# Scene types

> Talos next

252 pages.

| Name | Summary |
|---|---|
| Aabb |  |
| AnimEvent |  |
| AnimFootLock | Planted feet stay where they land. |
| AnimIk |  |
| AnimLayer | A playback layer over the animator's state machine, on the masked bones: an upper-body action over locomotion, or an additive lean. |
| AnimLookAt |  |
| AnimLookAtLimits |  |
| AnimOnce |  |
| AnimParam |  |
| AnimParamSource | A fact the engine already has, written into this parameter every tick before the animator samples. |
| AnimPelvis |  |
| AnimRetarget |  |
| AnimSpeedParam |  |
| AnimState |  |
| AnimTransition |  |
| AssetImport |  |
| AssetProvenance |  |
| AssetRef |  |
| AssetSkeleton |  |
| AudioAsset |  |
| AudioBus |  |
| AudioBusState |  |
| AudioEffects |  |
| AudioLayer |  |
| AudioMusic |  |
| AudioSnapshot |  |
| BlendPoint |  |
| BlendTree |  |
| BuoyancyProbe | One cell of a floating body's hull: its centre in the body's local space, its volume and its height. |
| CameraBlend |  |
| CameraRigSettings |  |
| CameraSensor | A thermal camera look: hot-tagged entities bright (or dark), the rest from the scene's brightness, with contrast and noise. |
| CameraTexture | What an `output: "texture"` camera draws into: its size in pixels, how many pictures a second, whether it is mirrored, and how near the screen camera must be for it to draw. |
| CloudForms | What a sculpted cloud layer is built of: how much deck, how many cumulus and towers, how tall, how many anvils, how lumpy, and the seed that places them. |
| Entity |  |
| FoliagePrototype | One kind of plant in a foliage layer: the `instancedMesh` child that holds its instances and how a brush places them. |
| GeoPoint | A latitude and longitude in degrees on the WGS84 ellipsoid. |
| Georeference | Where the scene is on the earth. |
| HudLayout |  |
| InputAction |  |
| JointMotor |  |
| JunctionArm | One road meeting a junction: `{ road, end }` for a road that ends there, `{ road, atS }` for one that passes through. |
| LakeLook | A lake or pond's look: render only, never part of a replay or a physics hash. |
| LayerDef |  |
| LightShadowTint | A directional light's shadow tint: the share of the sun, in a colour of its own, that a surface in its shadow still receives, so shadows lift to a cool shade instead of going black. |
| LockAxes |  |
| MultirotorRotor | One rotor of a multirotor: its hub in the body's local space and its spin direction. |
| NavAutoLinks |  |
| OceanBathymetry | The ground under the sea, as a 16-bit height raster. |
| OceanLook | The sea's look: render only, never part of a replay or a physics hash. |
| OceanShore | Shoreline controls: shoaling and the breaker index shape the waves the CPU sea sees; the rest are render only. |
| OceanWaveLayer | One layer of the sea: a fully developed wind sea or a swell train, with a direction and a spread. |
| OceanWaveMask | A painted scale on the waves over a world rectangle (a calm harbour, a rough patch). |
| OceanWeatherKey | A sea state at a moment of simulation time, as a Beaufort force or explicit layers. |
| PhysicsMaterial | What a collider is made of: its friction, its bounce and, for a character standing on it, how steep it may be before it is slid down. |
| PhysicsQualityOverrides |  |
| PhysicsSleep |  |
| PrefabInstance |  |
| RenderAo | Optional contact ambient occlusion on the standard renderer: darkens the scene where surfaces meet (a prop on the ground, a wall's foot, a kart over the road), from the depth buffer. |
| RenderBloom | Optional bloom on the standard renderer: a soft glow around bright pixels (emissive surfaces, the sun on metal). |
| RenderExposureAdaptation | Partial adaptation of HD's auto exposure: how far a dark scene is brightened. |
| RenderLocalExposure | HD's local exposure: pulls bright regions and lifts dark ones so a sky and a room read in one view. |
| RenderLook | The scene's colour grade: a look preset and overrides on top of it. |
| RenderLookHueSaturation | Saturation by hue (a hue-versus-saturation curve): each field multiplies the colour of pixels of that hue, 0..2 (0 greys it out, 1 leaves it, 2 doubles it; default 1), joined linearly between red 0, orange 30, yellow 60, green 120, aqua 180, blue 240, purple 270 and magenta 300 degrees. |
| RenderLookLut | A 3D colour LUT (.cube) with its blend and the space it maps. |
| RenderLookRange | Contrast and saturation for one tonal range, multipliers of the look's own contrast and saturation. |
| RenderLookRanges | Contrast and saturation per tonal range (shadows, midtones and highlights colour correction): a pixel's range comes from its exposed scene-linear luminance (shadows fade out from 0 to shadowsMax, highlights fade in from highlightsMin to 1, midtones are the rest). |
| RenderLookWheel | A colour wheel: a hue, how far toward it (amount) and a brightness (luminance). |
| RenderScreenEffect | One full-screen effect of a scene: a `kind: post` shader and the values for its params and textures. |
| ScanCut |  |
| ScanRuler |  |
| ScanSettings |  |
| Scene |  |
| SceneAir | The scene's air: its density (the buoyancy of bodies out of the water) and its wind (what their dry probes are dragged against). |
| SceneAudio |  |
| SceneBackdrop | A stylised backdrop drawn in the standard renderer's sky pass: cel clouds and distant ridges, no geometry. |
| SceneBackdropClouds | Flat cel clouds on the sky: one lit tone, one shadow tone, a hard edge. |
| SceneBackdropRidge | One distant silhouette layer around the whole horizon, drawn on the sky (never in front of the world). |
| SceneBudgets |  |
| SceneEnvironment |  |
| SceneFog |  |
| SceneFogHd |  |
| SceneFogHdVolumetric | HD's volumetric fog: how many lamps it sees through their shadows, how far it reaches and how much of the previous frame it keeps. |
| SceneGi | The scene's global controls of HD's ray-traced GI (`meta.environment.gi`). |
| SceneInput |  |
| SceneMeta |  |
| SceneNav |  |
| SceneNetplay | How a networked session draws other players and the corrections a rollback makes. |
| SceneOcean | The scene's sea: one unbounded ocean at `seaLevel`. |
| SceneOutliner |  |
| ScenePhysics | Physics quality: a preset plus per-field overrides. |
| ScenePlayers | Local players: how many seats, how devices take them, and who the keyboard belongs to. |
| SceneRender |  |
| SceneRipples | Small waves on the water around the camera (HD): rings run out where a floating body, a splash, an effect or a script (`ctx.water.poke`) touches the sea, a lake or a river, and fade. |
| SceneSky |  |
| SceneUi | The game UI this scene asks for. |
| SceneWeather | How hard it is raining and how wet that has left the ground, for a vehicle's tyres: the wetness follows the rain over wetTime and dryTime (docs/VEHICLES.md, Surfaces and weather). |
| SceneWind | The scene's wind: a steady speed along a bearing plus optional seeded gusts, a pure function of position and simulation time. |
| Shot | One shot of a timeline: a move, where it looks, a field of view, and how it blends in from the previous shot. |
| ShotKey | One keyframe of a path shot: a time, an eye position, and optionally a field of view and an ease. |
| ShotPoint | Where a shot looks, or what an orbit circles: a world point or an entity (read every sample), plus an offset. |
| ShotTimeline | Cinematic camera shots as data, played on sim time so recordings are reproducible. |
| SkyAtmosphere |  |
| SkyBackground | What the sky looks like behind the scene, apart from what it lights: the standard renderer draws these colours in place of the sky's own drawing; HD draws its own sky. |
| SkyClouds |  |
| SkySun |  |
| SpringChain | One chain of bones swung by springs. |
| SpringCollider | A sphere or capsule that follows a bone and keeps spring tails out of it. |
| SpriteAnimation |  |
| SpriteAnimationEvent | A bus event a sprite animation raises each time it reaches one of its frames. |
| SpriteFrame |  |
| SpriteView |  |
| TerrainGroundCover | Grass, flowers and forest-floor cover a terrain grows near the camera in HD, dense where the terrain's channels or layers say and coloured by the ground under it. |
| TerrainMaterialRule | One rule of `material.rules`: a layer to weight, and where. |
| TerrainTileRef | A sculpt or paint op's reference to one cell's delta tile, named by the SHA-256 of its bytes. |
| TerrainVolumePart | One solid of a volume.shape op and how it combines with the parts before it, in order. |
| TerrainWhere | A filter on height, slope and named channels, with a soft edge, choosing where a material rule applies. |
| TilemapLayer |  |
| TilemapLegendCell | A tilemap legend entry that draws a tile mirrored and turned, not as cut. |
| TilemapTileset |  |
| TouchBinding | The touch source an action reads: a screen region and what a finger in it does. |
| TouchRegion | A rectangle of the screen in normalised coordinates (0..1 on each axis, origin top left), so one region fits every resolution and orientation. |
| Transform |  |
| VehicleAero |  |
| VehicleAssists |  |
| VehicleBrakes |  |
| VehicleChassis |  |
| VehicleContact | Contact handling: a wall hit at a glance slides along it keeping its speed, a head-on one keeps some, with no yaw kick and the nose turned along the wall; a low lip is hopped; a bump from another moving body is capped. |
| VehicleDrift | Arcade drift: with this block, holding the `handbrake` input while steering above `minSpeed` drops the rear lateral grip and a yaw assist holds a controllable slide angle that steering modulates; releasing pays a boost proportional to the drift's duration. |
| VehicleDriftBoostTier | One mini-boost tier: the longest tier whose `time` the drift charge reached is the one earned on release. |
| VehicleDrivetrain |  |
| VehicleEngine |  |
| VehicleHandling | Arcade handling guard: no spins from steering, no pivoting at low speed, a reverse speed limit. |
| VehicleOffRoad | Off road is slower, not a spin: with wheels on an off-road surface the vehicle is dragged back toward a lower top speed, its handling guard is calmer, and (with a road) its nose turns gently back toward the road. |
| VehicleRecovery | Automatic recovery: a vehicle flipped, stuck, fallen out of the world or drowned is put back where it can go on, and `vehicle-recovered` { entity, why, from, position } is raised (`from`: where it was before the move). |
| VehicleSteering | Steering geometry and feel. |
| VehicleSuspension |  |
| VehicleTyres |  |
| VehicleWater | Water handling: the vehicle floats by the `buoyancy` component on its body and is pushed and steered through the water by the same `throttle`, `brake` (reverse thrust) and `steer` as on land. |
| VehicleWaterKeel | A keel: resistance to sliding sideways through the water, so the hull carves a turn instead of skidding, and optionally to heaving up and down. |
| VehicleWaterPlaning | Planing: hydrodynamic lift on the hull's bottom rising with speed, so a fast hull rises out of the water and the water's drag on it (the `buoyancy` drag, which acts on the submerged hull) falls. |
| VehicleWaterRudder | A rudder: a side force at its point, growing with the square of the speed through the water. |
| VehicleWaterThruster | One thruster of a vehicle's `water` handling. |
| WaterWakeSolve | The hull's real wake (HD, visual only): a wave equation stepped 60 times a second in a window that trails its course, with the hull a moving pressure patch in it. |
| WaterwaysLook | Render only; never part of a replay or a physics hash. |
| WaterwaysOverride | A per-id override of one river, waterfall or lake of the terrain's hydrology: its look, its flow speed, or hiding it. |

### AnimClipOrder 

*Since 0.6*

Type: `"sequence" | "random"`

#### Values

- `sequence`
- `random`

### AnimSync 

*Since 0.6*

Type: `"phase" | "markers"`

#### Values

- `phase`
- `markers`

### AssetKind 

*Since 0.6; changed in 0.7*

Type: `"glb" | "texture" | "material" | "audio" | "envmap" | "splat" | "shader" | "effect" | "visemes"`

#### Values

- `glb`
- `texture`
- `material`
- `audio`
- `envmap`
- `splat`
- `shader`
- `effect`
- `visemes`

### AtmospherePreset 

*Since 0.6*

Type: `"earth-clear" | "hazy" | "polluted" | "stylised"`

#### Values

- `earth-clear`
- `hazy`
- `polluted`
- `stylised`

### AudioRolloff 

*Since 0.6*

Type: `"linear" | "inverse" | "log"`

#### Values

- `linear`
- `inverse`
- `log`

### Axis 

*Since 0.6*

Type: `"Y" | "Z" | "-Y" | "-Z" | "X" | "-X"`

#### Values

- `Y`
- `Z`
- `-Y`
- `-Z`
- `X`
- `-X`

### BlendKind 

*Since 0.6*

Type: `"linear" | "cartesian"`

#### Values

- `linear`
- `cartesian`

### BodyKind 

*Since 0.6*

Type: `"static" | "dynamic" | "kinematic"`

#### Values

- `static`
- `dynamic`
- `kinematic`

### CameraEase 

*Since 0.6*

Type: `"linear" | "smoothstep" | "ease-in" | "ease-out"`

#### Values

- `linear`
- `smoothstep`
- `ease-in`
- `ease-out`

### CameraKind 

*Since 0.6*

Type: `"first-person" | "third-person" | "fixed" | "orbit"`

#### Values

- `first-person`
- `third-person`
- `fixed`
- `orbit`

### CameraOutput 

*Since 0.6; changed in next*

Type: `"screen" | "overlay" | "viewport" | "texture"`

#### Values

- `screen`
- `overlay`
- `viewport`
- `texture`

### CameraProjection 

*Since 0.6*

Type: `"perspective" | "orthographic"`

#### Values

- `perspective`
- `orthographic`

### CameraSensorMode 

*Since next*

thermal-white: hot is white; thermal-black: hot is black.

Type: `"thermal-white" | "thermal-black"`

#### Values

- `thermal-white`
- `thermal-black`

### CloudPreset 

*Since 0.6*

Type: `"clear" | "fair" | "broken" | "overcast" | "storm"`

#### Values

- `clear`
- `fair`
- `broken`
- `overcast`
- `storm`

### CloudStyle 

*Since next*

How a cloud layer is drawn: noise (clouds cut out of drifting noise) or sculpted (built decks, cumulus and towers that keep their shape when flown past).

Type: `"noise" | "sculpted"`

#### Values

- `noise`
- `sculpted`

### ColliderMode 

*Since 0.7*

How a mesh that collides as itself collides.

"full": as its mesh (the asset's convex hulls when it carries them, a convex built-in's own hull, else its triangles). "simple": a capsule: a generated plant's own trunk capsule (its glb's extras.flora.collider) when it carries one, else an upright capsule around the model's bounds. "none": no collider, so bodies pass through it. Set on the mesh (`mesh.colliderMode`), the asset (`assets.<id>.colliderMode`) or the scene (`meta.physics.colliderMode`); the most specific wins. Unset everywhere: "simple" for a generated plant (a glb carrying extras.flora), "full" for anything else.

Type: `"simple" | "full" | "none"`

#### Values

- `simple`
- `full`
- `none`

### ColliderShape 

*Since 0.6*

Type: `"box" | "sphere" | "capsule" | "trimesh" | "hulls"`

#### Values

- `box`
- `sphere`
- `capsule`
- `trimesh`
- `hulls`

### ControllerInputBasis 

*Since 0.6*

Type: `"world" | "controller" | "camera"`

#### Values

- `world`
- `controller`
- `camera`

### ControllerInputMode 

*Since 0.6*

Type: `"auto" | "script"`

#### Values

- `auto`
- `script`

### ControllerKind 

*Since 0.6*

Type: `"player"`

#### Values

- `player`

### FogMode 

*Since 0.6*

Type: `"height" | "exponential" | "linear"`

#### Values

- `height`
- `exponential`
- `linear`

### FogPreset 

*Since 0.7*

A named fog for `meta.environment.fog.preset`: light-haze (a faint haze, visibility 30 km), valley-mist (6 km, pooling in valleys), morning-mist (3 km, low to the ground), dense (500 m) or aerial (20 km, faint depth for a 0.3-1 km scene).

Each sets the density, height falloff and maximum opacity; anything the fog block writes wins.

Type: `"light-haze" | "valley-mist" | "morning-mist" | "dense" | "aerial"`

#### Values

- `light-haze`
- `valley-mist`
- `morning-mist`
- `dense`
- `aerial`

### GamepadBinding 

*Since 0.6*

Type: `"left-stick" | "right-stick" | "dpad" | "south" | "east" | "north" | "west" | "left-bumper" | "right-bumper" | "left-trigger" | "right-trigger" | "left-thumb" | "right-thumb" | "select" | "start" | "mode" | "dpad-up" | "dpad-down" | "dpad-left" | "dpad-right"`

#### Values

- `left-stick`
- `right-stick`
- `dpad`
- `south`
- `east`
- `north`
- `west`
- `left-bumper`
- `right-bumper`
- `left-trigger`
- `right-trigger`
- `left-thumb`
- `right-thumb`
- `select`
- `start`
- `mode`
- `dpad-up`
- `dpad-down`
- `dpad-left`
- `dpad-right`

### Genre 

*Since 0.6; changed in 0.7*

Type: `"third-person" | "first-person" | "racing" | "platformer" | "top-down" | "side-scroller" | "puzzle" | "sandbox"`

#### Values

- `third-person`
- `first-person`
- `racing`
- `platformer`
- `top-down`
- `side-scroller`
- `puzzle`
- `sandbox`

### GiVolumeMode 

*Since 0.6*

How a giVolume applies: camera (default) scales the indirect light of the whole view by where the camera is, fading over `blend` metres outside the box; region scales only the surfaces inside the box, with a soft edge of `blend` metres inside its faces.

Type: `"camera" | "region"`

#### Values

- `camera`
- `region`

### GripSocket 

*Since next*

A place on the canonical humanoid where a held prop goes, defined once and carried onto any rig through its retarget map, so a sword or shield sits the same on every character whatever its bones' axes.

The prop is modelled with its grip at its origin; a weapon or tool points its working end along +Y with its guard along ±Z, and a shield faces +Z with its top towards +Y. "rightHandGrip" / "leftHandGrip": in the fist, the working end out of the thumb side. "rightForearmShield" / "leftForearmShield": halfway along the forearm, facing out of its back, its top towards the thumb.

Type: `"rightHandGrip" | "leftHandGrip" | "rightForearmShield" | "leftForearmShield"`

#### Values

- `rightHandGrip`
- `leftHandGrip`
- `rightForearmShield`
- `leftForearmShield`

### HudAnchor 

*Since 0.6*

One of nine points.

Input also accepts the bare edges top, bottom, left and right, stored as top-center, bottom-center, center-left and center-right.

Type: `"top-left" | "top-center" | "top-right" | "center-left" | "center" | "center-right" | "bottom-left" | "bottom-center" | "bottom-right"`

#### Values

- `top-left`
- `top-center`
- `top-right`
- `center-left`
- `center`
- `center-right`
- `bottom-left`
- `bottom-center`
- `bottom-right`

### HudElement 

*Since 0.6*

Type: `"objective" | "prompt" | "timer" | "score" | "custom"`

#### Values

- `objective`
- `prompt`
- `timer`
- `score`
- `custom`

### HudFormat 

*Since 0.6*

Type: `"number" | "time"`

#### Values

- `number`
- `time`

### ImportCollider 

*Since 0.6*

Type: `"none" | "box" | "trimesh" | "hulls"`

#### Values

- `none`
- `box`
- `trimesh`
- `hulls`

### InputKind 

*Since 0.6*

Type: `"axis2" | "axis1" | "button"`

#### Values

- `axis2`
- `axis1`
- `button`

### InstanceCollisionLayout 

*Since 0.7*

How an instanced mesh's instances collide.

"perInstance": one static collider each, exactly as that many static meshes would. "cells": one static collider per 64 m cell holding its instances (about a tenth of the memory and broad-phase leaves at a million instances); rays and shape casts answer bit for bit as "perInstance" does, contacts per instance with stated differences (several instances under one body solved as one pair, contact recycling, GJK's warm start). Default "perInstance".

Type: `"perInstance" | "cells"`

#### Values

- `perInstance`
- `cells`

### JointKind 

*Since 0.6*

Type: `"fixed" | "revolute" | "prismatic"`

#### Values

- `fixed`
- `revolute`
- `prismatic`

### JointMotorMode 

*Since 0.6*

Type: `"velocity" | "position"`

#### Values

- `velocity`
- `position`

### LightKind 

*Since 0.6*

Type: `"directional" | "point" | "spot"`

#### Values

- `directional`
- `point`
- `spot`

### LockAxis 

*Since 0.6*

Type: `"x" | "y" | "z"`

#### Values

- `x`
- `y`
- `z`

### ModelForward 

*Since 0.6*

Type: `"+Z" | "-Z" | "+X" | "-X"`

#### Values

- `+Z`
- `-Z`
- `+X`
- `-X`

### MouseBinding 

*Since 0.6*

Type: `"delta" | "wheel" | "left" | "right" | "middle"`

#### Values

- `delta`
- `wheel`
- `left`
- `right`
- `middle`

### MultirotorMode 

*Since next*

How a multirotor reads its sticks: body rates (acro), a tilt that holds level and altitude, or a ground velocity that also holds its point.

Type: `"rate" | "angle" | "velocity"`

#### Values

- `rate`
- `angle`
- `velocity`

### MultirotorPreset 

*Since next*

A multirotor's starting numbers: a 1 kg camera quad, a 4 kg utility quad, a 15 kg six-rotor lifter, or a 0.7 kg racing quad.

Type: `"camera-quad" | "utility-quad" | "heavy-hex" | "racer"`

#### Values

- `camera-quad`
- `utility-quad`
- `heavy-hex`
- `racer`

### NavLinkKind 

*Since 0.6*

Type: `"jump" | "drop" | "generic"`

#### Values

- `jump`
- `drop`
- `generic`

### NetplayRemotes 

*Since next*

How a networked session shows the other players: where this machine predicts they are now ("predicted"), or where they were last confirmed ("confirmed").

Type: `"predicted" | "confirmed"`

#### Values

- `predicted`
- `confirmed`

### OceanLayerKind 

*Since 0.6*

Which kind of wave an ocean layer is: "wind", a wind sea from a wind speed and a fetch, or "swell", a narrow-band train from a height and a period.

Type: `"wind" | "swell"`

#### Values

- `wind`
- `swell`

### OceanWaterType 

*Since 0.6*

The optical water type that tints the sea, after Jerlov's classes: `oceanic-i` clearest deep blue, `oceanic-ib` clear tropical teal (the default look), `oceanic-ii` blue-green, `oceanic-iii` turbid grey-green, `coastal` green to brown.

Render only.

Type: `"oceanic-i" | "oceanic-ib" | "oceanic-ii" | "oceanic-iii" | "coastal"`

#### Values

- `oceanic-i`
- `oceanic-ib`
- `oceanic-ii`
- `oceanic-iii`
- `coastal`

### ParticlePreset 

*Since 0.6*

Type: `"smoke" | "fire" | "sparks" | "dust" | "steam" | "drips" | "debris" | "glow"`

#### Values

- `smoke`
- `fire`
- `sparks`
- `dust`
- `steam`
- `drips`
- `debris`
- `glow`

### PhysicsCcdMode 

*Since 0.6*

Type: `"off" | "fast" | "all" | "static"`

#### Values

- `off`
- `fast`
- `all`
- `static`

### PhysicsColliderDetail 

*Since 0.6*

Type: `"exact" | "convex-hull" | "box"`

#### Values

- `exact`
- `convex-hull`
- `box`

### PhysicsQualityPreset 

*Since 0.6*

Type: `"low" | "medium" | "high" | "ultra"`

#### Values

- `low`
- `medium`
- `high`
- `ultra`

### PlayersJoin 

*Since 0.7*

How a free device takes a seat: on a press (default), as soon as a pad connects, or only from a script.

Type: `"press" | "auto" | "script"`

#### Values

- `press`
- `auto`
- `script`

### PlayersKeyboard 

*Since 0.7*

Who the keyboard and mouse belong to: one player (default), two players sharing it by halves, or no one.

Type: `"player" | "split" | "none"`

#### Values

- `player`
- `split`
- `none`

### Quat 

*Since 0.6*

Type: `unknown[]`

### RenderAntiAliasing 

*Since 0.6*

Type: `"fxaa" | "off"`

#### Values

- `fxaa`
- `off`

### RenderExposureMode 

*Since 0.7*

How HD picks exposure: manual uses the fixed `exposure` value; auto meters the frame with eye adaptation, and `exposure` then shifts the result by log2(exposure) stops.

Type: `"manual" | "auto"`

#### Values

- `manual`
- `auto`

### RenderFilter 

*Since 0.6*

Type: `"linear" | "nearest" | "three-point"`

#### Values

- `linear`
- `nearest`
- `three-point`

### RenderLookLutSpace 

*Since next*

display: sRGB-encoded display values after the tonemapper and the wheels, as a grading tool exports a LUT (Rec.709 / sRGB in and out; not applied to an HDR output).

scene: HD's log shaper of exposed scene-linear colour before the tonemapper (a LUT made for it).

Type: `"display" | "scene"`

#### Values

- `display`
- `scene`

### RenderLookPreset 

*Since 0.7; changed in next*

A named colour grade, HD's look presets: natural (no grade), natural-plus, cinematic, bright-day, warm-afternoon, overcast, night, stylised.

Type: `"natural" | "natural-plus" | "cinematic" | "bright-day" | "warm-afternoon" | "overcast" | "night" | "stylised"`

#### Values

- `natural`
- `natural-plus`
- `cinematic`
- `bright-day`
- `warm-afternoon`
- `overcast`
- `night`
- `stylised`

### RenderShading 

*Since 0.6*

Type: `"pbr" | "unlit" | "vertex" | "toon"`

#### Values

- `pbr`
- `unlit`
- `vertex`
- `toon`

### RenderStyle 

*Since 0.6*

Type: `"default" | "retro"`

#### Values

- `default`
- `retro`

### RenderTonemap 

*Since 0.6*

Type: `"aces" | "neutral" | "none" | "agx" | "agx-punchy" | "unreal-filmic"`

#### Values

- `aces`
- `neutral`
- `none`
- `agx`
- `agx-punchy`
- `unreal-filmic`

### RigKind 

*Since 0.6*

Type: `"none" | "humanoid" | "custom"`

#### Values

- `none`
- `humanoid`
- `custom`

### RigProfile 

*Since 0.6*

Type: `"humanoid"`

#### Values

- `humanoid`

### RoadEnd 

*Since next*

Which end of a road: its first point (`start`) or its last (`end`).

Type: `"start" | "end"`

#### Values

- `start`
- `end`

### SceneBackdropPreset 

*Since next*

A ready backdrop: `coast` (clouds, a sandstone headland, green hills), `hills` (clouds, two green rolling layers), `alpine` (few clouds, a jagged grey-blue range, a near forest layer).

Type: `"coast" | "hills" | "alpine"`

#### Values

- `coast`
- `hills`
- `alpine`

### ShotEnd 

*Since 0.6*

What a shot list does after its last shot: hold the last pose, or release the view to the scene camera.

Type: `"hold" | "release"`

#### Values

- `hold`
- `release`

### ShotInterpolation 

*Since 0.6*

How a path travels between keys: linear (straight) or spline (a smooth curve through every key).

Type: `"linear" | "spline"`

#### Values

- `linear`
- `spline`

### ShotMove 

*Since 0.6*

A shot's camera position over its own time: hold, path, orbit, follow or two-shot.

Type: `unknown`

### ShotSide 

*Since next*

Which side of the line from a two-shot's first subject to its second the eye keeps to: auto (the sun's side, then the side the pair already has), left or right.

Type: `"auto" | "left" | "right"`

#### Values

- `auto`
- `left`
- `right`

### ShotSpace 

*Since 0.6*

What a follow shot's offset is measured in: world axes, or axes that turn with the entity.

Type: `"world" | "entity"`

#### Values

- `world`
- `entity`

### SkyKind 

*Since 0.6*

Type: `"procedural" | "hdr" | "color" | "atmosphere"`

#### Values

- `procedural`
- `hdr`
- `color`
- `atmosphere`

### SkyPreset 

*Since 0.6*

Type: `"clear-noon" | "golden-hour" | "overcast" | "dusk" | "night"`

#### Values

- `clear-noon`
- `golden-hour`
- `overcast`
- `dusk`
- `night`

### SplatAxes 

*Since 0.6*

Type: `"y-up" | "z-up" | "y-down"`

#### Values

- `y-up`
- `z-up`
- `y-down`

### SpriteAnimationMode 

*Since next*

How a sprite animation plays its frames: repeating, once, forward and back, or last to first.

Type: `"loop" | "once" | "pingpong" | "reverse"`

#### Values

- `loop`
- `once`
- `pingpong`
- `reverse`

### SpriteBillboard 

*Since 0.6*

Type: `"cylindrical" | "spherical" | "fixed" | "flat"`

#### Values

- `cylindrical`
- `spherical`
- `fixed`
- `flat`

### SpriteFilter 

*Since 0.6*

Type: `"nearest" | "linear"`

#### Values

- `nearest`
- `linear`

### SurfaceKind 

*Since next*

What a vehicle's tyres feel a ground as: asphalt, concrete, cobble, wood, gravel, dirt, mud, grass, sand, snow or ice, each with its own grip dry and soaked, rolling resistance and standing water (docs/VEHICLES.md, Surfaces and weather).

Type: `"asphalt" | "concrete" | "cobble" | "wood" | "gravel" | "dirt" | "mud" | "grass" | "sand" | "snow" | "ice"`

#### Values

- `asphalt`
- `concrete`
- `cobble`
- `wood`
- `gravel`
- `dirt`
- `mud`
- `grass`
- `sand`
- `snow`
- `ice`

### TerrainBlend 

*Since 0.6*

How an op combines with the height below it: add, set, max, min, or lerp toward its own value by the op's strength.

Type: `"add" | "set" | "max" | "min" | "lerp"`

#### Values

- `add`
- `set`
- `max`
- `min`
- `lerp`

### TerrainCollisionMode 

*Since 0.6*

Whether the terrain makes a heightfield collider: heightfield, or off.

Type: `"heightfield" | "off"`

#### Values

- `heightfield`
- `off`

### TerrainDemNoData 

*Since next*

Where an import.dem op's DEM has no data: fill (keep the ground the ops below made) or hole (cut a hole there).

Type: `"fill" | "hole"`

#### Values

- `fill`
- `hole`

### TerrainDemResample 

*Since next*

How an import.dem op reads heights between DEM pixels: bilinear, or bicubic (Catmull-Rom; bilinear next to no data).

Type: `"bilinear" | "bicubic"`

#### Values

- `bilinear`
- `bicubic`

### TerrainFluvialPreset 

*Since 0.6*

The stream-power constants of a climate: alpine (fast uplift, steep and incised), temperate, or arid (slow, little rain).

Type: `"alpine" | "temperate" | "arid"`

#### Values

- `alpine`
- `temperate`
- `arid`

### TerrainLineMode 

*Since 0.6*

What a line op does along its polyline: raise, lower, or flatten.

Type: `"raise" | "lower" | "flatten"`

#### Values

- `raise`
- `lower`
- `flatten`

### TerrainMaskSource 

*Since 0.6*

What a derived mask is measured from: slope, height, curvature, flow, moisture, waterDistance, or noise.

Type: `"slope" | "height" | "curvature" | "flow" | "moisture" | "waterDistance" | "noise"`

#### Values

- `slope`
- `height`
- `curvature`
- `flow`
- `moisture`
- `waterDistance`
- `noise`

### TerrainNoiseKind 

*Since 0.6; changed in 0.7, next*

The noise an op draws: fbm (smooth hills), ridged (sharp crests), billow (rounded lumps), warped (fbm bent by a second noise), ridgedMulti (ridged multifractal: fine detail only on the coarse crests and walls, with warpM bending the sample point), or cells (blocky rock: jointed blocks about wavelengthM across standing at different levels, smaller blocks on them octave by octave, for crags, tors and outcrops; warpM bends the blocks' edges).

Type: `"fbm" | "ridged" | "billow" | "warped" | "ridgedMulti" | "cells"`

#### Values

- `fbm`
- `ridged`
- `billow`
- `warped`
- `ridgedMulti`
- `cells`

### TerrainOp 

*Since 0.6*

One step of a terrain's op stack, picked by `op`: a pure function of its parameters, its seed and the stack below it.

Type: `unknown`

### TerrainPadShape 

*Since 0.6*

The outline of a flattened pad: rect, circle, or polygon.

Type: `"rect" | "circle" | "polygon"`

#### Values

- `rect`
- `circle`
- `polygon`

### TerrainPadStat 

*Since 0.6*

Which height under a pad it flattens to: the mean, median, min or max of the ground there.

Type: `"mean" | "median" | "min" | "max"`

#### Values

- `mean`
- `median`
- `min`
- `max`

### TerrainRegion 

*Since 0.6*

A rectangle on the terrain's x/z plane as [minX, minZ, maxX, maxZ], in metres in the terrain frame.

Type: `unknown[]`

### TerrainRenderMode 

*Since 0.6*

Whether the terrain is drawn: auto, or off.

Type: `"auto" | "off"`

#### Values

- `auto`
- `off`

### TerrainSlopeLimitMode 

*Since 0.6*

How slope.limit relaxes a too-steep pair: cut lowers the high side, fill raises the low side, both takes the mean.

Type: `"both" | "cut" | "fill"`

#### Values

- `both`
- `cut`
- `fill`

### TerrainSmoothKernel 

*Since 0.6*

The blur a smooth op uses: box, or gaussian (three box blurs).

Type: `"box" | "gaussian"`

#### Values

- `box`
- `gaussian`

### TerrainStampShape 

*Since 0.6*

The shape a stamp op raises or digs: crater, hill, mesa, or image (heights read from an image asset).

Type: `"crater" | "hill" | "mesa" | "image"`

#### Values

- `crater`
- `hill`
- `mesa`
- `image`

### TerrainVolumeMode 

*Since 0.7*

How a volume part combines, in order: add (union with the rock so far), cut (subtract), keep (intersect the latest added solid: a chisel).

Type: `"add" | "cut" | "keep"`

#### Values

- `add`
- `cut`
- `keep`

### TerrainVolumePrim 

*Since 0.7*

A solid of a volume.shape op: box, polytope (a seeded fractured block), slab or tube along a curve, or ellipsoid.

Type: `unknown`

### TilemapLegendEntry 

*Since next*

A tile index (a whole number from 0), or `{ tile, flipX?, flipY?, rot?

}`: the tile mirrored and/or turned. A bare number is the same as an object with only `tile`.

Type: `number | TilemapLegendCell`

### TouchMode 

*Since 0.6*

What a touch region does: `stick` (a virtual stick) and `drag` (finger travel, like the mouse's delta) are two-component axes; `button` (held while a finger that landed in the region is down) and `tap` (one tick on a quick lift without travel) are buttons.

Type: `"stick" | "drag" | "button" | "tap"`

#### Values

- `stick`
- `drag`
- `button`
- `tap`

### Vec2 

*Since 0.6*

Type: `unknown[]`

### Vec3 

*Since 0.6*

Type: `unknown[]`

### VehicleDifferential 

*Since 0.6*

Type: `"open" | "locked" | "lsd"`

#### Values

- `open`
- `locked`
- `lsd`

### VehicleModel 

*Since 0.6*

Type: `"arcade" | "simulation"`

#### Values

- `arcade`
- `simulation`

### VehicleRecoveryTarget 

*Since 0.7*

Where a recovered vehicle goes back to: lastGood (its newest good spot), road (the nearest road point to it) or upright (where it is, back on its wheels).

Type: `"lastGood" | "road" | "upright"`

#### Values

- `lastGood`
- `road`
- `upright`

### VehicleShift 

*Since 0.6*

Type: `"auto" | "manual"`

#### Values

- `auto`
- `manual`

### VehicleTorquePoint 

*Since 0.6*

Type: `unknown[]`

### VehicleTyreModel 

*Since 0.6*

Type: `"clamp" | "curve"`

#### Values

- `clamp`
- `curve`

### WaterShape 

*Since 0.6*

The outline of a `water` body on the ground plane.

`box`: a rectangle of `size` (x, z) metres. `ellipse`: the ellipse inscribed in that rectangle. Either turns with the entity's yaw and stretches with its x and z scale.

Type: `"box" | "ellipse"`

#### Values

- `box`
- `ellipse`

### WaterwaysWaterType 

*Since 0.6*

The optical water type of rivers and lakes from a terrain's hydrology: the sea's classes, and fresh water: `alpine-clear` (green-blue, very clear: the default for rivers), `alpine-glacial` (milky turquoise: the default for hydrology lakes; a `water` body defaults to `alpine-clear`), `lowland` (green-brown, murky), `tannin` (dark tea).

Render only.

Type: `"oceanic-i" | "oceanic-ib" | "oceanic-ii" | "oceanic-iii" | "coastal" | "alpine-clear" | "alpine-glacial" | "lowland" | "tannin"`

#### Values

- `oceanic-i`
- `oceanic-ib`
- `oceanic-ii`
- `oceanic-iii`
- `coastal`
- `alpine-clear`
- `alpine-glacial`
- `lowland`
- `tannin`

### XrTrackingMode 

*Since next*

How an `xrOrigin` places the tracking space: `seated` (the eye `eyeHeight` above the entity) or `standing` (the entity is the floor).

Type: `"seated" | "standing"`

#### Values

- `seated`
- `standing`
