity = 0x01000000 ,
  BodyOwnerTerrain = 0x02000000 ,
  BodyOwnerFlora = 0x04000000 ,
  BodyOwnerFilter = 0x0f000000 ,
  IgnoreSoundOcclusion = 0x10000000
}
 This enum has one to one correspondence with enum rglBody_flags in rglBody_part.h. More...
 
enum  RglScriptFieldType : int {
  RglSftString ,
  RglSftDouble ,
  RglSftFloat ,
  RglSftBool ,
  RglSftInt ,
  RglSftVec3 ,
  RglSftEntity ,
  RglSftTexture ,
  RglSftMesh ,
  RglSftEnum ,
  RglSftMaterial ,
  RglSftButton ,
  RglSftColor ,
  RglSftMatrixFrame
}
 
enum  MaterialFlags : uint {
  RenderFrontToBack = 0x00000001 ,
  NoDepthTest = 0x00000002 ,
  DontDrawToDepthRenderTarget = 0x00000004 ,
  NoModifyDepthBuffer = 0x00000008 ,
  CullFrontFaces = 0x00000010 ,
  TwoSided = 0x00000020 ,
  AlphaBlendSort = 0x00000040 ,
  DontOptimizeMesh = 0x00000080 ,
  AlphaBlendNone = 0x00000000 ,
  AlphaBlendModulate = 0x00000100 ,
  AlphaBlendAdd = 0x00000200 ,
  AlphaBlendMultiply = 0x00000300 ,
  AlphaBlendFactor = 0x00000700 ,
  AlphaBlendMask = 0x00000700 ,
  AlphaBlendBits = 8 ,
  BillboardNone = 0x00000000 ,
  Billboard2d = 0x00001000 ,
  Billboard3d = 0x00002000 ,
  BillboardMask = 0x00003000 ,
  Skybox = 0x00020000 ,
  MultiPassAlpha = 0x00040000 ,
  GbufferAlphaBlend = 0x00080000 ,
  RequiresForwardRendering = 0x00100000 ,
  AvoidRecomputationOfNormals = 0x00200000 ,
  RenderOrderPlus1 = 0x09000000 ,
  RenderOrderPlus2 = 0x0a000000 ,
  RenderOrderPlus3 = 0x0b000000 ,
  RenderOrderPlus4 = 0x0c000000 ,
  RenderOrderPlus5 = 0x0d000000 ,
  RenderOrderPlus6 = 0x0e000000 ,
  RenderOrderPlus7 = 0x0f000000 ,
  GreaterDepthNoWrite = 0x10000000 ,
  AlwaysDepthTest = 0x20000000 ,
  RenderToAmbientOcclusionBuffer = 0x40000000
}
 
enum  MBMouseButtonState : int {
  Released ,
  Pressed
}
 State types of the mouse buttons. More...
 
enum  EditDataPolicy : int {
  Keep_in_file ,
  Keep_until_first_render
}
 
enum  MBMeshCullingMode : byte {
  None = 0 ,
  Backfaces = 1 ,
  Frontfaces = 2 ,
  Count
}
 
enum  BillboardType : int {
  None = 0 ,
  Up = 1 ,
  Full = 2
}
 
enum  VisibilityMaskFlags : uint {
  Final = 0x00000001 ,
  ShadowStatic = 0x00000010 ,
  ShadowDynamic = 0x00000020 ,
  Contour = 0x00000040 ,
  EditModeAtmosphere = 0x10000000 ,
  EditModeLight = 0x20000000 ,
  EditModeParticleSystem = 0x40000000 ,
  EditModeHelpers = 0x80000000 ,
  EditModeTerrain = 0x01000000 ,
  EditModeGameEntity = 0x02000000 ,
  EditModeFloraEntity = 0x04000000 ,
  EditModeLayerFlora = 0x08000000 ,
  EditModeShadows = 0x00100000 ,
  EditModeBorders = 0x00200000 ,
  EditModeEditingEntity = 0x00400000 ,
  EditModeAnimations = 0x00800000 ,
  EditModeAny = 0xFFF00000 ,
  Default = Final ,
  DefaultStatic = Default | ShadowStatic | ShadowDynamic ,
  DefaultDynamic = Default | ShadowDynamic ,
  DefaultStaticWithoutDynamic = Default | ShadowStatic
}
 
enum  InputLayout {
  Input_layout_regular = 0 ,
  Input_layout_normal_map = 1 ,
  Input_layout_skinning = 2 ,
  Input_layout_normal_map_skinning = 3 ,
  Input_layout_postfx = 4 ,
  Input_layout_regular_doubleuv = 5 ,
  Input_layout_normal_map_doubleuv = 6 ,
  Input_layout_skinning_doubleuv = 7 ,
  Input_layout_normal_map_skinning_doubleuv = 8 ,
  Num_of_input_layouts = 9
}
 
enum  TextFlags {
  RglTfHAlignLeft = 0x00000001 ,
  RglTfHAlignRight = 0x00000002 ,
  RglTfHAlignCenter = 0x00000003 ,
  RglTfVAlignTop = 0x00000004 ,
  RglTfVAlignDown = 0x00000008 ,
  RglTfVAlignCenter = 0x0000000c ,
  RglTfSingleLine = 0x00000010 ,
  RglTfMultiline = 0x00000020 ,
  RglTfItalic = 0x00000040 ,
  RglTfCutTextFromLeft = 0x00000080 ,
  RglTfDoubleSpace = 0x00000100 ,
  RglTfWithOutline = 0x00000200 ,
  RglTfHalfSpace = 0x00000400
}
 
enum  PhysicsMaterialFlags : byte {
  None = 0x0 ,
  DontStickMissiles = 0x01 ,
  Flammable = 0x02 ,
  RainSplashesEnabled = 0x04 ,
  AttacksCanPassThrough = 0x08
}
 
enum  PhysicsEventType {
  CollisionStart ,
  CollisionStay ,
  CollisionEnd
}
 
enum  RagdollState : int {
  Disabled = 0 ,
  NeedsActivation ,
  ActiveFirstTick ,
  Active ,
  NeedsDeactivation
}
 
enum  ZValidityState {
  Invalid ,
  BatchFormationUnitPosition ,
  ValidAccordingToNavMesh ,
  Valid
}
 

Functions

delegate string MaterialCacheIDGetMethodDelegate (object o)
 
delegate bool CheckForSceneProblemsDelegate (Scene scene)
 

Enumeration Type Documentation

◆ IntersectionType

Enumerator
Body 
Terrain 
Invalid 

◆ EntityFlags

Enumerator
ForceLodMask 
ForceLodBits 
AnimateWhenVisible 
NoOcclusionCulling 
IsHelper 
ComputePerComponentLod 
DoesNotAffectParentsLocalBb 
ForceAsStatic 
SendInitCallback 
PhysicsDisabled 
AlignToTerrain 
DontSaveToScene 
RecordToSceneReplay 
GroupMeshesAfterLod4 
SmoothLodTransitions 
DontCheckHandness 
NotAffectedBySeason 
DontTickChildren 
WaitUntilReady 
NonModifiableFromEditor 
DeferredParallelFrameSetup 
PerComponentVisibility 
Ignore 
DoNotTick 
DoNotRenderToEnvmap 
AlignRotationToTerrain 

◆ EntityVisibilityFlags

Enumerator
None 
VisibleOnlyWhenEditing 
NoShadow 
VisibleOnlyForEnvmap 
NotVisibleForEnvmap 

◆ BodyFlags

Enumerator
None 
Disabled 
NotDestructible 
TwoSided 
Dynamic 
Moveable 
DynamicConvexHull 
Ladder 
OnlyCollideWithRaycast 
AILimiter 
Barrier 
Barrier3D 
HasSteps 
Ragdoll 
RagdollLimiter 
DestructibleDoor 
DroppedItem 
DoNotCollideWithRaycast 
DontTransferToPhysicsEngine 
DontCollideWithCamera 
ExcludePathSnap 
IsOpoed 
AfterAddFlags 
AgentOnly 
MissileOnly 
HasMaterial 
BodyFlagFilter 
CommonCollisionExcludeFlags 
CameraCollisionRayCastExludeFlags 
CommonCollisionExcludeFlagsForAgent 
CommonCollisionExcludeFlagsForMissile 
CommonCollisionExcludeFlagsForCombat 
CommonCollisionExcludeFlagsForEditor 
CommonFlagsThatDoNotBlocksRay 
CommonFocusRayCastExcludeFlags 
BodyOwnerNone 
BodyOwnerEntity 
BodyOwnerTerrain 
BodyOwnerFlora 
BodyOwnerFilter 
IgnoreSoundOcclusion 

◆ RglScriptFieldType

Enumerator
RglSftString 
RglSftDouble 
RglSftFloat 
RglSftBool 
RglSftInt 
RglSftVec3 
RglSftEntity 
RglSftTexture 
RglSftMesh 
RglSftEnum 
RglSftMaterial 
RglSftButton 
RglSftColor 
RglSftMatrixFrame 

◆ MaterialFlags

Enumerator
RenderFrontToBack 
NoDepthTest 
DontDrawToDepthRenderTarget 
NoModifyDepthBuffer 
CullFrontFaces 
TwoSided 
AlphaBlendSort 
DontOptimizeMesh 
AlphaBlendNone 
AlphaBlendModulate 
AlphaBlendAdd 
AlphaBlendMultiply 
AlphaBlendFactor 
AlphaBlendMask 
AlphaBlendBits 
BillboardNone 
Billboard2d 
Billboard3d 
BillboardMask 
Skybox 
MultiPassAlpha 
GbufferAlphaBlend 
RequiresForwardRendering 
AvoidRecomputationOfNormals 
RenderOrderPlus1 
RenderOrderPlus2 
RenderOrderPlus3 
RenderOrderPlus4 
RenderOrderPlus5 
RenderOrderPlus6 
RenderOrderPlus7 
GreaterDepthNoWrite 
AlwaysDepthTest 
RenderToAmbientOcclusionBuffer 

◆ MBMouseButtonState

Enumerator
Released 

Released state of button.

Pressed 

Pressed state of button.

◆ EditDataPolicy

Enumerator
Keep_in_file 
Keep_until_first_render 

◆ MBMeshCullingMode

Enumerator
None 
Backfaces 
Frontfaces 
Count 

◆ BillboardType

Enumerator
None 
Up 
Full 

◆ VisibilityMaskFlags

Enumerator
Final 
ShadowStatic 
ShadowDynamic 
Contour 
EditModeAtmosphere 
EditModeLight 
EditModeParticleSystem 
EditModeHelpers 
EditModeTerrain 
EditModeGameEntity 
EditModeFloraEntity 
EditModeLayerFlora 
EditModeShadows 
EditModeBorders 
EditModeEditingEntity 
EditModeAnimations 
EditModeAny 
Default 
DefaultStatic 
DefaultDynamic 
DefaultStaticWithoutDynamic 

◆ InputLayout

Enumerator
Input_layout_regular 
Input_layout_normal_map 
Input_layout_skinning 
Input_layout_normal_map_skinning 
Input_layout_postfx 
Input_layout_regular_doubleuv 
Input_layout_normal_map_doubleuv 
Input_layout_skinning_doubleuv 
Input_layout_normal_map_skinning_doubleuv 
Num_of_input_layouts 

◆ TextFlags

Enumerator
RglTfHAlignLeft 

Horizontal align the label to the left.

RglTfHAlignRight 

Horizontal align the label to the right.

RglTfHAlignCenter 

Horizontal align the label to the center.

RglTfVAlignTop 

Vertical align the label to the top.

RglTfVAlignDown 

Vertical align the label to the down.

RglTfVAlignCenter 

Vertical align the label to the center.

RglTfSingleLine 

5th bit. Make label single line.

RglTfMultiline 

6th bit. Make label multi line.

RglTfItalic 

7th bit. Make label italic.

RglTfCutTextFromLeft 

8th bit. Cut the label from left.

RglTfDoubleSpace 

9th bit Make the text rows of the label double space.

RglTfWithOutline 

10th bit. Draw the label with outline. Make it thicker.

RglTfHalfSpace 

11th bit. Make the text rows of the label half space.

◆ PhysicsMaterialFlags

Enumerator
None 
DontStickMissiles 
Flammable 
RainSplashesEnabled 
AttacksCanPassThrough 

◆ PhysicsEventType

Enumerator
CollisionStart 
CollisionStay 
CollisionEnd 

◆ RagdollState

Enumerator
Disabled 
NeedsActivation 
ActiveFirstTick 
Active 
NeedsDeactivation 

◆ ZValidityState

Enumerator
Invalid 
BatchFormationUnitPosition 
ValidAccordingToNavMesh 
Valid 

Function Documentation

◆ MaterialCacheIDGetMethodDelegate()

delegate string TaleWorlds.Engine.MaterialCacheIDGetMethodDelegate ( object  o)

◆ CheckForSceneProblemsDelegate()

delegate bool TaleWorlds.Engine.CheckForSceneProblemsDelegate ( Scene  scene)