public sealed struct Sandbox.Compiler.Configuration
Related Guides
Broader workflow and conceptual references connected to this API.
You can find information about how to install and use SteamCMD here <https://developer.valvesoftware.com/wiki/SteamCMD> to install the s&box Dedicated Server.
The s&box editor is your workspace for building games — scene editing, asset management, visual scripting, and more.
A scene can contain systems that need to do work in specific places during the frame.
You can record gameplay into a MovieClip, which can be played back or imported into Movie Maker for editing. This could be useful for killcams in shooters, leaderboard replays in racing games, or for capturing gameplay to edit into a trailer.
Constructors
Showing 1 constructors
public Configuration()
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Methods
Showing 3 methods
public void Clean()
public Microsoft.CodeAnalysis.CSharp.CSharpParseOptions GetParseOptions()
Returns the CSharpParseOptions for this configuration, which includes the preprocessor symbols defined in `Sandbox.Compiler.Configuration.DefineConstants`.
public System.Collections.Generic.HashSet`1<string> GetPreprocessorSymbols()
Fetches the preprocessor symbols, which might've changed based on criteria
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Properties
Showing 13 properties
public System.Collections.Generic.List`1<string> Sandbox.Compiler.Configuration.AssemblyReferences { get; set; }
References to non-package assemblies, by assembly name.
public string Sandbox.Compiler.Configuration.DefineConstants { get; set; }
public System.Collections.Generic.IReadOnlySet`1<string> Sandbox.Compiler.Configuration.DistinctAssemblyReferences { get; set; }
Each unique element of `Sandbox.Compiler.Configuration.AssemblyReferences`
public System.Collections.Generic.HashSet`1<string> Sandbox.Compiler.Configuration.IgnoreFolders { get; set; }
Folders to ignore when walking the tree
public string Sandbox.Compiler.Configuration.NoWarn { get; set; }
public bool Sandbox.Compiler.Configuration.Nullables { get; set; }
public Sandbox.Compiler.ReleaseMode Sandbox.Compiler.Configuration.ReleaseMode { get; set; }
The current release mode. This only matters during local development. Published games are always built in release mode, where optimizations are enabled and debugging is limited (breakpoints, sequence points, and locals may be unavailable).
public System.Collections.Generic.Dictionary`2<string,string> Sandbox.Compiler.Configuration.ReplacementDirectives { get; set; }
Maps file patterns to preprocessor directives they should be wrapped in
public string Sandbox.Compiler.Configuration.RootNamespace { get; set; }
public bool Sandbox.Compiler.Configuration.TreatWarningsAsErrors { get; set; }
public bool Sandbox.Compiler.Configuration.Unsafe { get; set; }
If true, we'll compile with /unsafe. This means that the package won't be able to be published on the platform.
public string Sandbox.Compiler.Configuration.WarningsAsErrors { get; set; }
public bool Sandbox.Compiler.Configuration.Whitelist { get; set; }
If true, we will be using the whitelist system. If false then this package won't be "sandboxed", so won't be able to be published on the platform.
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Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Compiling |
| Doc ID | T:Sandbox.Compiler.Configuration |