<?xml version="1.0" encoding="utf-8"?>
<moduleinfo name="Runtime.Render">
  <dependencies>
    <module id="modules:/base.moduleinfo" />
    <module id="modules:/system.physics.moduleinfo" />
    <module id="modules:/system.render.moduleinfo" />
    <module id="modules:/system._shared.moduleinfo" />
    <module id="modules:/runtime.animation.moduleinfo" />
    <module id="modules:/runtime.core.moduleinfo" />
    <module id="modules:/runtime.curve.moduleinfo" />
    <module id="modules:/runtime.debug.moduleinfo" />
    <module id="modules:/runtime.entity.moduleinfo" />
    <module id="modules:/runtime.localization.moduleinfo" />
    <module id="modules:/runtime.resource.moduleinfo" />
    <module id="modules:/runtime._shared.moduleinfo" />
    <module id="modules:/system.morpheme.moduleinfo" />
    <module id="modules:/system.serializer.moduleinfo" />
    <module id="modules:/system.connection.moduleinfo" />
  </dependencies>
  <classes>
    <class name="ZLinkedProxyEntity" fullPropertyList="{}" entity="Runtime.Render.LinkedProxy">
      <baseclasses>
        <baseclass type="ZLinkedEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZMirrorEntity" fullPropertyList="{(BELONGS_TO_SUBSET)=(Activatable_Render,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+BELONGS_TO_SUBSET)=(EditModeAware,IEntity)}" entity="Runtime.Render.Mirror">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="ZPresenceState" />
      </baseclasses>
      <properties>
        <property Name="m_Quality" Type="ZMirrorEntity.EMirrorQuality">
          <attributes>
            <attribute Name="INIT" Value="QUALITY_MEDIUM" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Mirror quality" />
            <attribute Name="HELPTEXT" Value="Controls the resolution of the reflection render." />
          </attributes>
        </property>
        <property Name="m_fMirrorGaussScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Mirror Blur scale" />
            <attribute Name="HELPTEXT" Value="Mirror Blur Scale" />
          </attributes>
        </property>
        <property Name="m_fDrawDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="-1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Draw Distance" />
            <attribute Name="HELPTEXT" Value="Draw distance. &lt;0 inherit from mirrored camera." />
          </attributes>
        </property>
        <property Name="m_nGateTraversalDepth" Type="int32">
          <attributes>
            <attribute Name="INIT" Value="-1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Gate Traversal Depth" />
            <attribute Name="HELPTEXT" Value="Maximum depth to traverse through rooms" />
          </attributes>
        </property>
        <property Name="m_Blur" Type="ZMirrorEntity.EMirrorBlur">
          <attributes>
            <attribute Name="INIT" Value="BLUR_DISABLED" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Mirror blur" />
            <attribute Name="HELPTEXT" Value="Cheap Guassion Blur of rendertarget" />
          </attributes>
        </property>
        <property Name="PCOnly" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="PCOnly" />
            <attribute Name="DISPLAYNAME" Value="PC Only" />
            <attribute Name="HELPTEXT" Value="Active only on PC. NOTE: If this disables the mirror, attached material overrides will also be disabled." />
          </attributes>
        </property>
        <property Name="m_bEmissiveOnly" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Emissive Only" />
            <attribute Name="HELPTEXT" Value="Only draw emissive" />
          </attributes>
        </property>
        <property Name="m_bCrowd" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Render Crowd" />
            <attribute Name="HELPTEXT" Value="Uncheck to skip crowd rendering in mirrors" />
          </attributes>
        </property>
        <property Name="m_bScatter" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ChangeHandler" />
            <attribute Name="DISPLAYNAME" Value="Render Scatter" />
            <attribute Name="HELPTEXT" Value="Controls Scatter rendering in the mirror" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRenderDestinationScreenEntity" fullPropertyList="{}" entity="Runtime.Render.RenderDestinationScreen">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="IRenderDestinationEntity" />
      </baseclasses>
      <properties>
        <property Name="m_rSource" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONTRACT" Value="Spatial" />
            <attribute Name="DISPLAYNAME" Value="Source" />
            <attribute Name="HELPTEXT" Value="Source of the destination." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="IRenderCompositorEntity" fullPropertyList="{}">
      <properties />
    </class>
    <class name="ZRenderCompositorEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Activatable_Render,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+BELONGS_TO_SUBSET)=(EditModeAware,IEntity)}" entity="Runtime.Render.RenderCompositor">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="ZPresenceState" />
      </baseclasses>
      <properties>
        <property Name="m_eMode" Type="IRenderCompositorEntity.EMode">
          <attributes>
            <attribute Name="INIT" Value="eLayered" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Compositor" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Mode" />
            <attribute Name="HELPTEXT" Value="Mode" />
          </attributes>
        </property>
        <property Name="m_rSourceA" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CATEGORY" Value="Source A" />
            <attribute Name="CONTRACT" Value="Spatial" />
            <attribute Name="DISPLAYNAME" Value="Source A" />
            <attribute Name="HELPTEXT" Value="Source A of the composition." />
          </attributes>
        </property>
        <property Name="m_eViewportAnchorA" Type="IRenderCompositorEntity.EViewportAnchor">
          <attributes>
            <attribute Name="INIT" Value="eFill" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnModeChanged" />
            <attribute Name="CATEGORY" Value="Source A" />
            <attribute Name="DISPLAYNAME" Value="Viewport A Anchor" />
            <attribute Name="HELPTEXT" Value="Anchor of destination viewport A" />
          </attributes>
        </property>
        <property Name="m_vDestViewportA" Type="SVector4">
          <attributes>
            <attribute Name="INIT" Value="&lt;x&gt;0&lt;/x&gt;&lt;y&gt;0&lt;/y&gt;&lt;z&gt;100&lt;/z&gt;&lt;w&gt;100&lt;/w&gt;" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnModeChanged" />
            <attribute Name="CATEGORY" Value="Source A" />
            <attribute Name="DISPLAYNAME" Value="Viewport A" />
            <attribute Name="HELPTEXT" Value="Destination viewport for A (x, y, w, h)." />
          </attributes>
        </property>
        <property Name="m_rSourceB" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CATEGORY" Value="Source B" />
            <attribute Name="CONTRACT" Value="Spatial" />
            <attribute Name="DISPLAYNAME" Value="Source B" />
            <attribute Name="HELPTEXT" Value="Source B of the composition." />
          </attributes>
        </property>
        <property Name="m_eViewportAnchorB" Type="IRenderCompositorEntity.EViewportAnchor">
          <attributes>
            <attribute Name="INIT" Value="eFill" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnModeChanged" />
            <attribute Name="CATEGORY" Value="Source B" />
            <attribute Name="DISPLAYNAME" Value="Viewport B Anchor" />
            <attribute Name="HELPTEXT" Value="Anchor of destination viewport B" />
          </attributes>
        </property>
        <property Name="m_vDestViewportB" Type="SVector4">
          <attributes>
            <attribute Name="INIT" Value="&lt;x&gt;0&lt;/x&gt;&lt;y&gt;0&lt;/y&gt;&lt;z&gt;100&lt;/z&gt;&lt;w&gt;100&lt;/w&gt;" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnModeChanged" />
            <attribute Name="CATEGORY" Value="Source B" />
            <attribute Name="DISPLAYNAME" Value="Viewport B" />
            <attribute Name="HELPTEXT" Value="Destination viewport for B (x, y, w, h)." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRenderMaterialEntity" fullPropertyList="{(HIDDEN)=(True),(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.RenderMaterial">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="IRenderMaterialEntity" />
      </baseclasses>
      <properties>
        <property Name="Clients" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="Clients" />
            <attribute Name="DISPLAYNAME" Value="Clients" />
            <attribute Name="HELPTEXT" Value="The meshes which to modify the material on." />
          </attributes>
        </property>
        <property Name="MaterialInstanceOverrideDest" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CONSTAFTERSTART" Value="True" />
            <attribute Name="NAME" Value="MaterialInstanceOverrideDest" />
            <attribute Name="DISPLAYNAME" Value="MaterialInstanceOverrideDest" />
            <attribute Name="HELPTEXT" Value="Override material only on specified material" />
            <attribute Name="CONSTRAINT" Value="ResourceType(mi,mi)" />
          </attributes>
        </property>
        <property Name="Active" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="Active" />
            <attribute Name="DISPLAYNAME" Value="Active" />
            <attribute Name="HELPTEXT" Value="Active" />
          </attributes>
        </property>
        <property Name="Global" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="Global" />
            <attribute Name="DISPLAYNAME" Value="Global" />
            <attribute Name="HELPTEXT" Value="Global effect on all geometries" />
          </attributes>
        </property>
        <property Name="Override" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="Override" />
            <attribute Name="DISPLAYNAME" Value="Override" />
            <attribute Name="HELPTEXT" Value="Override material instance completely" />
          </attributes>
        </property>
        <property Name="Mirror" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONTRACT" Value="MirrorEntity" />
            <attribute Name="NAME" Value="Mirror" />
            <attribute Name="DISPLAYNAME" Value="Mirror" />
            <attribute Name="HELPTEXT" Value="Mirror plane to render" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="Activate" helptext="Activate this material entity" />
        <pin type="void" name="Deactivate" helptext="Deactivate this material entity" />
        <pin type="bool" name="SetActive" helptext="Set this material entity's active property" />
      </inputpins>
    </class>
    <class name="ZRenderPostfilterParametersEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Render.Postfilter.PostfilterParameters)}" entity="Runtime.Render.Postfilter.PostfilterParameters">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IRenderPostfilterParametersEntity" />
        <baseclass type="ICurveChanged" />
      </baseclasses>
      <properties>
        <property Name="m_bGaussianBlurEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Gaussian" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedGaussianBlur" />
            <attribute Name="DISPLAYNAME" Value="Gaussian Blur Enabled" />
            <attribute Name="HELPTEXT" Value="Gaussian Blur enabled" />
          </attributes>
        </property>
        <property Name="m_fGaussianBlurriness" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Gaussian" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedGaussianBlur" />
            <attribute Name="DISPLAYNAME" Value="Gaussian Blurriness" />
            <attribute Name="HELPTEXT" Value="Blurriness (range 0.0 to 1.0)" />
            <attribute Name="CONSTRAINT" Value="Editors(Spinner) MinValue(0) MaxValue(1) DecimalPlaces(2) Step(0.01)" />
          </attributes>
        </property>
        <property Name="m_bRadialBlurEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Radial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedRadialBlur" />
            <attribute Name="DISPLAYNAME" Value="Radial Blur Enabled" />
            <attribute Name="HELPTEXT" Value="Radial Blur enabled" />
          </attributes>
        </property>
        <property Name="m_fRadialBlurriness" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Radial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedRadialBlur" />
            <attribute Name="DISPLAYNAME" Value="Radial Blurriness" />
            <attribute Name="HELPTEXT" Value="Radial Blurriness (range 0.0 to 1.0)" />
            <attribute Name="CONSTRAINT" Value="Editors(Spinner) MinValue(0) MaxValue(1) DecimalPlaces(2) Step(0.01)" />
          </attributes>
        </property>
        <property Name="m_vRadialBlurCenter" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Radial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedRadialBlur" />
            <attribute Name="DISPLAYNAME" Value="Radial Center" />
            <attribute Name="HELPTEXT" Value="Specifies the radial center on screen (screen position, range 0,0 to 1,1)." />
          </attributes>
        </property>
        <property Name="m_fRadialBlurStart" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Radial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedRadialBlur" />
            <attribute Name="DISPLAYNAME" Value="Radial Blur Start" />
            <attribute Name="HELPTEXT" Value="Specifies where the radial blur starts relative to the center point." />
          </attributes>
        </property>
        <property Name="m_fRadialBlurFadeFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Radial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedRadialBlur" />
            <attribute Name="DISPLAYNAME" Value="Radial Blur Fade Factor" />
            <attribute Name="HELPTEXT" Value="Specifies how the blur is faded in. A higher number means that the blur is faded in faster." />
          </attributes>
        </property>
        <property Name="m_bSpatialBlurEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Spatial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSpatialBlur" />
            <attribute Name="DISPLAYNAME" Value="Spatial Blur Enabled" />
            <attribute Name="HELPTEXT" Value="Spatial blur enabled" />
          </attributes>
        </property>
        <property Name="m_vSpatialBlurCenter" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Spatial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSpatialBlur" />
            <attribute Name="DISPLAYNAME" Value="Blur Center" />
            <attribute Name="HELPTEXT" Value="Blur center in world space" />
          </attributes>
        </property>
        <property Name="m_fSpatialBlurStart" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Spatial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSpatialBlur" />
            <attribute Name="DISPLAYNAME" Value="Blur Start" />
            <attribute Name="HELPTEXT" Value="Blur start" />
          </attributes>
        </property>
        <property Name="m_fSpatialBlurFade" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Spatial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSpatialBlur" />
            <attribute Name="DISPLAYNAME" Value="Blur Fade" />
            <attribute Name="HELPTEXT" Value="Blur fade" />
          </attributes>
        </property>
        <property Name="m_fSpatialBlurriness" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Blur: Spatial" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSpatialBlur" />
            <attribute Name="DISPLAYNAME" Value="Blurriness" />
            <attribute Name="HELPTEXT" Value="Blurriness (range 0.0 to 1.0)" />
            <attribute Name="CONSTRAINT" Value="Editors(Spinner) MinValue(0) MaxValue(1) DecimalPlaces(2) Step(0.01)" />
          </attributes>
        </property>
        <property Name="m_bColorCorrectionEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedColorCorrection" />
            <attribute Name="DISPLAYNAME" Value="Color Correction Enabled" />
            <attribute Name="HELPTEXT" Value="Color Correction enabled" />
          </attributes>
        </property>
        <property Name="m_ColorCorrectionCurveEntityA" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="ColorCorrectionOnCurveEntityAChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="CC Near Curve" />
            <attribute Name="CONTRACT" Value="ColorCorrectionCurves" />
            <attribute Name="HELPTEXT" Value="The near filter curve. Right-click the referenced entity in the scene tree and select 'Edit curve...' to edit" />
          </attributes>
        </property>
        <property Name="m_ColorCorrectionCurveEntityB" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="ColorCorrectionOnCurveEntityBChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="CC Far Curve" />
            <attribute Name="CONTRACT" Value="ColorCorrectionCurves" />
            <attribute Name="HELPTEXT" Value="The far filter curve. Right-click the referenced entity in the scene tree and select 'Edit curve...' to edit" />
          </attributes>
        </property>
        <property Name="m_bDepthRemapEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedColorCorrection" />
            <attribute Name="DISPLAYNAME" Value="Depth Remap Enabled" />
            <attribute Name="HELPTEXT" Value="Depth remap enabled" />
          </attributes>
        </property>
        <property Name="m_bColorCorrectFar" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedColorCorrection" />
            <attribute Name="DISPLAYNAME" Value="Color Correct beyond far" />
            <attribute Name="HELPTEXT" Value="Enable Color Correction beyond far range" />
          </attributes>
        </property>
        <property Name="m_DepthRemapCurveEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="DepthRemapOnCurveEntityChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Depth Remap Curve" />
            <attribute Name="CONTRACT" Value="DepthRemapCurve" />
            <attribute Name="HELPTEXT" Value="The remap curve. Right-click the referenced entity in the scene tree and select 'Edit curve...' to edit" />
          </attributes>
        </property>
        <property Name="m_fDepthRemapNearRange" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedColorCorrection" />
            <attribute Name="DISPLAYNAME" Value="Near Range" />
            <attribute Name="HELPTEXT" Value="Near Range" />
          </attributes>
        </property>
        <property Name="m_fDepthRemapFarRange" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1000.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Color Correction" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedColorCorrection" />
            <attribute Name="DISPLAYNAME" Value="Far Range" />
            <attribute Name="HELPTEXT" Value="Far Range" />
          </attributes>
        </property>
        <property Name="m_bMiscSaturationEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Misc" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedMisc" />
            <attribute Name="DISPLAYNAME" Value="Desaturation Enabled" />
            <attribute Name="HELPTEXT" Value="Desaturation enabled" />
          </attributes>
        </property>
        <property Name="m_fMiscSaturation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Misc" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedMisc" />
            <attribute Name="DISPLAYNAME" Value="Saturation level" />
            <attribute Name="HELPTEXT" Value="Desaturation" />
            <attribute Name="CONSTRAINT" Value="Editors(Spinner) MinValue(0) MaxValue(1) DecimalPlaces(2) Step(0.01)" />
          </attributes>
        </property>
        <property Name="m_bDepthOfFieldEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Depth Of Field Enabled" />
            <attribute Name="HELPTEXT" Value="Depth of field enabled" />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldFocusStart" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Focus Start" />
            <attribute Name="HELPTEXT" Value="Focus start" />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldFocusEnd" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="50.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Focus End" />
            <attribute Name="HELPTEXT" Value="Focus end" />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldFocalFadeNear" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Near Focal Fade Distance" />
            <attribute Name="HELPTEXT" Value="Near focal fade distance" />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldFocalFadeFar" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Far Focal Fade Distance" />
            <attribute Name="HELPTEXT" Value="Far focal fade distance" />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldBlurriness" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Blurriness" />
            <attribute Name="HELPTEXT" Value="Blurriness (range 0.0 to 1.0)" />
          </attributes>
        </property>
        <property Name="m_fLensBlur" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Lens Blur" />
            <attribute Name="HELPTEXT" Value="Lens Blur Amount (effectively defines disc size)" />
          </attributes>
        </property>
        <property Name="m_eBlurQuality" Type="ZRenderPostfilterParametersEntity.EDOFBlurType">
          <attributes>
            <attribute Name="INIT" Value="eLowRezLensBlurSoft" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Blur Quality" />
            <attribute Name="HELPTEXT" Value="Blur quality and DOF performance" />
          </attributes>
        </property>
        <property Name="m_bForegroundBlur" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Foreground Blur" />
            <attribute Name="HELPTEXT" Value="If enabled, blurry foreground objects will get nice(r) overlaps, but DOF will be a bit more expensive" />
          </attributes>
        </property>
        <property Name="m_bDepthOfFieldUseNew" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="New Depth Of Field" />
            <attribute Name="HELPTEXT" Value="If enabled, only focal distance, blurriness and focal length will be used." />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldFocalDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Focal Distance" />
            <attribute Name="HELPTEXT" Value="Focal distance" />
          </attributes>
        </property>
        <property Name="m_fDepthOfFieldAperture" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Depth Of Field" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDepthOfField" />
            <attribute Name="DISPLAYNAME" Value="Aperture" />
            <attribute Name="HELPTEXT" Value="Aperture" />
          </attributes>
        </property>
        <property Name="m_bDistortionBarrelEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Barrel" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionBarrel" />
            <attribute Name="DISPLAYNAME" Value="Distortion Barrel Enabled" />
            <attribute Name="HELPTEXT" Value="Distortion Barrel enabled" />
          </attributes>
        </property>
        <property Name="m_fDistortionBarrelScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Barrel" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionBarrel" />
            <attribute Name="DISPLAYNAME" Value="Scale" />
            <attribute Name="HELPTEXT" Value="Distortion Scale" />
          </attributes>
        </property>
        <property Name="m_vDistortionBarrel" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.22, 0.06" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Barrel" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionBarrel" />
            <attribute Name="DISPLAYNAME" Value="Barrel" />
            <attribute Name="HELPTEXT" Value="How much the frame should be distorted" />
          </attributes>
        </property>
        <property Name="m_bDistortionBarrelUseRealTime" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Barrel" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionBarrel" />
            <attribute Name="DISPLAYNAME" Value="Use real time" />
            <attribute Name="HELPTEXT" Value="Use real time instead of game time" />
          </attributes>
        </property>
        <property Name="m_bDistortionWobbleEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Wobble" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionWobble" />
            <attribute Name="DISPLAYNAME" Value="Distortion Wobble Enabled" />
            <attribute Name="HELPTEXT" Value="Distortion Wobble enabled" />
          </attributes>
        </property>
        <property Name="m_fDistortionWobbleScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Wobble" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionWobble" />
            <attribute Name="DISPLAYNAME" Value="Scale" />
            <attribute Name="HELPTEXT" Value="Distortion Scale" />
          </attributes>
        </property>
        <property Name="m_vDistortionWobbleWaveLength" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.03, 0.03" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Wobble" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionWobble" />
            <attribute Name="DISPLAYNAME" Value="Wobble Wavelength" />
            <attribute Name="HELPTEXT" Value="Wobble wavelength" />
          </attributes>
        </property>
        <property Name="m_vDistortionWobbleSpeed" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Wobble" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionWobble" />
            <attribute Name="DISPLAYNAME" Value="Wobble Speed" />
            <attribute Name="HELPTEXT" Value="Wobble speed" />
          </attributes>
        </property>
        <property Name="m_bDistortionWobbleUseRealTime" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Distortion Wobble" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDistortionWobble" />
            <attribute Name="DISPLAYNAME" Value="Use real time" />
            <attribute Name="HELPTEXT" Value="Use real time instead of game time" />
          </attributes>
        </property>
        <property Name="m_bDoubleVisionEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Enabled" />
            <attribute Name="HELPTEXT" Value="Double Vision enabled" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Strength" />
            <attribute Name="HELPTEXT" Value="Double vision strength" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Speed" />
            <attribute Name="HELPTEXT" Value="Double vision speed" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionEyeSeparation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Eye Separation" />
            <attribute Name="HELPTEXT" Value="Double vision eye separation" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionSpeed1" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="147.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Speed 1" />
            <attribute Name="HELPTEXT" Value="Double vision speed 1" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionSpeed2" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="109.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Speed 2" />
            <attribute Name="HELPTEXT" Value="Double vision speed 2" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionScaleSpeed1" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="121.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Scale Speed 1" />
            <attribute Name="HELPTEXT" Value="Double vision scale speed 1" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionScaleSpeed2" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="97.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Scale Speed 2" />
            <attribute Name="HELPTEXT" Value="Double vision scale speed 2" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionMinScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.07" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Min Scale" />
            <attribute Name="HELPTEXT" Value="Double vision min scale" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionMaxScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.09" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Max Scale" />
            <attribute Name="HELPTEXT" Value="Double vision max scale" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionBlendSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="80.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Blend Speed" />
            <attribute Name="HELPTEXT" Value="Double vision blend speed" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionBlendStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Blend Strength" />
            <attribute Name="HELPTEXT" Value="Double vision blend strength" />
          </attributes>
        </property>
        <property Name="m_fDoubleVisionTrailStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Double Vision" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedDoubleVision" />
            <attribute Name="DISPLAYNAME" Value="Double Vision Trail Strength" />
            <attribute Name="HELPTEXT" Value="Double vision trail strength" />
          </attributes>
        </property>
        <property Name="m_bFogEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Fog Enabled" />
            <attribute Name="HELPTEXT" Value="Fog effect enabled" />
          </attributes>
        </property>
        <property Name="m_bFogUseQuarterRes" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Use Quarter Resolution" />
            <attribute Name="HELPTEXT" Value="Use quarter resolution" />
          </attributes>
        </property>
        <property Name="m_bFogBeforePostEffects" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Fog Before Posteffects" />
            <attribute Name="HELPTEXT" Value="Render fog before posteffects" />
          </attributes>
        </property>
        <property Name="m_bFogGlobal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Global" />
            <attribute Name="HELPTEXT" Value="If this is enabled, the fog will ignore fog boxes and just draw everywhere." />
          </attributes>
        </property>
        <property Name="m_fFogDensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Density" />
            <attribute Name="HELPTEXT" Value="Global fog density" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(1) Step(0.1)" />
          </attributes>
        </property>
        <property Name="m_vFogNearDistances" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Near Distances" />
            <attribute Name="HELPTEXT" Value="Fog near distance: fog will first appear at the distance defined by the lower value and will fade in completely at the distance of the higher value" />
          </attributes>
        </property>
        <property Name="m_FogColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.7, 0.7, 0.8" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Color" />
            <attribute Name="HELPTEXT" Value="Fog color" />
          </attributes>
        </property>
        <property Name="m_fFogTurbulenceOpacity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.8" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Opacity" />
            <attribute Name="HELPTEXT" Value="Turbulence opacity" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(1) Step(0.1)" />
          </attributes>
        </property>
        <property Name="m_vFogTurbulenceNearScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="10, 10, 10" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Near Scale" />
            <attribute Name="HELPTEXT" Value="Turbulence scale for the near range" />
          </attributes>
        </property>
        <property Name="m_vFogTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.3, 0.5, 0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
            <attribute Name="HELPTEXT" Value="Motion velocity of turbulence" />
          </attributes>
        </property>
        <property Name="m_fFogTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Fog" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedFog" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
            <attribute Name="HELPTEXT" Value="Deviance in the motion of turbulence" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(1) Step(0.1)" />
          </attributes>
        </property>
        <property Name="m_bHDRToneMappingEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Tone Mapping Enabled" />
            <attribute Name="HELPTEXT" Value="Tone mapping enabled" />
          </attributes>
        </property>
        <property Name="m_vHDRAdaptationRange" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Adaptation Range" />
            <attribute Name="HELPTEXT" Value="Adaptive range of luminance" />
          </attributes>
        </property>
        <property Name="m_vHDRAdaptationSpeed" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Adaptation Speed" />
            <attribute Name="HELPTEXT" Value="Adaptive speed of luminance" />
          </attributes>
        </property>
        <property Name="m_fHDRMiddleGray" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Middle Gray" />
            <attribute Name="HELPTEXT" Value="Middle gray value" />
          </attributes>
        </property>
        <property Name="m_bHDRGlareEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Glare Enabled" />
            <attribute Name="HELPTEXT" Value="Glare enabled" />
          </attributes>
        </property>
        <property Name="m_eHDRGlareType" Type="ZRenderPostfilterParametersEntity.EHDRGlareType">
          <attributes>
            <attribute Name="INIT" Value="eCamera" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Glare Type" />
            <attribute Name="HELPTEXT" Value="Glare filter type" />
          </attributes>
        </property>
        <property Name="m_fHDRGlareSaturation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Glare Saturation" />
            <attribute Name="HELPTEXT" Value="Glare saturation" />
          </attributes>
        </property>
        <property Name="m_fHDRBrightPassThreshold" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="2.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Bright Pass Threshold" />
            <attribute Name="HELPTEXT" Value="Bright pass threshold" />
          </attributes>
        </property>
        <property Name="m_fHDRBloomScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Bloom Strength" />
            <attribute Name="HELPTEXT" Value="Bloom strength" />
          </attributes>
        </property>
        <property Name="m_fHDRStarScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Star Strength" />
            <attribute Name="HELPTEXT" Value="Star strength" />
          </attributes>
        </property>
        <property Name="m_bHDRLensFlareEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Enabled" />
            <attribute Name="HELPTEXT" Value="Lens flare enabled" />
          </attributes>
        </property>
        <property Name="m_fHDRLensFlareAttenuation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Attenuation" />
            <attribute Name="HELPTEXT" Value="Lens flare enabled" />
          </attributes>
        </property>
        <property Name="m_HDRLensFlareColorA" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.55, 0.94" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Color A" />
            <attribute Name="HELPTEXT" Value="Lens flare color A" />
          </attributes>
        </property>
        <property Name="m_fHDRLensFlareThresholdA" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.55" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Threshold A" />
            <attribute Name="HELPTEXT" Value="Lens flare threshold A" />
          </attributes>
        </property>
        <property Name="m_HDRLensFlareColorB" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.4, 0.2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Color B" />
            <attribute Name="HELPTEXT" Value="Lens flare color B" />
          </attributes>
        </property>
        <property Name="m_fHDRLensFlareThresholdB" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Threshold B" />
            <attribute Name="HELPTEXT" Value="Lens flare threshold B" />
          </attributes>
        </property>
        <property Name="m_HDRLensFlareColorC" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.4, 0.2, 0.8" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Color C" />
            <attribute Name="HELPTEXT" Value="Lens flare color C" />
          </attributes>
        </property>
        <property Name="m_fHDRLensFlareThresholdC" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.45" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Threshold C" />
            <attribute Name="HELPTEXT" Value="Lens flare threshold C" />
          </attributes>
        </property>
        <property Name="m_HDRLensFlareColorD" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.4, 0.4, 0.3" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Color D" />
            <attribute Name="HELPTEXT" Value="Lens flare color D" />
          </attributes>
        </property>
        <property Name="m_fHDRLensFlareThresholdD" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.4" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="HDR" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedHDR" />
            <attribute Name="DISPLAYNAME" Value="Lens Flare Threshold D" />
            <attribute Name="HELPTEXT" Value="Lens flare threshold D" />
          </attributes>
        </property>
        <property Name="m_bNoiseEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Noise" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedNoise" />
            <attribute Name="DISPLAYNAME" Value="Noise Enabled" />
            <attribute Name="HELPTEXT" Value="Noise enabled" />
          </attributes>
        </property>
        <property Name="m_fNoiseIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Noise" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedNoise" />
            <attribute Name="DISPLAYNAME" Value="Noise Intensity" />
            <attribute Name="HELPTEXT" Value="Intensity" />
            <attribute Name="CONSTRAINT" Value="Editors(Spinner) MinValue(0) MaxValue(1) DecimalPlaces(2) Step(0.01)" />
          </attributes>
        </property>
        <property Name="m_fNoiseScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.6" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Noise" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedNoise" />
            <attribute Name="DISPLAYNAME" Value="Noise Scale" />
            <attribute Name="HELPTEXT" Value="Scale" />
          </attributes>
        </property>
        <property Name="m_bSSAOEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="SSAO Enabled" />
            <attribute Name="HELPTEXT" Value="SSAO enabled" />
          </attributes>
        </property>
        <property Name="m_fSSAOStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.6" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Strength" />
            <attribute Name="HELPTEXT" Value="Strength" />
          </attributes>
        </property>
        <property Name="m_fSSAOOcclusionRange" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Occlusion Range" />
            <attribute Name="HELPTEXT" Value="Occlusion Range" />
          </attributes>
        </property>
        <property Name="m_fSSAOFarDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="50.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Far Distance" />
            <attribute Name="HELPTEXT" Value="Far Distance" />
          </attributes>
        </property>
        <property Name="m_fNearFadeOffset" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Fade Near Offset" />
            <attribute Name="HELPTEXT" Value="Fade Near Offset" />
          </attributes>
        </property>
        <property Name="m_fNearFadeLength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Fade Near Length" />
            <attribute Name="HELPTEXT" Value="Fade Near Length" />
          </attributes>
        </property>
        <property Name="m_vSSAOSampleRadii" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="15,20" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Sampling radius (near,far)" />
            <attribute Name="HELPTEXT" Value="Controls sampling width of the AO depending on depth. Requires render_useNewAmbientOcclusion." />
          </attributes>
        </property>
        <property Name="m_nSSAOColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="SSAO" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedSSAO" />
            <attribute Name="DISPLAYNAME" Value="Color" />
            <attribute Name="HELPTEXT" Value="Color" />
          </attributes>
        </property>
        <property Name="m_bVideoEffectsEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Video Effects" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVideoEffects" />
            <attribute Name="DISPLAYNAME" Value="Video Effects Enabled" />
            <attribute Name="HELPTEXT" Value="Video effects enabled" />
          </attributes>
        </property>
        <property Name="m_fVideoEffectsVerticalDesync" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.01" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Video Effects" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVideoEffects" />
            <attribute Name="DISPLAYNAME" Value="Vertical Desync" />
            <attribute Name="HELPTEXT" Value="Amount of vertical desynchronization (0.0 to 1.0)" />
          </attributes>
        </property>
        <property Name="m_fVideoEffectsHorizontalDesync" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Video Effects" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVideoEffects" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Desync" />
            <attribute Name="HELPTEXT" Value="Amount of horizontal desynchronization (0.0 to 1.0)" />
          </attributes>
        </property>
        <property Name="m_fVideoEffectsCoarseShaking" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.3" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Video Effects" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVideoEffects" />
            <attribute Name="DISPLAYNAME" Value="Coarse Shaking" />
            <attribute Name="HELPTEXT" Value="Amount of coarse horizontal shaking (0.0 to 1.0)" />
          </attributes>
        </property>
        <property Name="m_fVideoEffectsFineShaking" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.3" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Video Effects" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVideoEffects" />
            <attribute Name="DISPLAYNAME" Value="Fine Shaking" />
            <attribute Name="HELPTEXT" Value="Amount of fine horizontal shaking (0.0 to 1.0)" />
          </attributes>
        </property>
        <property Name="m_fVideoEffectsColorNoise" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.3" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Video Effects" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVideoEffects" />
            <attribute Name="DISPLAYNAME" Value="Color Noise" />
            <attribute Name="HELPTEXT" Value="Amount of horizontal color strip noise (0.0 to 1.0)" />
          </attributes>
        </property>
        <property Name="m_bVignetteEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Vignette" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVignette" />
            <attribute Name="DISPLAYNAME" Value="Vignette Enabled" />
            <attribute Name="HELPTEXT" Value="Vignette enabled" />
          </attributes>
        </property>
        <property Name="m_fVignetteStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Vignette" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVignette" />
            <attribute Name="DISPLAYNAME" Value="Vignette Strength" />
            <attribute Name="HELPTEXT" Value="Vignette strength" />
          </attributes>
        </property>
        <property Name="m_VignetteColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Vignette" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVignette" />
            <attribute Name="DISPLAYNAME" Value="Vignette Color" />
            <attribute Name="HELPTEXT" Value="Vignette color" />
          </attributes>
        </property>
        <property Name="m_fVignetteGradientLightStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Vignette" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVignette" />
            <attribute Name="DISPLAYNAME" Value="Gradient Light Strength" />
            <attribute Name="HELPTEXT" Value="Gradient light strength" />
          </attributes>
        </property>
        <property Name="m_fVignetteGradientLightSize" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Vignette" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVignette" />
            <attribute Name="DISPLAYNAME" Value="Gradient Light Size" />
            <attribute Name="HELPTEXT" Value="Gradient light size" />
          </attributes>
        </property>
        <property Name="m_vVignetteGradientLightColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Vignette" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedVignette" />
            <attribute Name="DISPLAYNAME" Value="Gradient Light Color" />
            <attribute Name="HELPTEXT" Value="Gradient light color" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="ActivateColorCorrection" />
        <pin type="bool" name="ActivateDepthOfField" />
        <pin type="bool" name="ActivateDistortionBarrel" />
        <pin type="bool" name="ActivateDistortionWobble" />
        <pin type="bool" name="ActivateFog" />
        <pin type="bool" name="ActivateGaussianBlur" />
        <pin type="bool" name="ActivateHDR" />
        <pin type="bool" name="ActivateMotionBlur" />
        <pin type="bool" name="ActivateNoise" />
        <pin type="bool" name="ActivateRadialBlur" />
        <pin type="bool" name="ActivateSpatialBlur" />
        <pin type="float32" name="SetSpatialBlurStart" />
        <pin type="float32" name="SetSpatialBlurFade" />
        <pin type="SVector3" name="SetSpatialBlurCenter" />
        <pin type="bool" name="ActivateSSAO" />
        <pin type="bool" name="ActivateVideoEffects" />
        <pin type="float32" name="SetDepthOfFieldFocalDistance" />
      </inputpins>
    </class>
    <class name="ZRenderPostfilterControllerEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Render.Postfilter.PostfilterController)}" entity="Runtime.Render.Postfilter.PostfilterController">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="IRenderPostfilterControllerEntity" />
      </baseclasses>
      <properties>
        <property Name="m_PostfilterParametersEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CHANGEHANDLER" Value="OnPostfilterParametersEntityChanged" />
            <attribute Name="CONTRACT" Value="PostfilterParameters" />
            <attribute Name="DISPLAYNAME" Value="Default Parameters" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="HELPTEXT" Value="Post-filter parameters for \&quot;The Great Outside\&quot; or when RoomLerp is disabled." />
          </attributes>
        </property>
        <property Name="m_GamePostfilterControllerEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DISPLAYNAME" Value="Game Override Controller" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="HELPTEXT" Value="Game post-filter controller. This controller can override the default behavior. One example is custom gameplay post-filter behavior." />
          </attributes>
        </property>
        <property Name="m_bLerpGaussian" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Gaussian Blur" />
            <attribute Name="HELPTEXT" Value="Blend Gaussian Blur Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpMotion" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Motion Blur" />
            <attribute Name="HELPTEXT" Value="Blend Motion Blur Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpRadial" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Radial Blur" />
            <attribute Name="HELPTEXT" Value="Blend Radial Blur Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpSpatial" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Spatial Blur" />
            <attribute Name="HELPTEXT" Value="Blend Spatial Blur Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpColorCorrection" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Color Correction" />
            <attribute Name="HELPTEXT" Value="Blend Color Correction Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpDepthOfField" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Depth of Field" />
            <attribute Name="HELPTEXT" Value="Blend Depth of Field Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpDistortionBarrel" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Distortion Barrel" />
            <attribute Name="HELPTEXT" Value="Blend Distortion Barrel Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpDistortionWobble" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Distortion Wobble" />
            <attribute Name="HELPTEXT" Value="Blend Distortion Wobble Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpDoubleVision" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Double Vision" />
            <attribute Name="HELPTEXT" Value="Blend Double Vision Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpFastFog" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Fast Fog" />
            <attribute Name="HELPTEXT" Value="Blend Fast Fog Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpFog" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Fog" />
            <attribute Name="HELPTEXT" Value="Blend Fog Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpHDR" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend HDR" />
            <attribute Name="HELPTEXT" Value="Blend HDR Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpMisc" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Misc" />
            <attribute Name="HELPTEXT" Value="Blend Misc Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpNoise" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Noise" />
            <attribute Name="HELPTEXT" Value="Blend Noise Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpSSAO" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend SSAO" />
            <attribute Name="HELPTEXT" Value="Blend SSAO Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpVideo" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Video" />
            <attribute Name="HELPTEXT" Value="Blend Video Enabled" />
          </attributes>
        </property>
        <property Name="m_bLerpVignette" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendMask" />
            <attribute Name="CHANGEHANDLER" Value="SetModifiedLerpMask" />
            <attribute Name="DISPLAYNAME" Value="Blend Vignette" />
            <attribute Name="HELPTEXT" Value="Blend Vignette Enabled" />
          </attributes>
        </property>
        <property Name="m_fBlendTime" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="2.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendBehavior" />
            <attribute Name="DISPLAYNAME" Value="Postfilter Blend Time" />
            <attribute Name="HELPTEXT" Value="Blend time in seconds for blending between post-filter parameters. For example when blending between room parameters." />
          </attributes>
        </property>
        <property Name="m_bRoomLerpEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="BlendBehavior" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Room Lerp Enabled" />
            <attribute Name="HELPTEXT" Value="True: Blends to the parameters of the room the camera is in. False: Always use the default parameters (for The Great Outside)." />
          </attributes>
        </property>
        <property Name="m_fLuminance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="-1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="ReportParametersChanged" />
            <attribute Name="DISPLAYNAME" Value="Luminance" />
            <attribute Name="HELPTEXT" Value="Specifices the expected luminance of camera. This will be used when resetting adaptation on postfilters in camera cuts. Use something that is close to the luminance level of the scene right after camera cut. If negative, luminance will not be reset." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZBoneAttachAspect" fullPropertyList="{(DISPLAYNAME)=(Runtime.Render.BoneAttachAspect)}" entity="Runtime.Render.BoneAttachAspect">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
      </baseclasses>
      <properties>
        <property Name="m_linkedEntity" Type="TEntityRef&lt; ZLinkedEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnLinkedEntityChanged" />
            <attribute Name="DISPLAYNAME" Value="Linked Entity" />
            <attribute Name="CATEGORY" Value="Bone attachment" />
            <attribute Name="HELPTEXT" Value="The linked entity you want to attach to." />
          </attributes>
        </property>
        <property Name="m_BoneName" Type="ZString">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Bone Name" />
            <attribute Name="CATEGORY" Value="Bone attachment" />
            <attribute Name="HELPTEXT" Value="Name of the bone to attach to." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZBoneAttachEntity" fullPropertyList="{}" entity="Runtime.Render.BoneAttach">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
      </baseclasses>
      <properties>
        <property Name="m_linkedEntity" Type="TEntityRef&lt; ZLinkedEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnLinkedEntityChanged" />
            <attribute Name="DISPLAYNAME" Value="Linked Entity" />
            <attribute Name="HELPTEXT" Value="The linked entity you want to attach to." />
          </attributes>
        </property>
        <property Name="m_BoneName" Type="ZString">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Bone Name" />
            <attribute Name="HELPTEXT" Value="Name of the bone to attach to." />
          </attributes>
        </property>
        <property Name="m_spatial" Type="TEntityRef&lt; ZSpatialEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Spatial Entity" />
            <attribute Name="HELPTEXT" Value="The spatial entity you want attached to the bone." />
          </attributes>
        </property>
        <property Name="m_bStartAttached" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Start Attached" />
            <attribute Name="HELPTEXT" Value="Controls if Spatial Entity initially is attached or detached" />
          </attributes>
        </property>
        <property Name="m_eResetMode" Type="ZBoneAttachEntity.EResetMode">
          <attributes>
            <attribute Name="INIT" Value="eAtBoneOrigin" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Reset Mode" />
            <attribute Name="HELPTEXT" Value="AtBoneOrigin resets Spatial Entity to origin of the bone. KeepOffset keeps the current offset from Spatial Entity to the bone." />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="Attach" />
        <pin type="void" name="Detach" />
      </inputpins>
    </class>
    <class name="ZBoneEntity" fullPropertyList="{}" entity="Runtime.Render.Bone">
      <baseclasses>
        <baseclass type="ZSpatialEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZBoneWeightBaseEntity" fullPropertyList="{(ABSTRACT)=(True),(+BELONGS_TO_SUBSET)=(BoneWeightGroup,IBoneWeightEntity)}">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IBoneWeightEntity" />
      </baseclasses>
      <properties>
        <property Name="m_sBoneName" Type="ZString">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Bone name" />
            <attribute Name="HELPTEXT" Value="The name of the bone that this bone weight entity is monitoring" />
          </attributes>
        </property>
        <property Name="m_bDrawDebug" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Draw debug info" />
            <attribute Name="HELPTEXT" Value="Draws the position of the monitored bone when enabled" />
          </attributes>
        </property>
      </properties>
      <outputpins>
        <pin type="float32" name="BoneWeight" helptext="The weight of the bone monitored by this bone weight entity will be fed into the wrinkle map material instance via this pin" />
      </outputpins>
    </class>
    <class name="ZBoneWeightManagerEntity" fullPropertyList="{(+EXPOSES_SUBSET)=(BoneWeightGroup,IBoneWeightEntity)}" entity="Runtime.Render.BoneWeightManager">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IBoneWeightManagerEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZBoneWeightPositionEntity" fullPropertyList="{}" entity="Runtime.Render.BoneWeightPosition">
      <baseclasses>
        <baseclass type="ZBoneWeightBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vLowBoundPos" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Low Bound" />
            <attribute Name="HELPTEXT" Value="The postion relative to the bind pose where the wrinkle map will have a weight of 0.0" />
          </attributes>
        </property>
        <property Name="m_vHighBoundPos" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="High Bound" />
            <attribute Name="HELPTEXT" Value="The postion relative to the bind pose where the wrinkle map will have a weight of 1.0" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZBoneWeightRotationEntity" fullPropertyList="{}" entity="Runtime.Render.BoneWeightRotation">
      <baseclasses>
        <baseclass type="ZBoneWeightBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_eRotAxis" Type="ZBoneWeightRotationEntity.eRotationAxises">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Rotation axis" />
            <attribute Name="HELPTEXT" Value="Bone weight will be determined based on the amount of rotation around the selected axis" />
          </attributes>
        </property>
        <property Name="m_fMaxRotationDeg" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Max rotation" />
            <attribute Name="HELPTEXT" Value="Bone weight will be clamped to 1.0 when the rotation is above this many degrees around the selected axis." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZDarkLightEntity" fullPropertyList="{}" entity="Runtime.Render.DarkLight">
      <baseclasses>
        <baseclass type="ZLightEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZHighResCutsceneEntity" fullPropertyList="{}" entity="Runtime.Render.HighResCutscene">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
      </baseclasses>
      <properties />
    </class>
    <class name="IBoneAnimator" fullPropertyList="{}">
      <properties />
    </class>
    <class name="IBoneAttachEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IBoneWeightEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IBoneWeightManagerEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZRenderableEntity" fullPropertyList="{}" entity="Runtime.Render.Renderable">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZCameraEntity" fullPropertyList="{}" entity="Runtime.Render.Camera">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="ICameraEntity" />
      </baseclasses>
      <properties>
        <property Name="m_eProjectionType" Type="ICameraEntity.EProjectionType">
          <attributes>
            <attribute Name="INIT" Value="ePerspectiveRH" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Projection Type" />
            <attribute Name="HELPTEXT" Value="Specifices the kind of projection type to use (Custom projection requires external setup of projection matrix)." />
          </attributes>
        </property>
        <property Name="m_fFovYDeg" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="45.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CONSTRAINT" Value="MinValue(0.001)" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Field of view Y" />
            <attribute Name="HELPTEXT" Value="Specifices the field of view in Y direcion when projection mode is perspective." />
          </attributes>
        </property>
        <property Name="m_fFPSFovYDeg" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="45.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CONSTRAINT" Value="MinValue(0.001)" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="FPS Field of view Y" />
            <attribute Name="HELPTEXT" Value="FPS Mode Fov. Enable Seperate FPS FOV to use." />
          </attributes>
        </property>
        <property Name="m_fWidth" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1000.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Width" />
            <attribute Name="HELPTEXT" Value="Specifices the width in when projection mode is orthographic." />
          </attributes>
        </property>
        <property Name="m_fAspectWByH" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Aspect Width/Height" />
            <attribute Name="HELPTEXT" Value="Specifices the aspect ratio of Width by Height when projection mode is perspective or orthogonal." />
          </attributes>
        </property>
        <property Name="m_fNearZ" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.15" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Near distance" />
            <attribute Name="HELPTEXT" Value="Specifies the near plane distance when projection mode is perspective or orthogonal. Don't change this unless you know what you are doing!" />
          </attributes>
        </property>
        <property Name="m_fFarZ" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="3000.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Far distance" />
            <attribute Name="HELPTEXT" Value="Specifies the far plane distance when projection mode is perspective or orthogonal." />
          </attributes>
        </property>
        <property Name="m_pRootNode" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Root Node" />
            <attribute Name="HELPTEXT" Value="Node to be used as root node of scene graph. Camera can't see objects outside this node. Node must be a Bounding Volume Provider" />
          </attributes>
        </property>
        <property Name="m_pOSDRootNode" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="OSD Root Node" />
            <attribute Name="HELPTEXT" Value="Node to be used as an OSD drawn after the scene." />
          </attributes>
        </property>
        <property Name="m_vClearColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.49, 0.49, 0.49" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Clear Color" />
            <attribute Name="HELPTEXT" Value="Clear color for camera" />
          </attributes>
        </property>
        <property Name="m_bAutoSize" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Auto size" />
            <attribute Name="HELPTEXT" Value="If true the camera will update viewport to match destination viewport." />
          </attributes>
        </property>
        <property Name="m_bAutoAspect" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Auto aspect" />
            <attribute Name="HELPTEXT" Value="If true the camera will adjust projection (if perspective or orthogonal) to ensure correct aspect." />
          </attributes>
        </property>
        <property Name="m_bFPSSeperateFOV" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Seperate FPS Fov" />
            <attribute Name="HELPTEXT" Value="If true use seperate FOV for FPS Nodes" />
          </attributes>
        </property>
        <property Name="m_bAllowAutoCameraCuts" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Auto Camera Cut" />
            <attribute Name="DISPLAYNAME" Value="Allow auto camera cuts" />
            <attribute Name="HELPTEXT" Value="If true, camera will autodetect need for camera cuts based on frame-to-frame shift or angelar movement. Camera cuts may introduce slow frames during gameplay" />
          </attributes>
        </property>
        <property Name="m_fCameraCutTriggerDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Auto Camera Cut" />
            <attribute Name="DISPLAYNAME" Value="Camera cut trigger distance" />
            <attribute Name="HELPTEXT" Value="Specifies the minimum distance in meters the camera needs to move for a single frame to trigger a camera cut" />
          </attributes>
        </property>
        <property Name="m_fCameraCutTriggerAngleDeg" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="45" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Auto Camera Cut" />
            <attribute Name="DISPLAYNAME" Value="Camera cut trigger angle (Deg)" />
            <attribute Name="HELPTEXT" Value="Specifies the minimum view direction change (in degree, valid range [0, 180]) that needs to happen for a single frame to trigger a camera cut" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Camera_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
          </attributes>
        </property>
        <property Name="m_rPostfilter" Type="TEntityRef&lt; IRenderPostfilterControllerEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="{(OnPostfilterChanged)=(True)}" />
            <attribute Name="DISPLAYNAME" Value="Post filter controller" />
            <attribute Name="HELPTEXT" Value="The Post filter to be used when this camera is used for rendering" />
          </attributes>
        </property>
        <property Name="m_pRoomReferencePosOverride" Type="TEntityRef&lt; ZSpatialEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONTRACT" Value="Spatial" />
            <attribute Name="DISPLAYNAME" Value="Room position override" />
            <attribute Name="HELPTEXT" Value="When rendering for this camera, use room visibility information from this spatial entity rather than using the position of the camera itself." />
          </attributes>
        </property>
        <property Name="m_fDepthExportNearZ" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Depth export near" />
            <attribute Name="HELPTEXT" Value="Win32 cutscene only: Specifices the near plane distance" />
          </attributes>
        </property>
        <property Name="m_fDepthExportFarZ" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="8000.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Depth export far" />
            <attribute Name="HELPTEXT" Value="Win32 cutscene only: Specifices the far plane distance" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="CameraCut" />
        <pin type="float32" name="SetFovYDeg" />
        <pin type="float32" name="SetFPSFovYDeg" />
        <pin type="float32" name="SetAspectWByH" />
        <pin type="float32" name="SetNearZ" />
        <pin type="float32" name="SetFarZ" />
        <pin type="SColorRGB" name="SetClearColor" />
      </inputpins>
    </class>
    <class name="ZCubemapProbeEntity" fullPropertyList="{}" entity="Runtime.Render.CubemapProbe">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
        <baseclass type="ICubemapProbeEntity" />
      </baseclasses>
      <properties>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Cubemap_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
        <property Name="m_nDimension" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="32" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Dimension (W/H)" />
            <attribute Name="HELPTEXT" Value="Cubemap dimension." />
            <attribute Name="CONSTRAINT" Value="MinValue(1)" />
          </attributes>
        </property>
        <property Name="m_nDepthDimension" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="16" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Depth dimension (W/H)" />
            <attribute Name="HELPTEXT" Value="Cubemap dimension for depth, scaled down from m_nDimension to this, using MIN." />
            <attribute Name="CONSTRAINT" Value="MinValue(1)" />
          </attributes>
        </property>
        <property Name="m_nDepthCubemapIndex" Type="uint16">
          <attributes>
            <attribute Name="INIT" Value="65535" />
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="DESIGNONLY" Value="True" />
          </attributes>
        </property>
        <property Name="m_fBlurriness" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Blurriness" />
            <attribute Name="HELPTEXT" Value="Blurriness" />
          </attributes>
        </property>
        <property Name="m_fNearZ" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Near distance" />
            <attribute Name="HELPTEXT" Value="Specifices the near plane distance when projection mode is perspective." />
          </attributes>
        </property>
        <property Name="m_fFarZ" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="8000.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Far distance" />
            <attribute Name="HELPTEXT" Value="Specifices the far plane distance when projection mode is perspective." />
          </attributes>
        </property>
        <property Name="m_bDepthOnly" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Depth only" />
            <attribute Name="HELPTEXT" Value="Specifies if probe will produce depth-maps only." />
          </attributes>
        </property>
        <property Name="m_bAlignToWorld" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Align to world" />
            <attribute Name="HELPTEXT" Value="Align rotation to world." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZFogBoxEntity" fullPropertyList="{(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Render.FogBox">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Size" />
            <attribute Name="HELPTEXT" Value="Size of fog box" />
          </attributes>
        </property>
        <property Name="m_vFadeDistancePositive" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Fade Positive" />
            <attribute Name="HELPTEXT" Value="Fade distance on positive axes" />
          </attributes>
        </property>
        <property Name="m_vFadeDistanceNegative" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Fade Negative" />
            <attribute Name="HELPTEXT" Value="Fade distance on negative axes" />
          </attributes>
        </property>
        <property Name="m_bIsNegativeFogBox" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Negative Fog Box" />
            <attribute Name="HELPTEXT" Value="Does the box remove fog?" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Weather_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZGeomEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Activatable_Render,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+BELONGS_TO_SUBSET)=(EditModeAware,IEntity)}" entity="Runtime.Render.Geom">
      <baseclasses>
        <baseclass type="ZPrimitiveContainerEntity" />
        <baseclass type="ZPresenceState" />
      </baseclasses>
      <properties>
        <property Name="m_ResourceID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ResourceID" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Resource ID" />
            <attribute Name="HELPTEXT" Value="Resource ID of the geometry (prim) that will be rendered" />
            <attribute Name="CONSTRAINT" Value="ResourceType(prim,prim;weightedprim,weightedprim;linkedprim,linkedprim;hairprim,hairprim)" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZGlobalLightEntity" fullPropertyList="{}" entity="Runtime.Render.GlobalLight">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_AmbientColorUp" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Ambient Up Color" />
          </attributes>
        </property>
        <property Name="m_fAmbientUpIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Ambient Up Intensity" />
          </attributes>
        </property>
        <property Name="m_AmbientColorDown" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Ambient Down Color" />
          </attributes>
        </property>
        <property Name="m_fAmbientDownIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Ambient Down Intensity" />
          </attributes>
        </property>
        <property Name="m_BackColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Back Color" />
          </attributes>
        </property>
        <property Name="m_fBackColorIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Back Color Intensity" />
          </attributes>
        </property>
        <property Name="m_LitFactor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Lit Factor" />
          </attributes>
        </property>
        <property Name="m_fLitFactorIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Lit Factor Intensity" />
          </attributes>
        </property>
        <property Name="m_fGIIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="PC Global Illumination Intensity" />
          </attributes>
        </property>
        <property Name="m_fGIAmbientIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="PC Global Illumination Ambient Intensity" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Global_Light_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ICameraEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="ICubemapProbeEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="ILightEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZLightEntity" fullPropertyList="{(CATEGORY)=(Light),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorLight.class].entitytype)}" entity="Runtime.Render.Light">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="ILightEntity" />
      </baseclasses>
      <properties>
        <property Name="m_mLightDirToBoxTransform" Type="SMatrix43">
          <attributes>
            <attribute Name="INIT" Value="identity" />
            <attribute Name="CATEGORY" Value="Sun" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Light Direction Transform" />
            <attribute Name="HELPTEXT" Value="Object to World Transform of the Light' direction" />
          </attributes>
        </property>
        <property Name="m_eLightType" Type="ILightEntity.ELightType">
          <attributes>
            <attribute Name="INIT" Value="LT_SPOT" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="UpdateLightType" />
            <attribute Name="DISPLAYNAME" Value="Light Type" />
            <attribute Name="HELPTEXT" Value="Type of light source" />
          </attributes>
        </property>
        <property Name="m_nProjectorMapIndexStrategy" Type="ILightEntity.EFrameIndexStrategy">
          <attributes>
            <attribute Name="INIT" Value="WRAP" />
            <attribute Name="CATEGORY" Value="Projector maps" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Index to bounds" />
            <attribute Name="HELPTEXT" Value="How to interpret a projector map frame index, which is outside the range [0, framesCount-1]" />
          </attributes>
        </property>
        <property Name="m_eRoomLightFlow" Type="ILightEntity.ERoomLightFlow">
          <attributes>
            <attribute Name="INIT" Value="THROUGH_GATES" />
            <attribute Name="CATEGORY" Value="Rooms" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Room light flow" />
            <attribute Name="HELPTEXT" Value="Determines how this light flows through rooms." />
          </attributes>
        </property>
        <property Name="m_diffuseColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="m_diffuseColor" />
            <attribute Name="DISPLAYNAME" Value="Diffuse Color" />
          </attributes>
        </property>
        <property Name="m_fDiffusePower" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Diffuse Power" />
          </attributes>
        </property>
        <property Name="m_vNearAttenuation" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.01, 0.02" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Near Attentuation" />
          </attributes>
        </property>
        <property Name="m_vFarAttenuation" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="8.0, 10.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Far Attenuation" />
          </attributes>
        </property>
        <property Name="m_vAngularAttenuation" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.69813170079773183076947630739545,0.78539816339744830961566084581988" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Angular Attenuation" />
          </attributes>
        </property>
        <property Name="m_fAspectXByY" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Aspect X by Y" />
            <attribute Name="CONSTRAINT" Value="MinValue(0.001)" />
          </attributes>
        </property>
        <property Name="m_fCapsuleHeight" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Capsule height" />
          </attributes>
        </property>
        <property Name="m_ProjectorMap" Type="TResourcePtr&lt; IRenderTextureResource &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ProjectorMap" />
            <attribute Name="CATEGORY" Value="Projector maps" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsColorMap)" />
            <attribute Name="DISPLAYNAME" Value="Projector Map" />
            <attribute Name="HELPTEXT" Value="Projector map. Drop a texture on this property to switch projector maps" />
          </attributes>
        </property>
        <property Name="m_nProjectorMapIndex" Type="int32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="CATEGORY" Value="Projector maps" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Projector Map Index" />
            <attribute Name="HELPTEXT" Value="The index of the projection map in the array of textures resource." />
          </attributes>
        </property>
        <property Name="m_vProjectorMapTiling" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1, 1" />
            <attribute Name="CATEGORY" Value="Projector maps" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Projector Map Tiling" />
          </attributes>
        </property>
        <property Name="m_vProjectorMapOffset" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0, 0" />
            <attribute Name="CATEGORY" Value="Projector maps" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Projector Map Offset" />
          </attributes>
        </property>
        <property Name="m_vProjectorMapUVVelocity" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0, 0" />
            <attribute Name="CATEGORY" Value="Projector maps" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Projector Map UV Velocity" />
            <attribute Name="HELPTEXT" Value="Velocity of the UV coordinates in texture space coordinates" />
          </attributes>
        </property>
        <property Name="m_vCSMCascadeRadii" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-1.0, -1.0, 25.0" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="CSM Cascade Radii" />
            <attribute Name="HELPTEXT" Value="Specified in meters. Specify -1 in one of the first 2 elements to use derived values from practical split scheme (which is based on the third radius)." />
          </attributes>
        </property>
        <property Name="m_vCSMSplitFades" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-1.0, -1.0, 5.0" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="CSM Split Fade Distances" />
            <attribute Name="HELPTEXT" Value="Specified in meters. Specify -1 in one of the first 2 elements to use derived values from practical split scheme (which is based on the third value)." />
          </attributes>
        </property>
        <property Name="m_vBoxSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="10.0, 10.0, 10.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
        <property Name="m_vBoxFadeNeg" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
        <property Name="m_vBoxFadePos" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
        <property Name="m_fLightBleedingReduction" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.2" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Light Bleeding Reduction" />
            <attribute Name="HELPTEXT" Value="Factor for removing light bleeding artefacts, the higher the value, the less bleeding and softness." />
          </attributes>
        </property>
        <property Name="m_fShadowFadeDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10.0" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Shadow Fade Distance" />
            <attribute Name="HELPTEXT" Value="Distance at which the shadows will fade off." />
          </attributes>
        </property>
        <property Name="m_fShadowFadeLength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Shadow Fade length" />
            <attribute Name="HELPTEXT" Value="Length of the shadow fading (in meters) from the fade distance." />
          </attributes>
        </property>
        <property Name="m_fProjectedAreaCulling" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Projected area culling factor" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) Step(0.01)" />
            <attribute Name="HELPTEXT" Value="Will cull away small objects in the shadowmap" />
          </attributes>
        </property>
        <property Name="m_fLightFadeDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="20.0" />
            <attribute Name="CATEGORY" Value="Light fade" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Light Fade Distance" />
            <attribute Name="HELPTEXT" Value="Distance at which the light will fade off." />
          </attributes>
        </property>
        <property Name="m_fLightFadeLength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10.0" />
            <attribute Name="CATEGORY" Value="Light fade" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Light Fade Length" />
            <attribute Name="HELPTEXT" Value="Length of the distance-fading (in meters) from the fade distance." />
          </attributes>
        </property>
        <property Name="m_fLightSimplificationDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="CATEGORY" Value="Light simplification" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Light Simplification Distance" />
            <attribute Name="HELPTEXT" Value="Distance at which the light will simplify." />
          </attributes>
        </property>
        <property Name="m_fLightSimplificationLength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10.0" />
            <attribute Name="CATEGORY" Value="Light simplification" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Light Simplification Length" />
            <attribute Name="HELPTEXT" Value="Length of the distance-simplification(in meters) from the simplification distance." />
          </attributes>
        </property>
        <property Name="m_bIsSun" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Sun" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Sunlight" />
            <attribute Name="HELPTEXT" Value="If true, the light (if directional, CSM) will affect the entire screen at all times, it's volume will be considered only for shadows. Visibility proxies on a Sun light are ignored." />
          </attributes>
        </property>
        <property Name="m_bCastShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Cast Shadows" />
          </attributes>
        </property>
        <property Name="m_bCastOmniShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Cast Omni Shadows" />
            <attribute Name="HELPTEXT" Value="[Prerendered only] If enabled omni directional shadows will be cast from a omni light source. If false a spot like shadow map will be used." />
          </attributes>
        </property>
        <property Name="m_bCastCSMShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Shadows" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Cast Cascaded Shadows" />
            <attribute Name="HELPTEXT" Value="If enabled directional light will use cascaded shadow maps instead of a single shadow map." />
          </attributes>
        </property>
        <property Name="m_bPCCastShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="PC Cast Shadows" />
          </attributes>
        </property>
        <property Name="m_bEnableLightFade" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Light fade" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Enable light fade" />
            <attribute Name="HELPTEXT" Value="Enable distance-fading of lights." />
          </attributes>
        </property>
        <property Name="m_bEnableLightSimplification" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Light simplification" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="Enable light simplification" />
            <attribute Name="HELPTEXT" Value="Enable distance-based simplification of this light." />
          </attributes>
        </property>
        <property Name="m_bEnableGI" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="PC Enable Global Illumination" />
          </attributes>
        </property>
        <property Name="m_fGIIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChange" />
            <attribute Name="DISPLAYNAME" Value="PC Global Illumination Intensity" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="SColorRGB" name="DiffuseColor" />
        <pin type="float32" name="DiffusePower" />
        <pin type="SVector2" name="NearAttenuation" />
        <pin type="SVector2" name="FarAttenuation" />
        <pin type="SVector2" name="AngularAttenuation" />
        <pin type="float32" name="AspectXByY" />
        <pin type="bool" name="CastShadows" />
        <pin type="int32" name="ProjectorMapIndex" />
        <pin type="SVector2" name="ProjectorMapTiling" />
        <pin type="SVector2" name="ProjectorMapOffset" />
      </inputpins>
    </class>
    <class name="ZLinkedEntity" fullPropertyList="{}" entity="Runtime.Render.Linked">
      <baseclasses>
        <baseclass type="ZGeomEntity" />
      </baseclasses>
      <properties>
        <property Name="m_BoneAnimator" Type="TEntityRef&lt; IBoneAnimator &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Bone Animator" />
            <attribute Name="CONTRACT" Value="BoneAnimator" />
            <attribute Name="HELPTEXT" Value="The bone animator of this entity. There can only be one bone animator for each linked entity. It is a one-to-one relationship." />
          </attributes>
        </property>
        <property Name="m_BoneWeightManagerEntity" Type="TEntityRef&lt; IBoneWeightManagerEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Bone Weight Manager" />
            <attribute Name="CONTRACT" Value="BoneWeightManagerEntity" />
            <attribute Name="HELPTEXT" Value="The bone weight manager is responsible for updating the bone weights in the wrinkle map used by the linked entity." />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="ZString" name="HideBone" helptext="Hides a bone based on the global bone ID." />
        <pin type="ZString" name="ShowBone" helptext="Shows a bone based on the global bone ID." />
      </inputpins>
    </class>
    <class name="ZPrimitiveContainerEntity" fullPropertyList="{}" entity="Runtime.Render.PrimitiveContainer">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fLODScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="HandleChange" />
            <attribute Name="DISPLAYNAME" Value="LOD Dist. Scale" />
            <attribute Name="HELPTEXT" Value="Scale the distances at which LODs for this object are switched. Higher value means slower LOD switching" />
          </attributes>
        </property>
        <property Name="m_fLODOffset" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="HandleChange" />
            <attribute Name="DISPLAYNAME" Value="LOD Dist. Offset" />
            <attribute Name="HELPTEXT" Value="Offset the LOD distaces by a value (in meters). Can cause the first few LODs to be skipped if a negative value is used." />
          </attributes>
        </property>
        <property Name="m_eGlowType" Type="ERenderGlowTypes">
          <attributes>
            <attribute Name="INIT" Value="ERENDERGLOWTYPE_NONE" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="HandleChange" />
            <attribute Name="DISPLAYNAME" Value="Glow" />
            <attribute Name="HELPTEXT" Value="Indicates if the object should glow in instinct mode" />
          </attributes>
        </property>
        <property Name="m_bCastShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="HandleChange" />
            <attribute Name="DISPLAYNAME" Value="Cast Shadows" />
            <attribute Name="HELPTEXT" Value="Indicates if the object should cast shadows" />
          </attributes>
        </property>
        <property Name="m_bPCCastShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="HandleChange" />
            <attribute Name="DISPLAYNAME" Value="PC Cast Shadows" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="SetLODScale" />
        <pin type="float32" name="SetLODOffset" />
        <pin type="ERenderGlowTypes" name="SetGlowType" helptext="Sets the instinct glow type for a primitive container." />
      </inputpins>
    </class>
    <class name="ZRainEntity" fullPropertyList="{(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Render.Rain">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Size" />
            <attribute Name="HELPTEXT" Value="Size of rain box" />
          </attributes>
        </property>
        <property Name="m_mRainDirection" Type="SMatrix43">
          <attributes>
            <attribute Name="INIT" Value="identity" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Direction" />
            <attribute Name="HELPTEXT" Value="Direction of the rain" />
          </attributes>
        </property>
        <property Name="m_TextureMapID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_TextureMapID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsColorMap)" />
            <attribute Name="DISPLAYNAME" Value="Streak Texture Map" />
            <attribute Name="HELPTEXT" Value="Texture map. Drop a texture on this property to switch texture map" />
          </attributes>
        </property>
        <property Name="m_NormalMapID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_NormalMapID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsColorMap)" />
            <attribute Name="DISPLAYNAME" Value="Splash Texture Map" />
            <attribute Name="HELPTEXT" Value="Normal map. Drop a texture on this property to switch texture map" />
          </attributes>
        </property>
        <property Name="m_ReflectionMapID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ReflectionMapID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsCubeMap)" />
            <attribute Name="DISPLAYNAME" Value="Reflection Map" />
            <attribute Name="HELPTEXT" Value="Reflection map. Drop a texture on this property to switch reflection map" />
          </attributes>
        </property>
        <property Name="m_fReflectionIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Reflection intensity multiplier" />
          </attributes>
        </property>
        <property Name="m_nNumParticles" Type="int32">
          <attributes>
            <attribute Name="INIT" Value="5000" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Number of rain particles" />
          </attributes>
        </property>
        <property Name="m_fPuddleHeight" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="12" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Wave height in puddle normal map" />
          </attributes>
        </property>
        <property Name="m_fPuddleScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Worldspace scale of puddle texture" />
          </attributes>
        </property>
        <property Name="m_fPuddleDamping" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1625" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Damping factor for puddle drops. Should be between 0 and 1." />
          </attributes>
        </property>
        <property Name="m_fRunningWaterHeight" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="12" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Wave height in running water map" />
          </attributes>
        </property>
        <property Name="m_fRunningWaterDelta" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Scroll speed of running puddle water " />
          </attributes>
        </property>
        <property Name="m_fRunningWaterScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Worldspace scale of running water" />
          </attributes>
        </property>
        <property Name="m_fRunningWaterDamping" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1625" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Damping factor for running water drops. Should be between 0 and 1." />
          </attributes>
        </property>
        <property Name="m_vFadeDistancePositive" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Fade distance on positive axes" />
          </attributes>
        </property>
        <property Name="m_vFadeDistanceNegative" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Fade distance on negative axes" />
          </attributes>
        </property>
        <property Name="m_bEnableRainFade" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnEnableRainFadeChanged" />
            <attribute Name="DISPLAYNAME" Value="Enable rain fading" />
            <attribute Name="HELPTEXT" Value="Fade rain at a distance." />
          </attributes>
        </property>
        <property Name="m_fRainFadeDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="50.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Rain fade distance" />
            <attribute Name="HELPTEXT" Value="Don't draw puddles on geometry over this distance." />
          </attributes>
        </property>
        <property Name="m_fRainFadeLength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Rain fade length" />
            <attribute Name="HELPTEXT" Value="Length of fade transition." />
          </attributes>
        </property>
        <property Name="m_fTextureBlockScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="107.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Texture Block Scale" />
            <attribute Name="HELPTEXT" Value="Texture Block Scale" />
          </attributes>
        </property>
        <property Name="m_TextureBlockSize" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="8.0, 4.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnSVector2Changed" />
            <attribute Name="DISPLAYNAME" Value="Texture Block Size" />
            <attribute Name="HELPTEXT" Value="Texture Block Size" />
          </attributes>
        </property>
        <property Name="m_StreakScale" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.02, 1.8" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnSVector2Changed" />
            <attribute Name="HELPTEXT" Value="Streak Scale" />
            <attribute Name="DISPLAYNAME" Value="Streak Scale" />
          </attributes>
        </property>
        <property Name="m_ContactScaleStart" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnSVector2Changed" />
            <attribute Name="HELPTEXT" Value="Contact Scale Start" />
            <attribute Name="DISPLAYNAME" Value="Contact Scale Start" />
          </attributes>
        </property>
        <property Name="m_ContactScaleEnd" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.25, 0.25" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnSVector2Changed" />
            <attribute Name="HELPTEXT" Value="Contact Scale End" />
            <attribute Name="DISPLAYNAME" Value="Contact Scale End" />
          </attributes>
        </property>
        <property Name="m_fSpeedMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="12" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Speed Min" />
          </attributes>
        </property>
        <property Name="m_fSpeedMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="16" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Speed Max" />
          </attributes>
        </property>
        <property Name="m_fDieTime" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.3" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Die Time" />
          </attributes>
        </property>
        <property Name="m_fSplashOffset" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Splash Offset" />
          </attributes>
        </property>
        <property Name="m_fSplashVelocity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Splash Velocity" />
          </attributes>
        </property>
        <property Name="m_fRandomRotationStart" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Random Rotation Start" />
          </attributes>
        </property>
        <property Name="m_fRandomRotationSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Random Rotation Speed" />
          </attributes>
        </property>
        <property Name="m_fAlphaScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.17" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Alpha Scale" />
          </attributes>
        </property>
        <property Name="m_fAlphaScaleEnd" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.25" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Alpha Scale End" />
          </attributes>
        </property>
        <property Name="m_fRainRadius" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnRainRadiusChanged" />
            <attribute Name="DISPLAYNAME" Value="Rain Radius" />
          </attributes>
        </property>
        <property Name="m_Color" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.82, 0.91, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Splash Color" />
            <attribute Name="HELPTEXT" Value="Rain Splash Color" />
          </attributes>
        </property>
        <property Name="m_HazeColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0 1.0 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Haze Color" />
            <attribute Name="HELPTEXT" Value="Rain Particle Haze Color" />
          </attributes>
        </property>
        <property Name="m_fParticleRefractScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="8.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Refract Scale" />
          </attributes>
        </property>
        <property Name="m_fParticleReflectScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Reflect Scale" />
          </attributes>
        </property>
        <property Name="m_fParticleNearClip" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.949" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Near Clip" />
            <attribute Name="HELPTEXT" Value="Rain Particle Near Clipping Distance" />
          </attributes>
        </property>
        <property Name="m_fParticleAlphaClipOffset" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Alpha Clip" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashGravityScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="-9.82" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Gravity Scale" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashSpeedScaleMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Speed Min" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashSpeedScaleMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="3" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Speed Max" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashAngleStart" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="15" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Angle Start" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashAngleEnd" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="50" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Angle End" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashSizeMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.01" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Size Min" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashSizeMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Size Max" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashSizeAspect" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.33" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Size Aspect" />
          </attributes>
        </property>
        <property Name="m_fPs3SplashLifetime" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.33" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Lifetime" />
          </attributes>
        </property>
        <property Name="m_nPs3SplashMinSpawn" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnUint32Changed" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Min Spawn Count" />
          </attributes>
        </property>
        <property Name="m_nPs3SplashMaxSpawn" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="10" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnUint32Changed" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Max Spawn Count" />
          </attributes>
        </property>
        <property Name="m_Ps3SplashMapID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_Ps3SplashMapID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsColorMap)" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Map" />
            <attribute Name="HELPTEXT" Value="Ps3Splash Map...." />
          </attributes>
        </property>
        <property Name="m_Ps3SplashNormalMapID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_Ps3SplashNormalMapID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsNormalMap)" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Normal Map" />
            <attribute Name="HELPTEXT" Value="Ps3Splash Normal Map...." />
          </attributes>
        </property>
        <property Name="m_nPs3SplashNumParticles" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="5000" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Ps3Splash Max splash particles" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Water_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRainModifierEntity" fullPropertyList="{(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Render.RainModifier">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Size" />
            <attribute Name="HELPTEXT" Value="Size of rain box" />
          </attributes>
        </property>
        <property Name="m_fIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnFloatChanged" />
            <attribute Name="HELPTEXT" Value="Intensity multiplier" />
          </attributes>
        </property>
        <property Name="m_vFadeDistancePositive" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Fade distance on positive axes" />
          </attributes>
        </property>
        <property Name="m_vFadeDistanceNegative" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="HELPTEXT" Value="Fade distance on negative axes" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRenderDestinationTextureEntity" fullPropertyList="{}" entity="Runtime.Render.RenderDestinationTexture">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="IRenderDestinationTextureEntity" />
      </baseclasses>
      <properties>
        <property Name="m_rSource" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CONTRACT" Value="Spatial" />
            <attribute Name="DISPLAYNAME" Value="Source" />
            <attribute Name="HELPTEXT" Value="Source of the destination." />
          </attributes>
        </property>
        <property Name="m_nWidth" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="1024" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Width" />
            <attribute Name="HELPTEXT" Value="Width in pixels of the destination." />
          </attributes>
        </property>
        <property Name="m_nHeight" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="768" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Height" />
            <attribute Name="HELPTEXT" Value="Height in pixels of the destination." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZVisibilityProxyEntity" fullPropertyList="{(CATEGORY)=(Volume),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Render.VisibilityProxy">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="IVisibilityProxyEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Box Size" />
            <attribute Name="HELPTEXT" Value="Size of visibility proxy box" />
          </attributes>
        </property>
        <property Name="m_Clients" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnClientsChanged" />
            <attribute Name="DISPLAYNAME" Value="Clients" />
            <attribute Name="HELPTEXT" Value="Clients" />
          </attributes>
        </property>
        <property Name="m_AntiClients" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnAntiClientsChanged" />
            <attribute Name="DISPLAYNAME" Value="Anti Clients" />
            <attribute Name="HELPTEXT" Value="Lights to remove light from inside the proxy" />
          </attributes>
        </property>
        <property Name="m_ProxyGeomRID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ProxyGeomRID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Proxy Geom Resource ID" />
            <attribute Name="HELPTEXT" Value="Geometry Resource ID of the Visibility Proxy's Convex Geometry" />
            <attribute Name="CONSTRAINT" Value="ResourceType(prim,prim;weightedprim,weightedprim;linkedprim,linkedprim;hairprim,hairprim)" />
          </attributes>
        </property>
        <property Name="m_bEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Enabled" />
            <attribute Name="HELPTEXT" Value="If the visibility proxy is disabled, it will have no effect on the clients" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Visibility_Proxy_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="MakeEnabled" />
        <pin type="void" name="MakeDisabled" />
        <pin type="bool" name="SetEnabled" />
      </inputpins>
    </class>
    <class name="ZVolumeLightEntity" fullPropertyList="{(BELONGS_TO_SUBSET)=(Activatable_Render,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+BELONGS_TO_SUBSET)=(EditModeAware,IEntity)}" entity="Runtime.Render.VolumeLight">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
        <baseclass type="ZPresenceState" />
      </baseclasses>
      <properties>
        <property Name="m_fDensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Density" />
            <attribute Name="HELPTEXT" Value="Density. This is the length of the radial blur." />
          </attributes>
        </property>
        <property Name="m_fDecay" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Decay" />
            <attribute Name="HELPTEXT" Value="Decay. This is how fast the volume light will decay to 0." />
          </attributes>
        </property>
        <property Name="m_Color" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.01, 0.01, 0.01" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
            <attribute Name="HELPTEXT" Value="Color" />
          </attributes>
        </property>
        <property Name="m_bSmooth" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Smoothed" />
            <attribute Name="HELPTEXT" Value="Smoothed. Enabling this will soften the result." />
          </attributes>
        </property>
        <property Name="m_pRootNode" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="PropertyChanged" />
            <attribute Name="DISPLAYNAME" Value="Root Node" />
            <attribute Name="HELPTEXT" Value="Node that will be drawn in volume light buffer" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Bomb_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="IParticleColliderEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IParticleControllerEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IParticleEmitterEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IParticleHeirEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IParticleModifierEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IParticleRenderEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="SCollidingParticle" fullPropertyList="{}">
      <properties>
        <property Name="m_vPosition" Type="float4">
          <attributes />
        </property>
        <property Name="m_vVelocity" Type="float4">
          <attributes />
        </property>
        <property Name="m_nColor" Type="uint32">
          <attributes />
        </property>
        <property Name="m_fSize" Type="float32">
          <attributes />
        </property>
      </properties>
    </class>
    <class name="ZParticleContainerEntity" fullPropertyList="{(HIDDEN)=(True)}" entity="Runtime.Render.ParticleContainer">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZParticleControllerEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleController">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IParticleControllerEntity" />
      </baseclasses>
      <properties>
        <property Name="m_ridParticleRender" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ridParticleRender" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CATEGORY" Value="Particle Renderer" />
            <attribute Name="DISPLAYNAME" Value="Particle Render Resource" />
            <attribute Name="HELPTEXT" Value="Resource of the particle renderer. Changing this at runtime will not have any effect" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_ParticleRender" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CATEGORY" Value="Particle Renderer" />
            <attribute Name="DISPLAYNAME" Value="Particle Render" />
            <attribute Name="HELPTEXT" Value="Particle render to use" />
            <attribute Name="CONTRACT" Value="ParticleRender" />
          </attributes>
        </property>
        <property Name="m_nMaxNumParticles" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="100" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CATEGORY" Value="Controller Settings" />
            <attribute Name="DISPLAYNAME" Value="Max Num Particles" />
            <attribute Name="HELPTEXT" Value="Maximum number of particles" />
          </attributes>
        </property>
        <property Name="m_fParticleCollisionSizeFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Controller Settings" />
            <attribute Name="DISPLAYNAME" Value="Collision Size Factor" />
            <attribute Name="HELPTEXT" Value="Factor to define the fraction of the particle size used for collision radius" />
          </attributes>
        </property>
        <property Name="m_fMotionStretchFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Controller Settings" />
            <attribute Name="DISPLAYNAME" Value="Motion Stretch Factor" />
            <attribute Name="HELPTEXT" Value="Stretch particles in their movement direction with speed multiplied by the stretch factor. Avoid setting this to 0. To disable motion stretching, prefer modify the material." />
          </attributes>
        </property>
        <property Name="m_ePivotLocation" Type="EParticleSpritePivotLocation">
          <attributes>
            <attribute Name="INIT" Value="CENTER_PIVOT" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Controller Settings" />
            <attribute Name="DISPLAYNAME" Value="Particle Pivot" />
            <attribute Name="HELPTEXT" Value="Location of the pivot point for particle sprites: center ot bottom. To achieve other pivot points, use BOTTOM_PIVOT and fixed initial particle rotation." />
          </attributes>
        </property>
        <property Name="m_fWindMultiplier" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Controller Settings" />
            <attribute Name="DISPLAYNAME" Value="Wind multiplier" />
            <attribute Name="HELPTEXT" Value="Multiplies the effect wind entities have on this kind of particles. Set to 0 to disable wind on these particles." />
          </attributes>
        </property>
        <property Name="m_fCameraFadeNearDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprites camera fade" />
            <attribute Name="DISPLAYNAME" Value="Camera fade near distance" />
            <attribute Name="HELPTEXT" Value="Distance to the camera (in meters) at which particle sprites fade away completely (should be smaller than the fade far distance)" />
          </attributes>
        </property>
        <property Name="m_fCameraFadeFarDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprites camera fade" />
            <attribute Name="DISPLAYNAME" Value="Camera fade far distance" />
            <attribute Name="HELPTEXT" Value="Distance to the camera (in meters) at which particle sprites start fading (should be higher than the fade near distance)" />
          </attributes>
        </property>
        <property Name="m_fCameraFadeSizeFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="2.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprites camera fade" />
            <attribute Name="DISPLAYNAME" Value="Size factor" />
            <attribute Name="HELPTEXT" Value="Tweak the influence of the sprite size on the camera fade distances" />
          </attributes>
        </property>
        <property Name="m_fTimeToLiveSecondsMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Min Lifetime" />
            <attribute Name="HELPTEXT" Value="Minimum particle lifetime (seconds)" />
          </attributes>
        </property>
        <property Name="m_fTimeToLiveSecondsMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Max Lifetime" />
            <attribute Name="HELPTEXT" Value="Maximum particle lifetime (seconds)" />
          </attributes>
        </property>
        <property Name="m_fRotationSpeedMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Min Initial Rotation Speed" />
            <attribute Name="HELPTEXT" Value="Minimum initial rotation speed of a particle" />
          </attributes>
        </property>
        <property Name="m_fRotationSpeedMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Max Initial Rotation Speed" />
            <attribute Name="HELPTEXT" Value="Maximum initial rotation speed of a particle" />
          </attributes>
        </property>
        <property Name="m_fInitialRotation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Initial Rotation" />
            <attribute Name="HELPTEXT" Value="In degrees. If random rotation is not applied, use this value for fixed initial rotation of the particle" />
          </attributes>
        </property>
        <property Name="m_fInitialRotationDeviation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Initial Rotation Deviation" />
            <attribute Name="HELPTEXT" Value="In degrees. Defines a range around the initial rotation to help randomize it. Has effect if random rotation is not applied" />
          </attributes>
        </property>
        <property Name="m_vUpVectorRangeStart" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Up Vector Range Start" />
            <attribute Name="HELPTEXT" Value="Particle up vector (facing direction) range start for newly emitted particles" />
          </attributes>
        </property>
        <property Name="m_vUpVectorRangeEnd" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Up Vector Range End" />
            <attribute Name="HELPTEXT" Value="Particle up vector (facing direction) range end for newly emitted particles" />
          </attributes>
        </property>
        <property Name="m_ParticleColorRangeStart" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Color Range Start" />
            <attribute Name="HELPTEXT" Value="Color range start for emitted particle." />
          </attributes>
        </property>
        <property Name="m_ParticleColorRangeEnd" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Color Range End" />
            <attribute Name="HELPTEXT" Value="Color range end for emitted particle." />
          </attributes>
        </property>
        <property Name="m_fParticleSizeMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Minimum Size" />
            <attribute Name="HELPTEXT" Value="Minimum size of particles as they are spawned. (cm)" />
          </attributes>
        </property>
        <property Name="m_fParticleSizeMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Maximum Size" />
            <attribute Name="HELPTEXT" Value="Maximum size size of particle as they are spawned. (cm)" />
          </attributes>
        </property>
        <property Name="m_fArrayIndexMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Tile Index Start" />
            <attribute Name="HELPTEXT" Value="Starting tile index. Range is an array. Eg. first index is 0 and max index in a 2x2 array is 3 (0,1,2,3). If 'WrapTileIndex' is false on the particle render higher than maximum and negative values are clamped. Can be animated with ParticleModifierTileIndexEntity. Tiles are set up on the version in the Photoshop Texture Monger." />
          </attributes>
        </property>
        <property Name="m_fArrayIndexMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Tile Index End" />
            <attribute Name="HELPTEXT" Value="Ending tile index. Range is an array. Eg. first index is 0 and max index in a 2x2 array is 3 (0,1,2,3). If 'WrapTileIndex' is false on the particle render higher than maximum and negative values are clamped to maximum and 0, otherwise they wrap around. Can be animated with ParticleModifierTileIndexEntity. Tiles are set up on the version in the Photoshop Texture Monger." />
          </attributes>
        </property>
        <property Name="m_bGlobalAttractorsEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Controller Settings" />
            <attribute Name="DISPLAYNAME" Value="Global attractors enabled" />
            <attribute Name="HELPTEXT" Value="Apply active global attractors to the particles" />
          </attributes>
        </property>
        <property Name="m_bSizeDependantFadeDistances" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprites camera fade" />
            <attribute Name="DISPLAYNAME" Value="Size Dependant Fade Distances" />
            <attribute Name="HELPTEXT" Value="If true the sprite size will be used to tweak the camera fade distances" />
          </attributes>
        </property>
        <property Name="m_bRandomRotation" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Random Rotation" />
            <attribute Name="HELPTEXT" Value="Apply a random rotation to the particle" />
          </attributes>
        </property>
        <property Name="m_bEmitterSpaceInitialUpVector" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Initial Up Vector in Emitter Space" />
            <attribute Name="HELPTEXT" Value="If this property is set to true, the initial up vector of arbitrary oriented particles will be considered to be in emitter space and will be converted to world space in the time of emittion (will be multiplied by the emitter's transorm)." />
          </attributes>
        </property>
        <property Name="m_bEmitFrozen" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Emit frozen" />
            <attribute Name="HELPTEXT" Value="If enabled, particles will be emitted frozen and will never move even if they have velocity (can be used for motion stretching static particles)" />
          </attributes>
        </property>
        <property Name="m_bRandomFlipU" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Random U Flip" />
            <attribute Name="HELPTEXT" Value="Each particle will (randomly) be chosen wether to use U flipped texture or not. Applies only to sprite particles!" />
          </attributes>
        </property>
        <property Name="m_bRandomFlipV" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Sprite Particle Initialization" />
            <attribute Name="DISPLAYNAME" Value="Random V Flip" />
            <attribute Name="HELPTEXT" Value="Each particle will (randomly) be chosen wether to use V flipped texture or not. Applies only to sprite particles!" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="SetParticleCollisionSizeFactor" />
        <pin type="float32" name="SetMotionStretchFactor" />
        <pin type="bool" name="SetRandomRotation" />
      </inputpins>
    </class>
    <class name="ZParticleGlobalAttractorEntity" fullPropertyList="{(HELPTEXT)=(A global particle attractor spatial entity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleGlobalAttractor" helptext="A global particle attractor spatial entity">
      <baseclasses>
        <baseclass type="ZSpatialEntity" />
      </baseclasses>
      <properties>
        <property Name="m_bEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Enabled" />
            <attribute Name="CATEGORY" Value="Attractor Settings" />
            <attribute Name="HELPTEXT" Value="The attractor will affect particles when enabled" />
          </attributes>
        </property>
        <property Name="m_fMass" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Mass" />
            <attribute Name="CATEGORY" Value="Attractor Settings" />
            <attribute Name="HELPTEXT" Value="Mass of attractor (scalar)" />
          </attributes>
        </property>
        <property Name="m_fRange" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Range" />
            <attribute Name="CATEGORY" Value="Attractor Settings" />
            <attribute Name="HELPTEXT" Value="Range of attractor (scalar)" />
          </attributes>
        </property>
        <property Name="m_bRepulsive" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Repulse" />
            <attribute Name="CATEGORY" Value="Attractor Settings" />
            <attribute Name="HELPTEXT" Value="Attract or repulse particles" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Target_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="Activate" />
        <pin type="void" name="Deactivate" />
        <pin type="float32" name="SetMass" />
        <pin type="float32" name="SetRange" />
        <pin type="bool" name="SetIsRepulsive" />
      </inputpins>
    </class>
    <class name="ZParticleHeirEmittingEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleHeirEmitting">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IParticleHeirEntity" />
      </baseclasses>
      <properties>
        <property Name="m_ridParticleController" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="m_ridParticleController" />
            <attribute Name="CATEGORY" Value="Controller" />
            <attribute Name="DISPLAYNAME" Value="Particle Controller Resource" />
            <attribute Name="HELPTEXT" Value="Resource of the particle controller" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_ParticleController" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnParticleControllerChanged" />
            <attribute Name="CATEGORY" Value="Controller" />
            <attribute Name="DISPLAYNAME" Value="Particle Controller" />
            <attribute Name="HELPTEXT" Value="Particle controller heir belongs to" />
            <attribute Name="CONTRACT" Value="ParticleController" />
          </attributes>
        </property>
        <property Name="m_HeirEntities" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnHeirEntitiesChanged" />
            <attribute Name="DISPLAYNAME" Value="Heirs" />
            <attribute Name="HELPTEXT" Value="Entities (particle emitters or templates, etc) with Activate and Deactivate pins" />
          </attributes>
        </property>
        <property Name="m_bAlignToVelocity" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Align to Velocity" />
            <attribute Name="HELPTEXT" Value="Allign the emitter toward the ex-particle's velocity" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleRenderEntityBase" fullPropertyList="{(ABSTRACT)=(True),(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IParticleRenderEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZParticleRenderSpawnEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleRenderSpawn">
      <baseclasses>
        <baseclass type="ZParticleRenderEntityBase" />
      </baseclasses>
      <properties>
        <property Name="m_ParticleResourceID" Type="TResourcePtr&lt; IEntityFactory &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ParticleResourceID" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Particle Resource" />
            <attribute Name="HELPTEXT" Value="Resource to use as a particle representation" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate;prim,entitytype;weightedprim,entitytype;linkedprim,entitytype)" />
          </attributes>
        </property>
        <property Name="m_bAlignToVelocity" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Align to Velocity" />
            <attribute Name="HELPTEXT" Value="If enabled, the spawned entity orientation is aligned toward the velocity of the particles. Else it is defined by the particle up vector and rotation around it." />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="SetAlignToVelocity" />
      </inputpins>
    </class>
    <class name="ZParticleRenderSpriteArrayEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleRenderSpriteArray">
      <baseclasses>
        <baseclass type="ZParticleRenderEntityBase" />
      </baseclasses>
      <properties>
        <property Name="m_MaterialID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Material ID" />
            <attribute Name="NAME" Value="m_MaterialID" />
            <attribute Name="HELPTEXT" Value="Material" />
            <attribute Name="CONSTRAINT" Value="ResourceType(mi,mi)" />
          </attributes>
        </property>
        <property Name="m_PrimitiveContainerEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Primitive Container Entity" />
            <attribute Name="HELPTEXT" Value="Primitive container to use" />
          </attributes>
        </property>
        <property Name="m_bWrapTileIndex" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="WrapTileIndex" />
            <attribute Name="HELPTEXT" Value="If true the tile index of particles will wrap according to the tile count. Else it will be clamped in the [0, TilesX * TilesY] range" />
          </attributes>
        </property>
        <property Name="m_bSortParticles" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Sort Sprites" />
            <attribute Name="HELPTEXT" Value="Perform distance sorting on particles" />
          </attributes>
        </property>
        <property Name="m_bIgnoreRotation" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Ignore rotation" />
            <attribute Name="HELPTEXT" Value="If this is true, particles rotation is ignored: the particles aways face up, or in the direction of their velocity (if that is turned on in the material)." />
          </attributes>
        </property>
        <property Name="m_bScreenAligned" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Screen Aligned Sprites" />
            <attribute Name="HELPTEXT" Value="If true the sprites are always facing the camera and the particle up vector is ignored" />
          </attributes>
        </property>
        <property Name="m_bCastShadows" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Cast Shadows" />
            <attribute Name="HELPTEXT" Value="Specify if the sprites should cast shadows" />
          </attributes>
        </property>
        <property Name="m_fAspect" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Sprites aspect ratio" />
            <attribute Name="HELPTEXT" Value="This float multiplies the height of the particle sprite. Set to 1.f for square particles." />
          </attributes>
        </property>
        <property Name="m_fScaleRange" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale Range" />
            <attribute Name="HELPTEXT" Value="Distance to the active camera at which the particles begin decreasing in size" />
          </attributes>
        </property>
        <property Name="m_fScaleFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale Factor" />
            <attribute Name="HELPTEXT" Value="Tweak how fast the particle size decreases when they get closer to the active camera" />
          </attributes>
        </property>
        <property Name="m_fAOBending" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="AO Bending" />
            <attribute Name="HELPTEXT" Value="Amount of bending of arbitrary oriented particles (vertex ofset in world units)" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleEmitterBaseEntity" fullPropertyList="{(ABSTRACT)=(True),(HELPTEXT)=(Creates new particles in Particle Controller),(+BELONGS_TO_SUBSET)=(Activatable,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}">
      <baseclasses>
        <baseclass type="ZSpatialEntity" />
        <baseclass type="IParticleEmitterEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fSpeedMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="CATEGORY" Value="Impulse" />
            <attribute Name="DISPLAYNAME" Value="Speed Min" />
            <attribute Name="HELPTEXT" Value="Minimum initial speed of particle (m/s)" />
          </attributes>
        </property>
        <property Name="m_fSpeedMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="CATEGORY" Value="Impulse" />
            <attribute Name="DISPLAYNAME" Value="Speed Max" />
            <attribute Name="HELPTEXT" Value="Maximum initial speed of particle (m/s)" />
          </attributes>
        </property>
        <property Name="m_fInnerConeAngle" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="CATEGORY" Value="Impulse" />
            <attribute Name="DISPLAYNAME" Value="Inner Cone Angle" />
            <attribute Name="HELPTEXT" Value="Inner cone angle for emission direction (degrees)" />
          </attributes>
        </property>
        <property Name="m_fOuterConeAngle" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="CATEGORY" Value="Impulse" />
            <attribute Name="DISPLAYNAME" Value="Outer Cone Angle" />
            <attribute Name="HELPTEXT" Value="Outer cone angle for emission direction (degrees)" />
          </attributes>
        </property>
        <property Name="m_ridParticleController" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ridParticleController" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CATEGORY" Value="Controller" />
            <attribute Name="DISPLAYNAME" Value="Particle Controller Resource" />
            <attribute Name="HELPTEXT" Value="Resource of the particle controller. Changing this at runtime will not have any effect" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_ParticleController" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CATEGORY" Value="Controller" />
            <attribute Name="DISPLAYNAME" Value="Particle Controller" />
            <attribute Name="CONTRACT" Value="ParticleController" />
            <attribute Name="HELPTEXT" Value="Particle controller emitter belongs to" />
          </attributes>
        </property>
        <property Name="m_bEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnEnabledChanged" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Enabled" />
            <attribute Name="HELPTEXT" Value="The emitter will emit particles when enabled" />
          </attributes>
        </property>
        <property Name="m_bEmitterSpaceParticles" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Emitter Space Particles" />
            <attribute Name="HELPTEXT" Value="Particle positions will be simulated in local space to the emitter and will move together with it when its transform changes. Applies only to sprite particles!" />
          </attributes>
        </property>
        <property Name="m_fEmissionTimeSeconds" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Emission Time" />
            <attribute Name="HELPTEXT" Value="Emission time in seconds - 0 means infinite" />
          </attributes>
        </property>
        <property Name="m_fParticlesPerSecond" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="50.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Min particles per second" />
            <attribute Name="HELPTEXT" Value="Minimum number of particles emitted per second" />
          </attributes>
        </property>
        <property Name="m_fParticlesPerSecondMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Max particles per second" />
            <attribute Name="HELPTEXT" Value="Maximum number of particles emitted per second. If 0 or less than minimum, the minimum defines the number of particles per second" />
          </attributes>
        </property>
        <property Name="m_fFixedEmissionCount" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Fixed emission count" />
            <attribute Name="HELPTEXT" Value="Emit fixed amount of particles (min and max particles per second is ignored if this is higher than 0.0). All particles are emitted during the emission time (instantly is emission time is zero)." />
          </attributes>
        </property>
        <property Name="m_fVelocityContributionFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnVelocityContributionChanged" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Velocity Contribution" />
            <attribute Name="HELPTEXT" Value="Contribution factor of the emitter's velocity influence on newly emitted particles. Set to 0 to remove emitter velocity influence." />
          </attributes>
        </property>
        <property Name="m_TriggerBox" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Trigger box" />
            <attribute Name="CONTRACT" Value="Volume" />
            <attribute Name="HELPTEXT" Value="Use a BoxVolumeEntity. If this is set the particle emitter will only emit particles if the active camera is inside the defined box volume" />
          </attributes>
        </property>
        <property Name="m_fEmissionCameraProximity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Emission Settings" />
            <attribute Name="DISPLAYNAME" Value="Min camera distance to emit" />
            <attribute Name="HELPTEXT" Value="Set the minimum distance from the emitter to the camera before emission takes place. Set to 0 to disable. Enter negative value to reverse effect (no emission close to camera)" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="Activate" />
        <pin type="void" name="Deactivate" />
        <pin type="float32" name="SetSpeedMin" />
        <pin type="float32" name="SetSpeedMax" />
        <pin type="float32" name="SetInnerConeAngle" />
        <pin type="float32" name="SetOuterConeAngle" />
        <pin type="float32" name="SetMinParticlesPerSecond" />
        <pin type="float32" name="SetMaxParticlesPerSecond" />
      </inputpins>
    </class>
    <class name="ZParticleEmitterBoxEntity" fullPropertyList="{(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Render.ParticleEmitterBox">
      <baseclasses>
        <baseclass type="ZParticleEmitterBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="CATEGORY" Value="Box Properties" />
            <attribute Name="DISPLAYNAME" Value="Box Size" />
            <attribute Name="HELPTEXT" Value="Size of box" />
          </attributes>
        </property>
        <property Name="m_eSpawnMode" Type="eParticleEmitterBoxEntity_SpawnModes">
          <attributes>
            <attribute Name="INIT" Value="BOX_SPAWNMODE_INSIDE" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Box Properties" />
            <attribute Name="DISPLAYNAME" Value="Spawn Modes" />
            <attribute Name="HELPTEXT" Value="Where on the box to spawn new particles." />
          </attributes>
        </property>
        <property Name="m_bOutwardEmission" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Box Properties" />
            <attribute Name="DISPLAYNAME" Value="Outward Emission" />
            <attribute Name="HELPTEXT" Value="When this is turned on particles will be emitted in directions facing their closest box vertices" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleEmitterMeshEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleEmitterMesh">
      <baseclasses>
        <baseclass type="ZParticleEmitterBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_ResourceID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ResourceID" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Mesh Properties" />
            <attribute Name="DISPLAYNAME" Value="Mesh Resource" />
            <attribute Name="HELPTEXT" Value="Mesh resource of the emitter" />
            <attribute Name="CONSTRAINT" Value="ResourceType(prim,prim;weightedprim,weightedprim;linkedprim,linkedprim;hairprim,hairprim)" />
          </attributes>
        </property>
        <property Name="m_eSpawnMode" Type="eParticleEmitterMeshEntity_SpawnModes">
          <attributes>
            <attribute Name="INIT" Value="MESH_SPAWNMODE_VERTEX" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Mesh Properties" />
            <attribute Name="DISPLAYNAME" Value="Spawn Modes" />
            <attribute Name="HELPTEXT" Value="Direction to use as impulse direction" />
          </attributes>
        </property>
        <property Name="m_vEmitDirection" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Mesh Properties" />
            <attribute Name="DISPLAYNAME" Value="Emit Direction" />
            <attribute Name="HELPTEXT" Value="The up direction of the emission cone" />
          </attributes>
        </property>
        <property Name="m_bOutwardEmission" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnPropertyChanged" />
            <attribute Name="CATEGORY" Value="Mesh Properties" />
            <attribute Name="DISPLAYNAME" Value="Outward Emission" />
            <attribute Name="HELPTEXT" Value="When this is turned on particles will be emitted in directions facing their closest bounding box vertices regarding the emit direction" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleEmitterPointEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleEmitterPoint">
      <baseclasses>
        <baseclass type="ZParticleEmitterBaseEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZParticleEmitterSplineEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleEmitterSpline">
      <baseclasses>
        <baseclass type="ZParticleEmitterBaseEntity" />
      </baseclasses>
      <properties />
      <inputpins>
        <pin type="float32" name="SetSplineBeginFraction" />
        <pin type="float32" name="SetSplineEndFraction" />
      </inputpins>
    </class>
    <class name="ZParticleModifierAttractorEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierAttractor">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_SpatialAttractors" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnSpatialAttractorsChanged" />
            <attribute Name="HELPTEXT" Value="Spatial attractors" />
          </attributes>
        </property>
        <property Name="m_fMass" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Mass" />
            <attribute Name="HELPTEXT" Value="Mass of attractor (scalar)" />
          </attributes>
        </property>
        <property Name="m_fRange" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Range" />
            <attribute Name="HELPTEXT" Value="Range of attractor (scalar)" />
          </attributes>
        </property>
        <property Name="m_bRepulsive" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Repulse" />
            <attribute Name="HELPTEXT" Value="Attract or repulse particles" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="SetMass" />
        <pin type="float32" name="SetRange" />
        <pin type="bool" name="SetIsRepulsive" />
      </inputpins>
    </class>
    <class name="ZParticleModifierBaseCurveEntity" fullPropertyList="{(ABSTRACT)=(True)}">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_ridCurveEntity" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ridCurveEntity" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Curve Resource" />
            <attribute Name="HELPTEXT" Value="Resource of a curve based on the particle's normalized age" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_CurveEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CONTRACT" Value="FloatCurve" />
            <attribute Name="DISPLAYNAME" Value="Curve Entity" />
            <attribute Name="HELPTEXT" Value="A curve based on the particle's normalized age. Right-click the referenced entity in the scene tree and select 'Edit curve...' to edit" />
          </attributes>
        </property>
        <property Name="m_fCurveMultiplier" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Curve multiplier" />
            <attribute Name="HELPTEXT" Value="All values provided by the curve will be mutiplied by this value" />
          </attributes>
        </property>
        <property Name="m_eUpdateStrategy" Type="EValueUpdateStrategy">
          <attributes>
            <attribute Name="INIT" Value="UPDATE_STRATEGY_REPLACE" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Update Strategy" />
            <attribute Name="HELPTEXT" Value="Choose how the particle property gets updated (replaced, added to or multiplied by the curve value)" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleModifierBaseEntity" fullPropertyList="{(ABSTRACT)=(True)}">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IParticleModifierEntity" />
      </baseclasses>
      <properties>
        <property Name="m_NextModifier" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Next modifier" />
            <attribute Name="CHANGEHANDLER" Value="OnNextModifierChanged" />
            <attribute Name="CONTRACT" Value="ParticleModifier" />
            <attribute Name="HELPTEXT" Value="Next particle modifier" />
          </attributes>
        </property>
        <property Name="m_ParticleController" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Particle controller" />
            <attribute Name="CHANGEHANDLER" Value="OnParticleControllerChanged" />
            <attribute Name="CONTRACT" Value="ParticleController" />
            <attribute Name="HELPTEXT" Value="Particle controller modifier belongs to" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleModifierBoidEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierBoid">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_bAntiboid" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Antiboid" />
            <attribute Name="HELPTEXT" Value="Enable anti flocking behaviour" />
          </attributes>
        </property>
        <property Name="m_fPositionFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.02" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Position Factor" />
            <attribute Name="HELPTEXT" Value="Factor of influence of the flock's center" />
          </attributes>
        </property>
        <property Name="m_fVelocityFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.05" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Velocity Factor" />
            <attribute Name="HELPTEXT" Value="Factor of influence of the flock's velocity" />
          </attributes>
        </property>
        <property Name="m_fDistanceToOthersFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Distance to Others Factor" />
            <attribute Name="HELPTEXT" Value="Factor of influence of the distance to the othersflock" />
          </attributes>
        </property>
        <property Name="m_fMinDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Min Distance" />
            <attribute Name="HELPTEXT" Value="Recomended minimum distance between two particles" />
          </attributes>
        </property>
        <property Name="m_nSimulateOnNthFrame" Type="int32">
          <attributes>
            <attribute Name="INIT" Value="5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Frames per Simulation" />
            <attribute Name="HELPTEXT" Value="Run simulation every n-th frame" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="SetAntiboid" />
        <pin type="float32" name="SetPositionFactor" />
        <pin type="float32" name="SetVelocityFactor" />
        <pin type="float32" name="SetDistanceToOthersFactor" />
        <pin type="float32" name="SetMinDistance" />
      </inputpins>
    </class>
    <class name="ZParticleModifierCollisionBoxEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierCollisionBox">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_CollisionEntities" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Collider Box" />
            <attribute Name="CHANGEHANDLER" Value="OnCollisionEntitiesChanged" />
            <attribute Name="DISPLAYNAME" Value="Collision Boxes" />
            <attribute Name="HELPTEXT" Value="BoxVolumeEntities to get box information from" />
          </attributes>
        </property>
        <property Name="m_eCollisionResponse" Type="ECollisionResponse">
          <attributes>
            <attribute Name="INIT" Value="REFLECT_VELOCITY" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Collision Response" />
            <attribute Name="HELPTEXT" Value="Choose how particles react on collision with the box" />
          </attributes>
        </property>
        <property Name="m_fCoefficientOfRestitution" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Coefficient of Restitution" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] which multiplies the length of the velocity on collision." />
          </attributes>
        </property>
        <property Name="m_fDirectionCoefficient" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Direction Coefficient" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] for the interpolation factor to interpolate between the reflected velocity vector and its projection on the box wall. Specify 1.0 to use the reflection; specify 0.0 to use the projection of the reflection." />
          </attributes>
        </property>
        <property Name="m_fHorizontalCollisionsAngleTolerance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.13" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Horizontal collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Collisions Angle Tolerance" />
            <attribute Name="HELPTEXT" Value="When using horizontal surface collisions only, set the maximum tolerance (cos of the) angle between the normal and the world up vector. Set to 0.13 for PI/6; set to 0.5 for PI/3; set to 1 for PI/2; set to 2 for PI" />
          </attributes>
        </property>
        <property Name="m_bHorizontalSurfaceCollisionsOnly" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Horizontal collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Surface Collisions Only" />
            <attribute Name="HELPTEXT" Value="Collision is ignored if the normal in the collision point is not pointing up-ward (tweak tolerance using the tolerance angle property)" />
          </attributes>
        </property>
        <property Name="m_bReportCollisions" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Report collisions" />
            <attribute Name="HELPTEXT" Value="When particle collisions are reported, then other particle entities can use them to spawn decals, etc. If this property is turned off, the particles collisions will still happen but will not be processed further by the game." />
          </attributes>
        </property>
        <property Name="m_bKillParticlesOnCollision" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Kill Particles On Collision" />
            <attribute Name="HELPTEXT" Value="Kill all particles on collision. (Enforces a 'chance of kill on collision' = 1" />
          </attributes>
        </property>
        <property Name="m_fKillOnCollisionChance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Chance of Kill On Collision" />
            <attribute Name="HELPTEXT" Value="Chance of a particle getting killed upon collision: a number in the range [0-1]" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="SetKillParticlesOnCollision" />
      </inputpins>
    </class>
    <class name="ZParticleModifierCollisionDetectionEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierCollisionDetection">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_eCollisionResponse" Type="ECollisionResponse">
          <attributes>
            <attribute Name="INIT" Value="REFLECT_VELOCITY" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Collision Response" />
            <attribute Name="HELPTEXT" Value="Choose how particles react on collision with the plane" />
          </attributes>
        </property>
        <property Name="m_fCoefficientOfRestitution" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Coefficient of Restitution" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] which multiplies the length of the velocity on collision." />
          </attributes>
        </property>
        <property Name="m_fDirectionCoefficient" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Direction Coefficient" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] for the interpolation factor to interpolate between the reflected velocity vector and its projection on the plane. Specify 1.0 to use the reflection; specify 0.0 to use the projection of the reflection." />
          </attributes>
        </property>
        <property Name="m_fHorizontalCollisionsAngleTolerance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.13" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Horizontal collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Collisions Angle Tolerance" />
            <attribute Name="HELPTEXT" Value="When using horizontal surface collisions only, set the maximum tolerance (cos of the) angle between the normal and the world up vector. Set to 0.13 for PI/6; set to 0.5 for PI/3; set to 1 for PI/2; set to 2 for PI" />
          </attributes>
        </property>
        <property Name="m_bHorizontalSurfaceCollisionsOnly" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Horizontal collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Surface Collisions Only" />
            <attribute Name="HELPTEXT" Value="Collision is ignored if the normal in the collision point is not pointing up-ward (tweak tolerance using the tolerance angle property)" />
          </attributes>
        </property>
        <property Name="m_bFreezeOnLowSpeed" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Freeze on low speed" />
            <attribute Name="HELPTEXT" Value="Freeze a particle if it's speed is below the speed threshold upon collision" />
          </attributes>
        </property>
        <property Name="m_fFreezeSpeedThreshold" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.4" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Freeze speed threshold" />
            <attribute Name="HELPTEXT" Value="When 'Freeze on low speed' is turned on, defines the speed threshold at which particles get frozen upon collision" />
          </attributes>
        </property>
        <property Name="m_bReportCollisions" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Report collisions" />
            <attribute Name="HELPTEXT" Value="When particle collisions are reported, then other particle entities can use them to spawn decals, etc. If this property is turned off, the particles collisions will still happen but will not be processed further by the game." />
          </attributes>
        </property>
        <property Name="m_bStaticCollisions" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Collider" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Static collisions" />
            <attribute Name="HELPTEXT" Value="Collide particles with all static geometry" />
          </attributes>
        </property>
        <property Name="m_bDynamicCollisions" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Collider" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Dynamic Collisions" />
            <attribute Name="HELPTEXT" Value="Collide particles with all dynamic geometry" />
          </attributes>
        </property>
        <property Name="m_bKillParticlesOnCollision" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Kill Particles On Collision" />
            <attribute Name="HELPTEXT" Value="Kill all particles on collision. (Enforces a 'chance of kill on collision' = 1" />
          </attributes>
        </property>
        <property Name="m_fKillOnCollisionChance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Chance of Kill On Collision" />
            <attribute Name="HELPTEXT" Value="Chance of a particle getting killed upon collision: a number in the range [0-1]" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="SetKillParticlesOnCollision" />
      </inputpins>
    </class>
    <class name="ZParticleModifierCollisionPlaneEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierCollisionPlane">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_CollisionEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Collider Plane" />
            <attribute Name="CHANGEHANDLER" Value="OnCollisionEntityChanged" />
            <attribute Name="CONTRACT" Value="Spatial" />
            <attribute Name="DISPLAYNAME" Value="Collision Entity" />
            <attribute Name="HELPTEXT" Value="Spatial entity to get plane transformation from" />
          </attributes>
        </property>
        <property Name="m_eCollisionResponse" Type="ECollisionResponse">
          <attributes>
            <attribute Name="INIT" Value="REFLECT_VELOCITY" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Collision Response" />
            <attribute Name="HELPTEXT" Value="Choose how particles react on collision with the plane" />
          </attributes>
        </property>
        <property Name="m_fCoefficientOfRestitution" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Coefficient of Restitution" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] which multiplies the length of the velocity on collision." />
          </attributes>
        </property>
        <property Name="m_fDirectionCoefficient" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Direction Coefficient" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] for the interpolation factor to interpolate between the reflected velocity vector and its projection on the plane. Specify 1.0 to use the reflection; specify 0.0 to use the projection of the reflection." />
          </attributes>
        </property>
        <property Name="m_bSwapHalfSpaces" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Collider Plane" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Swap Half-spaces" />
            <attribute Name="HELPTEXT" Value="Defines on which side of the plane particles are kept (alive)" />
          </attributes>
        </property>
        <property Name="m_bReportCollisions" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Report collisions" />
            <attribute Name="HELPTEXT" Value="When particle collisions are reported, then other particle entities can use them to spawn decals, etc. If this property is turned off, the particles collisions will still happen but will not be processed further by the game." />
          </attributes>
        </property>
        <property Name="m_bStickToPlane" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Stick to plane behaviour" />
            <attribute Name="HELPTEXT" Value="If this is enabled the modifier does not collide but constrains particles to the plane. the other properties are ignored" />
          </attributes>
        </property>
        <property Name="m_bKillParticlesOnCollision" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Kill Particles On Collision" />
            <attribute Name="HELPTEXT" Value="Kill all particles on collision. (Enforces a 'chance of kill on collision' = 1" />
          </attributes>
        </property>
        <property Name="m_fKillOnCollisionChance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Chance of Kill On Collision" />
            <attribute Name="HELPTEXT" Value="Chance of a particle getting killed upon collision: a number in the range [0-1]" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="SetKillParticlesOnCollision" />
      </inputpins>
    </class>
    <class name="ZParticleModifierCollisionSphereEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierCollisionSphere">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_CollisionEntities" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Collider Sphere" />
            <attribute Name="CHANGEHANDLER" Value="OnCollisionEntitiesChanged" />
            <attribute Name="DISPLAYNAME" Value="Collision Entities" />
            <attribute Name="HELPTEXT" Value="SphereVolumeEntities to get sphere information from" />
          </attributes>
        </property>
        <property Name="m_eCollisionResponse" Type="ECollisionResponse">
          <attributes>
            <attribute Name="INIT" Value="REFLECT_VELOCITY" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Collision Response" />
            <attribute Name="HELPTEXT" Value="Choose how particles react on collision with the sphere" />
          </attributes>
        </property>
        <property Name="m_fCoefficientOfRestitution" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Coefficient of Restitution" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] which multiplies the length of the velocity on collision." />
          </attributes>
        </property>
        <property Name="m_fDirectionCoefficient" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Direction Coefficient" />
            <attribute Name="HELPTEXT" Value="When using custom collision response, specify a value in the range [0, 1] for the interpolation factor to interpolate between the reflected velocity vector and its projection on the sphere tangent plane. Specify 1.0 to use the reflection; specify 0.0 to use the projection of the reflection." />
          </attributes>
        </property>
        <property Name="m_fHorizontalCollisionsAngleTolerance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.13" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Horizontal collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Collisions Angle Tolerance" />
            <attribute Name="HELPTEXT" Value="When using horizontal surface collisions only, set the maximum tolerance (cos of the) angle between the normal and the world up vector. Set to 0.13 for PI/6; set to 0.5 for PI/3; set to 1 for PI/2; set to 2 for PI" />
          </attributes>
        </property>
        <property Name="m_bHorizontalSurfaceCollisionsOnly" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Horizontal collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Horizontal Surface Collisions Only" />
            <attribute Name="HELPTEXT" Value="Collision is ignored if the normal in the collision point is not pointing up-ward (tweak tolerance using the tolerance angle property)" />
          </attributes>
        </property>
        <property Name="m_bReportCollisions" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Report collisions" />
            <attribute Name="HELPTEXT" Value="When particle collisions are reported, then other particle entities can use them to spawn decals, etc. If this property is turned off, the particles collisions will still happen but will not be processed further by the game." />
          </attributes>
        </property>
        <property Name="m_bKillParticlesOnCollision" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Kill Particles On Collision" />
            <attribute Name="HELPTEXT" Value="Kill all particles on collision. (Enforces a 'chance of kill on collision' = 1" />
          </attributes>
        </property>
        <property Name="m_fKillOnCollisionChance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Response to collisions" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Chance of Kill On Collision" />
            <attribute Name="HELPTEXT" Value="Chance of a particle getting killed upon collision: a number in the range [0-1]" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="bool" name="SetKillParticlesOnCollision" />
      </inputpins>
    </class>
    <class name="ZParticleModifierColorAlphaCurveEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleModifierColorAlphaCurve">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_FixedColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Fixed Color rrrr" />
            <attribute Name="CATEGORY" Value="Color modification" />
            <attribute Name="HELPTEXT" Value="Choose a fixed particle color" />
          </attributes>
        </property>
        <property Name="m_ridColorCurveEntity" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ridColorCurveEntity" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Color Curve Resource" />
            <attribute Name="CATEGORY" Value="Color modification" />
            <attribute Name="HELPTEXT" Value="Resource of a curve defining color based on the particle's normalized age" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_ColorCurveEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Color Curve Entity" />
            <attribute Name="CATEGORY" Value="Color modification" />
            <attribute Name="CONTRACT" Value="Float3Curves" />
            <attribute Name="HELPTEXT" Value="A curve defining color based on the particle's normalized age. Right-click the referenced entity in the scene tree and select 'Edit curve...' to edit" />
          </attributes>
        </property>
        <property Name="m_eColorUsage" Type="EParticleColorUsage">
          <attributes>
            <attribute Name="INIT" Value="REPLACE_PARTICLE_COLOR" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Color usage" />
            <attribute Name="CATEGORY" Value="Color modification" />
            <attribute Name="HELPTEXT" Value="Choose weather the provided color should replace the particle color or it should be left untouched" />
          </attributes>
        </property>
        <property Name="m_FixedAlpha" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Fixed Alpha" />
            <attribute Name="CATEGORY" Value="Alpha modification" />
            <attribute Name="HELPTEXT" Value="Choose a fixed particle alpha value. Also acts as a modulator of the alpha curve when one is used." />
          </attributes>
        </property>
        <property Name="m_ridAlphaCurveEntity" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_ridAlphaCurveEntity" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Alpha Curve Resource" />
            <attribute Name="CATEGORY" Value="Alpha modification" />
            <attribute Name="HELPTEXT" Value="Resource of a curve defining alpha based on the particle's normalized age" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_AlphaCurveEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Alpha Curve Entity" />
            <attribute Name="CATEGORY" Value="Alpha modification" />
            <attribute Name="CONTRACT" Value="FloatCurve" />
            <attribute Name="HELPTEXT" Value="A curve defining alpha value based on the particle's normalized age. Right-click the referenced entity in the scene tree and select 'Edit curve...' to edit" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="SColorRGB" name="SetFixedColor" />
        <pin type="float32" name="SetFixedAlpha" />
      </inputpins>
    </class>
    <class name="ZParticleModifierColorEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierColor">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_ColorA" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Color A" />
            <attribute Name="HELPTEXT" Value="Color A" />
          </attributes>
        </property>
        <property Name="m_ColorB" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Color B" />
            <attribute Name="HELPTEXT" Value="Color B" />
          </attributes>
        </property>
        <property Name="m_bInterpolate" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Interpolate" />
            <attribute Name="HELPTEXT" Value="Interpolate color over lifetime from A to B. If false a new color is picked randomly every frame" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="SColorRGB" name="SetColorA" />
        <pin type="SColorRGB" name="SetColorB" />
        <pin type="bool" name="SetInterpolate" />
      </inputpins>
    </class>
    <class name="ZParticleModifierImpulseEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierImpulse">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_TargetEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnTargetEntityChanged" />
            <attribute Name="DISPLAYNAME" Value="Target Entity" />
            <attribute Name="HELPTEXT" Value="Entity to use as target. If none selected the emitter will be used as target." />
          </attributes>
        </property>
        <property Name="m_fSpeedMin" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Speed Min" />
            <attribute Name="HELPTEXT" Value="Minimum initial speed of particle (m/s)" />
          </attributes>
        </property>
        <property Name="m_fSpeedMax" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Speed Max" />
            <attribute Name="HELPTEXT" Value="Maximum initial speed of particle (m/s)" />
          </attributes>
        </property>
        <property Name="m_fInnerConeAngle" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Inner Cone Angle" />
            <attribute Name="HELPTEXT" Value="Inner cone angle for emission direction (degrees)" />
          </attributes>
        </property>
        <property Name="m_fOuterConeAngle" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="180.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Outer Cone Angle" />
            <attribute Name="HELPTEXT" Value="Outer cone angle for emission direction (degrees)" />
          </attributes>
        </property>
        <property Name="m_eDirection" Type="EParticleModifierImpulseDirections">
          <attributes>
            <attribute Name="INIT" Value="TARGET_ZAXIS_DIRECTION" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Direction" />
            <attribute Name="HELPTEXT" Value="Direction to use as impulse direction" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="SetSpeedMin" />
        <pin type="float32" name="SetSpeedMax" />
        <pin type="float32" name="SetInnerConeAngle" />
        <pin type="float32" name="SetOuterConeAngle" />
      </inputpins>
    </class>
    <class name="ZParticleModifierMotionEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierMotion">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGravity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, -9.82" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Gravity" />
            <attribute Name="HELPTEXT" Value="Gravity to apply" />
          </attributes>
        </property>
        <property Name="m_fFriction" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Friction" />
            <attribute Name="HELPTEXT" Value="Particle friction (scalar)" />
          </attributes>
        </property>
        <property Name="m_bFrictionSquare" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Friction Square" />
            <attribute Name="HELPTEXT" Value="High speed particles' friction usually is squared" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="SVector3" name="SetGravity" />
        <pin type="float32" name="SetFriction" />
        <pin type="bool" name="SetFrictionSquare" />
      </inputpins>
    </class>
    <class name="ZParticleModifierRandomizeVelocityEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierRandomizeVelocity">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_nRandomizeOnNthFrame" Type="int32">
          <attributes>
            <attribute Name="INIT" Value="5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Frames per Randomization" />
            <attribute Name="HELPTEXT" Value="Randomize every n-th frame" />
          </attributes>
        </property>
        <property Name="m_vModulation" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Modulation" />
            <attribute Name="HELPTEXT" Value="Modulate the randomization" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="SVector3" name="SetModulation" />
      </inputpins>
    </class>
    <class name="ZParticleModifierRotationEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierRotation">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fRotationSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Rotation Speed" />
            <attribute Name="HELPTEXT" Value="Number of revolutions per second" />
          </attributes>
        </property>
        <property Name="m_eUpdateStrategy" Type="EValueUpdateStrategy">
          <attributes>
            <attribute Name="INIT" Value="UPDATE_STRATEGY_REPLACE" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Update Strategy" />
            <attribute Name="HELPTEXT" Value="Choose how particles' size gets updated (replaced, added to or multiplied by the value)" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="SetRotationSpeed" />
      </inputpins>
    </class>
    <class name="ZParticleModifierRotationSpeedCurveEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierRotationSpeedCurve">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseCurveEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZParticleModifierSizeCurveEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierSizeCurve">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseCurveEntity" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZParticleModifierSizeEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierSize">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fSizeA" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Min Size" />
            <attribute Name="HELPTEXT" Value="Minimum size (cm)" />
          </attributes>
        </property>
        <property Name="m_fSizeB" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Max Size" />
            <attribute Name="HELPTEXT" Value="Maximum size (cm)" />
          </attributes>
        </property>
        <property Name="m_bAdditive" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Additive" />
            <attribute Name="HELPTEXT" Value="Size should be added to initial size" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleModifierSpeedLimiterEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierSpeedLimiter">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fMinSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.01" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Min speed" />
            <attribute Name="HELPTEXT" Value="Minimum allowed speed for a particle" />
          </attributes>
        </property>
        <property Name="m_fMaxSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="100.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Max speed" />
            <attribute Name="HELPTEXT" Value="Maximum allowed speed for a particle" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="SetMinSpeed" />
        <pin type="float32" name="SetMaxSpeed" />
      </inputpins>
    </class>
    <class name="ZParticleModifierTileIndexEntity" fullPropertyList="{}" entity="Runtime.Render.ParticleModifierTileIndex">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fArrayIndexA" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Array Index A" />
            <attribute Name="HELPTEXT" Value="Array index A" />
          </attributes>
        </property>
        <property Name="m_fArrayIndexB" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Array Index B" />
            <attribute Name="HELPTEXT" Value="Array index B" />
          </attributes>
        </property>
        <property Name="m_bInterpolate" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Interpolate" />
            <attribute Name="HELPTEXT" Value="Interpolate index over time from A to B. If false a new index is picked randomly every frame" />
          </attributes>
        </property>
        <property Name="m_bIsLifetimeAnimation" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Lifetime Animation" />
            <attribute Name="HELPTEXT" Value="Interpolate index over lifetime. If false setup a time interval for the animation" />
          </attributes>
        </property>
        <property Name="m_fAnimationTime" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Animation Time" />
            <attribute Name="HELPTEXT" Value="Time to cycle through all the indices (when Interpolate is ON, multiplies the age if Lifetime Animation is ON). Don't use 0 please" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZParticleModifierUpVectorEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.ParticleModifierUpVector">
      <baseclasses>
        <baseclass type="ZParticleModifierBaseEntity" />
      </baseclasses>
      <properties>
        <property Name="m_fVelocityContributionFactor" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetDirty" />
            <attribute Name="DISPLAYNAME" Value="Velocity Contribution" />
            <attribute Name="HELPTEXT" Value="Contribution factor of the particle's velocity influence on its up vector. Set to 0 to remove velocity contribution." />
          </attributes>
        </property>
        <property Name="m_ridCurveEntity" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="NAME" Value="m_ridCurveEntity" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Curve Resource" />
            <attribute Name="HELPTEXT" Value="Resource of a curve defining XYZ coordinates of the up vector based on the particle's normalized age" />
            <attribute Name="CONSTRAINT" Value="ResourceType(entitytemplate,entitytemplate)" />
          </attributes>
        </property>
        <property Name="m_CurveEntity" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="CONTRACT" Value="Float3Curves" />
            <attribute Name="DISPLAYNAME" Value="Curve Entity" />
            <attribute Name="HELPTEXT" Value="A curve defining XYZ coordinates of the up vector based on the particle's normalized age" />
          </attributes>
        </property>
        <property Name="m_bAlignToVelocity" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="SetSizeDirty" />
            <attribute Name="DISPLAYNAME" Value="Align to velocity" />
            <attribute Name="HELPTEXT" Value="Set to true to alway use the particle's velocity as the particle's up vector (the curve and the velocity contribution are ignored)." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRainSurfaceSimulatorEntity" fullPropertyList="{}" entity="Runtime.Render.RainSurfaceSimulator">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vPuddleDropMinMax" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Puddle Drop Min Max" />
            <attribute Name="HELPTEXT" Value="Puddle drop min max" />
          </attributes>
        </property>
        <property Name="m_vRunningDropMinMax" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Running Drop Min Max" />
            <attribute Name="HELPTEXT" Value="Running drop min max" />
          </attributes>
        </property>
        <property Name="m_fPuddleNumDrops" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Puddle Num Drop" />
            <attribute Name="HELPTEXT" Value="Puddle num drops" />
          </attributes>
        </property>
        <property Name="m_fRunningNumDrops" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Running Num Drop" />
            <attribute Name="HELPTEXT" Value="Running num drops" />
          </attributes>
        </property>
        <property Name="m_CharacterReflectionMapID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_CharacterReflectionMapID" />
            <attribute Name="CATEGORY" Value="Character Rain" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="CONSTRAINT" Value="ResourceType(tex,tex;localized_texture,tex) AddResourceIDParameter(AsColorMap)" />
            <attribute Name="DISPLAYNAME" Value="Reflection Map" />
            <attribute Name="HELPTEXT" Value="Character Reflection map. Drop a texture on this property to switch reflection map" />
          </attributes>
        </property>
        <property Name="m_fCharacterRainIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Character Rain" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Reflection Intensity" />
            <attribute Name="HELPTEXT" Value="Sets intensity multiplier for rain on character skin" />
          </attributes>
        </property>
        <property Name="m_fCharacterWetnessSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.1" />
            <attribute Name="CATEGORY" Value="Character Rain" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Wetness Speed" />
            <attribute Name="HELPTEXT" Value="Time multiplier that controls how fast characters get wet/dry when in/out of rain boxes" />
          </attributes>
        </property>
        <property Name="m_fCharacterWetnessDiffuseMul" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.6" />
            <attribute Name="CATEGORY" Value="Character Rain" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Diffuse Scale value for Cloth" />
            <attribute Name="HELPTEXT" Value="Sets the scale value used in WetnessDiffuse Node to 1-wetness*scale" />
          </attributes>
        </property>
        <property Name="m_fCharacterWetnessSpecularMul" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Character Rain" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Specular Scale value for Cloth" />
            <attribute Name="HELPTEXT" Value="Sets the scale value used in WetnessSpecular Node to wetness*scale" />
          </attributes>
        </property>
        <property Name="m_fCharacterWetnessSpecularAdd" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.02" />
            <attribute Name="CATEGORY" Value="Character Rain" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Specular Add value for Cloth" />
            <attribute Name="HELPTEXT" Value="Sets the additive value used in WetnessSpecular Node" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="float32" name="CharacterReflectionIntensity" />
      </inputpins>
    </class>
    <class name="ZDecalControllerEntity" fullPropertyList="{}" entity="Runtime.Render.DecalController">
      <baseclasses>
        <baseclass type="ZEntityImpl" />
        <baseclass type="IDecalControllerEntity" />
      </baseclasses>
      <properties>
        <property Name="m_eRotationType" Type="ZDecalControllerEntity.ERotationType">
          <attributes>
            <attribute Name="INIT" Value="eRotationDisable" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Rotation Type" />
            <attribute Name="HELPTEXT" Value="Specifies what type of rotation the decal should have. If Ray is specified, the decals will be aligned to the incoming ray that generated the decal. If Random is specified, the decals will be rotated randomly." />
          </attributes>
        </property>
        <property Name="m_eScaleType" Type="ZDecalControllerEntity.EScaleType">
          <attributes>
            <attribute Name="INIT" Value="eScaleDisable" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale Type" />
            <attribute Name="HELPTEXT" Value="Specifies what type of scaling should be performed after it is created." />
          </attributes>
        </property>
        <property Name="m_fScaleTarget" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="8.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale Target" />
            <attribute Name="HELPTEXT" Value="Specifies how much the decal should scale after it is created." />
          </attributes>
        </property>
        <property Name="m_fScaleTime" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale Time" />
            <attribute Name="HELPTEXT" Value="Specifies the duration in seconds of the decal scaling." />
            <attribute Name="CONSTRAINT" Value="MinValue(0.01) Step(0.1)" />
          </attributes>
        </property>
        <property Name="m_fScaleStartSlope" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale Start Slope" />
            <attribute Name="HELPTEXT" Value="Specifies the initial slope of the scaling curve. Higher value mean faster initial speed. 0 makes a ease-in/ease-out curve. Mathematically the value is tan(angle)" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(4) Step(0.1)" />
          </attributes>
        </property>
        <property Name="m_fScaleEndSlope" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Scale End Slope" />
            <attribute Name="HELPTEXT" Value="Specifies the end slope of the scaling curve." />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(4) Step(0.1)" />
          </attributes>
        </property>
        <property Name="m_fExpirationFadeTime" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="3.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Expiration Fade Time" />
            <attribute Name="HELPTEXT" Value="How long the decals should fade out in seconds (from the point in time when they start fading to the time they have faded completely)." />
          </attributes>
        </property>
        <property Name="m_nLastLOD" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Last LOD" />
            <attribute Name="HELPTEXT" Value="Last LOD level to apply decals" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(7)" />
          </attributes>
        </property>
        <property Name="m_nDecalBuffer" Type="uint8">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Decal buffer" />
            <attribute Name="HELPTEXT" Value="Put less important ones in buffer 0, and stuff like blood in buffer 1" />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(1)" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZStaticDecalControllerEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity)}" entity="Runtime.Render.StaticDecalController">
      <baseclasses>
        <baseclass type="ZPrimitiveContainerEntity" />
      </baseclasses>
      <properties>
        <property Name="m_pDecalMesh" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
          </attributes>
        </property>
        <property Name="m_fDecalFadeDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="15" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Decal fade distance" />
            <attribute Name="HELPTEXT" Value="Distance at which the decal is faded away." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZStaticDecalEntity" fullPropertyList="{(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Render.StaticDecal">
      <baseclasses>
        <baseclass type="ZSpatialEntity" />
      </baseclasses>
      <properties>
        <property Name="m_MaterialID" Type="ZResourcePtr">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="NAME" Value="m_MaterialID" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="STREAMABLE" Value="True" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CONSTRAINT" Value="ResourceType(mi,mi)" />
            <attribute Name="DISPLAYNAME" Value="Material" />
            <attribute Name="HELPTEXT" Value="Material" />
          </attributes>
        </property>
        <property Name="m_pController" Type="TEntityRef&lt; ZStaticDecalControllerEntity &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Controller" />
            <attribute Name="HELPTEXT" Value="The controller owning this static decal." />
          </attributes>
        </property>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Size" />
            <attribute Name="HELPTEXT" Value="Size of decal" />
          </attributes>
        </property>
        <property Name="m_Color" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnColorChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
            <attribute Name="HELPTEXT" Value="Sets the vertex color for the decal." />
          </attributes>
        </property>
        <property Name="m_fAlpha" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="100.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnColorChanged" />
            <attribute Name="DISPLAYNAME" Value="Alpha" />
            <attribute Name="HELPTEXT" Value="Vertex Alpha. Overall vertex alpha for the decal (range 0...100). If vertex alpha attenuation is enabled, this will act as a multiplier onto the attenuation value ." />
          </attributes>
        </property>
        <property Name="m_vUVOffset" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="UV Offset" />
            <attribute Name="HELPTEXT" Value="Texture coordinate offset." />
          </attributes>
        </property>
        <property Name="m_vTiling" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Tiling" />
            <attribute Name="HELPTEXT" Value="Tiling. This specifies how many times the texture should be tiled (in U and V)." />
          </attributes>
        </property>
        <property Name="m_vAlphaAttenuationAngles" Type="SVector2">
          <attributes>
            <attribute Name="INIT" Value="0.0, 90.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Alpha Attenuation Angles" />
            <attribute Name="HELPTEXT" Value="Vertex Alpha Attenuation Angle (in degrees relative to the decal direction). If Vertex Alpha Attenuation is enabled, the vertex color alpha will start attenuating at the first angle (alpha = 1) and stop at the second (alpha = 0)." />
          </attributes>
        </property>
        <property Name="m_fCullingAngle" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="45.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Culling Angle" />
            <attribute Name="HELPTEXT" Value="The angle in degrees from which culling begins (relative to the attack direction)." />
          </attributes>
        </property>
        <property Name="m_nZBias" Type="uint8">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="ZBias" />
            <attribute Name="HELPTEXT" Value="ZBias. The decal will be offset by this value. Please use values lower than 32 to make it play nice with bullet holes etc." />
            <attribute Name="CONSTRAINT" Value="Editors(Spinner) MinValue(0) MaxValue(31) Step(1)" />
          </attributes>
        </property>
        <property Name="m_nMaxLOD" Type="uint8">
          <attributes>
            <attribute Name="INIT" Value="2" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Max LOD" />
            <attribute Name="HELPTEXT" Value="The maximum LOD for which this decal should be generated." />
            <attribute Name="CONSTRAINT" Value="MinValue(0) MaxValue(7)" />
          </attributes>
        </property>
        <property Name="m_bAlphaAttenuation" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Alpha Attenuation" />
            <attribute Name="HELPTEXT" Value="Enables Vertex Alpha Attenuation. If this is enabled, the vertex color alpha will be attenuated according to the direction of the decal." />
          </attributes>
        </property>
        <property Name="m_bCulling" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangedFull" />
            <attribute Name="DISPLAYNAME" Value="Culling" />
            <attribute Name="HELPTEXT" Value="Enables Culling. If this is enabled, the decal will not be generated outside the culling cone defined by Culling Angle." />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRenderGlobalEntity" fullPropertyList="{}" entity="Runtime.Render.RenderGlobal">
      <baseclasses>
        <baseclass type="ZRenderableEntity" />
      </baseclasses>
      <properties>
        <property Name="m_eToneMappingType" Type="ZRenderGlobalEntity.EToneMappingType">
          <attributes>
            <attribute Name="INIT" Value="eReinhard" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Gamma Correction" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Tone mapping" />
            <attribute Name="HELPTEXT" Value="Tone mapping operator." />
          </attributes>
        </property>
        <property Name="m_fGammaBrightness" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="Gamma Correction" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Brightness" />
            <attribute Name="HELPTEXT" Value="Sets the pre tone mapping/gamma brightness (default = 1.0)." />
          </attributes>
        </property>
        <property Name="m_fGammaWhiteCutoff" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="Gamma Correction" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="White Cutoff" />
            <attribute Name="HELPTEXT" Value="Sets the HDR tone mapping cutoff point for bright white (default = 1.0, no effect)." />
          </attributes>
        </property>
        <property Name="m_fGammaSaturation" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.0" />
            <attribute Name="CATEGORY" Value="Gamma Correction" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Saturation" />
            <attribute Name="HELPTEXT" Value="Sets the gamma color saturation offset (default = 0.0, no effect)." />
          </attributes>
        </property>
        <property Name="m_bSkinEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Skin Enabled" />
            <attribute Name="HELPTEXT" Value="Skin enabled" />
          </attributes>
        </property>
        <property Name="m_vSkinBlur" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1.91, 0.71, 0.56" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Blur" />
            <attribute Name="HELPTEXT" Value="Gaussian Blur values for R,G and B for simulating subsurface scattering" />
          </attributes>
        </property>
        <property Name="m_vSkinColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
            <attribute Name="HELPTEXT" Value="Color values for skin Blur" />
          </attributes>
        </property>
        <property Name="m_fSkinIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Skin Intensity" />
            <attribute Name="HELPTEXT" Value="Skin Intensity: Amount of skin blur to blend in, default=1 which is 33%. (enable render_showSkin to see blur buffers)" />
          </attributes>
        </property>
        <property Name="m_fSkinScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Blur Scale" />
            <attribute Name="HELPTEXT" Value="Gaussian Blur filter scale (enable render_showSkinInfo to see filter kernel)" />
          </attributes>
        </property>
        <property Name="m_bSkinFadeEnabled" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Skin Fade Enabled" />
            <attribute Name="HELPTEXT" Value="Skin Depth fade enabled" />
          </attributes>
        </property>
        <property Name="m_fSkinFadeScale" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="2.0" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Skin Fade Scale" />
            <attribute Name="HELPTEXT" Value="Skin Fade Scale (higher value gives quicker fade)" />
          </attributes>
        </property>
        <property Name="m_fSkinFadeOffset" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.4" />
            <attribute Name="CATEGORY" Value="Skin" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Skin Fade Offset" />
            <attribute Name="HELPTEXT" Value="Skin Fade Offset (higher value moves fade start distance further away)" />
          </attributes>
        </property>
        <property Name="m_ShaderColor0" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 0" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor1" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 1" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor2" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 2" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor3" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 3" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor4" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 4" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor5" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 5" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor6" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 6" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_ShaderColor7" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Custom Shader Colors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color 7" />
            <attribute Name="HELPTEXT" Value="Shader color" />
          </attributes>
        </property>
        <property Name="m_GlowEnemiesColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 0.25, 0.02" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowEnemiesColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowEnemiesIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowEnemiesNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowEnemiesTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowEnemiesTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.5, 0.5" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowEnemiesTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowEnemiesRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowEnemiesInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fGlowEnemiesFadeOutDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="CATEGORY" Value="Glow Enemies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Distance at which fade out starts" />
          </attributes>
        </property>
        <property Name="m_GlowAlliesColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 0.25, 0.02" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowAlliesColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowAlliesIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowAlliesNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowAlliesTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowAlliesTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.5, 0.5" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowAlliesTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowAlliesRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowAlliesInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fGlowAlliesFadeOutDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="CATEGORY" Value="Glow Allies" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Distance at which fade out starts" />
          </attributes>
        </property>
        <property Name="m_GlowGunsColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 0.25, 0.02" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowGunsColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowGunsIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowGunsNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowGunsTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowGunsTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.5, 0.5" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowGunsTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowGunsRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowGunsInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fGlowGunsFadeOutDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="CATEGORY" Value="Glow Items" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Distance at which fade out starts" />
          </attributes>
        </property>
        <property Name="m_GlowBackgroundColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 0.35, 0.02" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="4" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="3.0" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowBackgroundTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1.0, 1.0, 1.0" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowBackgroundTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-0.02, -0.01, -0.04" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowBackgroundRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowBackgroundInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Background" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_GlowContractTargetColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.02, 0.15, 1.0" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowContractTargetColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowContractTargetIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="50" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowContractTargetNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowContractTargetTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowContractTargetTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.5, 0.5" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowContractTargetTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-0.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowContractTargetRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowContractTargetInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fGlowContractTargetFadeOutDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="CATEGORY" Value="Glow ContractTarget" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Distance at which fade out starts" />
          </attributes>
        </property>
        <property Name="m_GlowObjectivesColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1.0, 0.25, 0.02" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowObjectivesColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5.0" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowObjectivesIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowObjectivesNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowObjectivesTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowObjectivesTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.5, 0.5, 0.5" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowObjectivesTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowObjectivesRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowObjectivesInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fGlowObjectivesFadeOutDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="CATEGORY" Value="Glow Objectives" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Distance at which fade out starts" />
          </attributes>
        </property>
        <property Name="m_GlowBreadcrumbColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.02, 0.25, 1.0" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowBreadcrumbColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="8.0" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowBreadcrumbIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowBreadcrumbNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowBreadcrumbTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowBreadcrumbTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowBreadcrumbTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowBreadcrumbRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowBreadcrumbInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fGlowBreadcrumbFadeOutDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25.0" />
            <attribute Name="CATEGORY" Value="Glow Breadcrumb" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Distance at which fade out starts" />
          </attributes>
        </property>
        <property Name="m_GlowBackgroundUnmaskedColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0.02, 0.25, 1.0" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundUnmaskedColorPow" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="8.0" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Pow" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundUnmaskedIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="30" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Color Intensity" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundUnmaskedNoiseSpeed" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Noise Speed" />
          </attributes>
        </property>
        <property Name="m_fGlowBackgroundUnmaskedTurbulenceChaos" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.5" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Chaos" />
          </attributes>
        </property>
        <property Name="m_GlowBackgroundUnmaskedTurbulenceScale" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0.0, 0.0, 0.0" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Scale" />
          </attributes>
        </property>
        <property Name="m_GlowBackgroundUnmaskedTurbulenceVelocity" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="-.01, -0.005, -0.15" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Turbulence Velocity" />
          </attributes>
        </property>
        <property Name="m_bGlowBackgroundUnmaskedRimShader" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Use rim shader" />
          </attributes>
        </property>
        <property Name="m_bGlowBackgroundUnmaskedInvertRimNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="Glow Background Unmasked" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Invert rim shader normal" />
          </attributes>
        </property>
        <property Name="m_fCSSAOBlurDepthThreshold" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.2" />
            <attribute Name="CATEGORY" Value="Crystal SSAO" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Blur Depth Threshold" />
            <attribute Name="HELPTEXT" Value="Blur depth threshold" />
          </attributes>
        </property>
        <property Name="m_fCSSAOBlurDepthFalloff" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.2" />
            <attribute Name="CATEGORY" Value="Crystal SSAO" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Blur Depth Falloff" />
            <attribute Name="HELPTEXT" Value="Blur depth falloff" />
          </attributes>
        </property>
        <property Name="m_fCSSAOStrength" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0.85" />
            <attribute Name="CATEGORY" Value="Crystal SSAO" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Strength" />
            <attribute Name="HELPTEXT" Value="Strength" />
          </attributes>
        </property>
        <property Name="m_fCutoffDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="2100.0" />
            <attribute Name="CATEGORY" Value="General" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Global Distance Cutoff" />
            <attribute Name="HELPTEXT" Value="Sets the far cutoff value. At this distance, some things are cut off, e.g. lighting." />
          </attributes>
        </property>
        <property Name="m_fCSMFadeDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="5" />
            <attribute Name="CATEGORY" Value="General" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="CSM Fade Distance" />
            <attribute Name="HELPTEXT" Value="Sets the distance to a CSM tagged room, where CSM will fade from full CSM to one shadow map." />
          </attributes>
        </property>
        <property Name="m_fCSMDisableDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="10" />
            <attribute Name="CATEGORY" Value="General" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="CSM Disable Distance" />
            <attribute Name="HELPTEXT" Value="Sets the distance to a CSM tagged room where CSM shadows will be disabled." />
          </attributes>
        </property>
        <property Name="m_fMaxMirrorDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="25" />
            <attribute Name="CATEGORY" Value="Mirrors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Max Mirror Draw Distance" />
            <attribute Name="HELPTEXT" Value="Set how far away to draw mirrors" />
          </attributes>
        </property>
        <property Name="m_nMaxMirrors" Type="uint32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="CATEGORY" Value="Mirrors" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Max No. of Mirrors" />
            <attribute Name="HELPTEXT" Value="Set how many mirrors to draw concurrently" />
          </attributes>
        </property>
        <property Name="m_bOutsideGlobalLight" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CATEGORY" Value="GlobalLight" />
            <attribute Name="CHANGEHANDLER" Value="OnChanged" />
            <attribute Name="DISPLAYNAME" Value="Outside GlobalLight" />
            <attribute Name="HELPTEXT" Value="Enable to use two current global lights, one for inside, and one for outside" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="SColorRGB" name="ShaderColor0" />
        <pin type="SColorRGB" name="ShaderColor1" />
        <pin type="SColorRGB" name="ShaderColor2" />
        <pin type="SColorRGB" name="ShaderColor3" />
        <pin type="SColorRGB" name="ShaderColor4" />
        <pin type="SColorRGB" name="ShaderColor5" />
        <pin type="SColorRGB" name="ShaderColor6" />
        <pin type="SColorRGB" name="ShaderColor7" />
      </inputpins>
    </class>
    <class name="ZGateEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Partitioning.Gate),(CATEGORY)=(PartitioningGate),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorPortal.class].entitytype),(+BELONGS_TO_SUBSET)=(Gates,IEntity),(+BELONGS_TO_SUBSET)=(Activatable_Render,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+BELONGS_TO_SUBSET)=(EditModeAware,IEntity)}" entity="Runtime.Partitioning.Gate">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
        <baseclass type="IGateEntity" />
        <baseclass type="ZPresenceState" />
      </baseclasses>
      <properties>
        <property Name="m_bIsOpen" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Gate Open" />
            <attribute Name="HELPTEXT" Value="Use this for doors to specify if it's open or not" />
          </attributes>
        </property>
        <property Name="m_bSound" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Sound" />
            <attribute Name="HELPTEXT" Value="Valid for sound" />
          </attributes>
        </property>
        <property Name="m_bVisibility" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Visibility" />
            <attribute Name="HELPTEXT" Value="Valid for visibility" />
          </attributes>
        </property>
        <property Name="m_bPerception" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Perception" />
            <attribute Name="HELPTEXT" Value="Valid for AI perception" />
          </attributes>
        </property>
        <property Name="m_bReasoning" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Reasoning" />
            <attribute Name="HELPTEXT" Value="Valid for AI reasoning" />
          </attributes>
        </property>
        <property Name="m_ClosedColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnClosedColorChanged" />
            <attribute Name="DISPLAYNAME" Value="Closed Color" />
            <attribute Name="HELPTEXT" Value="Color of gate when closed" />
          </attributes>
        </property>
        <property Name="m_vPortalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="5, 5, 5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Portal Size" />
            <attribute Name="HELPTEXT" Value="Size of portal" />
          </attributes>
        </property>
        <property Name="m_RoomLeft" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CHANGEHANDLER" Value="OnRoomLeftChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Left Room" />
            <attribute Name="CONTRACT" Value="Rooms" />
            <attribute Name="HELPTEXT" Value="Connecting room" />
          </attributes>
        </property>
        <property Name="m_bFlipLeftNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CHANGEHANDLER" Value="OnFlipNormalChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Flip Normal" />
            <attribute Name="HELPTEXT" Value="Flips the normal for the first room. Normal should always point towards the inside of the room" />
          </attributes>
        </property>
        <property Name="m_RoomRight" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="CHANGEHANDLER" Value="OnRoomRightChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Right Room" />
            <attribute Name="CONTRACT" Value="Rooms" />
            <attribute Name="HELPTEXT" Value="Connecting room" />
          </attributes>
        </property>
        <property Name="m_fClipDistance" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="0" />
            <attribute Name="CHANGEHANDLER" Value="OnClipDistanceChanged" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Clip distance" />
            <attribute Name="HELPTEXT" Value="Do not draw gate if further away than this distance. If 0 then this functionality is disabled." />
          </attributes>
        </property>
        <property Name="m_Clients" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Clients" />
            <attribute Name="HELPTEXT" Value="Clients" />
            <attribute Name="CONSTRAINT" Value="Unique()" />
            <attribute Name="STREAMABLE_INCLUDE" Value="True" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Gate_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
        <property Name="m_vConnectorOffset" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Connector Offset" />
            <attribute Name="HELPTEXT" Value="Connector offset in local coordinates" />
          </attributes>
        </property>
      </properties>
      <inputpins>
        <pin type="void" name="Open" />
        <pin type="void" name="Close" />
        <pin type="bool" name="SetIsOpen" />
      </inputpins>
    </class>
    <class name="IGateEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IRoomEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="ZOccluderEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Partitioning.Occluder),(CATEGORY)=(PartitioningGate),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorPortal.class].entitytype)}" entity="Runtime.Partitioning.Occluder">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
        <baseclass type="IOccluderEntity" />
      </baseclasses>
      <properties>
        <property Name="m_bValidNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="One Sided" />
            <attribute Name="HELPTEXT" Value="This means that it will use the normal" />
          </attributes>
        </property>
        <property Name="m_bFlipNormal" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Flip Normal" />
            <attribute Name="HELPTEXT" Value="Flip Normal" />
          </attributes>
        </property>
        <property Name="m_bSound" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Sound" />
            <attribute Name="HELPTEXT" Value="Valid for sound" />
          </attributes>
        </property>
        <property Name="m_bVisibility" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Visibility" />
            <attribute Name="HELPTEXT" Value="Valid for visibility" />
          </attributes>
        </property>
        <property Name="m_bPerception" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Perception" />
            <attribute Name="HELPTEXT" Value="Valid for AI perception" />
          </attributes>
        </property>
        <property Name="m_vPortalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="5, 5, 5" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Anti Portal Size" />
            <attribute Name="HELPTEXT" Value="Size of the anti portal" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Occluder.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZPostfilterAreaBoxEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Partitioning.PostfilterAreaBox),(CATEGORY)=(PartitioningPostfilterAreaBox),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Partitioning.PostfilterAreaBox">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Size" />
            <attribute Name="CATEGORY" Value="Box" />
            <attribute Name="HELPTEXT" Value="The size of the postfilter area box" />
          </attributes>
        </property>
        <property Name="m_pHelper" Type="ZResourcePtr">
          <attributes>
            <attribute Name="HIDDEN" Value="True" />
            <attribute Name="INIT" Value="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Postfilter_01.prim].prim" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
          </attributes>
        </property>
        <property Name="m_PostfilterParameters" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Postfilter Parameters Entity" />
            <attribute Name="CATEGORY" Value="Postfilters" />
            <attribute Name="CONTRACT" Value="PostfilterParameters" />
          </attributes>
        </property>
        <property Name="m_AmbientColorUp" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Ambient Up Color" />
            <attribute Name="CATEGORY" Value="Light" />
          </attributes>
        </property>
        <property Name="m_fAmbientUpIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Ambient Up Intensity" />
            <attribute Name="CATEGORY" Value="Light" />
          </attributes>
        </property>
        <property Name="m_AmbientColorDown" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Ambient Down Color" />
            <attribute Name="CATEGORY" Value="Light" />
          </attributes>
        </property>
        <property Name="m_fAmbientDownIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Ambient Down Intensity" />
            <attribute Name="CATEGORY" Value="Light" />
          </attributes>
        </property>
        <property Name="m_BackColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Back Color" />
            <attribute Name="CATEGORY" Value="Light" />
          </attributes>
        </property>
        <property Name="m_fBackColorIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Back Color Intensity" />
            <attribute Name="CATEGORY" Value="Light" />
          </attributes>
        </property>
        <property Name="m_LitFactor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Lit Factor" />
          </attributes>
        </property>
        <property Name="m_fLitFactorIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Lit Factor Intensity" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRoomEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Partitioning.Room),(CATEGORY)=(PartitioningRoom),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorRoom.class].entitytype),(+BELONGS_TO_SUBSET)=(Rooms,IEntity),(+BELONGS_TO_SUBSET)=(Activatable_Render,IEntity),(+BELONGS_TO_SUBSET)=(Streamable,IEntity),(+BELONGS_TO_SUBSET)=(EditModeAware,IEntity)}" entity="Runtime.Partitioning.Room">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
        <baseclass type="IRoomEntity" />
        <baseclass type="ZPresenceState" />
      </baseclasses>
      <properties>
        <property Name="m_GridImportance" Type="IRoomEntity.EReasoningGridImportance">
          <attributes>
            <attribute Name="INIT" Value="RGI_Normal" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Grid Importance" />
            <attribute Name="HELPTEXT" Value="Determines how detailed reasoning grid will be generated for this room" />
          </attributes>
        </property>
        <property Name="m_Clients" Type="TArray&lt; ZEntityRef &gt;">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="DESIGNONLY" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Clients" />
            <attribute Name="HELPTEXT" Value="Clients" />
            <attribute Name="CONSTRAINT" Value="Unique()" />
            <attribute Name="STREAMABLE_INCLUDE" Value="True" />
          </attributes>
        </property>
        <property Name="m_PostfilterParameters" Type="ZEntityRef">
          <attributes>
            <attribute Name="INIT" Value="" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Postfilter Parameters Entity" />
            <attribute Name="CONTRACT" Value="PostfilterParameters" />
          </attributes>
        </property>
        <property Name="m_vRoomMin" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnRoomBoundsChanged" />
            <attribute Name="DISPLAYNAME" Value="Room min" />
            <attribute Name="HELPTEXT" Value="The minimum bound of the room. This value is only used if dynamic resizing is disabled." />
          </attributes>
        </property>
        <property Name="m_vRoomMax" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnRoomBoundsChanged" />
            <attribute Name="DISPLAYNAME" Value="Room max" />
            <attribute Name="HELPTEXT" Value="The maximum bound of the room. This value is only used if dynamic resizing is disabled." />
          </attributes>
        </property>
        <property Name="m_AmbientColorUp" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Ambient Up Color" />
          </attributes>
        </property>
        <property Name="m_fAmbientUpIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Ambient Up Intensity" />
          </attributes>
        </property>
        <property Name="m_AmbientColorDown" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Ambient Down Color" />
          </attributes>
        </property>
        <property Name="m_fAmbientDownIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Ambient Down Intensity" />
          </attributes>
        </property>
        <property Name="m_BackColor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="0, 0, 0" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Back Color" />
          </attributes>
        </property>
        <property Name="m_fBackColorIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Back Color Intensity" />
          </attributes>
        </property>
        <property Name="m_LitFactor" Type="SColorRGB">
          <attributes>
            <attribute Name="INIT" Value="1, 1, 1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Lit Factor" />
          </attributes>
        </property>
        <property Name="m_fLitFactorIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="Lit Factor Intensity" />
          </attributes>
        </property>
        <property Name="m_fGIIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="PC Global Illumination Intensity" />
          </attributes>
        </property>
        <property Name="m_fGIAmbientIntensity" Type="float32">
          <attributes>
            <attribute Name="INIT" Value="1.0" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="DISPLAYNAME" Value="PC Global Illumination Ambient Intensity" />
          </attributes>
        </property>
        <property Name="m_bOverrideGlobalAmbient" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Override Global Ambient" />
            <attribute Name="HELPTEXT" Value="If true, the room will override the global ambient settings in the scene." />
          </attributes>
        </property>
        <property Name="m_bOverrideGlobalLitFactor" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="Override Global Lit Factor" />
            <attribute Name="HELPTEXT" Value="If true, the room will override the global lit factor settings in the scene." />
          </attributes>
        </property>
        <property Name="m_bOutside" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnRoomOutsideChanged" />
            <attribute Name="DISPLAYNAME" Value="Outside" />
          </attributes>
        </property>
        <property Name="m_bCSMRoom" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnRoomCSMRoomChanged" />
            <attribute Name="DISPLAYNAME" Value="CSM Room" />
          </attributes>
        </property>
        <property Name="m_bOverrideGlobalIllumination" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="CATEGORY" Value="PC" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="OnChangeUpdateCamera" />
            <attribute Name="DISPLAYNAME" Value="PC Override Global Illumination" />
          </attributes>
        </property>
        <property Name="m_bContainsCrowd" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="true" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Contains crowd" />
            <attribute Name="HELPTEXT" Value="Does the room potentially contain crowd characters?" />
          </attributes>
        </property>
        <property Name="m_bOmnipresent" Type="bool">
          <attributes>
            <attribute Name="INIT" Value="false" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Omnipresent" />
            <attribute Name="CHANGEHANDLER" Value="OnExtraDataChanged" />
            <attribute Name="HELPTEXT" Value="You should not set this to true. This is used in some rare cases where ragdolls fall into rooms in inactive streaming states" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRoomIncludeEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Partitioning.RoomInclude),(CATEGORY)=(PartitioningInclude),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Partitioning.RoomInclude">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
        <baseclass type="IRoomIncludeEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="10, 10, 10" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Global Size" />
            <attribute Name="HELPTEXT" Value="Size of volume" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="ZRoomExcludeEntity" fullPropertyList="{(DISPLAYNAME)=(Runtime.Partitioning.RoomExclude),(CATEGORY)=(PartitioningExclude),(+MANIPULATOR)=([modules:/tool.editorserver.moduleinfo?ZManipulatorBox.class].entitytype)}" entity="Runtime.Partitioning.RoomExclude">
      <baseclasses>
        <baseclass type="ZBoundedEntity" />
        <baseclass type="IRoomExcludeEntity" />
      </baseclasses>
      <properties>
        <property Name="m_vGlobalSize" Type="SVector3">
          <attributes>
            <attribute Name="INIT" Value="10, 10, 10" />
            <attribute Name="RTEDITABLE" Value="True" />
            <attribute Name="CHANGEHANDLER" Value="True" />
            <attribute Name="DISPLAYNAME" Value="Global Size" />
            <attribute Name="HELPTEXT" Value="Size of volume" />
          </attributes>
        </property>
      </properties>
    </class>
    <class name="IRenderGraphNodeProducer" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IRenderMaterialEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IRenderMaterialDescriptor" fullPropertyList="{(ABSTRACT)=(True)}">
      <properties />
    </class>
    <class name="IRenderPostfilterControllerEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
    <class name="IGamePostfilterControllerEntity" fullPropertyList="{}">
      <baseclasses>
        <baseclass type="IComponentInterface" />
      </baseclasses>
      <properties />
    </class>
  </classes>
  <enums>
    <enum name="ZMirrorEntity.EMirrorQuality" taggedForFullParsing="true">
      <items>
        <item name="QUALITY_LOW" value="0" displayname="QUALITY_LOW" />
        <item name="QUALITY_MEDIUM" value="1" displayname="QUALITY_MEDIUM" />
        <item name="QUALITY_HIGH" value="2" displayname="QUALITY_HIGH" />
      </items>
    </enum>
    <enum name="ZMirrorEntity.EMirrorBlur" taggedForFullParsing="true">
      <items>
        <item name="BLUR_DISABLED" value="0" displayname="BLUR_DISABLED" />
        <item name="BLUR_LOW" value="1" displayname="BLUR_LOW" />
        <item name="BLUR_HIGH" value="2" displayname="BLUR_HIGH" />
      </items>
    </enum>
    <enum name="IRenderCompositorEntity.EMode" taggedForFullParsing="true">
      <items>
        <item name="eSourceA" value="0" displayname="eSourceA" />
        <item name="eSourceAandHUD" value="1" displayname="eSourceAandHUD" />
        <item name="eSourceB" value="2" displayname="eSourceB" />
        <item name="eLayered" value="3" displayname="eLayered" />
        <item name="eAlphaLayered" value="4" displayname="eAlphaLayered" />
      </items>
    </enum>
    <enum name="IRenderCompositorEntity.EViewportAnchor" taggedForFullParsing="true">
      <items>
        <item name="eFill" value="0" displayname="eFill" />
        <item name="eTopLeft" value="1" displayname="eTopLeft" />
        <item name="eTopRight" value="2" displayname="eTopRight" />
        <item name="eBottomLeft" value="3" displayname="eBottomLeft" />
        <item name="eBottomRight" value="4" displayname="eBottomRight" />
      </items>
    </enum>
    <enum name="ZRenderPostfilterParametersEntity.EHDRGlareType" taggedForFullParsing="true">
      <items>
        <item name="eCamera" value="0" displayname="eCamera" />
        <item name="eNatural" value="1" displayname="eNatural" />
        <item name="eCheapLens" value="2" displayname="eCheapLens" />
        <item name="eFilterCrossScreen" value="3" displayname="eFilterCrossScreen" />
        <item name="eFilterCrossScreenSpectral" value="4" displayname="eFilterCrossScreenSpectral" />
        <item name="eFilterSnowCross" value="5" displayname="eFilterSnowCross" />
        <item name="eFilterSnowCrossSpectral" value="6" displayname="eFilterSnowCrossSpectral" />
        <item name="eFilterSunnyCross" value="7" displayname="eFilterSunnyCross" />
        <item name="eFilterSunnyCrossSpectral" value="8" displayname="eFilterSunnyCrossSpectral" />
        <item name="eCinecamVerticalSlits" value="9" displayname="eCinecamVerticalSlits" />
        <item name="eCinecamHorizontalSlits" value="10" displayname="eCinecamHorizontalSlits" />
      </items>
    </enum>
    <enum name="ZRenderPostfilterParametersEntity.EDOFBlurType" taggedForFullParsing="true">
      <items>
        <item name="eFastest" value="0" displayname="eFastest" />
        <item name="eLowRezLensBlur" value="1" displayname="eLowRezLensBlur" />
        <item name="eLowRezLensBlurSoft" value="2" displayname="eLowRezLensBlurSoft" />
        <item name="eHighRezLensBlur" value="3" displayname="eHighRezLensBlur" />
      </items>
    </enum>
    <enum name="ZBoneAttachEntity.EResetMode" taggedForFullParsing="true">
      <items>
        <item name="eAtBoneOrigin" value="0" displayname="eAtBoneOrigin" />
        <item name="eKeepOffset" value="1" displayname="eKeepOffset" />
      </items>
    </enum>
    <enum name="ZBoneWeightRotationEntity.eRotationAxises" taggedForFullParsing="true">
      <items>
        <item name="AXIS_X" value="0" displayname="AXIS_X" />
        <item name="AXIS_Y" value="1" displayname="AXIS_Y" />
        <item name="AXIS_Z" value="2" displayname="AXIS_Z" />
      </items>
    </enum>
    <enum name="ICameraEntity.EProjectionType" taggedForFullParsing="true">
      <items>
        <item name="ePerspectiveRH" value="0" displayname="ePerspectiveRH" />
        <item name="eOrtogonalRH" value="1" displayname="eOrtogonalRH" />
        <item name="eCustom" value="2" displayname="eCustom" />
      </items>
    </enum>
    <enum name="ILightEntity.ELightType" taggedForFullParsing="true">
      <items>
        <item name="LT_DIRECTIONAL" value="0" displayname="LT_DIRECTIONAL" />
        <item name="LT_ENVIRONMENT" value="1" displayname="LT_ENVIRONMENT" />
        <item name="LT_OMNI" value="2" displayname="LT_OMNI" />
        <item name="LT_SPOT" value="3" displayname="LT_SPOT" />
        <item name="LT_SQUARESPOT" value="4" displayname="LT_SQUARESPOT" />
        <item name="LT_CAPSULE" value="5" displayname="LT_CAPSULE" />
      </items>
    </enum>
    <enum name="ILightEntity.EFrameIndexStrategy" taggedForFullParsing="true">
      <items>
        <item name="WRAP" value="0" displayname="WRAP" />
        <item name="CLAMP" value="1" displayname="CLAMP" />
      </items>
    </enum>
    <enum name="ILightEntity.ERoomLightFlow" taggedForFullParsing="true">
      <items>
        <item name="ROOM_LOCAL" value="0" displayname="ROOM_LOCAL" />
        <item name="THROUGH_GATES" value="1" displayname="THROUGH_GATES" />
        <item name="ALL_ROOMS" value="2" displayname="ALL_ROOMS" />
      </items>
    </enum>
    <enum name="ERenderGlowTypes" taggedForFullParsing="true">
      <items>
        <item name="ERENDERGLOWTYPE_NONE" value="0" displayname="ERENDERGLOWTYPE_NONE" />
        <item name="ERENDERGLOWTYPE_ENEMIES" value="1" displayname="ERENDERGLOWTYPE_ENEMIES" />
        <item name="ERENDERGLOWTYPE_ALLIES" value="2" displayname="ERENDERGLOWTYPE_ALLIES" />
        <item name="ERENDERGLOWTYPE_ITEMS" value="3" displayname="ERENDERGLOWTYPE_ITEMS" />
        <item name="ERENDERGLOWTYPE_BACKGROUND" value="4" displayname="ERENDERGLOWTYPE_BACKGROUND" />
        <item name="ERENDERGLOWTYPE_CONTRACT_TARGET" value="5" displayname="ERENDERGLOWTYPE_CONTRACT_TARGET" />
        <item name="ERENDERGLOWTYPE_OBJECTIVES" value="6" displayname="ERENDERGLOWTYPE_OBJECTIVES" />
        <item name="ERENDERGLOWTYPE_BREADCRUMB" value="7" displayname="ERENDERGLOWTYPE_BREADCRUMB" />
        <item name="ERENDERGLOWTYPE_BACKGROUNDUNMASKED" value="8" displayname="ERENDERGLOWTYPE_BACKGROUNDUNMASKED" />
      </items>
    </enum>
    <enum name="EParticleSpritePivotLocation" taggedForFullParsing="true">
      <items>
        <item name="CENTER_PIVOT" value="0" displayname="CENTER_PIVOT" />
        <item name="BOTTOM_PIVOT" value="1" displayname="BOTTOM_PIVOT" />
      </items>
    </enum>
    <enum name="eParticleEmitterBoxEntity_SpawnModes" taggedForFullParsing="true">
      <items>
        <item name="BOX_SPAWNMODE_INSIDE" value="0" displayname="BOX_SPAWNMODE_INSIDE" />
        <item name="BOX_SPAWNMODE_EDGE" value="1" displayname="BOX_SPAWNMODE_EDGE" />
        <item name="BOX_SPAWNMODE_FACE" value="2" displayname="BOX_SPAWNMODE_FACE" />
        <item name="BOX_SPAWNMODE_ELLIPSOID_INSIDE" value="3" displayname="BOX_SPAWNMODE_ELLIPSOID_INSIDE" />
        <item name="BOX_SPAWNMODE_ELLIPSOID" value="4" displayname="BOX_SPAWNMODE_ELLIPSOID" />
      </items>
    </enum>
    <enum name="eParticleEmitterMeshEntity_SpawnModes" taggedForFullParsing="true">
      <items>
        <item name="MESH_SPAWNMODE_VERTEX" value="0" displayname="MESH_SPAWNMODE_VERTEX" />
        <item name="MESH_SPAWNMODE_EDGE" value="1" displayname="MESH_SPAWNMODE_EDGE" />
        <item name="MESH_SPAWNMODE_FACE" value="2" displayname="MESH_SPAWNMODE_FACE" />
      </items>
    </enum>
    <enum name="EValueUpdateStrategy" taggedForFullParsing="true">
      <items>
        <item name="UPDATE_STRATEGY_REPLACE" value="0" displayname="UPDATE_STRATEGY_REPLACE" />
        <item name="UPDATE_STRATEGY_ADD_TO" value="1" displayname="UPDATE_STRATEGY_ADD_TO" />
        <item name="UPDATE_STRATEGY_MULTIPLY" value="2" displayname="UPDATE_STRATEGY_MULTIPLY" />
      </items>
    </enum>
    <enum name="ECollisionResponse" taggedForFullParsing="true">
      <items>
        <item name="REFLECT_VELOCITY" value="0" displayname="REFLECT_VELOCITY" />
        <item name="SLIDE_ON" value="1" displayname="SLIDE_ON" />
        <item name="STAY_AT_COLLISION_POINT" value="2" displayname="STAY_AT_COLLISION_POINT" />
        <item name="CUSTOM" value="3" displayname="CUSTOM" />
      </items>
    </enum>
    <enum name="EParticleColorUsage" taggedForFullParsing="true">
      <items>
        <item name="REPLACE_PARTICLE_COLOR" value="0" displayname="REPLACE_PARTICLE_COLOR" />
        <item name="LEAVE_PARTICLE_COLOR" value="1" displayname="LEAVE_PARTICLE_COLOR" />
      </items>
    </enum>
    <enum name="EParticleModifierImpulseDirections" taggedForFullParsing="true">
      <items>
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    </enum>
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        <item name="eScaleUniform" value="1" displayname="eScaleUniform" />
        <item name="eScaleY" value="2" displayname="eScaleY" />
      </items>
    </enum>
    <enum name="ZDecalControllerEntity.ERotationType" taggedForFullParsing="true">
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        <item name="eRotationAlignRay" value="1" displayname="eRotationAlignRay" />
        <item name="eRotationRandom" value="2" displayname="eRotationRandom" />
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    </enum>
    <enum name="ZRenderGlobalEntity.EToneMappingType" taggedForFullParsing="true">
      <items>
        <item name="eReinhard" value="0" displayname="eReinhard" />
        <item name="eFilmic" value="1" displayname="eFilmic" />
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    </enum>
    <enum name="IRoomEntity.EReasoningGridImportance" taggedForFullParsing="true">
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        <item name="RGI_Low" value="1" displayname="RGI_Low" />
        <item name="RGI_Normal" value="2" displayname="RGI_Normal" />
        <item name="RGI_High" value="3" displayname="RGI_High" />
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        <item name="eReplace" value="1" displayname="eReplace" />
        <item name="eModulate" value="2" displayname="eModulate" />
        <item name="eAdd" value="3" displayname="eAdd" />
        <item name="eColor" value="128" displayname="eColor" />
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    <enum name="EVideoBufferSize" taggedForFullParsing="true">
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        <item name="VIDEO_BUFFER_SMALL" value="1" displayname="VIDEO_BUFFER_SMALL" />
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        <item name="VIDEO_BUFFER_LARGE" value="3" displayname="VIDEO_BUFFER_LARGE" />
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    <resource name="ridGizmoDecal" id="[assembly:/Geometry/G2/Gizmos.wl2?/Gizmo_Decal_01.prim].prim" />
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    <resource name="PCDX11_ridEffectDeferredMsaa2_1" id="[assembly:/Shaders/Win32/DeferredMsaa2_1.fx](DX11,FX40).pc_mate" />
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</moduleinfo>