An invisible shape that allow objects within it to have an accumulation map.
A renderable, collidable convex shape defined by a collection of surface planes.
Stores and controls the rendering and status information for a game level.
Level object which defines the boundaries of the level.
This is a base class for all "marker" related objets. It is a 3D representation of a point in the level.
An invisible shape that causes objects hidden from view behind it to not be rendered.
A spline along which various objects can move along. The spline object acts like a container for Marker objects, which make up the joints, or knots, along the path. Paths can be assigned a speed, can be looping or non-looping. Each of a path's markers can be one of three primary movement types: "normal", "Position Only", or "Kink".
Physical Zones are areas that modify the player's gravity and/or velocity and/or applied force.
An object that provides a "window" into a zone, allowing a viewer to see what's rendered in the zone.
A collection of arbitrary objects which can be allocated and manipulated as a group.
A datablock which defines performance and quality properties for dynamic reflections.
This class is used for creating any type of game object, assigning it a class, datablock, and other properties when it is spawned.
Environmental object that triggers a day/night cycle in level.
Special type of marker, distinguished by a name and team ID number.
An object that represents an interior space.
Knot will have a smooth camera translation/rotation effect.
Will do the same for translations, leaving rotation un-touched.
The rotation will take effect immediately for an abrupt rotation change.
The type of knot that this marker will be.
Marker will cause the movements of the pathed object to be smooth.
Marker will have no smoothing effect.
Volume attenuates linearly from the references distance onwards to max distance where it reaches zero.
The type of smoothing this marker will have for pathed objects.