<?xml version="1.0" encoding="Windows-1252" ?>
<NotepadPlus>
	<AutoComplete language="lua">
		<Environment ignoreCase="no" startFunc="(" stopFunc=")" paramSeparator=","terminal=""/>
		<KeyWord name="__add" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
newColor = Color:__add(otherColor)

Adds two colors. Also will add a color by a scalar. Returns the
new color.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__div" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
newColor = Color:__div(otherColor)

Divides two colors. Also will divide a color by a scalar.
Returns the new color.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__eq" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:__eq()

Equality test">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__gc" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:__gc()

Garbage collection support.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__le" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:__le(...)

Less than / equal test">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__lt" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:__lt(...)

Less than test">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__mul" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
newColor = Color:__mul(otherColor)

Multiplies two colors together. Also will multiply a color by a
scalar. Returns the new color.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__sub" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
newColor = Color:__sub(otherColor)

Subtracts two colors. Also will subtract a color by a scalar.
Returns the new color.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__tostring" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
str = Path:__tostring()

Returns a printed representation.

[warning: unimplemented]">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="__unm" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
value = Vector:__unm()

The unary minus operator negates all three components of the vector.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="abs" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.abs(x)

Returns the absolute value of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="acos" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.acos(x)

Returns the arc cosine of x (in radians).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="activate" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:activate( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="activateCompareId" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:activateCompareId(str)

Activate the rect, then return true if the ID equals the
specified string. This function is just kludging together 'activateRegion' and 'idEquals' for into a
single function for performance reasons.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="activateRegion" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:activateRegion()

Enable the rectangle as a mouse-detection region.  Unlike the methods
leftMouseDown, and so forth, this activates the region, but doesn't install a callback.

 Only works
inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="add" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:add(value)

Add the specified amount of time to the ProfileTimer, and increments the
timer's call-counter.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addBox" func="yes">
			<Overload retVal="CLASS:ShapeSequence, FUNCTION:" descr="
ShapeSequence:addBox(dimensions,properties)

- dimensions: (Vector) width, height, and depth of box
- properties: (table) Properties table. See class documentation for more information

 Adds a box
shape to this sequence">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addCustomRenderer" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
Gizmo.addCustomRenderer(renderer)

- renderer(function): A render function, which takes one
ShapeSequence as input

 Adds a custom gizmo renderer, which can add additional ShapeSequences each
frame. Developers who wish to use ShapeSequences and Gizmos at the same time may use this function
to extend the Gizmo's ShapeSequence.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addFromStart" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:addFromStart(start)

Fetches the current time using queryPerformanceCounter, and
computes an elapsed time relative to start.  Adds this elapsed time to the timer, and increments the
timer's call-counter.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addJointKernel" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.addJointKernel(newJoint)

- newJoint: (Joint) Joint to add to the scene

 adds the
joint to the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addKeywords" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:addKeywords(keyword1,keyword2,...)

SceneObject:addKeywords(keywordsTable)

- keyword1:
(string) keyword to set
- keywordsTable: (table) list of keyword strings to set

 adds a keyword or
keywords to an object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addLine" func="yes">
			<Overload retVal="CLASS:ShapeSequence, FUNCTION:" descr="
ShapeSequence:addLine(endpoint1,endpoint2,properties)

- endpoint1: (Vector) First endpoint of the
line segment
- endpoint2: (Vector) Second endpoint of the line segment
- properties: (table)
Properties table. See class documentation for more information.
 In addition to the regular
properties, the following additional properties are supported by ShapeSequence:addLine
- - color1:
(Color) Color of ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="addSphere" func="yes">
			<Overload retVal="CLASS:ShapeSequence, FUNCTION:" descr="
ShapeSequence:addSphere(radius,properties)

- radius: (number) radius of the sphere, in meters
-
properties: (table) Properties table. See class documentation for more information

 Adds a sphere
to this sequence">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="adjacent" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:adjacent([SubID,] sizex, sizey, gap, align)

Creates a rectangle that is adjacent to the
given rectangle. Align can be 'NW','NE','SW','SE','EN','ES','WN','WS'.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="allObjects" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
allObjects = SceneManager.allObjects()

Returns an array of all Scene Objects, including the core
scene object and other special objects">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="animationFade" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:animationFade(endWeight,time,channel)

endWeight - The weight to fade to time - how much
time in seconds to fade to channel - What channel the animation is playing on (default 1)

 Fades
the weights of an animation up and down. Default weight is 1, a weight of 0 results in no animation
movement. Weights are all compared to other animations currently playing.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="animationGetDefault" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:animationGetDefault()

Gets the default pose of an object and returns it as a 0 length
animation.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="append" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.append(array1, array2, array3...)

Appends several arrays.  Returns a new array containing all
the elements from all the input arrays, in the order that they were input.  It is valid to pass in
zero arrays, in which case the output table is empty.

 The inputs must be arrays (tables whose keys
are integers starting with 1 and ascending.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="apply" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:apply(t)

Fetches a sample from the path and applies it to the path's target object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyAngularImpulse" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyAngularImpulse(impulse)

- impulse: (Vector) impulse (relative to the global axes)
to apply

 Applies an instantaneous angular impulse to the object. The angular impulse will
instantaneously change the object's angular momentum. This impulse is in Newton meter seconds
(N*m*s).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyForce" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyForce(force, position)

- force: (Vector) force to apply over 1 frame
- position:
(Vector, optional): location (specified in the global coordinate system) where the force should be
applied.
 If not specified, force is applied directly to the center of mass of the object

 Applies
a force at a position on the object relative to the object's center of mass. The force is applied
over">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyImpulse" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyImpulse(impulse,position)

- impulse: (Vector) impulse to apply
- position:
(Vector, optional): location (specified in the global coordinate system) where the impulse should be
applied.
 If not specified, impulse is applied directly to the center of mass of the object
Applies an instantaneous impulse to the object at a position relative to the object' center of mass.
The impulse w">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelAngularImpulse" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelAngularImpulse(impulse)

- impulse: (Vector) impulse (relative to the object's
axes) to apply

 Applies an instantaneous angular impulse to the object. The angular impulse will
instantaneously change the object's angular momentum. This impulse is in Newton meter seconds
(N*m*s).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelForce" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelForce(force, position)

- force: (Vector) force to apply over 1 frame
-
position: (Vector, optional): location (specified in the object's coordinate system) where the force
should be applied.
 If not specified, force is applied directly to the center of mass of the object
Applies a force at a position on the object relative to the object's center of mass. The force is
applied o">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelHeadingTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelHeadingTorque(torque)

- torque: (number) Torque to apply

 Applies a torque
around the object's local Z axis">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelImpulse" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelImpulse(impulse,position)

- impulse: (Vector) impulse to apply
- position:
(Vector, optional): location (specified in the object's coordinate system) where the impulse should
be applied.
 If not specified, impulse is applied directly to the center of mass of the object
Applies an instantaneous impulse to the object at a position relative to the object' center of mass.
The impu">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelPitchTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelPitchTorque(torque)

- torque: (number) Torque to apply

 Applies a torque
around the object's local X axis">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelRollTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelRollTorque(torque)

- torque: (number) Torque to apply

 Applys a Torque to an
object's local Y Axis">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyRelTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyRelTorque(force)

- force: (Vector) torque (relative to the object's axes) to apply
over 1 frame

 Applies a torque to the object. The torque is applied over 1 physics frame (currently
1/240 of a second). This function is designed to apply a torque over time.  To apply an
instantaneous angular impulse, see documentation for the function
SceneObject:applyRelAngularImpulse(). This f">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyToPoint" func="yes">
			<Overload retVal="CLASS:Transform, FUNCTION:" descr="
movedpoint = Transform.applyToPoint(point)

Applies the position, rotation, and scale to the point,
and returns the transformed point.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="applyTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:applyTorque(force)

- force: (Vector) torque (relative to the global axes) to apply over
1 frame

 Applies a torque to the object. The torque is applied over 1 physics frame (currently
1/240 of a second). This function is designed to apply a torque over time.  To apply an
instantaneous angular impulse, see documentation for the function SceneObject:applyAngularImpulse().
This force is ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="asin" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.asin(x)

Returns the arc sine of x (in radians).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="assert" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function assert( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="atScreenCoordinates" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
name = Gizmo.atScreenCoordinates(x,y)

- name (string): Name of the gizmo found
- x (number):
x-coordinate (in screen pixels) of the search origin
- y (number): y-coordinate (in screen pixels)
of the search origin

 Searches for a gizmo under the specified x-y coordinate on the screen.
Returns the gizmo's name if it exists, or nil if no named gizmo was found under the specified
coordinate.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="atan" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.atan(x)

Returns the arc tangent of x (in radians).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="atan2" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.atan2(y, x)

Returns the arc tangent of y/x (in radians), but uses the signs of both parameters
to find the quadrant of the result. (It also handles correctly the case of x being zero.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="attachObject" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.attachObject(obj,offset)

- obj: (SceneObject) The object to attach to
- offset:   (vector)
The vector in world space to offset the camera from looking straight at the object
 (usefull for 3rd
person)

 Attaches an object to the camera. In 1st and 3rd person mode this is the object that the
camera follows.

 note: Camera.attachObject(nil) will detatch any object from the camera.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="beginRotate" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.beginRotate(sensitivity)

Pushes a keymap that turns mouse movement into camera rotation. The
keymap is the following:

* fpskeymap = EventMap.new()
* EventMap.setEvent(fpskeymap,
'keyPress-scrollWheel',function(d) Camera.zoomIn(d/100) end)
* EventMap.setEvent(fpskeymap,
'keyPress-rightMouse',function() Camera.beginRotate(150) end)
* EventMap.setEvent(fpskeymap,
'keyRelease-rightMouse',func">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="bgLoad" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function bgLoad(filename)

Tells the engine to start loading this resource in the background. This
function will not guarentee that the resource is loaded when it returns. It also passes back the
filename so that you can use it inline such as foo=bgLoad('myname/object')">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="breakpoint" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger.breakpoint()

Invokes the debugger. Acts like you hit a breakpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="byte" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.byte(s [, i [, j] ])

Returns the internal numerical codes of the characters s[i], s[i+1],
···, s[j]. The default value for i is 1; the default value for j is i.

 Note that numerical codes
are not necessarily portable across platforms.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="bytes" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:bytes( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="call" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.call(name, func, level)

Asks the GuiManager to call the specified function every frame.
The function you provide should draw some elements on the screen using Rect:drawPict and/or
Rect:drawText.

 You can specify a level, things with a higher level number will always be drawn on
top of lower level numbers.

 Specifying levels is know to be slightly buggy.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="callLate" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.callLate(func)

Used only in a repaint routine.  Asks the GuiManager to call the
specified function late in the current layer of the current frame. This is not persistent - it only
lasts until the end of the current repaint.  This is usually used for drawing popups like tooltips
or menu bodies.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="canonicalizeFilename" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
canonicalName = Utils.canonicalizeFilename(filename)

Returns the passed passed filename in its
canonical form. If the passed value is not a valid filename, returns nil.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="capture" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
Mouse.capture(callback)

- callback : This function will be passed a true or false if the player has
allowed mouse capture.

 Asks the player if the game can have permission to steal the mouse cursor">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castKernelMouseRay" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
results = Collider.castKernelMouseRay([mode])

This routine is identical to Collider.castRay, except
that you do not specify a ray: it uses the mouse ray.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castKernelRayToPlane" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
results = Collider.castKernelRayToPlane(from, to, point, vec)

- from (Vector) - The point in space
where the Ray is originating.
- to   (Vector) - A point in space to define the direction of the Ray.
- point (Vector) - A point on the plane
- vec (Vector) - A Vector perpendicular to the plane

 Casts
a ray through the scene, checking for collisions against the plane specified.  Returns a table
des">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castMouseRay" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
results = Collider.castMouseRay([mode])

This routine is identical to Collider.castRay, except that
you do not specify a ray: it uses the mouse ray.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castMouseRayToMousePlane" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
result = Collider:castMouseRayToMousePlane(planepoint)

- planepoint (Vector3D) - A point on the
plane perpendicular to the camera

 Casts a ray in the scene that will return the any collisions
with a plane that is perpendicular to the camera Returns a table of results. result.point will
contain the Vector3D of the intersection point.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castMouseRayToPlane" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
result = Collider:castMouseRayToPlane(planepoint,planenormal)

- planepoint (Vector3D) - A point on
the plane
- planenormal (Vector3D) - A unit vector perpendicular to the plane

 Casts a ray in the
scene that will return the any collisions with the plane specified Returns a table of results.
result.point will contain the Vector3D of the intersection point.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castRay" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
results = Collider.castRay(from, to, [mode])

- from (Vector) - The point in space where the Ray is
originating.
- to   (Vector) - A point in space to define the direction of the Ray.
- mode (String)
- Either 'polygons' or 'solids'... See Below

 Casts a ray through the scene, checking for
collisions against scene objects.  Returns a table describing where the collisions occurred.

 The
table retu">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="castRayToPlane" func="yes">
			<Overload retVal="CLASS:Collider, FUNCTION:" descr="
results = Collider.castRayToPlane(from, to, point, vec)

- from (Vector) - The point in space where
the Ray is originating.
- to   (Vector) - A point in space to define the direction of the Ray.
-
point (Vector) - A point on the plane
- vec (Vector) - A Vector perpendicular to the plane

 Casts a
ray through the scene, checking for collisions against the plane specified.  Returns a table
describin">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ceil" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.ceil(x)

Returns the smallest integer larger than or equal to x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="center" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:center([SubID,] xsize,ysize)

Creates a subrectangle centered inside self.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="char" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.char(···)

Receives zero or more integers. Returns a string with length equal to the number
of arguments, in which each character has the internal numerical code equal to its corresponding
argument.

 Note that numerical codes are not necessarily portable across platforms.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="checkBreak" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:checkBreak( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clear" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.clear(table)

Removes all keys and values from the table. No return value.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearBreakpoints" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger.clearBreakpoints()

Clears all breakpoints.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearEvent" func="yes">
			<Overload retVal="CLASS:EventMap, FUNCTION:" descr="
EventMap:clearEvent(name)

Clears an event handler from the map.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearHandlers" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.clearHandlers()

Clears all the handler tables.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearKernelKeyword" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:clearKernelKeyword(keyword)

Removes the keyword from the object's keywords">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearLineCountData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.clearLineCountData()

Clears the line count data.  If the 'setCountLines' flag is still
set, the table will immediately begin to repopulate.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearMenuActive" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:clearMenuActive()

Clears the rect's menu-active flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:clearPosition([t1 , [t2]])

Deletes track keyframes.  With zero arguments, deletes all track
keyframes.  With one argument, a time value, deletes just the track keyframe at the specified time.
With two arguments, both time values, deletes all track keyframes between the two numbers inclusive.
If no keyframes are present that match, returns silently without doing anything.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:clearRotation([t1 , [t2]])

Deletes track keyframes.  With zero arguments, deletes all track
keyframes.  With one argument, a time value, deletes just the track keyframe at the specified time.
With two arguments, both time values, deletes all track keyframes between the two numbers inclusive.
If no keyframes are present that match, returns silently without doing anything.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:clearScale([t1 , [t2]])

Deletes track keyframes.  With zero arguments, deletes all track
keyframes.  With one argument, a time value, deletes just the track keyframe at the specified time.
With two arguments, both time values, deletes all track keyframes between the two numbers inclusive.
If no keyframes are present that match, returns silently without doing anything.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clearUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:clearUniscale([t1 , [t2]])

Deletes track keyframes.  With zero arguments, deletes all track
keyframes.  With one argument, a time value, deletes just the track keyframe at the specified time.
With two arguments, both time values, deletes all track keyframes between the two numbers inclusive.
If no keyframes are present that match, returns silently without doing anything.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="clone" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
newObject = SceneObject:clone(location)

- newObject: (SceneObject) The new object, which is a
duplicate of this object
- location : (Vector, optional) Location to create the object. If not
specified,
 the object will be created in the same place as this object

 Clones an object, creating
an identical copy.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="closeDocDump" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:closeDocDump(...)

Writes a line to the doc dump file.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="collectgarbage" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function collectgarbage( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="color" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function color(r,g,b,a)

Creates a new Color instance. This is a shortcut for Color:new">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="combine" func="yes">
			<Overload retVal="CLASS:Transform, FUNCTION:" descr="
transform = Transform:combine(parenttransform)

Combines two transforms.  The resulting transform
behaves as if the position and rotation of the parent transform were applied first, then the
position, rotation, and scale of this transform. The scale of the parenttransform is not applied!">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="combineSkins" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.combineSkins(original, override)

Returns a nem skin that is the combination of the
original skin with the override skin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="compose" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation:compose(parent)

Returns the composition of self and parent.  If you rotate an object using
the composed rotation, it is as if you rotated it using self, and then rotated it using parent.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="concat" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.concat(table [, sep [, i [, j] ] ])

Given an array where all elements are strings or numbers,
returns table[i]..sep..table[i+1] ··· sep..table[j]. The default value for sep is the empty string,
the default for i is 1, and the default for j is the length of the table. If i is greater than j,
returns the empty string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="confine" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:confine([SubID,] container)

Tries to make this rectangle fit inside the container
rectangle by scooting this rectangle left, right, up, or down.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="contains" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:contains(x,y)

Returns true if the coordinates are inside the rect.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="continue" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:continue( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="copy" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
path = Path:copy()

Makes a copy of a path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="copyelts" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.copyelts(srcTab, dstTab, keylist)

For every key in keylist, copies the value from srcTab to
dstTab.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="coreDeleteObject" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.coreDeleteObject(whichObject)

This function removes a scene object. Kernel-only">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="cos" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.cos(x)

Returns the cosine of x (assumed to be in radians).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="cosh" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.cosh(x)

Returns the hyperbolic cosine of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="count" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.count(table, value)

Searches a table for a given value.  Returns the number of times the
value occurs in the table.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="countlines" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string = string:countlines()

Returns the number of lines in a string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="create" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
newGizmo = Gizmo.create(gizmoType,options)

- gizmoType (string): Type of gizmo to create. This may
be 'sphere', 'box', or 'line'
- options (table): Table of options to configure the gizmo. See the
Gizmo class documentation for more information
- newGizmo (Gizmo): The created gizmo

 Creates a new
gizmo and begins displaying it immediately. You can modify the values in the gizmo table to change
ho">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="createFromBlueprint" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
objects = SceneManager.createFromBlueprint(filename)

- objects: (SceneObject array) The objects
that were instantiated from the blueprint
- filename: (string) The name of the blueprint to load">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="createFromBlueprintNoInit" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
objects = SceneManager.createFromBlueprintNoInit(filename)

- objects: (SceneObject and Joint array)
The components that were instantiated from the blueprint
- filename: (string) The name of the
blueprint to load

 Since C++ must exercise great care when calling into Lua, it is easier if this
function does not call the Lua constructor for the object.  Instead, this function is wrapped in a
higher-">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="createObject" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
newObject = SceneManager.createObject(filename,rotation,position,options...)

- newObject:
(SceneObject) The object that is created
- filename: (string or ResourceID) The geometry resource to
use as the object's model
- rotation: (Rotation, optional) The initial rotation of the object
-
position: (Position, optional) THe initial position of the object
- options: A sequence of strings.
Currently, t">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="createObjectNoInit" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
newObject = SceneManager.createObjectNoInit(filename,rotation,position,options...)

- newObject:
(SceneObject) The object that is created
- filename: (string or ResourceID) The geometry resource to
use as the object's model
- rotation: (Rotation, optional) The initial rotation of the object
-
position: (Position, optional) THe initial position of the object
- options: A sequence of strings.
Option">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="createScriptlet" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
scriptlet = SceneManager.createScriptlet(filename)

- scriptlet: (Scriptlet) The scriptlet
instantiated
- filename: (string or ResourceID) the resource to use as the source of the scriptlet
This function returns a new scriplet from a resource">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="cross" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
value = Vector:cross(othervector)

Returns the cross-product of the two vectors.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="currentMouse" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
id = GuiManager.currentMouse()

Same as GuiManager.getCurrentMouse()">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="datan2" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
number = math.datan2(dy,dx)

Returns the arctangent, in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dcos" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
value = math.dcos(angle)

Rounds the cosine of an angle, specified in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="debug" func="yes">
			<Overload retVal="CLASS:ParticleSystem, FUNCTION:" descr="
ParticleSystem:debug(...)

Prints a debugging dump.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="debugBreak" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:debugBreak(...)

Breaks the engine. Useful for debugging.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="decompose" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
xcomponent,ycomponent,zcomponent = Vector:decompose(object)

Separates the vector into three
perpendicular components.  The three components add up to the original vector.  The first component
points in the direction of the object's right-vector, the second in the direction of the object's
forward-vector, and the third in the direction of the object's up-vector.  The object can be a scene
object, ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="deepprint" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.deepprint(tab)

Prints the contents of the table, and any tables it contains. Mostly for
debugging purposes.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="deg" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.deg(x)

Returns the angle x (given in radians) in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="delete" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function delete(x)

Deletes an element from the scene. The parameters can be any of the following:
-
SceneObject: The object to delete
- Joint: The joint to delete
- instance of a class: Runs the
class's destructor">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="deleteJointKernel" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.deleteJointKernel(toRemove)

- toRemove: (Joint) The joint to remove, which should
already exist in the scene

 removes the joint from the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="deleteObject" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.deleteObject(obj)

- obj: (SceneObject) This is the object to delete.

 Deletes an
object from the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="deletedObjectIndex" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function deletedObjectIndex( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dispatchEvent" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler.dispatchEvent(event)

Finds or creates an event handler for the specified event, and
schedules it using Coroutines.schedule.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="displayDocFile" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.displayDocFile(extension)

Display (launch/explore/etc.) the documentation file of the given
extension.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="distance" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
distance = CameraBoom:distance(point)

The distance operator can compute the distance between any
two objects: they can be scene objects, cameras, transforms, or just points specified as vectors.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="doRotate" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.doRotate()

Kernel-only. Rotates the camera">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="docs" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function docs( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dodump" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:dodump( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dofile" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function dofile( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dot" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
value = Vector:dot(othervector)

Returns the dot-product of the two vectors.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drag" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drag( [startdragcallback [, container] ] )

Allows the rect to be dragged using the left mouse
button.  Returns a displaced version of the rectangle.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawButton" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawButton(clip, skin, label, callback)

Draws a button, and arranges a callback to occur if
the button is clicked.

* Uses skin[.buttonDefault].down
* Uses skin[.buttonDefault].over
* Uses
skin[.buttonDefault].normal
* Uses skin[.buttonDefault].text      (optional)
* Uses
skin[.buttonDefault].overlay   (optional)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawCheckBox" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawCheckBox(clip, skin, initvalue [,callback])

Draws a checkbox.  The initial value you pass
in should be a boolean.  If you provide a callback function, then it will be called each time the
checkbox's value is altered. You can alter the checkbox yourself using getCheckBoxValue and
setCheckBoxValue.

* Uses skin[.checkboxDefault].selectedDown
* Uses
skin[.checkboxDefault].selectedOver
* Use">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawDirtyTextInput" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawDirtyTextInput(clip, skin, group, init, callback)

Used for the property panel. This
control will switch between two modes, display and edit When display is active it just displays the
text that was passed to it. Upon clicking on the control it switches to edit mode and becomes a
standard edit box. In addition, this control keeps track of all other controls like it and only
allows one to ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawDisabledButton" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawDisabledButton(clip, skin, label)

Draws a disabled button.

* Uses
skin[.buttonDefault].disabled
* Uses skin[.buttonDefault].disabledtext (optional)
* Uses
skin[.buttonDefault].overlay      (optional)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawDropDownButton" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawDropDownButton(clip, skin, text)

Draws a drop-down-menu button. Text is optional.

* Uses
skin[.dropDownMenuDefault].over
* Uses skin[.dropDownMenuDefault].normal
* Uses
skin[.dropDownMenuDefault].overlay  (optional)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawHScroll" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawHScroll(clip, skin, inc, def)

Draws a horizontal scrollbar.

 USER-DEFINABLE.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawHighlight" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawHighlight(pos,clip,options,text,lo,hi)

- pos: (Rect) The position to render the text
-
clip: (Rect) Boundary rectangle against which text should be clipped
- text: (string) The text to
display
- options: (table) a table containing options.
- lo: (int) the first character you want to
highlight (1-based)
- hi: (int) the last character you want to highlight (1-based)

 The options are
the s">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawIconButton" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawIconButton(clip, skin, image, callback)

Draws a button containing a picture.  Arranges a
callback to occur if the button is clicked.  The image parameter should be an image filename.  The
image will be rendered on top of the button, so it should be transparent enough to let the button
show through.

* Uses skin[.buttonDefault].down
* Uses skin[.buttonDefault].over
* Uses
skin[.buttonDefa">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawLabel" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawLabel(clip, skin, text)

Draws a text label

* Uses skin[.labelDefault].text">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawMenuBody" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawMenuBody(clip, skin, align, maxheight, contents, callback)

Draws a menu body.

 A menu
consists of two parts: the button which pops the menu up, and the menu's body.  The body only
appears when the button is clicked. Drawing a menu consists of drawing the button, then drawing the
body.

 You have to draw the button using Rect:drawButton, Rect:drawIconButton, or the equivalent.
This butto">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawMenuBodyLate" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawMenuBodyLate( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawMenuButton" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:drawMenuButton( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawMotionData" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:drawMotionData( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawPict" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect.drawPict(clip,{foreground (optional), background (optional), stretch (optional), behind
(optional)})

- pos: (Rect) Position of the image
- clip: (Rect) Boundaries against which the image
should be clipped
- foreground: (string) filename of a Texture to use as a foreground image
-
background: (string) Filename of a Texture to use as a background image
- stretch: (boolean) If
true, stretch the">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawRadioButton" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawRadioButton(clip, skin, first, value[, callback])

Draws a radio button.  When drawing a
set of radio buttons, you must pass the rectangle of the first button in the set. Value is a string
or number which is this radio button's value. You may provide a callback function to the first radio
button in a set, you may not provide a callback to any of the others. The callback will be invoked
wh">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawText" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawText(clip,options,text)

- clip: (Rect) Boundary rectangle against which text should be
clipped
- text: (string) The text to display
- options: (table) a table containing options.

 The
options can be:

- font: (string) file path of a font resource
- color: (color) a color
specification
- size: (number) Height of a line of text, in pixels
- linegap: (number) Number of
pixels between each ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawTextBox" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawTextBox(clip, skin, mode, wrap, init, callback)

The implementation of drawTextInput and
drawTextEditor. Mode is one of 'drawTextInput' or 'drawTextEditor'.  The text must already have been
initialized using 'setText' at least once before calling this routine.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawTextEditor" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawTextEditor(clip, skin, init)

Draws a multiline text editor with vertical scrollbar.

*
Uses skin[.textEditorDefault].text
* Uses skin[.textEditorDefault].body">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawTextInput" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawTextInput(clip, skin, init, callback)

Draws a one-line-of-text input box.  This differs
from a text editor box in that it only allows one line of text: any attempt to hit enter simply
triggers the callback.

* Uses skin[.textInputDefault][.scrollDefault].barNS
* Uses
skin[.textInputDefault][.scrollDefault].buttonNDown
* Uses
skin[.textInputDefault][.scrollDefault].buttonN
* Uses
skin[.te">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawTextViewer" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawTextViewer(clip, skin, text)

Draws a text viewer.  Like a text editor, except that the
text cannot be edited.  You can procedurally alter the text from frame to frame.

* Uses
skin[.textEditorDefault].text
* Uses skin[.textEditorDefault].body">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawTooltip" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawTooltip(clip, skin, text)

If the mouse is over this rectangle for a set period of time,
this function will draw a tooltip contanining the specified text.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawVScroll" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
amount = Rect:drawVScroll(clip, skin, inc, def)

Draws a vertical scrollbar.  Returns a number from
zero to one, where zero means the scrollbar is at the top, and one means that the scrollbar is at
the bottom.  Inc is the increment (default 0.1) by which the scrollbar moves when you click the
arrow buttons.  Def is the default value that the scrollbar is initialized with when it is first
created.
">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawVector" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:drawVector( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="drawWindow" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:drawWindow(clip, skin)

Draws a box on the screen.

* Uses skin[.windowDefault].normal">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dsin" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
value = math.dsin(angle)

Rounds the sine of an angle, specified in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dsincos" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
sine,cosine = math.dsincos(angle)

Rounds the sine and cosine of an angle, specified in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dtan" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
number = math.dtan(angle)

Returns the tangent of an angle, specified in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dump" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.dump(function)

Returns a string containing a binary representation of the given function, so
that a later loadstring on this string returns a copy of the function. function must be a Lua
function without upvalues.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpCollisions" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
report = ProfileTimer.dumpCollisions()

Prints out a list of all collisions and near-misses.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpFrame" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.dumpFrame()

Prints out performance measurements.  The four columns are:

- Number of
calls (last 60 frames average)
- Time taken (last 60 frames average)
- Number of calls (last frame)
- Time taken (last frame)

 If you call dumpFrame when you're not in profiling mode, the data you
get is rather unreliable because of thread interactions.

 Remember, profiling frame data is updated
on">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpLineCounts" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.dumpLineCounts()

Prints out the line count data.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpMemory" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.dumpMemory()

Print out memory usage statistics.  Currently, the monitoring system is
not complete and therefore, the total memory printed out is only a fraction of what the engine is
using.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpResources" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.dumpResources()

Print out resource usage statistics.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpSteps" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.dumpSteps()

Dumps the record of simulation steps.  Shows the wall-clock time of the
step, and whether or not a render was fired.  Finally, estimates the simulation and render fps based
on the simulation step data.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="dumpSummary" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.dumpSummary()

A heuristic performance analyzer.  Compiles all the performance numbers
into a simple report listing all the various things a performance-conscious programmer should be
concerned about and assigning each a simple rating on a scale from 1 to 5, where 1 is good and 5 is
bad.  Usually, this report is not in itself enough to analyze why a program is running slowly, but
it g">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="editMenu" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:editMenu( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="editorSkin" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.editorSkin()

Returns the standard skin.  A skin is a collection of drawPict/drawText
styles.  See the manual entry on styles and skins.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="empty" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
flag = Deque:empty()

Returns true if the deque is empty.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="enableFakeTransactions" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.enableFakeTransactions(enable)

- enable : Boolean

 Any transactions after this is turned on
will not access the official transaction server, but will return fake data instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="enableFocus" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:enableFocus(fn)

Enable this rect to get the keyboard focus.  You can also specify a callback
function to obtain keyboard events. The event handling function will get called whenever this
rectangle has focus and the user presses a key.  The callback is passed the event name as a
parameter.

 If you (separately) activate this region for mouse clicks, then the GuiManager will
direct focus to th">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="endRotate" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.endRotate()

This should be called after the rotation map is pushed via beginRotate. It pops
the rotation EventMap.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="endswith" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
flag = string:endswith(suffix)

Returns true if this string ends with the specified suffix.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="engineDebugOut" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function engineDebugOut(text)

Outputs debug text at the engine level">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="enter" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:enter( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="enumerateSavedGames" func="yes">
			<Overload retVal="CLASS:SaveLoadGame, FUNCTION:" descr="
gameList = SaveLoadGame.enumerateSavedGames(gameName)

- gameName: The name of the game to enumerate
saved games for. Your pocket
 should save and load games using the same gameName parameter.
Enumerates all of the saved games associated with a particular, named game. The return value will be
a table, with one entry per saved game found.

 Each entry in the table will itself be a table
(actually a">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="error" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function error( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="eventMap" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function eventMap()

Creates a new EventMap instance. This is a shortcut for EventMap.new">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="every" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer.every(fn, interval [, key])

- fn: the function to be called
- interval: how often the
function should be called, in seconds
- key: a name that can be used to delete this task

 Causes a
function to be called on a regular scheduled interval. The first call to the function is after the
specified interval. The key can be used to delete this task using Timer.stop().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="execJavascript" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.execJavascript(command)

- command: (string) Javascript string to execute.

 Executes a
javascript string in the browser window containing this plugin">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="exit" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:exit( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="exp" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.exp(x)

Returns the value ex.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="explode" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string:explode(delimiter [, limit])

Returns an array of strings, each of which is a substring of
the input string formed by splitting the input string on boundaries formed by the string delimiter.
If limit is set and positive, the returned array will contain a maximum of limit elements with the
last element containing the rest of string . If the limit parameter is negative, all components
except ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="exportSymbols" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function exportSymbols( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="fileMenu" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:fileMenu( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="fill" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.fill(table, start, end, value)

Fills a subrange of an array with a specified value. If end is
less than start, no filling takes place.  Start and end are NOT clamped to the range 1 to length.
Returns the table itself.

 This function can also be used to create a new initialized array.  Pass
in NIL as the table parameter, and a new table will be created, filled, and returned.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="fillAnalysis" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:fillAnalysis( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="find" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.find(s, pattern [, init [, plain] ])

Looks for the first match of pattern in the string s.
If it finds a match, then find returns the indices of s where this occurrence starts and ends;
otherwise, it returns nil. A third, optional numerical argument init specifies where to start the
search; its default value is 1 and can be negative. A value of true as a fourth, optional argument
plain tur">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="findJointById" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.findJointById(findId)

Retrieves a joint via its index in the collection of all joints">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="firstPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,value = Path:firstPosition()

Returns the first track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="firstRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,value = Path:firstRotation()

Returns the first track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="firstScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,value = Path:firstScale()

Returns the first track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="firstUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,value = Path:firstUniscale()

Returns the first track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="floor" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.floor(x)

Returns the largest integer smaller than or equal to x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="fmod" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.fmod(x, y)

Returns the remainder of the division of x by y that rounds the quotient towards
zero.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="focusOnObject" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.focusOnObject(obj)

- obj: (SceneObject) The object to focus on

 Focuses the camera on an
object. In 1st person or 3rd person mode the camera lines itself up with the attached object and the
new focused object. In sky mode the camera looks at the new focused object and will rotate about it.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="follow" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.follow(obj,distance,heading,pitch)

- obj: (SceneObject) The object for the camera to follow
- distance: (Number) The distance at which the camera should follow the object. Can be a number or
nil.
- heading: (Number) The heading that the camera should maintain. Can be a number (degrees) or
nil.
- pitch: (Number) The pitch that the camera should maintain. Can be a number (degrees) or nil.
Sw">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="forceGLState" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.forceGLState(flag)

Force the openGL state to be reset before every render. This is very
slow and inefficient, but it's sometimes useful for debugging shader bugs.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="forceQuit" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.forceQuit(...)

Force the Wild Pockets engine to terminate. If a string is supplied, pass that
message to the loader as an error.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="foreach" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.foreach(...)

Undocumented Lua builtin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="foreachi" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.foreachi(...)

Undocumented Lua builtin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="format" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.format(formatstring, ···)

Returns a formatted version of its variable number of arguments
following the description given in its first argument (which must be a string). The format string
follows the same rules as the printf family of standard C functions. The only differences are that
the options/modifiers *, l, L, n, p, and h are not supported and that there is an extra option, q.
The q ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="fourCornerDrag" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:fourCornerDrag(w,h,raise)

Allows the rect to be dragged using the left mouse button.  Allows
the rect to be resized by dragging the four corners or the edges. Returns a displaced version of the
rectangle.  If 'raise' is specified, then GuiManager.raise is also called on drag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="frexp" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.frexp(x)

Returns m and e such that x = m2e, e is an integer and the absolute value of m is in
the range [0.5, 1) (or zero when x is zero).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="fromCrispy" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function fromCrispy( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="gather" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:gather()

Gathers and returns all timing data from all timers and returns it in the
form of a data table.  The higher-level routine 'displayData' stores and summarizes these data
tables to generate its analysis.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="gcPhysicsMem" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:gcPhysicsMem(...)

Garbage collects memory used by the physics system.  Must be called
roughly once per frame.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="gcinfo" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function gcinfo( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="get" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
R, G, B, A = Color:get()

Returns the four channels of color information as four numbers ranging
from 0 to 1. ( R=red value, G=green value, B=blue value, A=alpha value) DEPRICATED : Use
Color.getRGBA() instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getA" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
A = Color:getA()

Returns the alpha channel of color information ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAchievements" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.getAchievements(game,callback)

- game (string) : The game filename to associate this data
with. If nil, will default to the current game filename.
- callback (function) : The function to be
called when the server returns the results.

 Returns a table of achievements. The keys of this
table will correspond with the achievement names while the values will be tables containing the
following ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllAnimations" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
channels = SceneObject:getAllAnimations()

channels - table of all channels of animations currently
playing in any way

 Returns a list of all animations playing in a table. Usefull for looping
through.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllDocStrings" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getAllDocStrings( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllFunctions" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getAllFunctions( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllJoints" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
allJoints = SceneManager.getAllJoints()

retrieves an array containing all joints in the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllKernelKeywords" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
keywords = SceneObject:getAllKernelKeywords()

- keywords: (string array) All the keywords set on
the object

 Returns an array with all keywords set on an object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllKernelPropertyKeys" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getAllKernelPropertyKeys(...)

Returns all of the registered property keys">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllKeywords" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getAllKeywords( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAllObjects" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
allObjects = SceneManager.getAllObjects()

Returns an array of all Scene Objects">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAmbient" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
color = Lighting.getAmbient()

- color: (color) The current color of the ambient light

 retrieves
the current ambient color of the specified light">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAnchored" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:getAnchored()

- anchored: (boolean) Returns the anchored property

 Returns
the current anchored state. The anchored property locks an object's orientation in space. The object
will still collide with other objects, but collision will not move this object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAngularVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
angularVelocity = SceneObject:getAngularVelocity()

- angularVelocity: (Vector) the object's angular
velocity around the
 x, y, an z axes of the world coordinate system

 Gets the object's angular
velocity. This velocity is in radians per second (rad/s).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAnimationInfo" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
table = SceneObject:getAnimationInfo(channel)

channel - defaults to 1

 table contains{
- speed:
(number) Playback speed relative to the animation's recorded speed. 1 is 100% speed, 2 is 200%, .5
is 50%
- start: (number) Start time, in seconds.
- stop: (number) Stop time, in seconds.
- time:
(number) Initialization time, in seconds. If the animation is looping, the first cycle will start at
this ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAnimationLoop" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
loop = SceneObject:getAnimationLoop(channel)

- loop: (boolean) If true, animation should loop when
it reaches the end
- channel: (number, optional) The channel to loop. If uspecified, channel 1 is
set to loop.

 Sets the animation to loop when it reaches the end of its timeline.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAnimationSpeed" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
speed = SceneObject:getAnimationSpeed(channel)

- speed: (boolean) If true, animation should loop
when it reaches the end
- channel: (number, optional) The channel to loop. If uspecified, channel 1
is set to loop.

 Sets the animation to loop when it reaches the end of its timeline.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAttachOffset" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
offset = Camera.getAttachOffset()

- offset: (Vector) the offset from the object where the camera is
Gets the offset of the camera from the object it is attached to">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAttachedJoints" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
attachedJoints = SceneObject:getAttachedJoints(toObject)

- attachedJoints: (Joint array) All the
joints attached to this object
- toObject: (SceneObject, optional) If specified, acts as a filter on
the joint list; only the joints going from this object to toObject will be returned. If omitted, all
joints will be returned

 Retrieves all the joints attached to the object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAttachedObjects" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
attachedObjects = SceneObject:getAttachedObjects()

- attachedObjects: (SceneObject array) The
objects attached to this object via joints

 returns a list of objects that are attached via joints">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAutoCalculateInertia" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:getAutoCalculateInertia()

Retrieves the inertia auto-calcuation flag. If true,
inertia is calculated from the collision volumes. If false, the collision arms are used to determine
the inertia of the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAvatar" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
avatar = SceneObject:getAvatar()

- avatar: (boolean) Value of the avatar flag

 Brief : Gets the
avatar property

 Gets the avatar property. The avatar property is reserved for future development.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAxes" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
r,f,u,l,b,d = CameraBoom:getAxes()

Get the object's local direction vectors.  Returns six values:
* positive x axis (the 'right' vector)
* positive y axis (the 'forward' vector)
* positive z axis
(the 'up' vector)
* negative x axis (the 'left' vector)
* negative y axis (the 'backward' vector)
*
negative z axis (the 'down' vector)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getAxisAngle" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
axis, angle = Rotation.getAxisAngle()

Converts a rotation object into an axis and an angle. The
angle is in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getB" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
B = Color:getB()

Returns the blue channel of color information ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBack" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
val = Deque:getBack()

Returns the value at the back of the deque.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBackgroundColor" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
color = SceneManager.getBackgroundColor()

Gets the background color of the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBackwardVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
vec = CameraBoom:getBackwardVector()

Returns a vector that points backward out of the rear of the
character's head.  The backward vector is equal to the character's local negative Y-axis.  If you
need several of a character's vectors, it is quicker to use getAxes instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBaseUrl" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
value = Utils.getBaseUrl()

Returns the site that the builder is hosted on.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBegin" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:getBegin()

Gets the lowest timestamp">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBoneNames" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
names = SceneObject:getBoneNames()

- names: (string array) The names of all the bones in the
SceneObject's model

 Retrieves all bone names.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBoneParent" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
parent = SceneObject:getBoneParent(name)

- name: Name of the bone

 Returns the name of the bone's
parent in the bone hierarchy. If the bone is the root bone, returns nil.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBonePosition" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
position = SceneObject:getBonePosition(name)

- position: (Vector) Position of the bone relative to
the parent bone
- name: (string) Name of the bone

 Retrieves the position of the named bone
relative to its parent bone.

 DEPRECATED IN V1.6

 Please use
SceneObject:getBoneTransform():getPosition().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBoneRotation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
rotation = SceneObject:getBoneRotation(name)

- rotation: (Rotation) Rotation of the bone relative
to its parent bone
- name: (string) Name of the bone

 Retrieves the rotation of the named bone
DEPRECATED IN V1.6

 Please use SceneObject:getBoneTransform():getRotation().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBoneScale" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
scale = SceneObject:getBoneScale(name)

- scale: (Vector) Scale of the bone
- name: (string) Name of
the bone

 Retrieves the scale of the named bone

 DEPRECATED IN V1.6

 Please use
SceneObject:getBoneTransform():getScale().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBoneTransform" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
transform = SceneObject:getBoneTransform(name [, status [, frame]])

- name: Name of the bone
-
status: either 'current' or 'original'
- frame: Frame of reference - 'world', 'model', or 'parent'
The frame can be any of the following strings:


- world  - return absolute world-space transform of
bone
- model  - return transform of bone relative to the scene object
- parent - return transform of
bon">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBounciness" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
value = SceneObject:getBounciness()

See 'setBounciness'.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBounds" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
min,max = SceneObject:getBounds()

Gets the inital (unscaled) bounds of the object as two vectors
(min and max)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBreakForce" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
force = Joint:getBreakForce()

Retrieves the force at which the joint will break. If 0, joint is
unbreakable.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBreakOnError" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
flag = Debugger.getBreakOnError()

If flag is set, then errors cause the debugger to pop up. If
clear, then errors just print a traceback.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBuildAnchored" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:getBuildAnchored()

- flag: (boolean) if true, object becomes anchored in build
mode only

 This will only anchor an object if the scene is loaded in the builder. It will do
nothing during normal game play.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBuildLocked" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
locked = SceneObject:getBuildLocked()

- locked: (boolean) Returns whether the object is locked in
the builder

 Brief : Gets the build locked property

 Returns the current value of the build locked
property. This property affects selection while in build mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBuildTarget" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getBuildTarget()

Get the build target name of the plugin">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getBuildWeightless" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:getBuildWeightless()

- flag: (boolean) if true, object becomes weightless in
build mode only

 Kernel Only. Retrieves the build-mode only weightless flag">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getByKernelKeyword" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
objects = SceneManager.getByKernelKeyword(keyword)

- objects: (SceneObject array) An array of all
the SceneObjects that possess the specified keyword
- keyword: (string) The keyword of interest
Retrieves all objects that have a specified keyword. Returns an array of those objects.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getByKeyword" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
objects = SceneManager.getByKeyword(keyword)

- objects (SceneObject array): An object with the
keyword
- keyword (string): The keyword to find

 Retrieves all objects with a specified keyword">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCameraBoom" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
camera = SceneManager.getCameraBoom()

- camera: (CameraBoom) The scene's camera

 This function
returns the current cameraBoom. This function is used to get a handle on the camera itself for
overriding the Camera class which provides usefull functionality. Use this function along with
Camera.setMode('manual') to allow for the direct manipulation of the cameras transform.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCanonicalAggregateTransform" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
transform = SceneObject:getCanonicalAggregateTransform(name)

- name: (string) Name of the bone
Retrieves the named bone's initial transform relative to the model's root

 DEPRECATED IN V1.6
Please use SceneObject.getBoneTransform(x, 'original', 'model').">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCanonicalRelativeTransform" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
transfrom = SceneObject:getCanonicalRelativeTransform(name)

- name: (string) Name of the bone
Retrieves the named bone's initial transform relative to its parent bone

 DEPRECATED IN V1.6
Please use SceneObject:getBoneTransform(x, 'original', 'parent').">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCastsShadow" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:getCastsShadow()

Retrieves the flag that controls shadow-casting. If true, the
object casts a shadow.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCenterOfMass" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
centerOfMass = SceneObject:getCenterOfMass()

-centerOfMass (Vector): The center of mass position
relative to the center of the model

 retrieves an object's center of mass, expressed as a position
relative to the center of the model.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCheckBoxValue" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getCheckBoxValue()

Returns the current value of the checkbox, true (checked) or false
(unchecked).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getClassHierarchy" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getClassHierarchy( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getClickHandler" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
fn = GuiManager.getClickHandler(index, id)

Get the mouse-click handler for the specified mouse
button and rect ID">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getClickInProgress" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
id = GuiManager.getClickInProgress(btn)

Gets the value of the global variable that holds the ID of
the rectangle in which a click is in progress.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getClipboardText" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
text = GuiManager.getClipboardText()

Returns the text on the system clipboard.  For security
reasons, this function can only be used inside a GUI event handler for 'keyPress-v' with the
control-key down.  Without this security restriction, it would be possible for any game you run to
simply monitor your clipboard.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCloseObjects" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
objlist = SceneObject:getCloseObjects([cutoff])

- cutoff: (number) The maximum distance to return
objects from
- objlist: (table) Returns a table with keys 'object','objects','distance','distances'
Returns a table with the closest object stored in key 'object' and the distance to that object in
key 'distance'. Also returns an array of all objects that are within the cutoff distance under the
keys">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCollidable" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:getCollidable()

Returns true if the object can collide with others.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCollisionData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
report = ProfileTimer.getCollisionData()

Returns a list of all collisions and near-collisions that
the physics engine is currently detecting.  This function is expensive, use it only for debugging.
The results are an array of collision records.  Each collision record contains: obj1, obj2, result.
Obj1 and obj2 are scene objects, unless the collision is with the ground plane, in which case one
may">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getColor" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
color = SceneObject:getColor()

returns the tint which is applied to the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCompassDirection" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
direction = CameraBoom:getCompassDirection([frame_of_reference])

Get the compass direction in which
the object is facing. The return value is a string, one of: N, NNW, NW, WNW, W, WSW, SW, SSW, S,
SSE, SE, ESE, E, ENE, NE, NNE If the object's orientation is not exactly in one of these sixteen
directions, it will approximate.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCountLines" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
flag = ProfileTimer.getCountLines()

If the flag is true, then the engine will count the number of
lines executed by the lua interpreter.  This slows down the interpreter a lot, so only turn it on
for debugging/profiling.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCrossProduct" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
value = Vector:getCrossProduct(othervector)

Returns the cross-product of the two vectors. Synonyms:
getCrossProduct and cross.

 DEPRECATED IN V1.6

 Please use Vector:cross().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCurrentAggregateTransform" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
transform = SceneObject:getCurrentAggregateTransform(name)

- name: (string) Name of the bone
Retrieves the named bone's transform relative to the model's root

 DEPRECATED IN V1.6

 Please use
SceneObject:getBoneTransform(x, 'current', 'model').">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCurrentEvent" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
event, arg1, arg2, ... = EventHandler.getCurrentEvent()

Called inside an event handler, returns the
name of the current event. Called anywhere else, returns ''.  Note that if an event handler does a
coroutine yield or Timer.sleep, it ceases to classify as an event handler from that point forward.
Also returns the event arguments, if any.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCurrentMouse" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.getCurrentMouse()

Gets the value of the global variable that holds the ID of the current
mouse rectangle.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getCurrentRelativeTransform" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
transform = SceneObject:getCurrentRelativeTransform(name)

- name: (string) Name of the bone
Retrieves the named bone's transform relative to its parent bone

 DEPRECATED IN V1.6

 Please use
SceneObject:getBoneTransform(x, 'current', 'parent').">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDefaultTexture" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
filename = SceneObject:getDefaultTexture(index)

Retrieves the default texture as specified in the
object's model for a given texture index.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDeleted" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getDeleted(...)

returns true if an object has been deleted false otherwise">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDepth" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
amount = SceneObject:getDepth()

- amount: (number) The depth of the object in meters

 Retrieves
the current visual depth of the object (note: for animated models, this is the depth of the initial
pose)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDiffuse" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
color = Lighting.getDiffuse(index)

ambient: (color) The current diffuse color of the light index:
(number, optional) Index of one of the lights in the scene

 retrieves the diffuse color of the
light">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDirection" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
direction = Lighting.getDirection(index)

- direction: (Vector) The direction towards which the
light is shining
- index: (number, optional) Index of one of the lights in the scene

 retrieves the
position of the light in the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDistance" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
distance = Camera.getDistance()

Returns the distance (meters) between the camera eye and the camera
focus.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDotProduct" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
value = Vector:getDotProduct(othervector)

Returns the dot-product of the two vectors.

 DEPRECATED
IN V1.6

 Please use Vector:dot().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDownHandler" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
fn = GuiManager.getDownHandler(index, id)

Get the mouse-down handler for the specified mouse button
and rect ID">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDownVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
vec = CameraBoom:getDownVector()

Returns a vector that points downward out of the bottom the
character's feet.  The down vector is equal to the character's local negative Z-axis.  If you need
several of a character's vectors, it is quicker to use getAxes instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getDuration" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:getDuration()

Returns the path's duration in seconds.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getEnable" func="yes">
			<Overload retVal="CLASS:MotionLog, FUNCTION:" descr="
flag = MotionLog.getEnable()

Returns true if motion logging is enabled.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getEnabled" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
enabled = Joint:getEnabled()

Returns if a joint is enabled or disabled">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getEnd" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:getEnd()

Gets the highest timestamp">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getEndTime" func="yes">
			<Overload retVal="CLASS:Animation, FUNCTION:" descr="
time = Animation:getEndTime()

- time: (number) Time, in seconds

 Gets the end time of the
animation, i.e. the last time at which the animation moves any bones.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExactEye" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
location = Camera.getExactEye()

Gets the exact position of the current camera's eye, regardless of
the camera's current motion.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExactFocus" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
location = Camera.getExactFocus()

Gets a coordinate that is currently centered in the camera's
frame, regardless of the camera's current motion.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExactRotation" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.getExactRotation()

Returns the rotation of the camera.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExtrapolatePosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
flag = Path:getExtrapolatePosition()

If the flag is true, retrieving coordinates outside of the
path's time-range will extrapolate. If the flag is false, values are clamped to the value at the
track's endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExtrapolateRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
flag = Path:getExtrapolateRotation()

If the flag is true, retrieving coordinates outside of the
path's time-range will extrapolate. If the flag is false, values are clamped to the value at the
track's endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExtrapolateScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
flag = Path:getExtrapolateScale()

If the flag is true, retrieving coordinates outside of the path's
time-range will extrapolate. If the flag is false, values are clamped to the value at the track's
endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getExtrapolateUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
flag = Path:getExtrapolateUniscale()

If the flag is true, retrieving coordinates outside of the
path's time-range will extrapolate. If the flag is false, values are clamped to the value at the
track's endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getEye" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
location = Camera.getEye()

Gets the location at which the camera's eye is targeted. This may not be
the current eye location if the camera is in motion.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFile" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:getFile(...)

This function returns a filepath on the users computer">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFilename" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
filename = SceneObject:getFilename()

Returns the filename associated with this scene object's
model.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFilenameParsed" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
userpart,filepart,versionpart = SceneManager.getFilenameParsed()

Retrieves the filename of the
currently-loaded scene, parsed into its constituent components. If the currently loaded scene is not
versioned, the versionpart will be nil.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFocus" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
location = Camera.getFocus()

Gets the coordinates the camera is currently targeting to center in
the frame. The coordinates may not be currently centered in the frame if the camera is in motion.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFollowDistance" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
amount = Camera.getFollowDistance()

- amount: (Number) The distance that the camera should follow
behind it's attached object. Could be nil if not set.

 Gets the distance that the camera tries to
maintain away from the attached object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFollowHeading" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
heading = Camera.getFollowHeading()

- heading: (Number) The heading to maintain. This could return
nil if not set.

 Gets the heading that the camera should maintain relative to global coordinates.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFollowPitch" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
pitch = Camera.getFollowPitch()

- pitch: (Number) The optimal pitch for the camera. This can return
nil if not set.

 Returns the optimal pitch for the camera to maintain.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getForwardVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
vec = CameraBoom:getForwardVector()

Returns a vector that points forward out of the tip of the
character's nose.  The forward vector is equal to the character's local positive Y-axis.  If you
need several of a character's vectors, it is quicker to use getAxes instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFov" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
fov = CameraBoom:getFov()

Returns the field of view, in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFps" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
fps = Simulation.getFps()

fps: (number) The current framerate, frames per second

 Retrieves the
current Frames Per Second rate of the scene rendering">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFrameCounterData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:getFrameCounterData( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFrameTimerData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:getFrameTimerData( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFramesAnalysis" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
results = ProfileTimer.getFramesAnalysis()

Returns an analysis of the previous frame's timing data.
The analysis consists of a table mapping timer name to timer data.  Each timer data is a table
containing name, count, total, avgcount, avgtotal.

 This is kernel-only, because we never give the
user a pointer to a kernel-internal data structure (which he could modify and break something.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getFront" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
val = Deque:getFront()

Returns the value at the front of the deque.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getG" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
G = Color:getG()

Returns the green channel of color information ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getGlobalVolume" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
volume = Sound.getGlobalVolume()

Gets the volume for all sounds, using a scale which ranges from
0-1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getGravity" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
gravity = SceneManager.getGravity()

- gravity: (Vector) the acceleration due to gravity in the
scene

 Returns a Vector that describes the acceleration due to gravity in the scene. This
acceleration is in meters per second squared (m/s^2).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getGroundPlane" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
height = SceneManager.getGroundPlane()

- height: (number) The height of the ground plane relative
to the scene origin

 retrieves the z coordinate for the ground plane">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getHPR" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
heading,pitch,roll = CameraBoom:getHPR([frame_of_reference])

Returns the heading, pitch, and roll.
In the heading, 0 is north, 90 is west, 180 is south, and 270 is east.  In the pitch, 0 is level, 90
is pointing straight up, and -90 is straight down.  In the roll, negative values are tilting left,
and positive values are tilting right.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getHeading" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
heading = CameraBoom:getHeading([frame_of_reference])

Returns the object's heading, where 0 is
north, 90 is west, 180 is south, and 270 is east.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getHeadingVector" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.getHeadingVector(rotation)

- rotation: (Number) The amount of rotation to apply to this
vector clockwise in degrees - may be nil

 Returns a vector that points in the direction of the
camera in the XY plane. The angle passed will rotate this vector clockwise around the Z axis by that
angle.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getHeight" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
height = SceneObject:getHeight()

- height: (number) The height of the object in meters

 Returns
the height of the object. (Note: for animated models this is the initial height and not the current
height)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getHelpSectionFunction" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
value = Utils.getHelpSectionFunction()

Retrieves the value of the 'helpsectionfn' key from the
plugin context. This specifies a Javascript function to invoke when the Help Section functionality
is used.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getId" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
id = SceneObject:getId()

returns the object's GUID. Kernel-only, as userland code should not use
GUIDs">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getIdleModeEnable" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
enabled = Simulation.getIdleModeEnable()

The engine supports an 'idle mode' - when a game does not
have the keyboard focus, it deliberately slows down to 2 FPS and 1/3 the normal simulation speed.
This works fine for most games, but not all. If you set the idle mode enable to false, the game will
not slow down when it loses keyboard focus.  Setting the idle mode to true causes the engine to
reduc">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getInertiaArms" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
armLengths = SceneObject:getInertiaArms()

- armLengths (Vector): The lengths of the X, Y, and Z
arms

 Retrieves the length of the 'arms' of the inertia model. See the documentation of
setInertiaArms for more information.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getInertiaRotation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
rotation = SceneObject:getInertiaRotation()

Retrieves the rotation of the inertia arms relative to
the model's principal axes">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getInitialDepth" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
amount = SceneObject:getInitialDepth()

- amount: (number) The unscaled depth of the object in
meters

 Retrieves the unscaled depth of the object (note: for animated models, this is the depth of
the initial pose)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getInitialHeight" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
amount = SceneObject:getInitialHeight()

- amount: (number) The unscaled height of the object in
meters

 Retrieves the unscaled height of the object (note: for animated models, this is the height
of the initial pose)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getInitialWidth" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
amount = SceneObject:getInitialWidth()

- amount: (number) The unscaled width of the object in
meters

 Retrieves the unscaled width of the object (note: for animated models, this is the width of
the initial pose)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getKernelModule" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getKernelModule( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getKernelProperty" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject.getKernelProperty(propertyPath)

Retrieves the property at the desired path, or nil if
the property does not exist. propertyPath: Path to the desired property, as a string of the form
'branch1/branch2/leafName'">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLeftVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
vec = CameraBoom:getLeftVector()

Returns a vector that points left out of the character's left
shoulder.  The left vector is equal to the character's local negative X-axis.  If you need several
of a character's vectors, it is quicker to use getAxes instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLength" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
length = Sound:getLength()

Returns the length of a Sound, in seconds">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLightingEnabled" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:getLightingEnabled()

Returns true if lights should be applied to this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLineCountData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
arr = ProfileTimer.getLineCountData()

Returns an array listing every line of code executed by the
lua interpreter, along with line count data.  The result is an array of tables, where each table
contains 'filename', 'line', and 'count'.  The table will be empty unless you have at some point
enabled the 'setCountLines' flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLoadingScreen" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.getLoadingScreen(flag)

Returns true, false, or 'auto'. See 'setLoadingScreen'.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLocalTime" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
year,month,day,hour,minute,second,millisecond = Utils.getLocalTime()

Gets current time in the local
time zone.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLockAxisRot" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
rotation = SceneObject:getLockAxisRot()

rotation -- rotation to rotate the lock X,Y,Z around

 use
this function in coorilation with lockX, lockY, and lockZ to lock to non-standard axes.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLockX" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:getLockX()

returns true if the objects movement is locked to X. Locked
objects act like anchored objects but only in one dimension.

 Note: an anchored object is not
nececarily locked in XYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLockY" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:getLockY()

returns true if the objects movement is locked to Y. Locked
objects act like anchored objects but only in one dimension.

 Note: an anchored object is not
nececarily locked in XYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getLockZ" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:getLockZ()

returns true if the objects movement is locked to Z. Locked
objects act like anchored objects but only in one dimension.

 Note: an anchored object is not
nececarily locked in XYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMass" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
mass = SceneObject:getMass()

Returns the mass of the object in kilograms.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMaxX" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
width = Mouse.getMaxX()

Returns the width of the rendering area.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMaxY" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
height = Mouse.getMaxY()

Returns the height of the rendering area.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMemoryData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
data = ProfileTimer:getMemoryData()

Returns a table mapping memory category name to memory category
data.  Each memory category data is a table containing:

- name
- count  (number of allocated
blocks)
- total  (total size of all allocated blocks in bytes)

 Some memory categories may not keep
track of allocated blocks, per se.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMenuActive" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getMenuActive()

Returns the rect's menu-active flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMenuType" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getMenuType()

Used to retrieve meta information used to bring up right click menus and drag
and drop functions.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMeshColor" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getMeshColor(...)

Gets the color of the specified mesh.

 Raises an error if no mesh by
the given name exists.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMeshMode" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getMeshMode(...)

Gets the rendering mode of the specified mesh. Can be one of the
following: standard, wireframe, alphatest.

 Raises an error if no mesh by the given name exists.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMeshes" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
meshes = SceneObject:getMeshes()

Retrieves a list of all the meshes in this model.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMinMaxDistance" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
minDistance, maxDistance = Camera.getMinMaxDistance()

- minDistance: (Number) Minimum distance
(meters) allowed between the camera and the object
- maxDistance: (Number) Maximum distance (meters)
allowed between the camera and the object

 Gets the minimum and maximum follow distance. When
following an object, the camera will not get further or closer than these limits.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMinMaxHeading" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
minHeading, maxHeading = Camera.getMinMaxHeading()

- minHeading: (Number) Angle (degrees), low
counterclockwise boundary on heading
- maxHeading: (Number) Angle (degrees), high counterclockwise
boundary on heading

 Gets the minimum / maximum limits on heading while following an object. The
limits are angles (degrees) from the negative X-axis.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMinMaxPitch" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
minPitch, maxPitch = Camera.getMinMaxPitch()

- minPitch: (Number) The minimum pitch (degrees), the
furthest up the camera will tilt
- maxPitch: (Number) The maximum pitch (degrees), the furthest down
the camera will tilt

 Gets the minimum and maximum limits on the camera pitch while following an
object. When following an object, the camera will tilt outside of these limits.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getMode" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
mode = Camera.getMode()

- mode: (string) the current mode of the camera ('1st', '3rd', 'Sky')

 The
camera can switch between 1st, 3rd and Sky mode. 1st mode will lock the camera to the object. 3rd
will have the camera follow an object . Sky will have the camera rotate around a point or object.
'1st' mode does not currently work.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getName" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:getName(...)

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getNearFarPlanes" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
near,far = CameraBoom:getNearFarPlanes()

Returns the near and far clipping distances.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getNetCreator" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
creator = SceneObject:getNetCreator()

Gets the clientID (an integer) of the network client that
created this object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getNetOwner" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
owner = SceneObject:getNetOwner()

Gets the clientID (an integer) of the network client that owns
this object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getNewPocketFunction" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
value = Utils.getNewPocketFunction()

Retrieves the value of the 'newpocketfn' key from the plugin
context. This specifies a Javascript function to invoke when the New Pocket functionality is used.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getNormal" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
unitvec = Vector:getNormal()

Returns a normalized vector - ie, a vector in the same direction, but
with length 1.0. Synonyms: normalize, getNormal, unit.

 DEPRECATED IN V1.6

 Please use
Vector:normalize().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getNumTextures" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
count = SceneObject:getNumTextures()

Returns the number of unique textures on the object.
DEPRECATED IN V1.6

 Please use SceneObject:getMeshTexture() and SceneObject:setMeshTexture().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObject" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
object = SceneManager.getObject(name)

- object: (SceneObject) The object to return, or nil if no
such object was found
- name: (string) The name of the SceneObject in which we are interested

 This
function returns a scene object by name">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObject1" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
object1 = Joint:getObject1()

Returns the first attached object or nil if the joint is affixed to an
absolute coordinate in space">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObject2" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
object2 = Joint:getObject2()

Returns the second attached object or nil if the joint is affixed to
an absolute coordinate in space.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObjectNames" func="yes">
			<Overload retVal="CLASS:MotionLog, FUNCTION:" descr="
list = MotionLog.getObjectNames()

Returns an array of all the object-names in the motion log.

 The
log contains object names, not object pointers.  The name in the record is the name of the object at
the time the motion was logged.

 The names are returned in alphabetical order.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObjectNamesUpdates" func="yes">
			<Overload retVal="CLASS:MotionLog, FUNCTION:" descr="
count = MotionLog.getObjectNamesUpdates()

Returns the number of times the 'getObjectNames' list has
been updated.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObjectTrace" func="yes">
			<Overload retVal="CLASS:MotionLog, FUNCTION:" descr="
records = MotionLog.getObjectTrace(name)

Returns all the motion log records for the given object
name. Each record contains these fields:

 record.prev - a transform. record.curr - a transform.
record[0] - traceback line 0 record[1] - traceback line 1 record[2] - traceback line 2 etc.

 This
set of fields will probably be expanded in the future.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObjectTraceUpdates" func="yes">
			<Overload retVal="CLASS:MotionLog, FUNCTION:" descr="
count = MotionLog.getObjectTraceUpdates(name)

Returns the number of times the
'getObjectTrace(name)' list has been updated.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getObjectUids" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
uidList = SceneManager.getObjectUids()

returns a list of object uids">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getOpenPocketFunction" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
value = Utils.getOpenPocketFunction()

Retrieves the value of the 'openpocketfn' key from the plugin
context. This specifies a Javascript function to invoke when the Open Pocket functionality is used.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPath" func="yes">
			<Overload retVal="CLASS:Animation, FUNCTION:" descr="
path = Animation:getPath(boneName)

- path: (Path) The path that moves the specified bone
-
boneName: (string) The name of the bone that will be moved by the path

 Retrieves a path from the
animation by specifying the name of the bone moved by the path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPathNames" func="yes">
			<Overload retVal="CLASS:Animation, FUNCTION:" descr="
names = Animation:getPathNames()

- names: (array) An array of name strings

 Retrieves all of the
path names moved by this animation.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPercentX" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
percentX = Mouse.getPercentX()

Returns the X coord of the mouse as a number between 0 and 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPercentY" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
percentY = Mouse.getPercentY()

Returns the Y coord of the mouse as a number between 0 and 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPhysicsStepSize" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
stepsize = Simulation.getPhysicsStepSize()

-stepsize: The size of a physics step, in seconds
Retrieves the size of a physics step (dt) that is used in the physics simulator. NOTE: This is not
the same as the physics simulation period; see the physics docmentation in the manual for more
information.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPitch" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
pitch = Camera.getPitch()

Retrieves the pitch expressed as an angle (degrees) relative to the
XY-plane. 0 is level, while positive values are downward pitch and negative values are upward pitch.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPlayPocketFunction" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
value = Utils.getPlayPocketFunction()

Retrieves the value of the 'playpocketfn' key from the plugin
context. This specifies a Javascript function to invoke when the Test Pocket functionality is used.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPlayerNumberData" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.getPlayerNumberData(game,user,key,callback)

- game : (string) The game filename to associate
this data with. If nil, will default to the current game filename.
- user : (string) The user that
the data was saved under. Usually nil which will use the currently logged in player.
- key :
(string) The unique string that identifies the data to be retrieved.
- callback : (function) The
function t">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPlayerStringData" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.getPlayerStringData(game,user,key,callback)

- game : (string) The game filename to associate
this data with. If nil, will default to the current game filename.
- user : (string) The user that
you want the data associated with. Usually nil which will use the currently logged in player.
- key
: (string) The unique string that identifies the data to be retrieved.
- callback : (function The
fu">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPluginProperty" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getPluginProperty(name)

Get the value of a property that was passed to the plugin at
instantiation">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPolyCount" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
count = SceneObject:getPolyCount()

Retrieves the number of triangles in this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
track = Path:getPosition(time)

Gets the track at a given time. This value is either default (if the
path has no keys or one key), interpolated (if time is between two keys), clamped (if time is
outside of all keyframes and the extrapolate flag is off), or extrapolated (if time is outside of
all keys and the extrapolate flag is on).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getProfilingMode" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
value = ProfileTimer.getProfilingMode()

In normal mode, the engine tries to maintain maximum speed.
In profiling mode, the engine tries to maximize measurement accuracy.  Mainly, the difference is
that in profiling mode, the engine avoids complex multithreading.  Returns true or false.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getProperty" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
value = SceneObject:getProperty(key)

- value: (anything) Property value or a table of all the
properties at this branch
- key: (string) The path to the property or property branch to retrieve
Retrieves a property from the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getR" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
R = Color:getR()

Returns the red channel of color information ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRGBA" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
R, G, B, A = Color:getRGBA()

Returns the four channels of color information as four numbers ranging
from 0 to 1. ( R=red value, G=green value, B=blue value, A=alpha value)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRadioValue" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getRadioValue()

Returns the current value of the currently-selected radio button. It doesn't
matter which radio button you pass to 'getRadioValue', it will return the value of the
currently-selected one in the set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRange" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
minRange,maxRange = Joint:getRange()

Returns the minimum and maximum angle/position of the joint,
or nil if no limit is set">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRay" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
ray = Mouse.getRay()

Returns a normalized ray as a vector from the camera to the mouse.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRayFromXY" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
ray = Mouse.getRayFromXY(x,y)

Returns a normalized ray as a vector from the camera to the gui
coordinates passed.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRecommendedScriptClassname" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
classname = SceneObject:getRecommendedScriptClassname()

Retrieves the name of the class recommended
by the modeler for this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRecommendedScriptFilename" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
filename = SceneObject:getRecommendedScriptFilename()

Retrieves the filename of the class
recommended by the modeler for this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRefCount" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
refCount = SceneObject:getRefCount()

returns the number of refs">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRelAngularVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
relangularVelocity = SceneObject:getRelAngularVelocity()

- relangularVelocity: (Vector3d) The
Objects angular velocity in relative coordinates to the current rotation of the object.

 Gets the
Objects angular velocity in relative coordinates to the current rotation of the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRelVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
velocity = SceneObject:getRelVelocity()

- relVelocity: (Vector3d) The Objects velocity in relative
coordinates to the current rotation of the object.

 Gets the Objects velocity in relative
coordinates to the current rotation of the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRenderMode" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getRenderMode( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRenderProfile" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
profile = ProfileTimer:getRenderProfile()

- profile: (table) properties of render and their values.
Retrieves the profiling information from the render pipeline. If render profiling is not enabled,
this table will be empty. Otherwise, it will contain mappings between profile information and the
corresponding values.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getResourceData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
report = ProfileTimer:getResourceData()

Returns a report describing all the resources that have
been loaded.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getResourceType" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
type = Simulation.getResourceType(resourcename, wait)

-resourcename: (string) the filename of the
resource
-wait: (boolean) whether or not to wait for a result
-type: (string) the type of the
resource

 Returns the resource type, as a string, of the specified resource. If wait is true, does
not return until the resource is loaded. If wait is false, may return nil if resource is not loaded.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRightVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
vec = CameraBoom:getRightVector()

Returns a vector that points right out of the character's right
shoulder.  The right vector is equal to the character's local positive X-axis.  If you need several
of a character's vectors, it is quicker to use getAxes instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRoll" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation:getRoll()

Convert a rotation into a roll.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
track = Path:getRotation(time)

Gets the track at a given time. This value is either default (if the
path has no keys or one key), interpolated (if time is between two keys), clamped (if time is
outside of all keyframes and the extrapolate flag is off), or extrapolated (if time is outside of
all keys and the extrapolate flag is on).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getRotationLock" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:getRotationLock()

anchored -- string ('none', 'x', 'y', 'z', 'all')
returns a string representing what rotation lock is applied to the SceneObject">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getSavable" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
savable = SceneObject:getSavable()

- savable: (boolean) The flag value

 Brief : Gets the savable
property

 Returns the current value of the savable property. Savable is a boolean flag that
determines if the object is saved by SceneManager's scene-saving operations.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
track = Path:getScale(time)

Gets the track at a given time. This value is either default (if the
path has no keys or one key), interpolated (if time is between two keys), clamped (if time is
outside of all keyframes and the extrapolate flag is off), or extrapolated (if time is outside of
all keys and the extrapolate flag is on).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScaleX" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
sx = CameraBoom:getScaleX()

Returns the X-component of the scale.  It may be more convenient to use
getScaleXYZ, which returns all three values.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScaleXYZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
sx,sy,sz = CameraBoom.getScaleXYZ()

Returns the X, Y, Z scale of the object as three values. It is
also possible to obtain the scale as a single vector object by calling getScale instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScaleY" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
sy = CameraBoom:getScaleY()

Returns the Y-component of the scale.  It may be more convenient to use
getScaleXYZ, which returns all three values.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScaleZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
sz = CameraBoom:getScaleZ()

Returns the Z-component of the scale.  It may be more convenient to use
getScaleXYZ, which returns all three values.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScreen" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
rect = GuiManager.getScreen()

- rect: (Rect) The screen rectangle

 Returns the Rect representing
the whole screen.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScriptClass" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
module_or_classobject_or_nil, classname = SceneObject:getScriptClass()

Returns the class that has
been assigned to this SceneObject.

 The data that this function returns will vary depending on what
method was used to set the class in the first place. See the documentation for setScriptClass() for
more details on how the class can be set.

 FORM 1: The class of an object has been set to a
referen">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScriptModule" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
module = SceneManager.getScriptModule()

Returns the filename of the module which provides the root
script for this scene.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getScrollPercent" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getScrollPercent()

Returns the percent that the scrollbar has been scrolled">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getSelectedText" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getSelectedText()

The rectangle should be the rectangle of a textInput or textEditor. Returns
the current selected text contents.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getShaderStatus" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getShaderStatus(...)

- status : (string) The status of the shader engine


 Retrieves a
plain-text description of the status of the shader engine.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getShaderWarnings" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getShaderWarnings(...)

- warnings : (string) Warnings from shaders


 Retrieves a
plain-text list of all warnings generated by the shader compiler.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getShininess" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
coefficient = Lighting.getShininess()

- coefficient: (number) The current specular coefficient
retrieves the shininess coefficient of the objects in the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getSpecular" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
color = Lighting.getSpecular(index)

- color: (color) The current color of the specular light
-
index: (number, optional) Index of one of the lights in the scene

 retrieves the specular color of
the light">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getSpeed" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
speed = Camera.getSpeed()

- speed: (Number) elasticity constant, between 0 and 1 inclusive

 Gets
the camera elasticity. Each frame, the camera moves this fraction of the distance towards its eye
and focus positions. Setting this value closer to 1 makes the camera move faster.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getStartTime" func="yes">
			<Overload retVal="CLASS:Animation, FUNCTION:" descr="
time = Animation:getStartTime()

- time: (number) Time, in seconds

 Gets the earliest time for the
animation, i.e. the earliest time value at which the animation will move any bones.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getStartUserScripts" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
value = Simulation.getStartUserScripts()

Retrieves the value of the 'start user scripts' key from
the plugin context.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getStashed" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
isStashed = SceneObject:getStashed()

- isStashed (boolean): Returns whether the object was stashed
Brief : Gets the stashed property

 This function is buggy and is scheduled to be fixed later, use
at your own risk.

 Returns whether an object is stashed. Stashed objects are not rendered.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getSummaryData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.getSummaryData()

A heuristic performance analyzer.  Compiles all the performance
numbers into a simple report listing all the various things a performance-conscious programmer
should be concerned about and assigning each a simple rating on a scale from 1 to 5, where 1 is good
and 5 is bad.  Usually, this report is not in itself enough to analyze why a program is running
slowly, but i">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getSurfaceMu" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
mu = SceneObject:getSurfaceMu()

Gets the friction constant for the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTarget" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:getTarget()

Returns the object that was stored using setTarget.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTargetVersion" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager:getTargetVersion( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTestPocketFunction" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
value = Utils.getTestPocketFunction()

Retrieves the value of the 'testpocketfn' key from the plugin
context. This specifies a Javascript function to invoke when the Test Pocket functionality is used.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getText" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:getText()

The rectangle should be the rectangle of a textInput or textEditor. Returns the
current text contents.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTexture" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:getTexture(...)

Gets the name of the nth texture.


 Please use
SceneObject:getMeshTexture().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTicksFromSystemStartup" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer:getTicksFromSystemStartup(...)

Queries the operating system for a strictly-increasing value
that is time-dependent. This value is not intended for time calculations and is primarily used to
seed the random number generator.

 Note that while the value is in general strictly increasing, it
is stored in a finite-sized binary value and will therefore wrap if the computer runs long enough.
For ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTime" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
seconds = Timer.getTime()

Get the current simulation time.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTopPlayerNumberData" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.getTopPlayerNumberData(game,key,number,callback)

- game (string) : The game filename to
associate this data with. If nil, will default to the current game filename.
- key (string) : The
unique string that identifies the data to be retrieved.
- number - (number) : The number of returns
to be contained in the table (for instance the top N players)
- callback (function) : The function
to be c">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTracebackString" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
str = Debugger.getTracebackString()

Returns a traceback in the form of a string. Does not interrupt
program execution.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getTransform" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
transform = CameraBoom:getTransform()

Gets a copy of the camera's transform.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getType" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
type = Joint:getType()

- type: (string) One of the joint types. See the class documentation for the
types of joints.

 Returns the type of the joint">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUid" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
uid = SceneObject:getUid()

uid: The object's unique identifier. This can be compared to other UIDs
for ordering purposes.

 returns the objects unique identifier. UIDs can be useful for applying
arbitrary ordering to SceneObjects.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUniformComponents" func="yes">
			<Overload retVal="CLASS:ParticleSystem, FUNCTION:" descr="
components = ParticleSystem:getUniformComponents(attr)

Returns how many components the specified
uniform variable has.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUniformNames" func="yes">
			<Overload retVal="CLASS:ParticleSystem, FUNCTION:" descr="
list = ParticleSystem:getUniformNames()

Returns a list of all uniforms (an array of strings).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUniformValue" func="yes">
			<Overload retVal="CLASS:ParticleSystem, FUNCTION:" descr="
ParticleSystem:getUniformValue(...)

Fetches the value of a uniform parameter.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUnique" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
num = Joint:getUnique()

Retrieves the unique identifier. This is only used by the undo system and
should be properly replaced with namesp">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
track = Path:getUniscale(time)

Gets the track at a given time. This value is either default (if the
path has no keys or one key), interpolated (if time is between two keys), clamped (if time is
outside of all keyframes and the extrapolate flag is off), or extrapolated (if time is outside of
all keys and the extrapolate flag is on).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUpHandler" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
fn = GuiManager.getUpHandler(index, id)

Get the mouse-up handler for the specified mouse button and
rect ID">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUpVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
vec = CameraBoom:getUpVector()

Returns a vector that points upward out of the top of the
character's head.  The up vector is equal to the character's local positive Z-axis.  If you need
several of a character's vectors, it is quicker to use getAxes instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUrlParameters" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
params = Simulation.getUrlParameters()

- params : (table) The parameters passed to the url in
key/value format.

 This function will return parameters passed to your game in the URL. Any
parameter that begins with 'param' will be passed. For example:
http://www.wildpockets.com/Embed.php?OpenPocket=user/game&paramFoobar=hello would return a table
with a singel key 'Foobar' with value 'hello'">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUser" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:getUser(...)

Retrieves the current username">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getUsername" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.getUsername()

Returns the username of the currently logged in player. If the user is
remaining Anonymous it will return nil. If the user hasn't yet completed the login process it will
return nil.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getValAt" func="yes">
			<Overload retVal="CLASS:Matrix, FUNCTION:" descr="
value = Matrix:getValAt(x,y)

Gets an element of the matrix.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
velocity = SceneObject:getVelocity()

- velocity: (Vector) the object's velocity

 Gets the object's
velocity. This velocity is in meters per second (m/s).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getVelocityX" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
xcoord = SceneObject:getVelocityX()

- xcoord: (number) The X coordinate of the object's velocity
Gets the X coordinate of the object's velocity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getVelocityY" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
ycoord = SceneObject:getVelocityY()

- ycoord: (number) The Y coordinate of the object's velocity
Gets the Y coordinate of the object's velocity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getVelocityZ" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
zcoord = SceneObject:getVelocityZ()

- zcoord: (number) The Z coordinate of the object's velocity
Gets the Z coordinate of the object's velocity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getVersion" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getVersion([mode])

Get the version of the plugin; pass 'name', 'version', 'build,
'fullversion', or 'family' to get individual components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getVertexCount" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
count = SceneObject:getVertexCount()

Retrieves the number of verticies in this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getWallClockTime" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer:getWallClockTime()

Get the current wall clock time.  Usually, you don't want wall-clock time,
you want discrete-event time, as returned by Timer.getTime. The difference is that if your computer
gets bogged down for a minute, Timer.getTime will slow down to enable the simulation to catch up
without losing accuracy, whereas Timer.getWallClockTime will barrel ahead.  Using
Timer.getWallClockTi">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getWeightless" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
weightless = SceneObject:getWeightless()

- weightless: (boolean) Returns whether the object is
weightless

 Brief : Gets the weightless property

 Returns the current value of the weighless
property. The weightless property, if set, blocks the effects of gravity on the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getWidth" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
amount = SceneObject:getWidth()

- amount: (number) The width of the object in meters

 Retrieves
the current visual width of the object (note: for animated models, this is the width of the initial
pose)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getX" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
X = CameraBoom:getX([frame_of_reference])

Get the X-coordinate.  It is often more convenient to use
getXYZ, which returns all three coordinates.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getX1" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
x1 = Rect:getX1()

Returns the Rect's X1 (left edge) coordinate">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getX2" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
x2 = Rect:getX2()

Returns the Rect's X2 (right edge) coordinate">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getXLength" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
length = SceneObject:getXLength()

Gets the unscaled, unanimated length of the object in the x-axis">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getXY" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
X,Y = Mouse.getXY()

Returns the mouse X and Y coordinates in pixels from the top of the plugin
window.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getXYZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
x,y,z = CameraBoom.getXYZ([frame_of_reference])

Returns the X, Y, Z position of the object as three
values. It is also possible to obtain the position as a single vector object by calling getPosition
instead.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getY" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
Y = CameraBoom:getY([frame_of_reference])

Get the Y-coordinate.  It is often more convenient to use
getXYZ, which returns all three coordinates.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getY1" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
y1 = Rect:getY1()

Returns the Rect's Y1 (top edge) coordinate">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getY2" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
y2 = Rect:getY2()

Returns the Rect's Y2 (bottom edge) coordinate">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getYLength" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
length = SceneObject:getYLength()

Gets the unscaled, unanimated length of the object in the y-axis">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
Z = CameraBoom:getZ([frame_of_reference])

Get the Z-coordinate.  It is often more convenient to use
getXYZ, which returns all three coordinates.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getZLength" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
length = SceneObject:getZLength()

Gets the unscaled, unanimated length of the object in the z-axis">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getfenv" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getfenv( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getkernelmeta" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getkernelmeta( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getmetatable" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getmetatable( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getn" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.getn(...)

Undocumented Lua builtin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="getpriv" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function getpriv( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="gfind" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.gfind(...)

Deprecated function.  This was renamed to string.gmatch.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostAnchored" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostAnchored(anchored)

Anchors or deanchors the object without triggering a network
update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostAngularVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostAngularVelocity(angularVelocity)

sets the object's angular velocity without
triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostDeleteObject" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.ghostDeleteObject(whichObjec)

This function removes a scene object. DOES NOT notify
the rest of the world that the object was removed.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostEnabled" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostEnabled(enabled)

Enables or disables the object without triggering a network
update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostForce" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostForce(force,location)

applies a force at a location without triggering a network
update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostKeywordClear" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostKeywordClear(keyword)

Removes the keyword from the object's keywords. DOES NOT
notify the rest of the world that the keyword was set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostKeywordSet" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostKeywordSet(keyword)

Adds the keyword to the keywords of this object. DOES NOT
notify the rest of the world that the keyword was set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostPosition" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostPosition(position)

Sets the object's position without triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostProperty" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostProperty(propertyPath,newProperty)

Sets the property with the specified path. DOES
NOT notify the rest of the world that the property was set. propertyPath: Path to the desired
property, as a string of the form 'branch1/branch2/leafName'. newProperty: The new value of the
property">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostRelForce" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostRelForce(force,location)

applies a relative force at a location without triggering
a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostRelTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostRelTorque(torque)

applies a relative torque without triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostRotation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostRotation(rotation)

Sets the object's rotation without triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostScale" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostScale(scale)

Sets the object's scale without triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostTorque" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostTorque(torque)

applies a torque at a location without triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ghostVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:ghostVelocity(velocity)

sets the object's velocity without triggering a network update">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="gmatch" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.gmatch(s, pattern)

Returns an iterator function that, each time it is called, returns the
next captures from pattern over string s. If pattern specifies no captures, then the whole match is
produced in each call.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="go" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:go()

Starts a background job that causes an object to follow the path. The path must be
associated with a particular scene object.  The background job can be terminated using Path:stop().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="grade" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.grade(value, s1, s2, s3, s4)

Compares value to the four thresholds, and assigns a
rating on a scale from 1-5.  Returns the rating.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="greatest" func="yes">
			<Overload retVal="CLASS:NumberSet, FUNCTION:" descr="
value = NumberSet:greatest()

Gets the largest number in the set. If the set is empty, returns NIL.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="gsub" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.gsub(s, pattern, repl [, n])

Returns a copy of s in which all (or the first n, if given)
occurrences of the pattern have been replaced by a replacement string specified by repl, which can
be a string, a table, or a function. gsub also returns, as its second value, the total number of
matches that occurred.

 If repl is a string, then its value is used for replacement. The character
% works">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="guiProject" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
projection = CameraBoom:guiProject(position)

Convert from world coordinates to GUI coordinates.
projection is a vector containing the Gui Coordinates x and y, along with the z coordinate
coorisponding to the distance from the camera to the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hackUseOldCollisionBox" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.hackUseOldCollisionBox()

adds a collision box to the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="has" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
hasMap = EventHandler.has(evtmap)

Returns true if the specified event map is on the event handling
stack.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasFocus" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
flag = Mouse.hasFocus()

Returns true if the WildPockets window has the keyboard/mouse focus.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasKernelKeyword" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
hasKeyword = SceneObject:hasKernelKeyword(keyword)

Returns true if the given keyword is within the
keywords of this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasKeyword" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:hasKeyword(keyword)

- flag: (boolean) If true, object has the specified keyword
- keyword: (string) Keyword to check

 If the result is true, the object has the specified keyword">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasMouse" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:hasMouse()

Returns true if the rectangle contains the current mouse, as determined by
comparing the rect's ID to GuiManager.getCurrentMouse().

 This activates the rectangle as a side
effect.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasMouseNA" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:hasMouseNA()

Returns true if the rectangle contains the current mouse, as determined by
comparing the rect's ID to GuiManager.getCurrentMouse().

 This does NOT activate the rectangle as a
side effect.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
anypresent = Path:hasPosition()

Returns true if any track keyframes have been stored in the path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasPurchased" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.hasPurchased(itemKey,callback)

- itemkey : The unique string that identifies the item to be
purchased.
- callback : The function to be called when the server returns the results.

 Initiates a
server query to see if the current player has purchased the given item. The callback function will
be passed both a boolean that is true if the player has purchased the item, and a string that is nil">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
anypresent = Path:hasRotation()

Returns true if any track keyframes have been stored in the path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
anypresent = Path:hasScale()

Returns true if any track keyframes have been stored in the path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hasUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
anypresent = Path:hasUniscale()

Returns true if any track keyframes have been stored in the path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hascapture" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
Mouse.hascapture()

Returns if the game has permission to steal the mouse cursor">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="haveFocus" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:haveFocus()

Returns true if this rectangle has the keyboard focus.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="height" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
height = Rect:height()

Fetches the height of the rectangle.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hide" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
Gizmo.hide(gizmo)

Hides the specified gizmo.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hideAll" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
Gizmo.hideAll()

Hides all visible gizmos.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="highlight" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:highlight(color)

- color: (Color) The color to use to highlight the object

 set to nil
to clear the highlight

 Highlights the object with a specified color. This is different from
tinting with setColor because highlights are not saved.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="highlightForSelection" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:highlightForSelection(...)

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="highlightJoint" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.highlightJoint(j)

Highlights the specified joint">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="hold" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.hold(object,offset,rotation)

- object: (SceneObject) The object to lock to the cameras frame
of reference.
- offset: (Vector) The position offset to hold the object at.
- rotation: (Rotation)
The rotation to keep the object at.

 Will basically 'glue' an object to the camera. The object will
move with the camera and rotate with the camera. For example an offset of vec(0,10,0) will hold the">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="httpGet" func="yes">
			<Overload retVal="CLASS:Network, FUNCTION:" descr="
Network.httpGet(url[, options], callback)

Makes an HTTP 'GET' request to the specified URL.

- url:
(string) Fully-qualified URL to the document to access.
- options: (optional, table) A table of
additional options for the HTTP request. The following keys are valid in the options table:
--
username: (string) The username to provide to the server in an authenticated HTTP request. An
authenticated ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="httpPost" func="yes">
			<Overload retVal="CLASS:Network, FUNCTION:" descr="
Network.httpPost(url, data[, options], callback)

Makes an HTTP 'POST' request to the specified URL.
- url: (string) Fully-qualified URL to the document to access.
- data: (string) The data to include
in body of the POST request. No encoding is done on the data. The Network.urlencodeTable() function
may be useful for creating the data out of key-value pairs.
- options: (optional, table) A table of">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="idEquals" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:idEquals(str)

Returns true if the rect's ID is equal to the specified string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="identity" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
rotation = Rotation.identity()

Returns the standard orientation: an upright individual facing
north.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="implode" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.implode(glue, stringarray)

Concatenates all the strings in an array of strings, inserting a
glue string between each piece.  The glue string can be the null string, in which case the result is
just the concatenation of the strings in the string array.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="import" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function import( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="importSceneScript" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function importSceneScript( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="info" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function info(name)

Shows the documentation on a given function or class.  Name is the function or
class to look up, as a string. To look up a method in a module or class, use the format
'Module.method'">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="init" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera:init( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="initTextInput" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:initTextInput()

Initializes a text input box so that it can have different initialization
parameters - designed to be used before a call to Rect:drawTextInput().  If not called, the defaults
from Rect:drawTextInput() will be used.

 parameters: initial, text, cursorlo, cursorhi, focalpoint,
scroll">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="insert" func="yes">
			<Overload retVal="CLASS:NumberSet, FUNCTION:" descr="
NumberSet:insert(n)

Inserts a number into the set, if it's not already there.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="inset" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:inset([SubID,] addx1,addy1,subx2,suby2)

Creates a subrectangle by insetting self.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="interpolate" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
result = Rotation:interpolate(other, amount)

- other: (Rotation) A second rotation to serve as an
interpolation target
- amount: (number) An interpolation value between 0 and 1

 Interpolates
between two rotation values using the slerp algorithm. If amount is 0, returns self.  If amount is
1, returns other.  For values in between, returns a blend between the two rotations.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="intersect" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
intersection = Rect:intersect(other)

Returns the intersection of two rectangles. For convenience,
if other is nil, returns self.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="inverse" func="yes">
			<Overload retVal="CLASS:Matrix, FUNCTION:" descr="
value = Matrix:inverse()

Returns the matrix inverse.  Currently only works on affine matrices.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ipairs" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function ipairs( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isAffine" func="yes">
			<Overload retVal="CLASS:Matrix, FUNCTION:" descr="
affine = Matrix:isAffine()

Returns true if the matrix is Affine.

 This is usefull for checking if
you can use our inverse function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isAnimationPlaying" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
playing = SceneObject:isAnimationPlaying(channel)

- playing: (boolean) If true, the animation is
currently playing.
- channel: (number, optional) The channel to check. If uspecified, channel 1 is
checked.

 Checks whether an animation is playing on the specified channel.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isBuildAnchored" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:isBuildAnchored(newflag)

- flag: (boolean) if true, object becomes anchored in
build mode only
- newflag: (boolean, optional) new value for the flag

 Kernel Only. Retrieves and
sets the build-mode only anchored flag">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isDeletedObject" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
deleted = SceneManager.isDeletedObject(object)

- deleted: (boolean) Returns true if the object has
been deleted">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isLocallyCreated" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:isLocallyCreated()

Returns whether or not an object was created by this client.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isLocallyOwned" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
flag = SceneObject:isLocallyOwned()

Returns whether or not an object is owned by this client.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isRendering" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:isRendering(...)

Returns true if the render pipe is currently cycling on a frame">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isTriggered" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:isTriggered(...)

Returns true if the render pipe has been triggered using 'renderFrame'
and not yet collected using 'waitForFrame'">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isValidMesh" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:isValidMesh(...)

Returns true if the specified name is a valid mesh name for this
model.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="isearch" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.isearch(array, value [, start [, end]])

Searches an array for a given value.  Returns the
index, if the value is in the array, otherwise returns nil. If the value is in the array more than
once, returns the lowest index.  If start and end are specified, only the specified subrange is
searched.  If a start or end value outside the range 1-length is specified, the range is clamped to
the vali">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelCall" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.kernelCall(name, func, level)

Asks the GuiManager to call the specified function every
frame. The function you provide should draw some elements on the screen using Rect:drawPict and/or
Rect:drawText.

 You can specify a level, things with a higher level number will always be drawn on
top of lower level numbers.

 Anything put on the stack using kernelCall will be placed on top of
all ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelGetUsername" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.kernelGetUsername()

Returns the current players username. If the user is not logged in yet,
this function will return nil.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelLogOut" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.kernelLogOut()

Logs the current player out">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelOpenLoginDialog" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.kernelOpenLoginDialog(callback)

- callback: (function) The lua function that is called when
the dialog has finished.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelOpenPurchaseDialog" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.kernelOpenPurchaseDialog(user,itemKey,price,brief,balance,callback)

- user: (string) The
name of the user to display.
- itemKey: (string) The name of the item to display.
- price: (number)
The price of the item to dislpay.
- brief: (string) A short description of the item to display.
-
balance: (number) The players balance to display.
- callback: (function) The lua function that is
called ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelOpenSubscriptionDialog" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.kernelOpenSubscriptionDialog(user,itemKey,price,days,months,curExpire,newExpire,brief,balance,callback)
- user: (string) The user to display.
- itemKey: (string) The name of the item to display.
- price:
(number) The price of the item to display.
- days: (number) The number of days being purchased to
display.
- months: (number) The number of months being purchased to display.
- curExpire: (">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelOpenUrl" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.kernelOpenUrl(...)

Tells the browser to open a new window">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelOpenUrlHere" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.kernelOpenUrlHere(...)

Tells the browser to change the current page">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelUploadFile" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:kernelUploadFile(...)

Uploads a file on local computer to Wild Pockets; DOES NOT ASK FOR
CONFIRMATION">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kernelUploadURL" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:kernelUploadURL(...)

Uploads a file from a remote URL to Wild Pockets; DOES NOT ASK FOR
CONFIRMATION">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="keyIsDown" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
flag = EventHandler.keyIsDown(key)

Returns true if the keyboard key or mouse button is down.  Key
should be a string like 'tab', 'a', 'b', 'c', or 'leftMouse' as you might find in the corresponding
keyPress event.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="keyboardState" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler.keyboardState(keys, repeat)

Called by the script engine whenever the keyboard state
changes. This routine must synthesize keyPress, keyRelease, and other events.

 If the 'repeat'
value is set to a key name, then the system wants us to autorepeat that key.

 Keyboard State
handling is complicated by the debugger.  A key can be down when entering the debugger and up on
exit, but we ha">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="kill" func="yes">
			<Overload retVal="CLASS:Coroutines, FUNCTION:" descr="
Coroutines.kill(coroutine)

The coroutine is marked dead.  If any part of the system still has a
handle for the coroutine, and attempts to use that handle to resume the coroutine, the attempt will
return immediately having no effect.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="lastPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:lastPosition()

Returns the last track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="lastRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:lastRotation()

Returns the last track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="lastScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:lastScale()

Returns the last track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="lastUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:lastUniscale()

Returns the last track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="later" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer.later(fn, delay [, key])

Schedules a function to be called after a specified amount of time.
The time is specified in seconds.  The key, if specified, can be used to delete the entry from the
scheduler using Timer.stop().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="ldexp" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.ldexp(m, e)

Returns m2e (e should be an integer).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="least" func="yes">
			<Overload retVal="CLASS:NumberSet, FUNCTION:" descr="
value = NumberSet:least()

Gets the smallest number in the set. If the set is empty, returns NIL.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="leftClickCounter" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.leftClickCounter()

Returns the number of times that the left mouse button has been
clicked in rapid succession.  On a single-click returns 1, on a double-click returns 2, and so
forth.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="leftClickInProgress" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:leftClickInProgress()

Returns true if the user is in the process of left-clicking in
this region, but has not released the mouse yet.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="leftMouseClick" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:leftMouseClick(fn)

Adds a left-mouse-Click handler for the specified screen region. Only works
inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="leftMouseDown" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:leftMouseDown(fn)

Adds a left-mouse-down handler for the specified screen region. Only works
inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="leftMouseIsDown" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.leftMouseIsDown()

Returns true if the left mouse button is down *and* the pointer was
inside the gui at the time the left-mouse-down occurred. Mouse downs outside the gui do NOT set this
flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="leftMouseUp" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:leftMouseUp(fn)

Adds a left-mouse-Up handler for the specified screen region. Only works
inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="len" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.len(s)

Receives a string and returns its length. The empty string '' has length 0. Embedded
zeros are counted, so 'a\000bc\000' has length 5.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="length" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
len = Vector:length()

Returns the length of the vector.  A synonym for magnitude.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="listBreakpoints" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
list = Debugger.listBreakpoints()

Returns a list of active breakpoints.  The return value is an
array of breakpoint records.  Each breakpoint record is a table of the form { file='abc', line=10 }.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="load" func="yes">
			<Overload retVal="CLASS:Animation, FUNCTION:" descr="
animation = Animation.load(filename)

- animation: (Animation) The animation resource
- filename:
(string) The filename of the animation resource to load

 Loads an animation resource with a
specified filename">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadCxxModules" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function loadCxxModules( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadGame" func="yes">
			<Overload retVal="CLASS:SaveLoadGame, FUNCTION:" descr="
usertable = SaveLoadGame.loadGame(gameName, saveFile)

- gameName: The name of the game that the
saved game was associated with.
 This is not the same as your pocket's filename; you may choose the
gameName arbitrarily, as long as your pocket saves and loads games using the same gameName
parameter.
- saveFile: The filename of the saved game. This is NOT the description that
 you
provided when the g">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadOnClickEventMap" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function loadOnClickEventMap( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadPocketMain" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.loadPocketMain(filename)

- filename: (string or ResourceID) the pocket to load

 Used
to load a pocket as the main scene.  This does all the pocket loading steps other than loading the
objects.  That currently includes:

- Loading the manifest.
- Clearing the scene of objects.
-
Loading the global scene properties.
- Prefetching the global scene script.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadPocketObjects" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
objects = SceneManager.loadPocketObjects(filename)

- filename: (string or ResourceID) the pocket to
load

 Load the objects and joints stored in the specified pocket.  Ignores any global state (ie,
global properties, manifest, etc) stored in the pocket.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadShaders" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function loadShaders(vertexShader,fragmentShader)

- vertexShader: (string) A vertex shader program,
written in GLS
- fragmentShader: (string) A fragment shader program, written in GLS

 Replaces all
shaders on objects in the scene with the given shader program. To use the engine's built-in shaders,
specify the empty string for both arguments">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadfile" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function loadfile( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="loadstring" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function loadstring(sourcecode,chunkName)

- sourcecode: (string) Lua code to compile into a
function. The resulting
 function is in the form 'function () [sourcecode] end'
- chunkName:
(string) The name of the function, used in tracebacks if an
 error occurs.

 Returns: A function
generated from the compiled source code.

 Parses a string as Lua source code and returns a function
from the string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="log" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.log(x)

Returns the natural logarithm of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="log10" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.log10(x)

Returns the base-10 logarithm of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="lower" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.lower(s)

Receives a string and returns a copy of this string with all uppercase letters
changed to lowercase. All other characters are left unchanged. The definition of what an uppercase
letter is depends on the current locale.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="lstrip" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
result = string:lstrip([whitespace])

Strips whitespace from the string.  The optional whitespace
argument determines which characters count as whitespace. If not specified, whitespace includes
spaces, newlines, carriage returns, and tabs.  lstrip only strips the left end of the string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="magnitude" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
len = Vector:magnitude()

Returns the magnitude of the vector.  A synonym for length.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="maintainResourceManager" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.maintainResourceManager()

Take care of a variety of periodic tasks that the resource
manager needs taken care of.  Meant to be called from the simulation main loop.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="makeKernelClass" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function makeKernelClass( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="makePath" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
newPath = SceneObject:makePath()

- newPath (Path): A path object that will affect this SceneObject
Creates a new Path that targets this object. The Path can then be changed, and when executed with
Path:go() it will cause this object to move.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="makeSafeFilename" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
out = Utils.makeSafeFilename(in)

Makes a filename safe, by removing invalid characters and
truncating to a safe maximum length.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="makearray" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.makearray(size, size, size...)

Creates and returns a multidimensional array.  A
three-dimensional array would be accessed like this:


 array[x][y][z] = value

 The
multidimensional array is implemented as a series of nested lua tables.  The initial data is NIL.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="master" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.master()

Whenever a GUI is active, a timer calls GuiManager.master every frame.  The
master, in turn, calls all the paint-functions in the sorted list.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="match" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.match(s, pattern [, init])

Looks for the first match of pattern in the string s. If it finds
one, then match returns the captures from the pattern; otherwise it returns nil. If pattern
specifies no captures, then the whole match is returned. A third, optional numerical argument init
specifies where to start the search; its default value is 1 and can be negative.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="max" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.max(x, ···)

Returns the maximum value among its arguments.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="maxn" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.maxn(table)

Returns the largest positive numerical index of the given table, or zero if the
table has no positive numerical indices. (To do its job this function does a linear traversal of the
whole table.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="menuClick" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager:menuClick( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="menuExit" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager:menuExit( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="min" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.min(x, ···)

Returns the minimum value among its arguments.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="mod" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.mod(...)

Undocumented Lua builtin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="modf" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.modf(x)

Returns two numbers, the integral part of x and the fractional part of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="mouseExit" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:mouseExit(fn)

Adds a mouse-exit handler to the given region.  The handler is called if the
user clicks outside the region.  Exit handlers are called before mouse-down, mouse-up, or
mouse-click handlers.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="mouseReleaseAlwaysCallback" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager:mouseReleaseAlwaysCallback( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveAllJoints" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.moveAllJoints(sequence)

Rendering algorithm to draw joints. Kernel-only">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveBackward" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.moveBackward(amount)

- amount: (Number) The distance to move the camera backwards

 Moves
the camera backwards in Sky mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveDown" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.moveDown(amount)

- amount: (Number) The distance to move the camera down

 Moves the camera
down in sky mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveForward" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.moveForward(amount)

- amount: (Number) The distance to move the camera forward

 Moves the
camera forward in Sky mode">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveLeft" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.moveLeft(amount)

- amount: (Number) The distance to move the camera left

 Moves the camera
left in Sky mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveRight" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.moveRight(amount)

- amount: (Number) The distance to move the camera right

 Moves the
camera right in Sky mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="moveUp" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.moveUp(amount)

- amount: (Number) The distance to move the camera up

 Moves the camera up
in Sky mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="multiPose" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:multiPose(numberOfAnimations,tableOfAnimation,tableOfTimes,tableOfWeights)

stuff
happens.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="named" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:named(id)

Returns a rectangle that is the same as the specified rectangle with a new
name.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="near" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
result = math.near(a,b,threshold)

- result: (boolean) If true, numbers were near each other
- a:
(number) First value to compare
- b: (number) Second value to compare
- threshold: (number,
optional) The range a and b must be within to be
 considered near each other. If omitted, the
threshold of 0.00001 is used

 Executes a 'fuzzy equality' test on two values, returning true if
they are numericall">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="new" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
path = Path:new()

Creates a new Path instance.  Path is a class that stores keyframes. There are
four kinds of keyframes - position, rotation, uniform scale, and scale.  These are stored separately
- you can script a series of rotations, for instance, without scripting a series of positions.

 A
path can be 'targeted', meaning that it may contain a reference to a particular scene object.  This
in">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newAxisAngle" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation.newAxisAngle(axis, angle)

Converts an axis and an angle into a rotation object. The angle
is in degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newCounter" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
timer = ProfileTimer:newCounter(name)

Constructs a new ProfileTimer in counter mode.  You will
construct one ProfileTimer for each value you wish to count.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newDirection" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation.newDirection(direction [, up])

Convert a direction vector and optionally an up-vector into
a rotation object.  If the up-vector is not specified, then the up-vector is assumed to be (0,0,1).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newHPR" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation.newHPR(heading, pitch, roll)

Converts a heading, pitch, and roll to a rotation object. All
arguments are in degrees.  The object starts in the default orientation, and is rolled first about
the positive Y axis, then pitched around the positive X axis, then finally headed around the
positive Z-axis.  This yields pretty intuitive results.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newHeading" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation.newHeading(heading)

Converts a heading to a rotation object.  Zero degrees is the default
orientation: an upright individual facing north. +90 degrees is facing west, -90 degrees is facing
east.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newTwoAxes" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation.newTwoAxes(mode, axis1, axis2)

Given a pair of axes, returns a rotation object.  You can
pass in any two axes (X, Y, Z).  Mode must be one of:

- 'XY', 'XZ', 'YX', 'YZ', 'ZX', 'ZY'

 In the
event that the axes aren't perpendicular, the second axis will be corrected to make it perpendicular
to the first one.

 Axis 2 can be omitted, in which case an arbitrary value will be used for the
se">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="newproxy" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function newproxy( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="next" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function next( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="nextFocus" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.nextFocus()

Advances the keyboard focus to the next text input in the sequence, as if
you had hit the 'tab' key.  This may not do anything, if a good candidate 'next field' cannot be
found.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="nextPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:nextPosition(t)

Returns the next track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="nextRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:nextRotation(t)

Returns the next track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="nextScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:nextScale(t)

Returns the next track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="nextUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:nextUniscale(t)

Returns the next track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="nlerp" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
result = Rotation:nlerp(other, amount)

- other: (Rotation) A second rotation to serve as an
interpolation target
- amount: (number) An interpolation value between 0 and 1

 Interpolates
between two rotation values using the nlerp algorithm. If amount is 0, returns self.  If amount is
1, returns other.  For values in between, returns a blend between the two rotations.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="normalize" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
unitvec = Vector:normalize()

Returns a normalized vector - ie, a vector in the same direction, but
with length 1.0. Synonyms: normalize, getNormal, unit.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="offerOneTimePurchase" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player:offerOneTimePurchase( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="offerSubscriptionPurchase" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.offerSubscriptionPurchase(itemKey,days,months,userCallback)

- itemkey : The unique string
that identifies the item to be purchased.
- days : The number of days to offer (can be nil)
- months
: The number of months to offer (can be nil)
- callback : The function to be called when the server
returns the results.

 Asks the player if they would like to purchase a subscription to the given
ite">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="offset" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:offset([SubID,] deltax, deltay)

Shifts a rectangle in a specified direction.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="onDropResource" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function onDropResource( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="onRunUserScript" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function onRunUserScript( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="openDocDump" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:openDocDump(...)

Opens the doc dump file. If there is a previous version, it will be erased.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="outputProfile" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:outputProfile(data)

Outputs the given string to the profiling log, CUB_frame.log">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pad" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string:pad(length [, padstring [, type]])

This functions returns the input string padded on the
left, the right, or both sides to the specified padding length. If the optional argument padstring
is not supplied, the input is padded with spaces, otherwise it is padded with characters from
padstring up to the desired length.  Type can be the string 'left', 'right', or 'both', if omitted,
it default">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="paintBreakpointList" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:paintBreakpointList( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="paintMain" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:paintMain( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="paintMenus" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:paintMenus( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="paintMotionLogs" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:paintMotionLogs( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pairs" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function pairs( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="particles" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
system = SceneObject:particles()

system: (ParticleSystem) The particle system attached to this
object

 Gets a handle to the scene object's particle system effect.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="partition" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string:partition(sep)

Searches the string for the separator, and returns three values: the part
before the separator, the separator, and the part after the separator.  If the separator is not
found, returns two null strings and the whole.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="passThrough" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:passThrough()

Can only be used inside a collision handler for this object. Directs the
physics engine to cause the two objects to pass through each other for this frame. Objects that are
passing through each other may still trigger collision handlers but do not interact physically, such
as rebounding off of each other">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToAxis" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToAxis(mode, vector)

Rotates the object to cause one axis of the object to align
with the specified vector.  Mode is a string, one of the following:

- 'L' - left-vector is snapped.
- 'R' - right-vector is snapped.
- 'F' - forward-vector is snapped.
- 'B' - backward-vector is
snapped.
- 'U' - up-vector is snapped.
- 'D' - down-vector is snapped.
- 'X' - xaxis, synonym for
right-vec">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToAxisAngle" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToAxisAngle(axis, angle)

Rotates an object about an arbitrary (axis) by (angle)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToCompassDirection" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToCompassDirection(direction [, frame_of_reference])

Set the compass direction in
which the object is facing. The parameter must be a string, one of the following: N, NNW, NW, WNW,
W, WSW, SW, SSW, S, SSE, SE, ESE, E, ENE, NE, NNE.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToForwardVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToForwardVector(direction [, up] [, frame_of_reference])

Look in the specified
direction.  The direction must be a vector.  The object is also made upright, insofar as possible
subject to the constraint that it be looking in the specified direction.  You can specify an
optional up-vector.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToHPR" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToHPR(heading, pitch, roll [, frame_of_reference])

Sets the heading, pitch, and
roll. In the heading, 0 is north, 90 is west, 180 is south, and 270 is east.  In the pitch, 0 is
level, 90 is pointing straight up, and -90 is straight down.  In the roll, negative values are
tilting left, and positive values are tilting right.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToHeading" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToHeading(heading [, frame_of_reference])

Causes the object to face in the given
heading, where 0 is north, 90 is west, 180 is south, and 270 is east. In addition, the object is
made upright.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToLookAt" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToLookAt(otherobject)

Causes this object to look at (point toward) the other object.
The other object can be a scene object, a transform, or a point in the form of a vector.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToPosition" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToPosition(x,y,z [, frame_of_reference])

Sets the position.  The parameter is either
a vector or three numbers.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToRotation" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToRotation(rotation [, frame_of_reference])

Sets the rotation.  The parameter is a
rotation object, typically constructed using Rotation.new or the like.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToScale" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToScale(x,y,z)

Sets the scale.  The parameter is either a vector or three numbers.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToScaleX" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToScaleX(x)

Sets the X-component of the scale.  It may be more convenient to use
setScaleXYZ to set all three components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToScaleXYZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToScaleXYZ(x,y,z)

Sets the scale.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToScaleY" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToScaleY(y)

Sets the Y-component of the scale.  It may be more convenient to use
setScaleXYZ to set all three components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToScaleZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToScaleZ(z)

Sets the Z-component of the scale.  It may be more convenient to use
setScaleXYZ to set all three components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToTransform" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToTransform(transform [, frame_of_reference])

Sets the entire transform.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToUpright" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToUpright([frame_of_reference])

Causes the object to upright itself - In other
words, the object's local Z-axis is aligned with the world's Z-axis. If possible, the object's
heading is not lost.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToX" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToX(x [, frame_of_reference])

Sets the X-component of the position.  It may be more
convenient to set all three using setXYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToXYZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToXYZ(x,y,z [, frame_of_reference])

Sets the position.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToY" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToY(y [, frame_of_reference])

Sets the Y-component of the position.  It may be more
convenient to set all three using setXYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pathToZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:pathToZ(z [, frame_of_reference])

Sets the Z-component of the position.  It may be more
convenient to set all three using setXYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pcall" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function pcall( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="peekNextLocalUid" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
uid = SceneManager.peekNextLocalUid()

Returns the next available local UID, without incrementing
the counter">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="peekNextUid" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
uid = SceneManager.peekNextUid()

Returns the next available UID, without incrementing the counter">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="phoneHomeGameStart" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function phoneHomeGameStart( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="play" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
Sound:play()

Starts playing the sound.  If the sound was already playing, stops the sound and
restarts it.  If you want to have two copies of the same sound playing at the same time, you need to
create two sound objects with the same filename.

 Blocks until the sound downloads.  If you don't
want to block, check the sound status first, and don't play it if the status indicates that it is
still d">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="playAnimation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
returnChannel = SceneObject:playAnimation(animation,{speed (optional), channel (optional),
uniqueChannel(optional), start (optional), stop (optional), time (optional), loop (optional),
callback (optional), prePad (optional), postPad (optional), fadeInTime (optional), fadeOutTime
(optional), weight (optional) } (optional) )

- animation: (Animation) The animation to play
-
speed: (number) Playback ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pop" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler:pop(evtmap)

Pops an EventMap off the event stack.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="popBack" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
val = Deque:popBack()

Pops a value from the back of the deque.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="popFront" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
val = Deque:popFront()

Pops a value from the front of the deque.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="popGreatest" func="yes">
			<Overload retVal="CLASS:NumberSet, FUNCTION:" descr="
value = NumberSet:popGreatest()

Returns the largest number in the set, removing it from the set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="popLeast" func="yes">
			<Overload retVal="CLASS:NumberSet, FUNCTION:" descr="
value = NumberSet:popLeast()

Returns the smallest number in the set, removing it from the set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pose" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:pose(animation,time,boneNames)

- animation: (Animation) The animation to use for the
pose information
- time: (number) The time (in seconds)within the animation to use as the bone
position information
- boneNames: (string array, optional) If specified, only the bones with names
matching
 the names in the array will be used. If omitted, all bones will be used

 Poses a model
via an ani">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pow" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.pow(x, y)

Returns xy. (You can also use the expression x^y to compute this value.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="preloadSS" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.preloadSS()

Preload the standard skin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="prevPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:prevPosition(t)

Returns the previous track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="prevRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:prevRotation(t)

Returns the previous track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="prevScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:prevScale(t)

Returns the previous track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="prevUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
time,track = Path:prevUniscale(t)

Returns the previous track keyframe.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="print" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.print(tab)

Prints the contents of the table. Mostly for debugging purposes.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="printTraceback" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function printTraceback( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="printf" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:printf( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="profileMenu" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:profileMenu( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="project" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
projectedVector = Camera.project(relativeVector)

- relativeVector: (Vector) A displacement vector
in camera space
- projectedVector: (Vector) the displacement vector in world space

 Transforms a
vector from camera space to world space. For example, projecting the vector (3,0,0) will yield a
vector that translates an object horizontally in the camera's view by three units.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="purgeUserData" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.purgeUserData()

Deletes any userdata that haven't been used since the last purge">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="push" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler:push(evtmap)

Pushes an EventMap onto the event stack.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pushBack" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
Deque:pushBack(val)

Push a value onto the back of the deque.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="pushFront" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
Deque:pushFront(val)

Push a value onto the front of the deque.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="putPlayerNumberData" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.putPlayerNumberData(game,private,key,value,callback)

- game (string) : The game filename to
associate this data with. If nil, will default to the current game filename.
- private (boolean) :
If true then this value cannot be accessed unless the current player is logged in.
- key (string) :
The unique string that identifies the data to be stored.
- value (number) : The data to be stored as
">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="putPlayerStringData" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.putPlayerStringData(game,private,key,value,callback)

- game : (string) The game filename to
associate this data with. If nil, will default to the current game filename.
- private : (boolean)
If true then this value cannot be accessed unless the current player is logged in.
- key : (string)
The unique string that identifies the data to be stored.
- value : (string) The data to be stored
-
c">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="queryPerformanceCounter" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
seconds = ProfileTimer:queryPerformanceCounter()

Queries the microsecond-accuracy performance
timer.  This should only be used for performance instrumentation.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rad" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.rad(x)

Returns the angle x (given in degrees) in radians.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="raise" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.raise(name)

If the GuiManager is calling multiple repaint functions, it must choose some
order in which to call them.  The 'raise' function moves a given repaint function to the end of the
list.  The thing at the end of the list is painted last, making it visually the thing on top.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="random" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.random([m [, n] ])

This function is an interface to the simple pseudo-random generator
function rand provided by ANSI C. (No guarantees can be given for its statistical properties.)
When called without arguments, returns a uniform pseudo-random real number in the range [0,1). When
called with an integer number m, math.random returns a uniform pseudo-random integer in the range
[1, m]. When c">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="randomseed" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.randomseed(x)

x: (number,optional) Seed value for the randon number generator. If ommitted, a
seed value based on the time since computer startup is used; this should generate sufficient
randomness for most purposes.

 Sets x as the seed for the pseudo-random generator: equal seeds
produce equal sequences of numbers.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rawequal" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function rawequal( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rawget" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function rawget( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rawset" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function rawset( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="receiveDraggable" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:receiveDraggable(dragtype,overcallback,dropcallback)

Allows this rectangle to call a callback
when an object is dragged on top of it. The overcallback is called when a valid drop is over the
area.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="recordCheckpoint" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.recordCheckpoint(name,numberData,callback)

- name (string) : The unique name of the
checkpoint.
- numberData (number or nil) : The number of times this checkpoint should be recorded.
-
callback (function) : A function to capture errors.

 This function will record to the Wild Pockets
servers that the player hit this point in the game. This can be used for tracking information about
players">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="recordFrameData" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.recordFrameData()

Called at the end of each frame to gather the numbers from all frame
timers/counters and reset the timers/counter.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="recordSimulationStep" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.recordSimulationStep(wallclock, rendered)

Records a simulation frame.  The rendered
flag should indicate whether or not the render thread was fired.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="refreshMotionLogs" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:refreshMotionLogs( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rel" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
rect = Rect:rel([SubID,] x1,y1,x2,y2)

Creates a subrectangle positioned using relative coordinates,
relative to the upper-left corner.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="release" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.release(object)

- object: (SceneObject) The object to lock to the cameras frame of reference
Will stop keeping an object in the cameras frame of reference. This is used to stop a Camera.hold().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="remove" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.remove(table [, pos])

Removes from table the element at position pos, shifting down other
elements to close the space, if necessary. Returns the value of the removed element. The default
value for pos is n, where n is the length of the table, so that a call table.remove(t) removes the
last element of table t.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="removeCustomRenderer" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
Gizmo.removeCustomRenderer(renderer)

- renderer(function): A render function that was previously
added with Gizmo.addCustomRenderer.

 Removes a custom gizmo renderer so it will not be called every
frame.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="removeEntry" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler:removeEntry( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="removeHighlightForSelection" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:removeHighlightForSelection(...)

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="removeHighlightJoint" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.removeHighlightJoint(j)

Unhighlights the specified joint">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="removeKeywords" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:removeKeywords(keyword1,keyword2,...)

SceneObject:removeKeywords(keywordsTable)

-
keyword1: (string) keyword to set
- keywordsTable: (table) list of keyword strings to set

 Removes
these keywords from an object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="renderFrame" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:renderFrame(...)

Notifies the render pipeline to begin rendering one frame">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rep" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.rep(s, n)

Returns a string that is the concatenation of n copies of the string s.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="replace" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.replace(table, search-value, replace-value)

Searches a table for the search-value, and
replaces it with the replace-value wherever it occurs. Modifies the input table.  Returns the number
of replacements it performed.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="replaceModel" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:replaceModel(newModel)

- newModel: (string or SceneObject) Either the filename of a
model file,
 or another SceneObject that is using the desired model

 Replaces the model on this
SceneObject with a new model, retaining other properties of the SceneObject.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="requestLogin" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.requestLogin(callback)

- callback : The function to be called when the plugin knows who is
logged in.

 If the player is not logged in this function will make the plugin ask the user to log
in. When the user has finished logging in or chooses to remain anonymous the callback will be called
and passed the username and any errors.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="resetBone" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:resetBone(name)

- name: (string) Name of the bone

 Sets the bone to its canonical
orientation.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="resetBones" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:resetBones()

Sets all bones to their canonical orientations.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="resourceLoaded" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
loaded = Simulation.resourceLoaded(resourceId)

Returns true if the resource is loaded.  Also queues
the resource for loading.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="reverse" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.reverse(array)

Reverses an array.  The return value is a new table containing the same values
as the input table, but in the reverse order.

 The input must be an array (a table whose keys are
integers starting with 1 and ascending.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rightClickCounter" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.rightClickCounter()

Returns the number of times that the right mouse button has been
clicked in rapid succession.  On a single-click returns 1, on a double-click returns 2, and so
forth.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rightClickInProgress" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
flag = Rect:rightClickInProgress()

Returns true if the user is in the process of right-clicking in
this region, but has not released the mouse yet.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rightMouseClick" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:rightMouseClick(fn)

Adds a right-mouse-Click handler for the specified screen region. Only
works inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rightMouseDown" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:rightMouseDown(fn)

Adds a right-mouse-down handler for the specified screen region. Only works
inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rightMouseIsDown" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.rightMouseIsDown()

Returns true if the right mouse button is down *and* the pointer was
inside the gui at the time the right-mouse-down occurred. Mouse downs outside the gui do NOT set
this flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rightMouseUp" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:rightMouseUp(fn)

Adds a right-mouse-Up handler for the specified screen region. Only works
inside a GUI repaint-function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rotateAboutAxis" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:rotateAboutAxis(axis, angle)

Rotates an object about an arbitrary (axis) by (angle)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rotateDown" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.rotateDown(angle)

Pitches the camera up the specified number of degrees while keeping the
focus in the center of the frame.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rotateLeft" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.rotateLeft(amount)

Rotates the camera left the specified number of degrees">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rotateRight" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.rotateRight(amount)

Rotates the camera right the specified number of degrees">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rotateUp" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.rotateUp(angle)

Pitches the camera upward the specified number of degrees while keeping the
focus in the center of the frame.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rotateVector" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation:rotateVector(vector)

Applies the specified rotation to the vector. Returns the rotated
vector.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="round" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
number = math.round(number)

Rounds the number to the nearest integer.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="rstrip" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
result = string:rstrip([whitespace])

Strips whitespace from the string.  The optional whitespace
argument determines which characters count as whitespace. If not specified, whitespace includes
spaces, newlines, carriage returns, and tabs.  rstrip only strips the right end of the string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="runFrame" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer.runFrame(t)

Kernel function.  Called from the main loop.  Runs the per-frame scheduler queue.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="runOnScenePreload" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function runOnScenePreload( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="runOnSceneStartAndConstructors" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function runOnSceneStartAndConstructors( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="runStack" func="yes">
			<Overload retVal="CLASS:Coroutines, FUNCTION:" descr="
Coroutines.runStack()

Runs the coroutines in the runnable coroutine stack.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="runUntil" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer.runUntil(t)

Kernel function.  Called from the main loop.  Runs the scheduler queue until it
reaches the specified time.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="running" func="yes">
			<Overload retVal="CLASS:Coroutines, FUNCTION:" descr="
current = Coroutines.running()

Returns the handle of the currently-executing coroutine.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="safeExecuteJavascript" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.safeExecuteJavascript(functionName, [arg1 [, arg2 ...]])

Execute a Javascript function in the
parent webpage.

- functionName: Name of the Javascript function to execute. All
 Javascript
functions to be executed by this command must be prefixed by 'wpscript_', but the prefix should be
omitted from this call. For example to call, a Javascript function named 'wpscript_myFunction', pass
'myFun">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="safecall" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function safecall(context, func, ...)

Calls the function with the arguments.  If func is nil, does
nothing. If the function throws an error, prints the traceback and the context, and then returns
safely.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sandboxCheck" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function sandboxCheck( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sandboxScope" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function sandboxScope( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="saveGame" func="yes">
			<Overload retVal="CLASS:SaveLoadGame, FUNCTION:" descr="
SaveLoadGame.saveGame(gameName, saveDescription, objects, usertable)

- gameName: The name of the
game to associate the saved game with. This is
 not the same as your pocket's filename; you may
choose the gameName arbitrarily. Your pocket should save and load games using the same gameName
parameter.
- saveDescription: A description of the saved game. Normally, you will want
 to gather
this paramet">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="savePocket" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
filename,result,details = SceneManager.savePocket()

- filename: (string) The resulting name of the
saved file, or nil if an error occurred during save
- result: (string) Either SUCCESS if the file
saved successfully, or an error description
- details: (table) A table of additional data about the
error that occurred

 Save the pocket with its current name, creating a new revision.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="savePocketAs" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
filename,result,details = SceneManager.savePocketAs(desiredFilename)

- filename: (string) The
resulting name of the saved file, or nil if an error occurred during save
- result: (string) Either
SUCCESS if the file saved successfully, or an error description
- details: (table) A table of
additional data about the error that occurred
- desiredFilename: (string) The target filename for
the scene

 S">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="saveToBlueprint" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
filename,status,details = SceneManager.saveToBlueprint(elements,filename,typecheck)

- filename:
(string or nil) The filename the blueprint was saved as, or nil if the save failed.
- status:
(string) The result of the save. SUCCESS indicates a successful save, other results indicate
failure.
- details: (table) Table of detailed information for errors. Different status results will
add different in">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="scale" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
value = Vector:scale(scalar)

Multiplies each component of Vector by the scalar value.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="scene" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
sceneObject = SceneManager.scene()

Retrieves the object representing the scene's properties">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="schedule" func="yes">
			<Overload retVal="CLASS:Coroutines, FUNCTION:" descr="
Coroutines.schedule(fn, arg1, arg2, arg3...)

The engine maintains a ready-coroutines stack: a list
of coroutines that need to be executed as soon as possible.  Coroutines.schedule adds a coroutine to
this stack.  The engine processes the stack frequently.  The first parameter can be handle of an
existing coroutine, or it can be a function, in which case a new coroutine is created to run the
funct">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="screen" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect.screen()

Returns a rect representing the entire GUI layer.  The string you passed to
GuiManager.call will be the screen Rect's ID.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="search" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.search(table, value)

Searches a table for a given value.  Returns the key, if the value is in
the table, otherwise returns nil. If the value is in the table more than once, either key could be
returned - no particular order is guaranteed.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="select" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function select(object)

This is only relevant in the builder.  Selects an object in the scene,
deselecting other objects.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="selectAllText" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:selectAllText()

The rectangle should be the rectangle of a textInput or textEditor. Selects
the entire text box.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="selected" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function selected()

Returns the last selected object in the window">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sendKeyDowns" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler:sendKeyDowns( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="set" func="yes">
			<Overload retVal="CLASS:Deque, FUNCTION:" descr="
Deque:set(N, val)

Sets the Nth element in the deque. Cannot create new elements, only modify
existing ones.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setA" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
Color:setA(A)

Sets the values of the alpha channel, using numbers ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setActive" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
Gizmo.setActive(flag)

Enables the Gizmo system, which renders 3D shapes in the scene. Gizmos will
only be rendered if Gizmo.setActive(true) is called.

 Because Gizmos use ShapeSequences for their
rendering, Gizmos must be disabled if another ShapeSequence-based system is desired. See
Gizmo.addCustomRenderer for more information on extending the Gizmo rendering system.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAllAnimDirty" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAllAnimDirty()

This function sets all the dirty flags on all the animations so they
will be calculated next frame.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAllKeywords" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAllKeywords(keyword1,keyword2,...)

SceneObject:setAllKeywords(keywordsTable)

-
keyword1: (string) keyword to set
- keywordsTable: (table) list of keyword strings to set

 Sets the
entire keyword table on an object. Replacing all other keywords.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAmbient" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
Lighting.setAmbient(color)

- color: (Color) The color to which the ambient light should be set
sets the ambient light in the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAnchored" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAnchored(anchored)

- anchored: (boolean) Sets the anchored states

 When passed a
boolean, sets the anchored property. The anchored property locks an object's orientation in space.
The object will still collide with other objects, but collision will not move this object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAngle" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setAngle(distance,heading, pitch)

- distance: (Number) Distance (meters) from the focus to
the eye
- heading: (Number) Angle (degrees) counterclockwise from negative X-axis
- pitch: (Number)
angle(degrees) between camera and XY-plane. Zero is level, negative is upward pitch

 Shifts the
camera's orientation to attain a specific distance, heading, and pitch relative to the camera's
focus.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAngularVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAngularVelocity(angularVelocity)

- angularVelocity: (Vector) desired rotational
velocity around the
 x, y, and z axes of the world coordinate system

 Sets the object's angular
velocity to the input. This velocity is in degrees per second (deg/s).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAnimationLoop" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAnimationLoop(flag,channel)

- loop: (boolean) If true, animation should loop when it
reaches the end
- channel: (number, optional) The channel to loop. If uspecified, channel 1 is set
to loop.

 Sets the animation to loop when it reaches the end of its timeline.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAnimationSpeed" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAnimationSpeed(speed,channel)

- speed: (number) The rate to play the animation.
-
channel: (number, optional) The channel to loop. If uspecified, channel 1's speed is set.

 Sets the
play rate of the animation. 1 is the original rate; 2 is twice as fast, 0.5 is half as fast.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAttachOffset" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setAttachOffset(offset)

- offset: (Vector) The offset from the object where the camera
should be.

 Sets the offset of the camera from the object it is attached to.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAutoCalculateInertia" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAutoCalculateInertia(flag)

Sets the inertia auto-calcuation flag. If true, inertia
is calculated from the collision volumes. If false, the collision arms are used to determine the
inertia of the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAvatar" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setAvatar(avatar)

- avatar: (boolean) Value of the avatar flag

 Brief : Sets the
avatar property

 Sets the avatar property. The avatar property is reserved for future development.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setAxis" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setAxis(mode, vector)

Rotates the object to cause one axis of the object to align with
the specified vector.  Mode is a string, one of the following:

- 'L' - left-vector is snapped.
-
'R' - right-vector is snapped.
- 'F' - forward-vector is snapped.
- 'B' - backward-vector is
snapped.
- 'U' - up-vector is snapped.
- 'D' - down-vector is snapped.
- 'X' - xaxis, synonym for
right-vector">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setB" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
Color:setB(B)

Sets the values of the blue channel, using numbers ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBackgroundColor" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.setBackgroundColor(color)

Sets the background color of the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBonePosition" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBonePosition(name,position)

- name: (string) Name of the bone
- position: (Vector)
Position of the bone relative to the parent bone

 Sets the position of the named bone relative to
its parent bone">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBoneRotation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBoneRotation(name,rotation)

- name: (string) Name of the bone
- rotation: (Rotation)
Rotation of the bone relative to its parent bone

 Sets the rotation of the named bone relative to
its parent bone">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBoneScale" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBoneScale(name,scale)

- name: (string) Name of the bone
- scale: (Vector) Scale of
the bone

 Sets the scale of the named bone">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBounciness" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBounciness(mu)

Sets the bounciness of the object, which is roughly equal to the
percentage of the object's kinetic energy that is returned to it on a collision. Set the value to 1
for fully elastic behavior; set it to 0 for fully inelastic behavior. If two objects collide that
both have a value set, the amount of energy returned to both is the average of their bounciness.
Bouncines">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBreakForce" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:setBreakForce(force)

- force: (number) Force that must be applied to the joint to break it.
Sets the force at which a joint will break. A joint breaks by disabling itself if the force applied
to the joint exceeds the break force. If 0, joint is unbreakable.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBreakOnError" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger.setBreakOnError(flag)

If flag is set, then errors cause the debugger to pop up. If clear,
then errors just print a traceback.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBreakpoint" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger.setBreakpoint(file, line, flag)

Sets whether or not the debugger breaks on the specified
line.' The flag can be true (set breakpoint) or false (clear breakpoint).'">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBuildAnchored" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBuildAnchored(flag)

- flag: (boolean) if true, object becomes anchored in build mode
only

 This will return if the object is anchored in the builder. It will do nothing during normal
game play.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBuildLocked" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBuildLocked(locked)

- locked: (boolean) Sets whether the object is locked in the
builder

 Brief : Sets the build locked property

 Sets the build locked property. This property
affects selection while in build mode.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setBuildWeightless" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setBuildWeightless(flag)

- flag: (boolean) if true, object becomes weightless in build
mode only

 Kernel Only. Sets the build-mode only weightless flag">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCallback" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setCallback(moveCallback)

- moveCallback: (function ()) The callback to be called on each
camera move

 Specifies a function to be called when the camera is moved.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCastsShadow" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setCastsShadow(flag)

Sets the shadow-casting flag. If true, object drops a circular
shadow along the z-axis to an object below it.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCenterOfMass" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setCenterOfMass(centerOfMassPosition)

- centerOfMassPosition (Vector): The new center
of mass position relative to the center of the model

 Sets an object's center of mass to a position
relative to the center of the object's model.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCheckBoxValue" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setCheckBoxValue(state)

Sets the state of the checkbox to checked (true) or unchecked (false)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setClickInProgress" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.setClickInProgress(btn, id)

Sets the value of the global variable that holds the ID of
the rectangle in which a click is in progress.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setClipboardText" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.setClipboardText(text)

Sets the text on the system clipboard.  For security reasons,
this function can only be used inside a GUI event handler for 'keyPress-c' or 'keyPress-x' with the
control-key down..  Without this security restriction, it would be possible for any game you run to
erase your clipboard or put dangerous content onto your clipboard.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCollidable" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setCollidable(flag)

Enables or disables collision.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCollisionHandler" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setCollisionHandler(fn)

- fn: (function) A collision handler function, which accepts
three arguments (nil clears the handler)

 set to nil to clear the collision handler

 Sets a
collision handler function for this scene object. the function must accept three arguments: self,
other, and mode. Self will point the first object in the collision.  Other will point to the second
object in ">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setColor" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setColor(...)

SceneObject:setColor(color or R,G,B,A)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCompassDirection" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setCompassDirection(direction [, frame_of_reference])

Set the compass direction in which
the object is facing. The parameter must be a string, one of the following: N, NNW, NW, WNW, W, WSW,
SW, SSW, S, SSE, SE, ESE, E, ENE, NE, NNE.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCountLines" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.setCountLines(flag)

If the flag is true, then the engine will count how many times
each line of your program is executed.  This slows down the interpreter a lot, so only turn it on
for debugging/profiling.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCurrentMouse" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.setCurrentMouse(id)

Sets the value of the global variable that holds the ID of the
current mouse rectangle.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCursorPosition" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
Mouse.setCursorPosition(X, Y)

Sets the mouse coordinates to the given position from the top-left
corner of the plugin window.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setCursorVisible" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
Mouse.setCursorVisible(bool)

Sets if the mouse is visible.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setDebuggerMode" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.setDebuggerMode(flag)

The GuiManager maintains two completely independent GUIs, one for
the game, and one for the Lua debugger.  They are independent to avoid having the debugger alter the
behavior of the game - to make it feasible to debug GUI-painting code.  This flag selects which GUI
is being updated by all the various GUI painting routines.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setDepth" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setDepth(amount,maintainAspect)

- amount: (number) The new depth of the object in
meters
- maintainAspect: (boolean) If true or nil will stretch the Height and Width to maintain 1:1
aspect ratio

 Sets the scale of the object to make it the depth specified. (Note: for animated
models, this sets the initial depth before animation.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setDiffuse" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
Lighting.setDiffuse(color,index)

- color: (Color) Diffuse color of the light
- index: (number,
optional) Index of one of the lights in the scene

 sets the diffuse color of the light">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setDirection" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
Lighting.setDirection(direction,index)

- direction: (Vector) A vector pointing in the direction
from which the light originates
- index: (number, optional) Index of one of the lights in the scene
sets the orientation of the light in the scene">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setDistance" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setDistance(amount)

Sets the distance between the cameras focus and eye">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setDuration" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setDuration(length)

Rescales the path's duration to the specified time. This does not
construct a new path: it modifies the existing one.  Returns the existing path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setEnable" func="yes">
			<Overload retVal="CLASS:MotionLog, FUNCTION:" descr="
MotionLog.setEnable(flag)

Turns motion logging on or off.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setEnabled" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:setEnabled(flag)

- flag: (boolean) If true, enable the joint

 Enables or disables a joint.
Enabled joints constrain the behavior of the objects to which they are connected and are moved by
those objects. Disabled joints do not constrain objects to which they are connected and are not
moved by those objects.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setEvent" func="yes">
			<Overload retVal="CLASS:EventMap, FUNCTION:" descr="
EventMap:setEvent(event,function)

- event: (string) The event to listen for
- function: (function)
The callback function

 Sets a function to fire when an event is received. Key events are preceded
with 'keyPress', 'keyRelease' or 'keyDown'. keyPress will fire when a button is depressed.
keyRelease will fire when a button is released. keyDown will fire every few milliseconds while the
key is depr">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setExactEye" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setExactEye(location)

Sets the camera's eye immediately, jumping to the specified
coordinates.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setExactFocus" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setExactFocus(location)

Immediately centers a location in the camera's frame, jumping the
camera's orientation to face the coordinates.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setExtrapolatePosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setExtrapolatePosition(flag)

If the flag is true, retrieving coordinates outside of the path's
time-range will extrapolate. If the flag is false, values are clamped to the value at the track's
endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setExtrapolateRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setExtrapolateRotation(flag)

If the flag is true, retrieving coordinates outside of the path's
time-range will extrapolate. If the flag is false, values are clamped to the value at the track's
endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setExtrapolateScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setExtrapolateScale(flag)

If the flag is true, retrieving coordinates outside of the path's
time-range will extrapolate. If the flag is false, values are clamped to the value at the track's
endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setExtrapolateUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setExtrapolateUniscale(flag)

If the flag is true, retrieving coordinates outside of the path's
time-range will extrapolate. If the flag is false, values are clamped to the value at the track's
endpoint.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setEye" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setEye(location)

Specifies a location to place the camera's eye. The camera will pan and
zoom to reach that location.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setEyeFocus" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setEyeFocus(eye, focus)

Sets the camera transform using the eye/focus method">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setFocus" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setFocus(location)

Specifies a location to place the camera's focus. The camera will pan to
look at that location.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setFollowDistance" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setFollowDistance(amount)

- amount: (Number) The distance that the camera should follow. Can
be a number or nil.

 Sets the distance that the camera tries to maintain away from the attached
object. Setting this to nil will allow the camera to choose its own distance.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setFollowHeading" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setFollowHeading(heading)

- heading: (Number) The heading to maintain. This can be a
number(degrees) or nil.

 Sets the heading that the camera should maintain relative to global
coordinates. This is useful for keeping the camera facing a fixed direction regardless of the
orientation of the SceneObject being followed. Setting this to nil will allow the camera to swivel
around the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setFollowPitch" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setFollowPitch(pitch)

- pitch: (Number) The optimal pitch for the camera. This can be a
number(degrees) or nil.

 Sets the optimal pitch for the camera to maintain. If this is set to nil,
the camera will choose its own pitch.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setForwardVector" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setForwardVector(direction [, up] [, frame_of_reference])

Look in the specified
direction.  The direction must be a vector.  The object is also made upright, insofar as possible
subject to the constraint that it be looking in the specified direction.  You can specify an
optional up-vector.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setFov" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setFov(fov)

Sets the field of view, in degrees.  The default is 45 degrees.  The legal
range is 1 to 89 degrees.  Best results are usually obtained around 30 degrees.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setG" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
Color:setG(G)

Sets the values of the green channel, using numbers ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setGlobalVolume" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
Sound.setGlobalVolume(volume)

Sets the volume for all sounds, using a scale which ranges from 0-1.
As a special case, when the volume is exactly 0, the all sound is disabled.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setGravity" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.setGravity(gravity)

- gravity: (scalar or vector) desired acceleration due to gravity
in the scene

 Sets the gravity in the scene, which is uniformly applied as a continuous
acceleration to all objects.  Acceleration is in meters per second squares (m/s^2).  If you pass in
a positive scalar, this is interpreted as the magnitude of a downwards gravity.

 (Note: if using
legacy units,">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setGroundPlane" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.setGroundPlane(height)

- height: (number) The height of the ground plane relative to
the scene origin, in meters

 sets the z coord for the ground plane">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setHPR" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setHPR(heading, pitch, roll [, frame_of_reference])

Sets the heading, pitch, and roll.
In the heading, 0 is north, 90 is west, 180 is south, and 270 is east.  In the pitch, 0 is level, 90
is pointing straight up, and -90 is straight down.  In the roll, negative values are tilting left,
and positive values are tilting right.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setHeading" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setHeading(heading [, frame_of_reference])

Causes the object to face in the given
heading, where 0 is north, 90 is west, 180 is south, and 270 is east. In addition, the object is
made upright.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setHeadingVector" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setHeadingVector(facing)

heading - (Vector) the direction to face the camera.

 Similar to
Camera.setForwardVector but does not interfere with the pitch of the camera.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setHeight" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setHeight(amount,maintainAspect)

- amount: (number) The new height of the object in
meters
- maintainAspect: (boolean) If true or nil will stretch the Width and Depth to maintain 1:1
aspect ratio

 Sets the scale of the object to make it the height specified. (Note: for animated
models, this sets the initial height before animation.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setHelpTag" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setHelpTag()

Depricated">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setIdleModeEnable" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.setIdleModeEnable(true / false)

The engine supports an 'idle mode' - when a game does
not have the keyboard focus, it deliberately slows down to 2 FPS and 1/3 the normal simulation
speed.  This works fine for most games, but not all. If you set the idle mode enable to false, the
game will not slow down when it loses keyboard focus.  Setting the idle mode to true causes the
engine to re">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setInertiaArms" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setInertiaArms(armLengths)

- armLengths (Vector): The lengths of the X, Y, and Z arms
Sets the length of the 'arms' of the inertia model, if inertia is explicitly specified. The arms
operate like a figure skater's arms when skating---longer arms increase the inertia and would make
the object spin more slowly under a given applied torque, while shorter arms decrease the inertia
and wou">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setInertiaRotation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setInertiaRotation(rotation)

Sets the rotation of the inertia arms relative to the
model's principal axes">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setKernelKeyword" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setKernelKeyword(keyword)

Adds the keyword to the keywords of this object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setKernelProperty" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setKernelProperty(propertyPath, newProperty)

- propertyPath: Path to the desired
property, as a string of the form 'branch1/branch2/leafName'.
- newProperty: The new value of the
property

 Sets the property with the specified path.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLightingEnabled" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setLightingEnabled(flag)

Enable or disable applying lights to the object. If light is
disabled, the object is flatly lit at 100% intensity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLoadingScreen" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.setLoadingScreen(flag)

If flag is true, displays the loading screen and suppresses
normal rendering. If flag is false, renders the scene normally.  If flag is 'auto', the system uses
a heuristic to decide.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLockAxisRot" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setLockAxisRot(rotation)

rotation -- rotation to rotate the lock X,Y,Z around

 use
this function in coorilation with lockX, lockY, and lockZ to lock to non-standard axes.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLockX" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:setLockX(flag)

flag = true locks to X axis

 set to true to lock the object
from moving along the X axis. Locked objects act like anchored objects but only in one dimension.
Note: an anchored object is not nececarily locked in XYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLockY" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:setLockY(flag)

flag = true locks to Y axis

 set to true to lock the object
from moving along the Y axis. Locked objects act like anchored objects but only in one dimension.
Note: an anchored object is not nececarily locked in XYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLockZ" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
anchored = SceneObject:setLockZ(flag)

flag = true locks to Z axis

 set to true to lock the object
from moving along the Z axis. Locked objects act like anchored objects but only in one dimension.
Note: an anchored object is not nececarily locked in XYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setLookAt" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setLookAt(otherobject)

Causes this object to look at (point toward) the other object.
The other object can be a scene object, a transform, or a point in the form of a vector.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMass" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setMass(n)

Sets the mass of the object in kilograms.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMenuActive" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setMenuActive()

Sets the rect's menu-active flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMenuType" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setMenuType()

Used to set meta information used to bring up right click menues and drag and
drop functions.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMeshColor" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setMeshColor(...)

Sets the color of the specified mesh.

 Raises an error if no mesh by
the given name exists.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMeshMode" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setMeshMode(...)

Sets the rendering mode of the specified mesh. Can be one of the
following: standard, wireframe, alphatest. You can also set the mode to NIL, which will restore the
default value.

 Raises an error if no mesh by the given name exists.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMinMaxDistance" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setMinMaxDistance(minDistance, maxDistance)

- minDistance: (Number) Minimum distance
(meters) allowed between the camera and the object
- maxDistance: (Number) Maximum distance (meters)
allowed between the camera and the object

 Sets the minimum and maximum follow distance. When
following an object, the camera will not get further or closer than these limits.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMinMaxHeading" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setMinMaxHeading(minHeading, maxHeading)

- minHeading: (Number) Angle (degrees), low
counterclockwise boundary on heading
- maxHeading: (Number) Angle (degrees), high counterclockwise
boundary on heading

 Sets the minimum / maximum limits on heading while following an object. The
limits are angles (degrees) from the negative X-axis.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMinMaxPitch" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setMinMaxPitch(minPitch, maxPitch)

- minPitch: (Number) The minimum pitch (degrees), the
furthest up the camera will tilt
- maxPitch: (Number) The maximum pitch (degrees), the furthest down
the camera will tilt

 Sets the minimum and maximum limits on the camera pitch while following an
object. When following an object, the camera will tilt outside of these limits.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setMode" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setMode(mode)

- mode: (string) Sets the mode ('1st', '3rd', 'Sky')

 The camera can switch
between 1st, 3rd and Sky mode. 1st mode will lock the camera to the object. 3rd will have the camera
follow an object . Sky will have the camera rotate around a point or object.

 '1st' mode does not
currently work.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setName" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setName(name)

Sets the scene object's unique name.  If you try to reuse a name which
has already been taken, this function will throw an error.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setNearFarPlanes" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setNearFarPlanes(near, far)

Sets the near and far clipping distances.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setObject1" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:setObject1(object)

- object: (SceneObject or nil) One object to which to attach the joint
Attaches an object to the joint, or affixes one end of the joint to the scene itself. Joints affixed
to the scene have position and constrain their objects, but the joint pivot does not move (meaning
the object is 'attached to space')">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setObject2" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:setObject2(object)

- object: (SceneObject or nil) One object to which to attach the joint
Attaches an object to the joint, or affixes one end of the joint to the scene itself. Joints affixed
to the scene have position and constrain their objects, but the joint pivot does not move (meaning
the object is 'attached to space')">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setParticleSystem" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setParticleSystem(system)

system: (ParticleSystem) The particle system to apply to this
object (use nil to clear a particle system)

 Sets the scene object's particle system effect.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setPitch" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setPitch(amount)

Sets the pitch of the cameras eye from its focus">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setPosition" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setPosition(time, track)

Adds a track-keyframe at the specified time.  Keyframes do not need
to be added in a consecutive order, nor do they need to have consistent spacing.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setProfilingMode" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.setProfilingMode(true/false)

In normal mode, the engine tries to maintain maximum
speed.  In profiling mode, the engine tries to maximize measurement accuracy.  Mainly, the
difference is that in profiling mode, the engine avoids complex multithreading.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setProperty" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setProperty(key,value)

- key: (string) The propery name
- value: (property-type) The
new value of the property

 Sets the given property of an object">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setR" func="yes">
			<Overload retVal="CLASS:Color, FUNCTION:" descr="
Color:setR(R)

Sets the values of the red channel, using numbers ranging from 0 to 1.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRadioValue" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setRadioValue(state)

Sets the state of the radio button set.  It doesn't matter which radio
button you pass to 'setRadioValue', it will activate the one whose value matches the string/integer
that you specify.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRange" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:setRange(min,max)

- min: (Number or nil) Minimum angle, in degrees (deflection from initial
position). Specify 'nil' for no minimum limit
- max: (Number or nil) Maximum angle, in degrees
(deflection from initial position). Specify 'nil' for no maximum limit

 Sets the minimum and
maximum angle/position of the joint, where the zero angle is the angle of the joint when the joint
was enabled">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRelAngularVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setRelAngularVelocity(relangularVelocity)

- relangularVelocity: (Vector3d) The Objects
angular velocity in relative coordinates to the current rotation of the object.

 Sets the Objects
angular velocity in relative coordinates to the current rotation of the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRelVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setRelVelocity(relVelocity)

- relVelocity: (Vector3d) The Objects velocity in relative
coordinates to the current rotation of the object.

 Sets the Objects velocity in relative
coordinates to the current rotation of the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRenderMode" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setRenderMode( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRenderProfilerEnabled" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:setRenderProfilerEnabled(enabled)

- enabled: If true, enable the render profiler.
Enables the render pipeline to dump information about resource usage while rendering frames. Once
enabled, the render information will be available on subsequent frames. Render profiling causes a
minimal performance hit, so it can be disabled to improve performance. Render profiling is off by
default.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRotation" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setRotation(time, track)

Adds a track-keyframe at the specified time.  Keyframes do not need
to be added in a consecutive order, nor do they need to have consistent spacing.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setRotationLock" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setRotationLock(anchored)

anchored -- string ('none', 'x', 'y', 'z', 'all')

 sets a
string representing what rotation lock is applied to the SceneObject">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setSavable" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setSavable(savable)

- savable: (boolean) The flag value

 Brief : Sets the savable
property

 Sets the object's savable property to the value provided. Savable is a boolean flag that
determines if the object is saved by SceneManager's scene-saving operations.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setScale(time, track)

Adds a track-keyframe at the specified time.  Keyframes do not need to
be added in a consecutive order, nor do they need to have consistent spacing.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScaleX" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setScaleX(x)

Sets the X-component of the scale.  It may be more convenient to use
setScaleXYZ to set all three components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScaleXYZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setScaleXYZ(x,y,z)

Sets the scale.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScaleY" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setScaleY(y)

Sets the Y-component of the scale.  It may be more convenient to use
setScaleXYZ to set all three components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScaleZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setScaleZ(z)

Sets the Z-component of the scale.  It may be more convenient to use
setScaleXYZ to set all three components.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScriptClass" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setScriptClass( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setScriptModule" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.setScriptModule(module)

- module: (string or Nil) The module which will act as the
root script for this scene. Must be a valid filename that represents a Lua script module.

 Sets the
module that provide the script for this scene.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setSelectedText" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setSelectedText(text)

The rectangle should be the rectangle of a textInput or textEditor.
Replaces the current selection with text.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setShininess" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
Lighting.setShininess(coefficient)

- coefficient: (number) Specifies a specular coefficient, with
higher
 values corresponding to a sharper specular highlight.

 sets the shininess coefficient of
the light">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setSpecular" func="yes">
			<Overload retVal="CLASS:Lighting, FUNCTION:" descr="
Lighting.setSpecular(color,index)

- color: (Color) The color to use for specular highlights from
the specified light
- index: (number, optional) Index of one of the lights in the scene

 sets the
specular color of the light">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setSpeed" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.setSpeed(speed)

- speed: (Number) elasticity constant, between 0 and 1 inclusive

 Sets the
camera elasticity. Each frame, the camera moves this fraction of the distance towards its eye and
focus positions. Setting this value closer to 1 makes the camera move faster.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setStashed" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setStashed(flag)

- flag (boolean, optional): Sets whether the object is stashed

 Brief
: Sets the stashed property

 This function is buggy and is scheduled to be fixed later, use at your
own risk.

 Sets whether an object is stashed. Stashed objects are not rendered.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setSurfaceMu" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setSurfaceMu(mu)

Sets the friction constant for the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setTarget" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setTarget(obj)

Associates the path with a target object, which indicates that the path is
meant to be applied to the specified object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setTargetVersion" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.setTargetVersion(version)

- version: (string or Nil) The desired version of the engine
to use as the engine for this pocket

 Sets the version of the engine to load this pocket in. Set to
the empty string (or Nil) to target the currently running version. Note that changing the version
target does not reload the engine; the pocket must be saved and reloaded to use the new target
versi">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setText" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setText(text [, deselected])

The rectangle should be the rectangle of a textInput or
textEditor. Sets the current text contents, and resets the cursor to the end of the text.  The text
is all selected, unless the 'deselected' flag is set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setTexture" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setTexture(...)

Sets the name of the nth texture.


 Please use
SceneObject:setMeshTexture().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setTime" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer.setTime(t)

Set the current simulation time.  Only meant to be used inside the code for the
discrete event time manager.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setTransform" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setTransform(transform [, frame_of_reference])

Sets the entire transform.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setType" func="yes">
			<Overload retVal="CLASS:Joint, FUNCTION:" descr="
Joint:setType(type)

- type: (string) One of the joint types. Supported types are 'Ball', 'Hinge',
'Anchor' and 'Universal'.
 See the class documentation for the description of these joints.

 Sets
the type of joint">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setUniformValue" func="yes">
			<Overload retVal="CLASS:ParticleSystem, FUNCTION:" descr="
ParticleSystem:setUniformValue(attr, v1 [,v2 ,v3 ,v4])

Stores a value for a uniform parameter.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setUniscale" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:setUniscale(time, track)

Adds a track-keyframe at the specified time.  Keyframes do not need
to be added in a consecutive order, nor do they need to have consistent spacing.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setUpright" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setUpright([frame_of_reference])

Causes the object to upright itself - In other words,
the object's local Z-axis is aligned with the world's Z-axis. If possible, the object's heading is
not lost.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setValAt" func="yes">
			<Overload retVal="CLASS:Matrix, FUNCTION:" descr="
Matrix:setValAt(x,y,value)

Sets an element of the matrix.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setVelocity" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setVelocity(velocity)

- velocity: (Vector) desired velocity

 Sets the object's
velocity to the input. This velocity is in meters per second (m/s).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setVelocityX" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setVelocityX(xcoord)

- xcoord: (number) The X coordinate of the object's velocity
Sets the X coordinate of the object's velocity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setVelocityY" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setVelocityY(ycoord)

- ycoord: (number) The Y coordinate of the object's velocity
Sets the Y coordinate of the object's velocity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setVelocityZ" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setVelocityZ(zcoord)

- zcoord: (number) The Z coordinate of the object's velocity
Sets the Z coordinate of the object's velocity">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setViewPort" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:setViewPort()

Sets the location of the 3D view.  If you call Rect.setViewPort(nil), restores
the viewport to the full window.

 Since the user could resize the window at any time, programs that
set the viewport need to continually monitor the screen size and adjust the viewport as necessary.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setVolume" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
Sound:setVolume(volume)

Sets the volume, using a scale which ranges from 0-1.  This scale can be
converted to decibels using:

 decibelGain = -((1.0 - volume) * (1.0 - volume) * 40.0)

 As a
special case, when the volume is exactly 0, the sound is disabled.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setVolumeDecibels" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
Sound:setVolumeDecibels(volume)

Sets the volume level, in relative decibels.  In this scale, 0 is
the loudest possible volume.  -1 means one decibel softer than maximum, -2 means two decibels softer
than maximum, and so forth.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setWeightless" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setWeightless(weightless)

- weightless: (boolean) Sets whether the object is weightless
Brief : Sets the weightless property

 Sets the weightless property. The weightless property, if
set, blocks the effects of gravity on the object.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setWidth" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:setWidth(amount,maintainAspect)

- amount: (number) The new width of the object in
meters
- maintainAspect: (boolean) If true or nil will stretch the Height and Depth to maintain 1:1
aspect ratio

 Sets the scale of the object to make it the width specified. (Note: for animated
models, this sets the initial width before animation.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setX" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setX(x [, frame_of_reference])

Sets the X-component of the position.  It may be more
convenient to set all three using setXYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setXYZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setXYZ(x,y,z [, frame_of_reference])

Sets the position.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setY" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setY(y [, frame_of_reference])

Sets the Y-component of the position.  It may be more
convenient to set all three using setXYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setZ" func="yes">
			<Overload retVal="CLASS:CameraBoom, FUNCTION:" descr="
CameraBoom:setZ(z [, frame_of_reference])

Sets the Z-component of the position.  It may be more
convenient to set all three using setXYZ.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setfenv" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function setfenv( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setmetatable" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function setmetatable( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setn" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.setn(...)

Undocumented Lua builtin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setpriv" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function setpriv( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="setupKernelClass" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function setupKernelClass( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="show" func="yes">
			<Overload retVal="CLASS:Gizmo, FUNCTION:" descr="
Gizmo.show(gizmo)

Shows the specified gizmo">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="showAboutBox" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.showAboutBox(...)

Display the Wild Pockets 'About' dialog.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="showBones" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.showBones(flag)

Enables or disables joint display">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="showCollisions" func="yes">
			<Overload retVal="CLASS:SceneManager, FUNCTION:" descr="
SceneManager.showCollisions(flag)

Enables or disables collision display">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="showDebugOutputWindow" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function showDebugOutputWindow()

Show the engine debug output window">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sign" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
sign = math.sign(number)

Returns the sign of the given number (-1, 0, 1)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sin" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.sin(x)

Returns the sine of x (assumed to be in radians).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="singleDraggable" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:singleDraggable(dragType,object)

- dragType (string) : The type of data being dragged
- object
(anything) : The payload

 Allows this object to be picked up and dragged onto any area that
received drag and drop objects.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sinh" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.sinh(x)

Returns the hyperbolic sine of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="size" func="yes">
			<Overload retVal="CLASS:NumberSet, FUNCTION:" descr="
size = NumberSet:size()

Returns the number of values in the set.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="skinResources" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.skinResources(skin)

Returns a list of all the resources used in the specified skin.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sleep" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:sleep()

Sleep while the object follows the path.  The path must be associated with a
particular scene object.  This function doesn't return until the object has reached its destination.
Calling 'sleep' can only be done from inside background jobs!">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="slerp" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
result = Rotation:slerp(other, amount)

- other: (Rotation) A second rotation to serve as an
interpolation target
- amount: (number) An interpolation value between 0 and 1

 Interpolates
between two rotation values using the slerp algorithm. If amount is 0, returns self.  If amount is
1, returns other.  For values in between, returns a blend between the two rotations.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="slice" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:slice(sliceheight, nslices, scroll)

Slices a rectangle into slices of equal height.  This is
intended to help draw bulleted lists and the like.

 Scroll should be a number from 0-1, typically
returned by drawVScroll.  This will cause the slices to scroll up and down. You can just pass in
zero if you don't want scrolling.

 The return value is a table of rectangles.  The key of the table
is t">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="smooth" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:smooth({options})

Smooths out the path by inserting additional keyframes.  The new keyframes
are chosen using a spline.  Accepts a table full of spline configuration options.

* mode: a string,
one of the splining algorithms listed below.
* steps: how many keyframes to insert per existing
keyframe.
* tracks: a string indicating which tracks to smooth.

 The 'tracks' string can contain
the ch">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="snapAxis" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation.snapAxis(axis, vec)

Snaps the object so that one of its axes aligns to the specified
vector.  The axis can be:

- 'L' - left-vector is snapped.
- 'R' - right-vector is snapped.
- 'F' -
forward-vector is snapped.
- 'B' - backward-vector is snapped.
- 'U' - up-vector is snapped.
- 'D' -
down-vector is snapped.
- 'X' - xaxis, synonym for right-vector.
- 'Y' - yaxis, synonym for
forward-vect">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="snycAnimations" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:snycAnimations()

This function is a state changing function that calls into the lua
layer and forcefully makes sure that the bones in this scene object are updated">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sort" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.sort(table [, comp])

Sorts table elements in a given order, in-place, from table[1] to
table[n], where n is the length of the table. If comp is given, then it must be a function that
receives two table elements, and returns true when the first is less than the second (so that not
comp(a[i+1],a[i]) will be true after the sort). If comp is not given, then the standard Lua operator
< is used i">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sortAnalysis" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:sortAnalysis( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sortedkeys" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.sortedkeys(tab [,comp])

Returns a list of the keys in table, in sorted order.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sourceForShader" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function sourceForShader(...)

- vertexSource: (string) Source code for vertex shader
-
fragmentSource: (string) Source code for fragment shader
- color: (Color) Color of the object
-
diffuseTexture: (bool) If true, the shader should handle a diffuse texture
- normalMapping: (bool)
If true, the shader should handle a normal / gloss map

 Yields the source code for the shader that
would be generate">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="splitAnalysis" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer:splitAnalysis( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="splitX" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
subrect, subrect, ... = Rect:splitX(specs)

Splits the given rectangle into a number of
subrectangles. The subrectangles form a horizontal row that covers the original.

 The 'specs' list
is a list of sizes and labels.  Sizes are numbers that specify how wide a subrectangle should be.
Labels are strings that determine what the name of the next subrectangle should be.

 This function
returns multip">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="splitY" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
subrect, subrect, ... = Rect:splitY(specs)

Splits the given rectangle into a number of
subrectangles. The subrectangles form a vertical column that covers the original.

 The 'specs' list
is a list of sizes and labels.  Sizes are numbers that specify how tall a subrectangle should be.
Labels are strings that determine what the name of the next subrectangle should be.

 This function
returns multi">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="splitlines" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
array = string:splitlines()

Split the string at line boundaries. Returns an array of lines.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sprintf" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:sprintf( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sqrt" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.sqrt(x)

Returns the square root of x. (You can also use the expression x^0.5 to compute this
value.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="standardSkin" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
GuiManager.standardSkin()

Returns the standard skin.  A skin is a collection of drawPict/drawText
styles.  See the manual entry on styles and skins.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="startFresh" func="yes">
			<Overload retVal="CLASS:ProfileTimer, FUNCTION:" descr="
ProfileTimer.startFresh()

Discards all data collected up to this point and starts gathering fresh
data.  This is useful if you want a clean measurement that only includes a specific time period.
This resets all the data, but it doesn't reset the profiling mode.

 If you call this and then
immediately call 'dumpFrame,' you will get a completely blank readout, since there will be no data.
After sta">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="startswith" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
flag = string:startswith(prefix)

Returns true if this string starts with the specified prefix.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="status" func="yes">
			<Overload retVal="CLASS:Sound, FUNCTION:" descr="
Sound:status()

Returns the sound status.  The status can be 'idle', 'playing', 'downloading', or an
error code.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="step" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera:step( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="stop" func="yes">
			<Overload retVal="CLASS:Path, FUNCTION:" descr="
Path:stop()

After using Path:go to start the execution of a path, you can use Path:stop to
terminate the execution.  See Path:go for more information.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="stopAll" func="yes">
			<Overload retVal="CLASS:Timer, FUNCTION:" descr="
Timer.stopAll()

Kernel function. Clears the scheduler.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="stopAnimation" func="yes">
			<Overload retVal="CLASS:SceneObject, FUNCTION:" descr="
SceneObject:stopAnimation(channel (optional))

- channel: (number) The channel to stop

 Stops the
currently playing animation. A channel may be specified. If a channel is not specified, channel 1 is
stopped.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="strip" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
result = string:strip([whitespace])

Strips whitespace from the string.  The optional whitespace
argument determines which characters count as whitespace. If not specified, whitespace includes
spaces, newlines, carriage returns, and tabs.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="sub" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.sub(s, i [, j])

Returns the substring of s that starts at i and continues until j; i and j
can be negative. If j is absent, then it is assumed to be equal to -1 (which is the same as the
string length). In particular, the call string.sub(s,1,j) returns a prefix of s with length j, and
string.sub(s, -i) returns a suffix of s with length i.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="subrange" func="yes">
			<Overload retVal="CLASS:table, FUNCTION:" descr="
table.subrange(array, start, end)

Returns a new array containing a subrange of the input array. If
a start or end value outside the range 1-length is specified, the range is clamped to the valid
indices.  Start and end values are inclusive.  If end is less than start, an empty array is
returned.

 The input must be an array (a table whose keys are integers starting with 1 and
ascending.)">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="suppressWarnings" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.suppressWarnings(string)

Suppress all warning messages containing the specified string.
Note: some of our warning messages fail to respect this directive. We are working on overhauling all
our warning code to respect this mechanism.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="syncBreakpoints" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger.syncBreakpoints()

Checks if the breakpoint file has been modified externally, and if so,
reads it back in.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="synchronizeFrame" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:synchronizeFrame(...)

Synchronizes the simulation data on the current frame, making sure
render and scripting have a shared world view.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="synthesize" func="yes">
			<Overload retVal="CLASS:EventHandler, FUNCTION:" descr="
EventHandler.synthesize()

When you enter and then exit the debugger, any keys that were being held
down prior to entering the debugger are pseudo-released.  This involves synthesizing fake keyRelease
events.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="tab" func="yes">
			<Overload retVal="CLASS:GuiStyle, FUNCTION:" descr="
tab = GuiStyle.tab(guistyle)

Returns the table from which the GuiStyle was originally built. This
should be invoked as GuiStyle.tab(guistyle), not guistyle:tab(), in case somebody passes you a style
that's already a table.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="takeFocus" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils.takeFocus(...)

Sets the focus back on the plugin">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="tan" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.tan(x)

Returns the tangent of x (assumed to be in radians).">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="tanh" func="yes">
			<Overload retVal="CLASS:math, FUNCTION:" descr="
math.tanh(x)

Returns the hyperbolic tangent of x.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="testSetCookie" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:testSetCookie(...)

something">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="textBoundingBoxes" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
rect,chrect = GuiManager.textBoundingBoxes(pos,options,text,charindex)

Measures the size of a block
of rendered text.  Doesn't actually render the text, just measures how big it will be when rendered.
The return values are the bounding box of the block of text as a whole, and also the bounding box of
a single selected character.

 When text is laid out, the actual height of the glyphs is ignored.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="textMousePosition" func="yes">
			<Overload retVal="CLASS:GuiManager, FUNCTION:" descr="
pos = GuiManager.textMousePosition(pos,options,text,mx,my)

Determines the following: if you were to
render the given block of text, where in the text would the mouse be?  Returns the character index
to which the mouse would point.  The character index is returned as a floating-point value.  The
fractional part indicates how far, left-to-right, the mouse is within that character. Ie, 10.01
would m">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="toggleMenuActive" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:toggleMenuActive()

Toggles the rect's menu-active flag.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="tokenize" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string:tokenize(newlines)

Tokenizes the string using a conventional programming language tokenizer.
The parameter is a flag indicating whether newlines should be tokens (if not, they are ignored).
Returns an array of strings.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="tonumber" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function tonumber( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="toolsMenu" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger:toolsMenu( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="tostring" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function tostring( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="trim" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.trim(s)

undocumented string operation">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="type" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function type( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="uncombine" func="yes">
			<Overload retVal="CLASS:Transform, FUNCTION:" descr="
transform = Transform.uncombine(parenttransform)

Generates a transform, which if combined with the
parent transform, yields the current transform.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="uncompose" func="yes">
			<Overload retVal="CLASS:Rotation, FUNCTION:" descr="
Rotation:uncompose(parent)

Finds a rotation that can be composed with parent to yield self.  That
is to say:

 r:uncompose(p):compose(p) == r">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="under" func="yes">
			<Overload retVal="CLASS:Mouse, FUNCTION:" descr="
Mouse:under( ? )

Undocumented method.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="unit" func="yes">
			<Overload retVal="CLASS:Vector, FUNCTION:" descr="
unitvec = Vector:unit()

Returns a normalized vector - ie, a vector in the same direction, but with
length 1.0.

 DEPRECATED IN V1.6

 Please use Vector:normalize().">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="unlockAchievement" func="yes">
			<Overload retVal="CLASS:Player, FUNCTION:" descr="
Player.unlockAchievement(game,key,callback)

- game (string) : The game filename to associate this
data with. If nil, will default to the current game filename.
- key (string) : The name of the
achievement
- callback (function) : The function to be called when the server returns the results.
Unlocks the specified achievment. The callback will be passed the error code.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="unpack" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function unpack( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="upper" func="yes">
			<Overload retVal="CLASS:string, FUNCTION:" descr="
string.upper(s)

Receives a string and returns a copy of this string with all lowercase letters
changed to uppercase. All other characters are left unchanged. The definition of what a lowercase
letter is depends on the current locale.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="urldecode" func="yes">
			<Overload retVal="CLASS:Network, FUNCTION:" descr="
value = Network.urldecode(...)

Returns the passed string, having replaced urlencoded characters
with their original representation.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="urlencode" func="yes">
			<Overload retVal="CLASS:Network, FUNCTION:" descr="
value = Network.urlencode(...)

Returns the passed string, having replaced all non-alphanumeric
characters except -_.  with a percent (%) sign followed by two hex digits.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="urlencodeTable" func="yes">
			<Overload retVal="CLASS:Network, FUNCTION:" descr="
Network.urlencodeTable(table)

Encodes a table of key-value pairs into an urlencoded string suitable
for use in an HTTP query string or POST data.

- table: (table) A table of key-value pairs. The keys
and values may be of any type; they will be passed through tostring() to generate a textual
representation prior to encoding.

 Return values:
- query: (string) The encoded string.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="useGLFinish" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation.useGLFinish(flag)

Controls whether or not the engine calls glFinish. By default, it does
not.  Sometimes this produces better latency.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="userdata" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect:userdata()

Gets the userdata table for the specified rectangle.  You can put whatever you want
into the userdata table.

 Userdata tables are stored according to the Rect's ID: if two rects have
the same ID, they share the same userdata table. Userdata tables are persistent from frame-to-frame:
if you store something in the table one frame, then fetch the same table the next frame (using a
r">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="userdataOf" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
Rect.userdataOf(id)

Gets the userdata table for the specified rectangle.  You can put whatever you
want into the userdata table.

 Userdata tables are stored according to the Rect's ID: if two rects
have the same ID, they share the same userdata table. Userdata tables are persistent from
frame-to-frame:  if you store something in the table one frame, then fetch the same table the next
frame (usin">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="vec" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function vec( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="waitForRender" func="yes">
			<Overload retVal="CLASS:Simulation, FUNCTION:" descr="
Simulation:waitForRender(...)

Awaits the completion of the current render frame. Returns the index
of the completed frame">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="warnOnce" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function warnOnce( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="warning" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function warning( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="width" func="yes">
			<Overload retVal="CLASS:Rect, FUNCTION:" descr="
width = Rect:width()

Fetches the width of the rectangle.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="writeBreakpoints" func="yes">
			<Overload retVal="CLASS:Debugger, FUNCTION:" descr="
Debugger.writeBreakpoints()

Saves all the breakpoints in 'local/breakpoints.txt'">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="writeDocDumpLine" func="yes">
			<Overload retVal="CLASS:Utils, FUNCTION:" descr="
Utils:writeDocDumpLine(...)

Writes a line to the doc dump file. Returns nil on failure.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="xpcall" func="yes">
			<Overload retVal="CLASS:Global Functions, FUNCTION:" descr="
function xpcall( ? )

Undocumented function.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="yield" func="yes">
			<Overload retVal="CLASS:Coroutines, FUNCTION:" descr="
Coroutines.yield()

Used by a coroutine when it wishes to sleep until manually awakened.  The
coroutine will never wake up again unless you explicitly awaken it using Coroutines.schedule. See
also Timer.sleep, which causes a coroutine to sleep for a finite amount of time.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="zoomIn" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.zoomIn(amount)

- amount: (number) The distance to zoom the camera in

 Brings the camera
closer to the focus.">
				<Param name=""/>
			</Overload>
		</keyWord>
		<KeyWord name="zoomOut" func="yes">
			<Overload retVal="CLASS:Camera, FUNCTION:" descr="
Camera.zoomOut(amount)

- amount: (Number) The distance to zoom the camera out

 Moves the camera
farther from the focus.">
				<Param name=""/>
			</Overload>
		</keyWord>
	</AutoComplete>
</NotepadPlus>