| Dispose() | Game.SubsystemPathfinding | virtual |
| DisposeInternal() | GameEntitySystem.Subsystem | package |
| Initialize(Project project, ValuesDictionary valuesDictionary) | GameEntitySystem.Subsystem | virtual |
| IsPassable(Vector3 p1, Vector3 p2, Vector3 boxSize) | Game.SubsystemPathfinding | |
| Load(ValuesDictionary valuesDictionary) | Game.SubsystemPathfinding | virtual |
| m_astar | Game.SubsystemPathfinding | |
| m_project | GameEntitySystem.Subsystem | private |
| m_requests | Game.SubsystemPathfinding | |
| m_subsystemTerrain | Game.SubsystemPathfinding | |
| m_valuesDictionary | GameEntitySystem.Subsystem | private |
| OnEntityAdded(Entity entity) | GameEntitySystem.Subsystem | virtual |
| OnEntityRemoved(Entity entity) | GameEntitySystem.Subsystem | virtual |
| ProcessRequest(Request request) | Game.SubsystemPathfinding | |
| Project | GameEntitySystem.Subsystem | |
| QueuePathSearch(Vector3 start, Vector3 end, float minDistance, Vector3 boxSize, bool ignoreDoors, int maxPositionsToCheck, PathfindingResult result) | Game.SubsystemPathfinding | |
| Save(ValuesDictionary valuesDictionary) | GameEntitySystem.Subsystem | virtual |
| SmoothingRaycastFunction_Obstacle(int value, float distance) | Game.SubsystemPathfinding | static |
| SmoothingRaycastFunction_Support(int value, float distance) | Game.SubsystemPathfinding | static |
| SmoothPath(DynamicArray< Vector3 > path, Vector3 boxSize) | Game.SubsystemPathfinding | |
| ThreadFunction() | Game.SubsystemPathfinding | |
| ValuesDictionary | GameEntitySystem.Subsystem | |