FileSystemclass
A filesystem that can be accessed by the game.
Methods1
Showing 1 methods
public static void SuppressNextHotload()
Stop the game from triggering a hotload for this file - because presumably you have already reloaded it.
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Properties12
Showing 12 properties
public static Sandbox.BaseFileSystem Editor.FileSystem.Cloud { get; set; }
The current project's .sbox/cloud/ folder. We download files from sbox.game right into this filesystem.
public static Sandbox.BaseFileSystem Editor.FileSystem.Config { get; set; }
The engine /game/config/ folder
public static Sandbox.BaseFileSystem Editor.FileSystem.Content { get; set; }
Content from active addons (and content paths)
public static Sandbox.BaseFileSystem Editor.FileSystem.Libraries { get; set; }
The current project's Libraries folder
public static Sandbox.BaseFileSystem Editor.FileSystem.Localization { get; set; }
The current project's Localization folder
public static Sandbox.BaseFileSystem Editor.FileSystem.Mounted { get; set; }
Paths from tool addons which are mounted.
public static Sandbox.BaseFileSystem Editor.FileSystem.ProjectSettings { get; set; }
The current project's ProjectSettings folder
public static Sandbox.BaseFileSystem Editor.FileSystem.ProjectTemporary { get; set; }
The current project's .sbox/ folder for temporary files and caches.
public static Sandbox.BaseFileSystem Editor.FileSystem.Root { get; set; }
Root of the game's folder.
public static Sandbox.BaseFileSystem Editor.FileSystem.Temporary { get; set; }
The engine /game/.source2/ folder for temporary files and caches.
public static Sandbox.BaseFileSystem Editor.FileSystem.Transient { get; set; }
The current project's .sbox/transient/ folder. This is where assets are created at runtime. These are assets that are created by another asset,that don't need to be stored in source control or anything - because they can get re-created at will.
public static Sandbox.BaseFileSystem Editor.FileSystem.WebCache { get; set; }
The engine /game/.source2/http/ folder.
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