Counter-Strike 2 Console Commands & ConVars
- +bugvoiceengine2defensivedevelopmentonlydontrecordStart recording bug voice attachment.
- +camdistanceclientdefensivedevelopmentonly
- +cammousemoveclientdefensivedevelopmentonly
- +cl_show_team_equipmentclientreleaseexclusive
- +lookatweaponclientreleaseexclusive
- +quickbuyradialclientreleaseexclusive
- +quickgearradialclientdefensivedevelopmentonlyexclusive
- +quickgrenaderadialclientreleaseexclusive
- +quickinvclientreleaseexclusive
- +radialradioclientreleaseexclusive
- +radialradio2clientreleaseexclusive
- +radialradio3clientreleaseexclusive
- +spray_menuclientreleaseexclusive
- -bugvoiceengine2defensivedevelopmentonlydontrecordFinish recording bug voice attachment.
- -camdistanceclientdefensivedevelopmentonly
- -cammousemoveclientdefensivedevelopmentonly
- -cl_show_team_equipmentclientreleaseexclusive
- -lookatweaponclientreleaseexclusive
- -quickbuyradialclientreleaseexclusive
- -quickgearradialclientdefensivedevelopmentonlyexclusive
- -quickgrenaderadialclientreleaseexclusive
- -quickinvclientreleaseexclusive
- -radialradioclientreleaseexclusive
- -radialradio2clientreleaseexclusive
- -radialradio3clientreleaseexclusive
- -spray_menuclientreleaseexclusive
- Defines how frequently the server notifies clients that a player damaged a friend
- ShowSteamStatsSessionIDclientdevelopmentonlyPrints out the game stats session ID's (developer convar must be set to non-zero).
- StackStats_Dumpengine2developmentonlyDump a named stackstats structure to disk. Usage: stackstats_dump "structname" ["filename"]
- Test_Checkpointtier0defensivedevelopmentonlyIndicate to a test script that a checkpoint has been reached
- Test_CreateEntityservercheat
- Test_EHandleservercheat
- Test_ExitProcesstier0cheatTest_ExitProcess <exit code> - immediately kill the process.
- Test_Looptier0defensivedevelopmentonlyTest_Loop <loop name> - loop back to the specified loop start point unconditionally.
- Test_LoopCounttier0defensivedevelopmentonlyTest_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- Test_LoopForNumSecondstier0defensivedevelopmentonlyTest_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- Test_RandomChancetier0defensivedevelopmentonlyTest_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
- Test_RandomPlayerPositionservercheat
- Test_StartLooptier0defensivedevelopmentonlyTest_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- Test_StartScript Start a test script running..
- _fov Automates fov command to server.
- _record Record a demo incrementally.
- _resetgamestats Erases current game stats and writes out a blank stats file
- addip Add an IP address to the ban list.
- addons list current addon info.
- adjacent_levels List adjacent levels
- adjacent_preload Preload adjacennt level data - will override regular changelevel code -- PROTOTYPE/WIP
- adsp_alley_min
- adsp_courtyard_min
- adsp_debug
- adsp_door_height
- adsp_duct_min
- adsp_hall_min
- adsp_low_ceiling
- adsp_opencourtyard_min
- adsp_openspace_min
- adsp_openstreet_min
- adsp_openwall_min
- adsp_room_min
- adsp_street_min
- adsp_tunnel_min
- adsp_wall_height
- ag2_network_recipeshape_cache_size Cache size for recently-used pose recipe shapes.
- ag2_preserve_params_on_reload When an animgraph is reloaded, should the underlying system restore all params?
- ag2_use_networked_serialization_context_demo Use networked compatibility serialization context in demo playback.
- ag2_use_networked_serialization_context_game Use networked compatibility serialization context in games.
- ai_debug_dyninteractions Debug the NPC dynamic interaction system.
- ai_debug_los NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
- ai_debug_ragdoll_magnets
- ai_debug_scripted_sequence
- ai_debug_shoot_positions
- ai_debug_speech
- ai_disabled
- ai_force_serverside_ragdoll
- ai_off_nav_show_nearest
- ai_sequence_debug
- ai_use_visibility_cache Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.
- ai_use_visibility_cache_reciprocation Sets whether or not the visibility check cache should be reciprocal.
- alias Alias a command.
- always_perform_full_spatial_partition_update
- ammo_338mag_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_338mag_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_338mag_max
- ammo_357sig_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_357sig_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_357sig_max
- ammo_357sig_min_max
- ammo_357sig_p250_max
- ammo_357sig_small_max
- ammo_45acp_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_45acp_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_45acp_max
- ammo_50AE_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_50AE_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_50AE_max
- ammo_556mm_box_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_box_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_box_max
- ammo_556mm_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_556mm_max
- ammo_556mm_small_max
- ammo_57mm_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_57mm_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_57mm_max
- ammo_762mm_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_762mm_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_762mm_max
- ammo_9mm_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_9mm_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_9mm_max
- ammo_buckshot_headshot_mult You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_buckshot_impulse You must enable tweaking via tweak_ammo_impulses to use this value.
- ammo_buckshot_max
- ammo_grenade_limit_default
- ammo_grenade_limit_flashbang
- ammo_grenade_limit_total
- ammo_item_limit_adrenaline
- ammo_item_limit_healthshot
- anim_decode_forcewritealltransforms Force BatchAnimationDecode to write transformations for all bones
- anim_disable
- anim_eval_stats Displays stats about how many EvaluatePose calls are unused
- anim_resource_validate_on_load Validates the animation group channel list against the animations on load for every animation
- animated_material_attributes
- animevents_dump List all the currently registered anim events.
- animgraph2_enable_parallel_update
- animgraph2_serialize_pose_recipe_in_pre_pack_entities
- animgraph_debug Debug animation graph
- animgraph_debug_animevents Print info about animevents emitted by AnimGraph
- animgraph_debug_entindex The entity to specifically debug
- animgraph_debug_filterent Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.
- animgraph_debug_max_poseop_count
- animgraph_debug_set_filter_params Comma separated list of params to filter against when drawing debug text overlays
- animgraph_debug_set_filter_tags Comma separated list of tags to filter against when drawing debug text overlays
- animgraph_debug_show_unreferenced_params
- animgraph_debug_show_unreferenced_tags
- animgraph_debug_tags
- animgraph_debug_variables Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.
- animgraph_debug_variables_ignore_missing If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.
- animgraph_debug_variables_ignore_nonchanges If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.
- animgraph_draw_traces
- animgraph_dump_update_list Displays stats about which animations are updating
- animgraph_enable Enable animation graph
- animgraph_enable_dirty_netvar_optimization
- animgraph_footlock_auto_ledge_detection Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom
- animgraph_footlock_auto_stair_detection Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step
- animgraph_footlock_calculate_tilt
- animgraph_footlock_debug_foot_index
- animgraph_footlock_debug_type
- animgraph_footlock_draw_footbase
- animgraph_footlock_enabled A master convar that effectively disables the entire footlock node.
- animgraph_footlock_ground_roll
- animgraph_footlock_hip_offset_enable
- animgraph_footlock_ik_enable Enable IK.
- animgraph_footlock_tilt_mode
- animgraph_footlock_trace_ground_enabled Convar for toggling foot lock ground tracking.
- animgraph_footlock_use_hip_shift
- animgraph_footstep_node_supresses_events
- animgraph_force_full_network_updates
- animgraph_ik_debug
- animgraph_motionmatching_print_compressionstats
- animgraph_network_enable Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.
- animgraph_parallel_postdataupdate
- animgraph_slope_draw_raycasts
- animgraph_slope_enable
- animgraph_slowdownonslopes_enabled
- animgraph_trace_ignore_prop_physics
- animgraph_trace_static_only
- animgraph_verify_dirty_netvar_optimization
- annotation_append Load annotation to a file without clearing existing annotations
- annotation_auto_load
- annotation_clear Clear all annotation
- annotation_create Creates an annotation
- annotation_delete_previous_node_set Delete the last node set created
- annotation_load Load annotation to a file after first clearing existing annotations
- annotation_reload Reload the annotation file
- annotation_reload_language_file Creates an annotation
- annotation_save Save annotation to a file
- apply_crosshair_code Apply a crosshair code to the current crosshair settings.
- asset_thumbnails_server_download
- asset_thumbnails_server_url
- asset_thumbnails_stats_flush_interval
- asset_thumbnails_timeout_sec
- assetbrowser Show the global asset browser.
- assetbrowser_name_filter_delay Millisecond delay between typing in the assetbrowser filter and the filter being applied
- assetsystem_check_compile_state Perform a detailed check of an asset's compile state
- assetsystem_clear_thumbnail_cache Clear thumbnail cache
- assetsystem_count Find the number of assets registered with the asset system
- assetsystem_debug_substring Spew info for assets that match the specified substring
- assetsystem_dump_all_dirs Print assetsystem dir tree.
- assetsystem_dump_one_dir Print assets in the specified dir.
- assetsystem_dump_string_threshold Max length of strings to dump in assetsystem_dump_table
- assetsystem_dump_table Print internal assetsystem data.
- assetsystem_fail_compile_on_dependants
- assetsystem_legacy_explicit_reload_child_resources Whether to explicitly reload child resources of a QueueReloadIfLoaded
- assetsystem_legacy_process_file_changes_after_compile Use old behavior of calling ProcessFileChanges() immediately after recompiling a resource
- assetsystem_old_loop_algorithm Set to true to revert to old behavior
- assetsystem_quiet_inputs_before_recompile Before triggering a resource recompile, wait for input dependencies to stop being written
- assetsystem_quiet_inputs_before_recompile_max_pause Max amount of time to wait (in ms) for input dependencies to stop being written before abandoning the compile
- assetsystem_quiet_inputs_before_reload Before triggering a resource reload, wait for input dependencies to stop being written
- assetsystem_recompile_dependents_as_needed When an asset is being recompiled the dependents will be recompiled only as needed, otherwise the original recompile mode will be passed on.
- assetsystem_reload_queue_requeue_pause Time (sec) to pause assetsystem reload behavior if a requeue is requested
- assetsystem_stats Information about the current assetsystem database.
- assetsystem_test_resort (Dev command - regenerate the asset sort indicies)
- assetsystem_verbose_fingerprints Enable to print detailed info every time an assetfingerprint is calculated
- assetthumbnail_old_fingerprint_style Set to true to revert to old behavior
- attached_output_stall_ms
- audio_input_test_signal For testing the audio input pathway with a sine tone instead of SDL3.
- audio_input_use_sdl_roles
- auto_bug auto_bug : create non-interactive bug report.
- autobuy Attempt to purchase items with the order listed in cl_autobuy
- autosave Autosave
- autosave_fully_async Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes
- autosavedangerous AutoSaveDangerous
- autosavedangerousissafe
- axis Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
- bake_bomb_damage_render_visualization
- banid Add a user ID to the ban list.
- banip Add an IP address to the ban list.
- benchframe Takes a snapshot of a particular frame in a time demo.
- bind Bind a key.
- binddefaults Bind all keys to their default values.
- bindss Bind a key for a particular splitscreen player.
- bindtoggle Performs a bind <key> "increment var <cvar> 0 1 1".
- blink Blink specified convar value between two values at the specified duration.
- bot_add bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
- bot_add_ct bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
- bot_add_t bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
- bot_all_weapons Allows the bots to use all weapons
- bot_allow_grenades If nonzero, bots may use grenades.
- bot_allow_machine_guns If nonzero, bots may use the machine gun.
- bot_allow_pistols If nonzero, bots may use pistols.
- bot_allow_rifles If nonzero, bots may use rifles.
- bot_allow_rogues If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
- bot_allow_shotguns If nonzero, bots may use shotguns.
- bot_allow_snipers If nonzero, bots may use sniper rifles.
- bot_allow_sub_machine_guns If nonzero, bots may use sub-machine guns.
- bot_auto_follow If nonzero, bots with high co-op may automatically follow a nearby human player.
- bot_auto_vacate If nonzero, bots will automatically leave to make room for human players.
- bot_autodifficulty_threshold_high Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
- bot_autodifficulty_threshold_low Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
- bot_chatter Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
- bot_chatter_use_rr 0 = Use old bot chatter system, 1 = Use response rules
- bot_controllable Determines whether bots can be controlled by players
- bot_coop_idle_max_vision_distance Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
- bot_crouch
- bot_debug For internal testing purposes.
- bot_debug_target For internal testing purposes.
- bot_defense_rush_chance Are the defense bots going to rush.
- bot_defer_to_human_goals If nonzero and there is a human on the team, the bots will not do the scenario tasks.
- bot_defer_to_human_items If nonzero and there is a human on the team, the bots will not get scenario items.
- bot_difficulty Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
- bot_dont_shoot If nonzero, bots will not fire weapons (for debugging).
- bot_eco_limit If nonzero, bots will not buy if their money falls below this amount.
- bot_flipout If nonzero, bots use no CPU for AI. Instead, they run around randomly.
- bot_force_duck
- bot_freeze
- bot_goto_mark Sends a bot to the marked nav area (useful for testing navigation meshes)
- bot_goto_selected Sends a bot to the selected nav area (useful for testing navigation meshes)
- bot_hurt
- bot_ignore_enemies If nonzero, bots will ignore enemies (for debugging).
- bot_ignore_players Bots will not see non-bot players.
- bot_join_after_player If nonzero, bots wait until a player joins before entering the game.
- bot_join_delay Prevents bots from joining the server for this many seconds after a map change.
- bot_join_in_warmup Prevents bots from joining the server while warmup phase is active.
- bot_join_team Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
- bot_kick bot_kick <all> <t|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
- bot_kill bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
- bot_knives_only Restricts the bots to only using knives
- bot_loadout bots are given these items at round start
- bot_max_visible_smoke_length Bots will see players through smoke clouds up to this length.
- bot_max_vision_distance_override Max distance bots can see targets.
- bot_mimic Bot uses usercmd of player by index.
- bot_mimic_spec_buttons +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
- bot_mimic_yaw_offset
- bot_path bot_path <all> <t|ct> <type> <difficulty> <name> - Tells a specific bot to follow a human path, matching the given criteria.
- bot_path_require_reachable_goal If nonzero, bots refuse to path to a nav area that the nav build did not reach from a player spawn.
- bot_pistols_only Restricts the bots to only using pistols
- bot_place bot_place - Places a bot from the map at where the local player is pointing.
- bot_prefix This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <weaponclass> will be replaced with the bot's desired weapon class. <skill> will be replaced with a 0-100 representation of the bot's skill.
- bot_quota Determines the total number of bots in the game.
- bot_quota_mode Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
- bot_randombuy should bots ignore their prefered weapons and just buy weapons at random?
- bot_show_battlefront Show areas where rushing players will initially meet.
- bot_show_nav For internal testing purposes.
- bot_show_occupy_time Show when each nav area can first be reached by each team.
- bot_snipers_only Restricts the bots to only using sniper rifles
- bot_stop bot_stop <1|all> | <not_bomber> | <t> | <ct>
- bot_strafe Strafe left and right (interval)
- bot_traceview For internal testing purposes.
- bot_walk If nonzero, bots can only walk, not run.
- bot_zombie If nonzero, bots will stay in idle mode and not attack.
- box Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
- break_damage_inherit_scale
- break_invulnerable_spawn_duration
- breakable_debug_spawn_transform_time Debug draw the spawn transform location.
- breakable_force_break Force a breakable to break
- breakable_multiplayer
- buddha Player takes damage but won't die
- buddha_ignore_bots Bots always buddha 0
- buddha_reset_hp HP to set when damaged below zero in Buddha Mode
- bug bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.
- bug_submitter_override
- bugbug bugbug
- bugvoice_clear Clear voice attachment data.
- bugvoice_save Write buffered voice attachment data to file.
- buildcubemaps Build Cubemaps
- buildcubemaps_renderdoc_capture Capture a specific cubemap with RenderDoc during buildcubemaps.
- buildsparseshadowtree Build Sparse Shadow Tree
- button_info Display information about the specified key or button.
- buymenu Show or hide main buy menu
- buyrandom Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
- c_maxdistance
- c_maxpitch
- c_maxyaw
- c_mindistance
- c_minpitch
- c_minyaw
- c_orthoheight
- c_orthowidth
- c_thirdpersonshoulder
- c_thirdpersonshoulderaimdist
- c_thirdpersonshoulderdist
- c_thirdpersonshoulderheight
- c_thirdpersonshoulderoffset
- cachedvalue_count_partybrowser
- cachedvalue_count_teammates
- callvote Start a vote on an issue.
- cam_collision When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
- cam_command Tells camera to change modes
- cam_idealdelta Controls the speed when matching offset to ideal angles in thirdperson view
- cam_idealdist
- cam_ideallag Amount of lag used when matching offset to ideal angles in thirdperson view
- cam_idealpitch
- cam_idealyaw
- cam_showangles When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
- cam_snapto
- camera_cut_to_datadriven_camera
- camera_datadriven_debug
- camera_datadriven_disable_cache
- camera_path_add
- camera_path_clear_all
- camera_path_delete
- camera_path_demo
- camera_path_edit_mode
- camera_path_load
- camera_path_save
- camerazoomin
- camerazoomout
- camortho Switch to orthographic camera.
- cancelselect
- capturecubemap Capture Cubemap
- cash_player_bomb_defused
- cash_player_bomb_planted
- cash_player_damage_hostage
- cash_player_drop_on_death
- cash_player_drop_on_death_stack_value
- cash_player_get_killed
- cash_player_interact_with_hostage
- cash_player_killed_enemy_default
- cash_player_killed_enemy_factor
- cash_player_killed_hostage
- cash_player_killed_teammate
- cash_player_rescued_hostage
- cash_player_respawn_amount
- cash_team_bonus_shorthanded
- cash_team_elimination_bomb_map
- cash_team_elimination_hostage_map_ct
- cash_team_elimination_hostage_map_t
- cash_team_hostage_alive
- cash_team_hostage_interaction
- cash_team_loser_bonus
- cash_team_loser_bonus_consecutive_rounds
- cash_team_per_dead_enemy
- cash_team_planted_bomb_but_defused
- cash_team_rescued_hostage
- cash_team_terrorist_win_bomb
- cash_team_win_by_defusing_bomb
- cash_team_win_by_hostage_rescue
- cash_team_win_by_time_running_out_bomb
- cash_team_win_by_time_running_out_hostage
- cash_team_winner_bonus_consecutive_rounds
- cast_aabb Tests box collision detection
- cast_bullet Tests bullet cast
- cast_capsule Tests capsule collision detection
- cast_convex Tests convex hull collision detection
- cast_cylinder Tests cylinder collision detection
- cast_intervals Tests interval ray cast
- cast_obb Tests cylinder collision detection
- cast_physics Tests physics shape collision detection
- cast_ray Tests ray cast
- cast_sphere Tests sphere cast
- cc_captiontrace Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
- cc_delay_time Close caption delay before showing caption.
- cc_emit Emits a closed caption
- cc_force_combine_chatter
- cc_lang Current close caption language (emtpy = use game UI language)
- cc_linger_time Close caption linger time.
- cc_log Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)
- cc_spectator_only
- cc_subtitles If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
- cc_vr_caption_catchup_interval Duration it takes for attached caption to ideal point
- cc_vr_caption_speed 0 = slow, 1 = medium (default), 2 = fast
- cc_vr_debug Debug visualization of VR closed caption placement
- cc_vr_depth_test Have closed caption Panorama panel perform depth testing against the scene
- cc_vr_epsilon Epsilon to trigger movement of VR subtitle panel in world space
- cc_vr_font_size 0 = small, 1 = med (default), 2 = large
- cc_vr_forward_offset Subtitle offset distance (forward, in front of player)
- cc_vr_vertical_offset Subtitle vertical offset distance (positive is up)
- cc_vr_width 0 = narrow, 1 = med (default), 2 = wide
- changelevel changelevel <mapname> :Multiplayer change level.
- character_patches
- check_collision_saveload
- check_collision_saveload_dir
- check_nofilefd Print the current number of FDs reported by getrlimit
- check_transmit_dump_ents
- chicken_stop
- cl_ShowBoneSetupEnts Show which entities are having their bones setup each frame.
- cl_access_all_missions
- cl_ag2_record_entity_graph Automatically start AG2 recording when an entity with this name (wildcard) or id is created.
- cl_aggregate_particles
- cl_allow_animated_avatars Whether or not to allow animated avatars
- cl_allow_multi_input_binds
- cl_anglespeedkey
- cl_anim_eval_stats Displays stats about how many EvaluatePose calls are unused
- cl_animgraph_dump_update_list Displays stats about which animations are updating
- cl_async_client_shatter spawn client glass shards asynchronously during demos or when remotely connected.
- cl_async_restore_server_authoritative_state
- cl_async_usercmd_send
- cl_async_usercmd_send_recvmargin_min Min size of the recv margin queue when async usercmd send is disabled
- cl_auto_cursor_scale Automatic cursor size scaling.
- cl_autobuy The order in which autobuy will attempt to purchase items
- cl_autohelp Auto-help
- cl_avatar_convert_png Converts all rgb avatars in the avatars directory to png
- cl_avatar_convert_rgb Converts all png avatars in the avatars directory to rgb
- cl_axis Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
- cl_bake_bomb_damage_debug
- cl_batch_entity_list_ops_during_latch Batch entity list adds / removes while latching interpolated variables to avoid mutex contention.
- cl_bone_cache_optimization
- cl_borrow_music_from_player_slot
- cl_box Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
- cl_boxmove run in a square, # represents how many usercommands to run before turning.
- cl_boxmove_speed how fast to run (1 to use player max run speed).
- cl_break_on_missing_resource Break in debugger when missing resource match is found. Format: cl_break_on_missing_resource <substring> /(empty to break on all) / 0 to turn off.
- cl_buffer_incoming_net_messages
- cl_buymenu_ct_nextround_high
- cl_buymenu_ct_nextround_low
- cl_buymenu_t_nextround_high
- cl_buymenu_t_nextround_low
- cl_buywheel_donate_key Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift.
- cl_buywheel_nonumberpurchasing Set non-zero to prevent buy wheel from purchasing via number keys
- cl_cache_sendtable Cache sendtables
- cl_cameraoverride_fade_in_amount
- cl_cameraoverride_shadow_depth_bias
- cl_cameraoverride_shadow_end
- cl_change_callback_limit change callback msec warning limit
- cl_chat_active
- cl_checkdeclareclasses Check game code serializers
- cl_clock_buffer_ticks Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired
- cl_clock_buffer_ticks_spectator Additional margin (in ticks) to apply when spectating.
- cl_clock_correction Enable/disable clock correction on the client.
- cl_clock_recvmargin_adjust_limit_slowdown Clock sync will not slow down time slower than N%
- cl_clock_recvmargin_adjust_limit_speedup Clock sync will not speed up time faster than N%
- cl_clock_recvmargin_desired Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks
- cl_clock_recvmargin_spew_interval
- cl_clock_recvmargin_timeconstant_slowdown Clock sync will remove 63.2% of the error in N seconds
- cl_clock_recvmargin_timeconstant_speedup Clock sync will remove 63.2% of the error in N seconds
- cl_clock_recvmargin_window Clock sync will use past N seconds
- cl_clockdbg
- cl_clockdrift_max_ticks Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.
- cl_clutch_mode Silence voice and other distracting sounds until the end of round or next death.
- cl_color Preferred teammate color
- cl_connectionretrytime_p2p Number of seconds over which to spread retry attempts for P2P.
- cl_cq_min_queue Used by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength
- cl_crosshair_drawoutline Draw a black outline around the crosshair for better visibility. 0 = No outline, 1 = Full outline, 2 = Half outline
- cl_crosshair_dynamic_maxdist_splitratio Style 2 only: how the bar length is divided between inner and outer bars once split. inner = cl_crosshairsize * (1 - ratio), outer = cl_crosshairsize * ratio. [0 - 1]
- cl_crosshair_dynamic_splitalpha_innermod Style 2 only: alpha multiplier for the INNER crosshair bars once they have split. [0 - 1]
- cl_crosshair_dynamic_splitalpha_outermod Style 2 only: alpha multiplier for the OUTER crosshair bars once they have split. [0.3 - 1]
- cl_crosshair_dynamic_splitdist Style 2: distance at which the crosshair bars split in two.
- cl_crosshair_dynamic_spread_limit The additional distance the dynamic elements are allowed to spread out to from the baseline of 128 pixels.
- cl_crosshair_friendly_warning 0: off, 1: on
- cl_crosshair_gap Offset added to the gap between the crosshair center and the bars.
- cl_crosshair_length Length of each crosshair bar, scaled with screen resolution
- cl_crosshair_recoil Crosshair follows the weapon's predicted recoil (aim punch)
- cl_crosshair_screen_height The res at which the user authored their size settings at - changes whenever a size setting is updated
- cl_crosshair_sniper_width If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)
- cl_crosshair_t T-style crosshair: hide the top bar
- cl_crosshair_thickness Thickness of the crosshair bars and circle, scaled with screen resolution (minimum 1 pixel)
- cl_crosshairalpha
- cl_crosshaircolor_a Crosshair opacity. 0 = fully transparent, 255 = fully opaque
- cl_crosshaircolor_b Crosshair color, blue component
- cl_crosshaircolor_g Crosshair color, green component
- cl_crosshaircolor_r Crosshair color, red component
- cl_crosshairdot Draw a dot at the center of the crosshair
- cl_crosshairoutline_a Crosshair outline opacity. 0 = fully transparent, 255 = fully opaque
- cl_crosshairoutline_b Crosshair outline color, blue component
- cl_crosshairoutline_g Crosshair outline color, green component
- cl_crosshairoutline_r Crosshair outline color, red component
- cl_crosshairsize
- cl_crosshairstyle Crosshair style. 0 = Dynamic Cross, 1 = Dynamic Circle, 2 = Dynamic Cross (Legacy), 3 = Static Circle, 4 = Static Cross, 5 = Static Cross (Shot Feedback), 6 = Dot Only, 7 = Dynamic Quad, 8 = Static Square, 9 = Static Quad.
- cl_crosshairthickness
- cl_cs_dump_econ_item_stringtable cl_cs_dump_econ_item_stringtable
- cl_csgo_shoot_debugvis_rdp_text_l
- cl_csgo_shoot_debugvis_rdp_text_x
- cl_csgo_shoot_debugvis_show_los Show line of last shot.
- cl_csgo_shoot_debugvis_show_rdp
- cl_csgo_shoot_trim_input_frames
- cl_cursor_scale Cursor size scaling factor.
- cl_deathcam_audio_mix_phase1_fade_amount Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.
- cl_deathcam_audio_mix_phase1_fade_time Sets the amount of time we fade out over.
- cl_deathcam_audio_mix_phase2_fade_amount Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.
- cl_deathcam_audio_mix_phase2_fade_time Sets the amount of time we fade out over.
- cl_deathcampanel_position_dynamic Turn on/off deathcam's kill panel dynamic Y movement
- cl_deathnotices_show_numbers 0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name
- cl_debounce_zoom Whether or not to disable holding secondary fire to cycle zoom levels
- cl_debug_build_recvmargin_min Min size of the recv margin queue when in tools/debug mode
- cl_debug_force_push_to_talk
- cl_debug_overlay_fullposition
- cl_debug_overlays_broadcast Render debug overlays from server.
- cl_debug_precipitation_surface_graph When true, use the surface graph to pass in positions for rainfall.
- cl_debug_round_stat_submission
- cl_debugoverlay_cycle_domain Toggles visibility of the debug overlay system.
- cl_debugoverlay_cycle_state Toggles visibility of the debug overlay system.
- cl_debugoverlay_dashboard Makes the debug overlay dashboard visible.
- cl_debugoverlay_hide_imgui Hides the overlay.
- cl_debugoverlay_toggle Toggles visibility of the debug overlay system.
- cl_debugviewangle Plots view angles yaw at various stages of the frame/tick in Tracy.
- cl_decryptdata_key Key to decrypt encrypted GOTV messages
- cl_decryptdata_key_pub Key to decrypt public encrypted GOTV messages
- cl_demo_predict Enable 'TrueView' when watching a demo, which attempts to recreate the client's experience more accurately. 0=disable, 1=only if demo version match, 2=always
- cl_demo_steadycam_blendframes blend over this many frames
- cl_demo_steadycam_deflection if camera orientation changes this much update orientation
- cl_demo_steadycam_enable Stabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam
- cl_demo_steadycam_radius if camera moves this much from last anchor update anchor
- cl_demo_view_offset_left View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)
- cl_demoviewoverride Override view during demo playback
- cl_destroy_ragdolls Destroys all client-side ragdolls
- cl_dev_decaltrace_blood Shoot out a decal spray that shoots blood.
- cl_disable_deathcam_audio_mix_fade_out When set to true, disables audio being silenced while the death cam fades out.
- cl_disable_postprocessing
- cl_disable_ragdolls
- cl_disable_round_end_report
- cl_disconnect_soundevent This soundevent is called to stop the desired soundevents when the game is disconnected.
- cl_disconnect_voice_fade This is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect
- cl_display_flashbang_values
- cl_display_game_events
- cl_display_player_visibilty
- cl_dm_buyrandomweapons Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon)
- cl_dormant_spew Spew state on when client entities become dormant or active.
- cl_draw_only_deathnotices For drawing only the crosshair and death notices (used for moviemaking)
- cl_draw_simulating_entities
- cl_draw_simulating_entities_distance
- cl_drawcross Draws a cross at the given location Arguments: x y z
- cl_drawhud Enable the rendering of the hud
- cl_drawhud_force_deathnotices 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices
- cl_drawhud_force_radar 0: default; 1: draw radar even if hud disabled; -1: force no radar
- cl_drawhud_force_teamid_overhead 0: default; 1: draw teamid even if hud disabled; -1: force no teamid
- cl_drawhud_specvote 1: default; 0: disables vote UI for spectators
- cl_drawline Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
- cl_dump_projected_texture_count Print out number of active projected textures
- cl_dump_response_symbols print all response symbols to the console
- cl_dumpentity Dumps info about an entity
- cl_dumpsplithacks Dump split screen workarounds.
- cl_embedded_stream_audio_volume Embedded stream audio volume
- cl_embedded_stream_audio_volume_xmaster Whether embedded stream audio volume gets multiplied by master volume
- cl_embedded_stream_video_playing Embedded stream video playing state
- cl_enable_party_voice
- cl_ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_actornames Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
- cl_ent_animgraph2_open_graph Opens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_animgraph2_record Starts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_attachment_filter_substrings If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- cl_ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_call ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
- cl_ent_clear_debug_overlays Clears all debug overlays
- cl_ent_find Find and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>
- cl_ent_find_index Display data for entity matching specified index. Format: find_ent_index <index>
- cl_ent_grab grabs the object in front of the player. Options: -loose -multiple -toggle
- cl_ent_hierarchy Prints the entity hierarchy tree rooted at the specified ent(s)
- cl_ent_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_joint_axis_size
- cl_ent_joint_filter_name If a joint's entire name matches (case insensitive), it will be displayed.
- cl_ent_joint_filter_substrings If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- cl_ent_joint_lines Draw a line between a rendered joint and its parent.
- cl_ent_joint_names Draw the name of a rendered joint.
- cl_ent_joint_only_ik_joints
- cl_ent_joint_use_bind_pose
- cl_ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_name Displays the entity name
- cl_ent_picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
- cl_ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_pivot_size
- cl_ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- cl_ent_scale Scales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- cl_ent_scenehierarchy Prints the entity scenenode hierarchy tree rooted at the specified ent(s)
- cl_ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_setang Set entity angles
- cl_ent_setname Sets the targetname of the given entity(s) Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- cl_ent_setpos Move entity to position
- cl_ent_show_contexts Show entity contexts in ent_text display
- cl_ent_show_damage Sets damage display mode. When on, you will see the amount of damage dealt over the target's head.
- cl_ent_showonlyattachment
- cl_ent_showonlyhitbox
- cl_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_skeleton_only_ik_joints
- cl_ent_spew_derived_classes Prints out all entity classes which inherit from a specified base class
- cl_ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text256 Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_clear Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_filter Set which ent_text filters you want:
- cl_ent_text_flags_active
- cl_ent_text_no_name_really_i_mean_it
- cl_ent_text_radius Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- cl_ent_text_sticky_add Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_sticky_clear Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_sticky_dump Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_sticky_remove Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_ungrab un-grabs all objects
- cl_ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_visibility_traces Displays visibility traces for the given entity Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ents List client entities, sorted by spawn group
- cl_error_report_time Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.
- cl_extrapolate Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount Set how many seconds the client will extrapolate entities for.
- cl_fake_timeout
- cl_fasttempentcollision
- cl_firstperson_legs
- cl_firstperson_legs_aoproxy
- cl_flushentitypacket For debugging. Force the engine to flush an entity packet.
- cl_force_next_signon_to_reset
- cl_force_spec_hud_color_to_team Spec hud color setting is always team/teammate
- cl_frametime_summary_report_detailed When a perf report is dumped at the end of the session, should it be detailed?
- cl_fullupdate Force uncompressed update
- cl_game_mode_convars Display the values of the convars for the current game_mode.
- cl_generate_postdataupdatepreserved Do we invoke PostDataUpdatePreserved callbacks for entities that had no changes but are still in the PVS?
- cl_globallight_debug
- cl_globallight_depth_bias
- cl_globallight_expansion
- cl_globallight_freeze
- cl_globallight_orig_calc_frustum
- cl_globallight_shadow_mode
- cl_globallight_slope_scale_depth_bias
- cl_globallight_use_alt_focus_region
- cl_globallight_use_optimized_calc_frustum
- cl_globallight_use_shaadow_near_offset
- cl_globallight_world_bottom_height
- cl_globallight_world_top_height
- cl_glow_brightness Brightness of player halos
- cl_glow_item_far_b
- cl_glow_item_far_g
- cl_glow_item_far_r
- cl_graphics_driver_warning_dont_show_again Graphics driver recommendation (NVIDIA 581.80 / AMD 23.11.1)
- cl_grenadecrosshair_decoy Is the grenade crosshair enabled
- cl_grenadecrosshair_explosive Is the grenade crosshair enabled
- cl_grenadecrosshair_fire Is the grenade crosshair enabled
- cl_grenadecrosshair_flash Is the grenade crosshair enabled
- cl_grenadecrosshair_keepusercrosshair Keep drawing the user's crosshair while the grenade throw crosshair is shown
- cl_grenadecrosshair_smoke Is the grenade crosshair enabled
- cl_grenadecrosshair_ticklabels Draw labels on grenade throw crosshair ticks
- cl_grenadecrosshair_tickscaling Scale applied to grenade throw crosshair ticks
- cl_grenadecrosshairdelay_decoy How long should the pin be pulled for before showing the grenade crosshair
- cl_grenadecrosshairdelay_explosive How long should the pin be pulled for before showing the grenade crosshair
- cl_grenadecrosshairdelay_fire How long should the pin be pulled for before showing the grenade crosshair
- cl_grenadecrosshairdelay_flash How long should the pin be pulled for before showing the grenade crosshair
- cl_grenadecrosshairdelay_smoke How long should the pin be pulled for before showing the grenade crosshair
- cl_hide_avatar_images Hide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends
- cl_highlights_hud_playback Highlights hud playback
- cl_hitbox_debug
- cl_hold_game_events_force_delay_ticks Debugging convar to force late dispatch of game events.
- cl_hold_game_events_until_server_tick Holds game events until client has received the tick the event was fired on.
- cl_http_log_enable Allows sending HTTP log from client main menu.
- cl_hud_color 0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color.
- cl_hud_radar_background_alpha
- cl_hud_radar_blur_background Blurs the radar background.
- cl_hud_radar_map_additive Blend Hud radar map additively on top of background.
- cl_hud_radar_scale
- cl_hud_telemetry_frametime_poor Frame time greater than this is considered 'poor'.
- cl_hud_telemetry_frametime_show Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always
- cl_hud_telemetry_net_detailed Show breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always
- cl_hud_telemetry_net_misdelivery_poor Packet delivery anomaly rate (0..100) higher than this is considered 'poor'.
- cl_hud_telemetry_net_misdelivery_show Show percentage of user commands & server snapshots that are missed due to network conditions. 0=never, 1=only in poor conditions, 2=always
- cl_hud_telemetry_net_quality_graph_show Show packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always
- cl_hud_telemetry_ping_poor Ping higher than this (ms) is considered 'poor'.
- cl_hud_telemetry_ping_show Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always
- cl_hud_telemetry_serverrecvmargin_graph_show Show graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always
- cl_ignorepackets Force client to ignore packets (for debugging).
- cl_imgui_debug_entity Shows the entity browser, focused on the entity you specify. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_imgui_set_selection Sets ImGui selection
- cl_imgui_set_status_text Sets ImGui header status text
- cl_import_csgo_config
- cl_in_forcebuttonstate Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS
- cl_inferno_bodyburn
- cl_input_enable_raw_keyboard Enable raw keyboard input
- cl_instant_death_anim
- cl_interp Read the effective client simulation interpolation amount in terms of time.
- cl_interp_ag2_for_non_ag2_entities
- cl_interp_all Disable interpolation list optimizations.
- cl_interp_animationvars Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval
- cl_interp_hermite Set to zero do disable hermite interpolation.
- cl_interp_npcs Interpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater)
- cl_interp_parallel Run interpolation in parallel for entities with no children.
- cl_interp_ratio Set number of client simulation interpolation ticks.
- cl_interp_simulationvars Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval
- cl_interp_threadmodeticks Additional interpolation ticks to use when interpolating with threaded engine mode set.
- cl_interpolate Interpolate entities on the client.
- cl_interpolate_report Enable to show interpolation profile timing
- cl_inv_volatile_limits
- cl_inventory_debug_tooltip
- cl_inventory_radial_immediate_select In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.
- cl_inventory_radial_tap_to_cycle In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.
- cl_inventory_saved_filter2
- cl_inventory_saved_sort2
- cl_invites_only_friends If turned on, will ignore in-game invites from recent teammates or other non-friends
- cl_invites_only_mainmenu If turned on, will ignore all invites when user is playing a match
- cl_ironsight_dot_scale Scope dot scale
- cl_ironsight_filter_alpha Ironsight filter alpha
- cl_ironsight_min_channel_color Ironsight min channel color value
- cl_ironsight_usecrosshaircolor Should the scope dot match the user's crosshair color
- cl_itemimages_dynamically_generated 2: use render-targets; 0: disk assets only
- cl_jitter_bad_threshold_up When upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually
- cl_joystick_enabled Enable joystick input
- cl_lagcompensation_test_auto_target Auto-pick value of cl_lagcompensation_test_target.
- cl_lagcompensation_test_target Player whose head is tracked to test lag compensation.
- cl_language Language
- cl_latch_report Enable to output stats about latching
- cl_leveloverview
- cl_lightquery_debug
- cl_loadout_saved_sort
- cl_lock_camera
- cl_log_tick Log when a tick is received
- cl_log_tick_skips Log when the tick delta >= this
- cl_low_latency_vsync_recommendation_dont_show_again
- cl_mainmenu_hide_blog Show the news panel and hide blog
- cl_mainmenu_show_blog Show the blog and hide news panel
- cl_major_store_watch_list
- cl_map_preview_debug_jitter
- cl_massreport
- cl_matchlist_controlroom_aid
- cl_matchstats_print_own_data cl_matchstats_print_own_data RANGENAME
- cl_max_particle_pvs_aabb_edge_length
- cl_min_china_movie_time
- cl_min_movie_time
- cl_mute_all_but_friends_and_party Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes.
- cl_mute_enemy_team Block all communication from players on the enemy team.
- cl_mute_player_after_reporting_abuse Mute players reported for abuse automatically.
- cl_names_debug
- cl_net_buffer_ticks Number of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly.
- cl_net_buffer_ticks_use_interp If false, we smooth over packet loss by adjusting the clock synchronization to buffer packets. If true, we process packets immediately and use cl_interp to delay their effects
- cl_net_printsummary Print a summary report of Source2 engine networking statistics. (Ticks, netchan messages, etc.)
- cl_net_showeventlisteners Show listening addition/removals
- cl_net_showevents Dump game events to console (1=client only, 2=all).
- cl_new_user_phase 0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled
- cl_obs_interp_enable Enables interpolation between observer targets
- cl_obs_interp_speed Spectator camera interpolation speed
- cl_observed_bot_crosshair Crosshair shown when observing a bot. 0 = show your crosshair, 1 = show your crosshair only when the bot can be taken over (otherwise default), 2 = always show the default crosshair
- cl_paintkit_override
- cl_panel_freeze_time_after_press time to freeze mouse/pointer motion after a mouse button press
- cl_parallel_readpacketentities Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).
- cl_parallel_readpacketentities_threshold Use parallel processing of snapshot reading if above this many entries.
- cl_particle_batch_mode
- cl_particle_create_duplicate_work_for_profiling Create and destroy N particle systems for every one created normally
- cl_particle_fallback_base Base for falling back to cheaper effects under load.
- cl_particle_fallback_multiplier Multiplier for falling back to cheaper effects under load.
- cl_particle_log_creates Print debug message every time a particle collection is created
- cl_particle_max_count
- cl_particle_newinit turn on optimized particle init
- cl_particle_retire_cost
- cl_particle_sim_fallback_base_multiplier How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.
- cl_particle_sim_fallback_threshold_ms Amount of simulation time that can elapse before new systems start falling back to cheaper versions
- cl_particle_simulate Enables/Disables Particle Simulation
- cl_particles_dump_effects
- cl_particles_dumplist Dump all new particles, optional name substring.
- cl_particles_dumpsimlist Dump all simulating particles, optional name substring.
- cl_pclass Dump entity by prediction classname.
- cl_pdump Dump info about this entity to screen.
- cl_phys_animated_hierarchy
- cl_phys_assume_fixed_tick_interval If true, we assume the client uses a fixed tickrate like the server (which may not always be true). If false, we recalculate the number of physics substeps in each client tick based on the actual elapsed time in the tick.
- cl_phys_block_dist
- cl_phys_block_fraction
- cl_phys_create_test_character_proxy Create test character proxy
- cl_phys_debug_callback_entities Print all entities that get touch callbacks. Each entity is printed only once.
- cl_phys_dump_intersection_controller Dump intersection controller status
- cl_phys_dump_main_world Dump physics main world to file
- cl_phys_dump_memory Dump memory usage
- cl_phys_enabled Enable all physics simulation
- cl_phys_list List all physics component contents of every entity in the game; -stream [1|0] initiate|terminate streaming to physics debugger -allents include non-physical entities -classes print class names -sdk Rubikon-wide memory short status -sdk -struct Rubikon-wide memory use per struct -sdk -rebuildsvms Rubikon-wide SVM force rebuild and status -world current state of the world -world -touch list body pairs (bodies in contact) -world -save <name> save world to a file -world -mem memory dump (separately per game dll) -world -snapshots Start/Stop dumping snapshots of the world into the current directory -world -agg current aggregate data registry (loaded resources)
- cl_phys_networked_start_sleep
- cl_phys_sleep Put all physics in all the worlds to sleep
- cl_phys_sleep_enable Enable sleeping for dynamic physics bodies.
- cl_phys_sound_disable_impact_sounds_under_hard_threshold if true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.
- cl_phys_stop_at_collision
- cl_phys_timescale Scale time for physics
- cl_phys_visualize_awake
- cl_phys_wakeup Wake all physics objects in the Main physics up
- cl_physics_add_test add test object
- cl_physics_highlight_active Turns on the absbox for all active physics objects. 0 : un-highlight.
- cl_physics_remove_test remove test object
- cl_physics_report_active Lists all active physics objects -more : extra info
- cl_ping_fade_deadzone Distance from the crosshair over which the ping is completely invisible
- cl_ping_fade_distance Distance from the crosshair over which the ping fades
- cl_pitchdown
- cl_pitchspeed
- cl_pitchup
- cl_playback_screenshots Allows the client to playback screenshot and jpeg commands in demos.
- cl_player_ping_mute If 1, player pinging will make a sound, if 0, pings will be silent
- cl_player_ragdolls_collide
- cl_player_visibility_far distance at which proxy scale is maximized
- cl_player_visibility_far_scale proxy scale multiplier at max dist (is 1.0 at mindist)
- cl_player_visibility_near cull characters nearer than this
- cl_player_visibility_show_stencil_proxy
- cl_player_visibility_stencil_bloat_amount
- cl_player_visibility_stencil_proxy_min_dist
- cl_player_visibility_stencil_proxy_min_dist_box
- cl_player_visibility_stencil_proxy_type 0 - box, 1 - dodecahedron
- cl_playerslot_in_names prepend controller playerslot to names for debugging
- cl_poll_network_early Enable polling for network messages every frame, instead of every tick
- cl_precacheinfo Show precache info (client).
- cl_pred_always_latch
- cl_pred_build_verbose Verbose spew when building prediction optimized data runs.
- cl_pred_checkstuck Perform the additional 'stuck' traces on the client side during prediction.
- cl_pred_optimize Optimize for not repredicting if there were no errors
- cl_pred_parallel_postnetwork
- cl_pred_print_every_cmd Print something every time we predict a command
- cl_pred_track <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
- cl_pred_track_off clear field track changes.
- cl_predict_body_shot_fx
- cl_predict_bomb_defusal
- cl_predict_head_shot_fx
- cl_predict_kill_ragdolls
- cl_predict_weapon_drop
- cl_prediction_savedata_postentitypacketreceived Experimental optimization. If you are reading this in 2026, please delete this convar.
- cl_predictioncopy_describe Describe PredictionMap_t for entindex
- cl_predictioncopy_print Print simple description of prediction copy fields for entindex
- cl_predictioncopy_runs
- cl_prefer_lefthanded Left handed preference
- cl_printfps Print information from cl_showfps.
- cl_promoted_settings_acknowledged
- cl_prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
- cl_querycache_stats Display status of the query cache (client only)
- cl_quickinventory_filename
- cl_quickinventory_lastinv
- cl_quickinventory_line_update_speed
- cl_radar_always_centered If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.
- cl_radar_fast_transforms Faster way of placing icons on the mini map.
- cl_radar_icon_scale_min Sets the minimum icon scale. Valid values are 0.4 to 1.25.
- cl_radar_rotate 1
- cl_radar_scale Sets the radar scale. Valid values are 0.25 to 1.0.
- cl_radar_scale_alternate Sets the alternate radar scale. Valid values are 0.25 to 1.0.
- cl_radar_scale_dynamic Toggles between a radar that scales dynamically to encompass all the detected elements on the map.
- cl_radar_show_all_players_when_spectating Set all players visible on radar when spectating, regardless of whether they have been spotted.
- cl_radar_square_always If set, the radar will always be square.
- cl_radar_square_when_spectating If set, the radar will be square when spectating.
- cl_radar_square_with_scoreboard If set, the radar will toggle to square when the scoreboard is visible.
- cl_radial_coyote_time Selection lenience: How long in seconds the last selected radial segment is used if no segment is selected.
- cl_radial_menu_icon_radius
- cl_radial_menu_tap_duration If nothing in a radial menu is selected, and the button engaging the radial menu is released within this duration, fallback on the radial's tap functionality
- cl_radial_radio_tab
- cl_radial_radio_tab_0_text_1
- cl_radial_radio_tab_0_text_2
- cl_radial_radio_tab_0_text_3
- cl_radial_radio_tab_0_text_4
- cl_radial_radio_tab_0_text_5
- cl_radial_radio_tab_0_text_6
- cl_radial_radio_tab_0_text_7
- cl_radial_radio_tab_0_text_8
- cl_radial_radio_tab_1_text_1
- cl_radial_radio_tab_1_text_2
- cl_radial_radio_tab_1_text_3
- cl_radial_radio_tab_1_text_4
- cl_radial_radio_tab_1_text_5
- cl_radial_radio_tab_1_text_6
- cl_radial_radio_tab_1_text_7
- cl_radial_radio_tab_1_text_8
- cl_radial_radio_tab_2_text_1
- cl_radial_radio_tab_2_text_2
- cl_radial_radio_tab_2_text_3
- cl_radial_radio_tab_2_text_4
- cl_radial_radio_tab_2_text_5
- cl_radial_radio_tab_2_text_6
- cl_radial_radio_tab_2_text_7
- cl_radial_radio_tab_2_text_8
- cl_radial_radio_tap_to_ping When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration
- cl_radial_radio_version_reset
- cl_radialmenu_deadzone_size
- cl_radialmenu_deadzone_size_joystick
- cl_ragdoll_default_scale
- cl_ragdoll_limit Maximum number of ragdolls to show (-1 disables limit)
- cl_ragdoll_lru_debug
- cl_ragdoll_physics_enable Enable/disable ragdoll physics.
- cl_ragdoll_reload
- cl_ragdoll_workaround_threshold Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients
- cl_random_taser_bone_y The Y position used for the random taser force.
- cl_random_taser_force_y The Y position used for the random taser force.
- cl_random_taser_power Power used when applying the taser effect.
- cl_rebuy The order in which rebuy will attempt to repurchase items
- cl_redemption_reset_timestamp
- cl_refresh_rate_recommendation_dont_show_again
- cl_reload_hud Reloads the hud scale and resets scale and borders
- cl_removedecals Remove the decals from the entity under the crosshair.
- cl_report_entities Lists all entities
- cl_report_predcopy_overrides Report prediction copy overrides
- cl_report_simthinklist Lists all simulating/thinking entities
- cl_report_soundpatch reports client-side sound patch count
- cl_resend Delay in seconds before the client will resend the 'connect' attempt
- cl_resetfps Reset information from cl_showfps.
- cl_retire_low_priority_lights Low priority dlights are replaced by high priority ones
- cl_rr_dump_rules Print all response rules
- cl_sanitize_muted_players Hide names and avatars of muted players.
- cl_sanitize_player_names Replace names of other players with something non-offensive.
- cl_sceneentity_debug Display all thinking scene entities and its data.
- cl_scoreboard_mouse_enable_binding Name of the binding to enable mouse selection in the scoreboard
- cl_scoreboard_survivors_always_on
- cl_scoreboard_toggle_enable
- cl_screenmessage_notifytime How long to display screen message text
- cl_script_add_debug_filter Add a filter to the game debug overlay
- cl_script_add_watch Add a watch to the game debug overlay
- cl_script_add_watch_pattern Add a watch to the game debug overlay
- cl_script_attach_debugger Connect the vscript VM to the script debugger
- cl_script_attach_debugger_at_startup
- cl_script_break_in_native_debugger_on_error
- cl_script_clear_watches Clear all watches from the game debug overlay
- cl_script_debug Toggle the in-game script debug features
- cl_script_dump_all Dump the state of the VM to the console
- cl_script_find Find a key in the VM
- cl_script_help Output help for script functions
- cl_script_help2 Output help for script functions suitable for auto-completion
- cl_script_reload Reload scripts
- cl_script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script
- cl_script_reload_entity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
- cl_script_remove_debug_filter Remove a filter from the game debug overlay
- cl_script_remove_watch Remove a watch from the game debug overlay
- cl_script_remove_watch_pattern Remove a watch from the game debug overlay
- cl_script_resurrect_unreachable Use the garbage collector to track down reference cycles
- cl_script_trace_disable Turn off a particular trace output by file or function name
- cl_script_trace_disable_all Turn off all trace output
- cl_script_trace_disable_key Turn off a particular trace output by table/instance
- cl_script_trace_enable Turn on a particular trace output by file or function name
- cl_script_trace_enable_all Turn on all trace output
- cl_script_trace_enable_key Turn on a particular trace output by table/instance
- cl_search_key_token Development search key token.
- cl_sendtable_cache_filename Send tables cache file
- cl_sequence_debug
- cl_sequence_debug2
- cl_sequence_model_substring
- cl_server_graphic1_enable When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators.
- cl_server_graphic2_enable When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators.
- cl_session
- cl_show_bombs
- cl_show_camera_position
- cl_show_clan_in_death_notice Is set, the clan name will show next to player names in the death notices.
- cl_show_enemy_avatar_colors
- cl_show_equipment_value
- cl_show_equipped_character_for_player_avatars
- cl_show_head_trajectory
- cl_show_matchmaking_stat_spew
- cl_show_observer_crosshair Show the crosshair of the player being observed. 0 = off, 1 = friends and party only, 2 = everyone
- cl_show_playernames_max_chars_console Shows all player names (including bots) as 16 W's.
- cl_show_quest_info
- cl_show_splashes
- cl_showdemooverlay How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
- cl_showents Dump entity list to console.
- cl_showerror Show prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity.
- cl_showfps Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
- cl_showframenumber Show current framenumber
- cl_showloadout Toggles display of current loadout.
- cl_showmem Draw approximate memory use at top of screen
- cl_showpos Draw current position at top of screen
- cl_showtextmsg Enable/disable text messages printing on the screen.
- cl_showtick Show current tick/time values. Bitmask: 1='render time' 2='GameTime' 4=time of predicted entities 8=offset of predicted entities (-1 means 'everything')
- cl_showusercmd Show user command encoding
- cl_silencer_mode 0: cannot detach; 1: press secondary fire to detach
- cl_sim_grenade_trajectory Draw trajectory of the deployed grenade if thrown from this position. Takes an optional parameter for how long the drawn trajectory will last.
- cl_simulate_dormant_entities
- cl_skeleton_instance_smear_boneflags Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
- cl_skip_hierarchy_update_for_unchanged_entities Skip updating hierarchy information in PostDataUpdate for entities that have not changed
- cl_skip_update_animations Enable to skip game animations
- cl_smoke_edge_feather
- cl_smoke_lower_speed
- cl_smoke_origin_height
- cl_smoke_torus_ring_radius
- cl_smoke_torus_ring_subradius
- cl_smoke_volume_growth
- cl_smoke_volumeprop
- cl_smooth Smooth view/eye origin after prediction errors
- cl_smooth_draw_debug
- cl_smooth_root_catchup_factor
- cl_smooth_root_max_accel
- cl_smooth_root_origin_coeff
- cl_smooth_root_timehorizon
- cl_smooth_root_velocity_coeff
- cl_smooth_targetspeed
- cl_smoothtime Smooth client's view after prediction error over this many seconds
- cl_snd_cast_clear
- cl_snd_cast_retrigger
- cl_snd_new_visualize Displays soundevent name played at it's 3d position
- cl_sniper_auto_rezoom Auto-rezoom snipers after a shot
- cl_sniper_delay_unscope
- cl_sniper_show_inaccuracy
- cl_sos_test_get_opvar
- cl_sos_test_set_opvar
- cl_soundscape_flush Flushes the client side soundscapes
- cl_soundscape_printdebuginfo print soundscapes
- cl_spawngroup_log Dump the contents of the next spawngroup manifest to file.
- cl_spawngroup_spewresources Spew all manifest add/updates.
- cl_spec_show_bindings Toggle the visibility of the spectator bindings.
- cl_spec_stats
- cl_spec_use_tournament_content_standards
- cl_spectator_predict Enable 'TrueView' when spectating another player, which attempts to recreate the client's experience more accurately. The server may not allow this at certain times.
- cl_spewserializers Spew serializers
- cl_spewworldgroups Spew world groups (client)
- cl_ss_origin print origin in script format
- cl_streams_image_sfurl Format of Scaleform image representing the stream
- cl_streams_mytwitchtv_channel Twitch.tv account channel URL
- cl_streams_mytwitchtv_nolink Twitch.tv account linking URL
- cl_streams_refresh_interval How often to refresh streams list
- cl_streams_request_accept Header for api request
- cl_streams_request_url Number of streams requested for display
- cl_streams_write_response_file When set will save streams info file for diagnostics
- cl_svc_usercmds_delta_validate Validate consistency of delta-encoded user commands. Requires server to have sv_cq_validate_encoded_svc_usercmds enabled.
- cl_teamcounter_playercount_instead_of_avatars
- cl_teamid_overhead_colors_show Show team overhead id in teammate color
- cl_teamid_overhead_fade_near_crosshair The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off
- cl_teamid_overhead_maxdist max distance at which the overhead team id icons will show
- cl_teamid_overhead_maxdist_spec max distance at which the overhead team id icons will show when a spectator
- cl_teamid_overhead_mode Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment
- cl_teammate_color_1
- cl_teammate_color_2
- cl_teammate_color_3
- cl_teammate_color_4
- cl_teammate_color_5
- cl_teammate_colors_show In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters
- cl_test_list_entities test-list entities
- cl_tickpacket_desired_queuelength This value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.
- cl_tickpacket_recvmargin_adjust_limit Recvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime
- cl_tickpacket_recvmargin_desired Recvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength.
- cl_tickpacket_recvmargin_minsamples Recvmargin-based usercommand pacing will not take action unless we have N samples
- cl_tickpacket_recvmargin_spew_interval
- cl_tickpacket_recvmargin_timeconstant Recvmargin-based usercommand pacing will remove 63.2% of the error in N seconds
- cl_tickpacket_recvmargin_window Recvmargin-based usercommand pacing will use past N seconds
- cl_ticks_net_print_threshold Print a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0...100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated
- cl_ticks_warning_level Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation
- cl_ticktiming {print|<interval>} [summary|detail] Print timing stats now, or set report interval
- cl_timeout After this many seconds without receiving a packet from the server, the client will disconnect itself
- cl_tracer_frequency_override Override tracer frequency (-1 to disable)
- cl_tracer_whiz_distance
- cl_tracer_whiz_infront_distance
- cl_track_aim_head_log_closest Log when closest distance to head was reached and what it was
- cl_track_aim_head_threshold Notify render device when rendering a frame with enemy head within threshold distance
- cl_track_render_eye_angles Spew render eye angles
- cl_trueview_show_doa_predictions If true, trueview will recreate the original player experience, including commands that were predicted clientside but never executed on the server because the player was dead when they arrived.
- cl_trueview_show_status 0=Never; 1=Only if there is a problem; 2=always
- cl_ui_particles_destroy_when_not_painting
- cl_updatevisibility Updates visibility bits.
- cl_use_entity_as_targetid
- cl_use_last_selected_weapon_slot_position Use the last selected weapon slot position when switching back to a weapon slot.
- cl_use_old_wearable_shoulddraw
- cl_use_opens_buy_menu Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).
- cl_use_prompt_smoke_density Smoke density at the eye position above which a button's use prompt is suppressed.
- cl_usercmd_dbg show usercmd payload sizing info for packets with more than this many usercmds
- cl_usercmd_max_per_movemsg max number of CUserCmds to send in one client move message
- cl_usercmd_showsize
- cl_usesocketsforloopback When connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated.
- cl_versus_intro
- cl_view_near_hud_player_eye_dist
- cl_view_near_other_player_eye_dist
- cl_viewing_vanity_loadout
- cl_viewmodelsclonedasworld
- cl_voiceenabled
- cl_voip_lobby_audio_volume Lobby voip stream audio volume
- cl_vrr_recommendation_dont_show_again
- cl_vsnd_morph_override_ease_enabled Controls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are used
- cl_vsnd_morph_override_ease_in If cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds.
- cl_vsnd_morph_override_ease_out If cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds.
- cl_wallbang_heavy_threshold The Threshold where to switch from Light to Heavy Wallbang tracer
- cl_weapon_debug_print_accuracy
- cl_weapon_debug_show_accuracy Draws a circle representing the effective range with every shot.
- cl_weapon_debug_show_accuracy_duration
- cl_weapon_selection_rarity_color
- cl_workshop_map_download_timeout
- cl_yawspeed
- clear Clear console output.
- clear_bombs
- clear_debug_flags_on_death
- clearall Clear console output from all views.
- cli_ent_attachments Displays the interpolated attachment points on an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cli_ent_hitbox Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cli_ent_pivot Displays the interpolated pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cli_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cli_ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- clientport If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.
- closecaption Enable close captioning.
- cloth_debug_draw
- cloth_filter_transform_stateless Enable the new, stateless version of FilterTransform
- cloth_ground_plane_thickness Raise ground by this much for all cloth that traces the ground; should be 0 ideally
- cloth_hudmodel_presettle
- cloth_hudmodel_presettle_log
- cloth_interp_rot
- cloth_iv_dump
- cloth_iv_store_back
- cloth_sim_on_tick
- cloth_smooth_motion_correct
- cloth_smooth_motion_extrapolate
- cloth_update
- clutch_mode_toggle Toggle clutch mode convar
- cmd Forward command to server.
- cojob_lock_hold_warning_threshold_ms How long in milliseconds before we warn about lock hold duration
- cojob_max_no_yield_time_us Will spew if a job takes longer than the specified number of microseconds
- collect_entity_model_name Collect model names of the entities you're pointing at
- commentary Desired commentary mode state.
- commentary_available Automatically set by the game when a commentary file is available for the current map.
- commentary_cvarsnotchanging
- commentary_finishnode
- commentary_node_use_viewfacing
- composite_material_cache_count_max
- composite_material_dump_images
- composite_material_save_to_disk
- composite_material_use_bc7
- composite_material_use_gpu
- composite_material_use_gpu_endpoint_optimization
- composite_material_use_gpu_perceptual_error_metric
- compositematerial_showdebugwindow Source2/Composite Material Debug
- con_enable Allows the console to be activated.
- con_logfile_suffix Suffix to append to the console log, may be changed to reopen the log
- condump dump the text currently in the console to condumpXX.log
- confirm_abandon_match Confirm that we wish to abandon match
- confirm_activate_itemid_now Confirm item activation by item id
- confirm_join_friend_session_exit_current Confirm that we wish to join a friend session, destroying a previous session
- confirm_join_new_session_exit_current Confirm that we wish to join a new session, destroying a previous session
- confirm_join_party_session_exit_current Confirm that we wish to join a party session, destroying a previous session
- confirm_watch_friend_session_exit_current Confirm that we wish to watch a friend session, destroying a previous session
- connect Connect to a remote server.
- connect_hltv Connect to a remote HLTV server.
- connect_lobby Sets the lobby ID to connect to on start.
- console_test Output text to test console
- consoletool Open a VConsole subtool.
- contributionscore_assist amount of contribution score added for an assist
- contributionscore_assist_reqs extra requirements to earn contribution score for an assist
- contributionscore_bomb_defuse_major amount of contribution score for defusing a bomb while at least one enemy remains alive
- contributionscore_bomb_defuse_minor amount of contribution score for defusing a bomb after eliminating enemy team
- contributionscore_bomb_exploded amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round
- contributionscore_bomb_planted amount of contribution score for planting a bomb
- contributionscore_cash_bundle amount of contribution score for picking up a cash bundle
- contributionscore_crate_break amount of contribution score for breaking an item crate
- contributionscore_hostage_kill amount of contribution score for killing a hostage, normally negative
- contributionscore_hostage_rescue_major amount of contribution score added to rescuer per hostage rescued
- contributionscore_hostage_rescue_minor amount of contribution score added to all alive CTs per hostage rescued
- contributionscore_kill amount of contribution score added for a kill
- contributionscore_kill_factor percentage of victim's contribution score to award to their killer as a bonus
- contributionscore_kill_reqs extra requirements to earn contribution score for a kill
- contributionscore_objective_kill amount of contribution score added for an objective related kill
- contributionscore_participation amount of contribution score awarded to players for active participation in the round
- contributionscore_suicide amount of contribution score for a suicide, normally negative
- contributionscore_team_kill amount of contribution score for a team kill, normally negative
- convars_echo_toggle_changes Echo to the console changes caused by toggling.
- convert_steamid Convert SteamID into multiple formats
- cpu_level CPU Level - Default: High
- cpuinfo Print CPU configuration information
- cq_buffer_bloat_msecs_max Server will not allow the client to buffer up more than N ms of commands.
- cq_debug Verbose command queue logging.
- cq_dilation_percentage When speeding up slowing down, this is how much
- cq_enable Run one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering.
- cq_fake_starve if set, starve this many commands by discarding during process usercmds.
- cq_logging command queue logging of events.
- cq_logging_interval command queue logging per player stats every N seconds, 0 to disable.
- cq_max_starved_substitute_commands Server will stop generating substitute commands if client hasn't sent one, after N in a row
- cq_print_every_command print every command as we execute it
- cq_runtests
- cq_runtests_broadcast_info send message to remote client console when tests change.
- cq_runtests_interval
- crash Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: force an Assert 3: infinite loop 4: stack buffer overrun 5: multiple asserts across multiple threads. Optional number of threads (default 5) 6: looping memory leak until we're out of memory. Optional allocation size in bytes (default 1048576/1MB)
- crash_error Cause the engine to crash by Plat_FatalError on main thread (Debug!!)
- crash_error_job Cause the engine to crash by Plat_FatalError on job thread (Debug!!)
- crash_error_thread Cause the engine to crash by Plat_FatalError on non-main thread (Debug!!)
- crash_job Cause the engine to crash in a job thread (Debug!!)
- crash_thread Cause the engine to crash in a brand new non-main thread (Debug!!)
- create_explosion_damage Explosion where you're looking, or at x y z, with a real explosion's physics force (unlike create_radius_damage).
- create_radius_damage Causes radius damage where you're looking, at the passed in radius.
- creditsdone
- crosshair
- cs2_bomb_damage_showdebugwindow CSGO/Bomb Damage
- cs_AssistDamageThreshold cs_AssistDamageThreshold defines the amount of damage needed to score an assist
- cs_ShowStateTransitions cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
- cs_hostage_near_rescue_music_distance
- cs_logtouchexpansion cs_logtouchexpansion <ent index or -1 for all>. Log player touch expansion component.
- cs_minimap_create_output_size Size of minimap texture generated with cs_minimap_create (512 default)
- cs_minimap_renderdoc_capture_enabled
- cs_minimap_rendering_msaa_mode MSAA mode used for minimap rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc
- cs_quit_prompt Quit the game
- cs_steamvideo_max_kills_per_multikill Max number of kills for a single multikill event
- cs_steamvideo_max_time_between_multikill_events Maximum time in seconds between consecutive kills for them to be combined into a multikill event
- cs_steamvideo_multikill_padding_time Time in seconds to add before the first kill and after the last kill for multikill events
- csgo_3d_skybox
- csgo_demoui_playbeck_timestep_value Number of seconds to seek when using TimeStep buttons on demo playback controller.
- csgo_demoui_player_death_seek_lead_up_time Seek to a moment this amount of seconds leading up to a player death instead of the exact time of the death.
- csgo_demoui_previous_event_search_offset Do not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI.
- csgo_disable_preview_maps
- csgo_download_match Downloads a match via serial code and starts playback
- csgo_econ_action_preview Preview an economy item
- csgo_fatdemo_enable
- csgo_fatdemo_output
- csgo_map_preview_scale
- csgo_nav_jump_link_detour_threshold don't traverse a jump link if there's a detour that costs less than this amount
- csgo_use_fullsort_for_opaque fullsort the opaque pass when there wasn't a depth prepass
- csgo_watch_friend_session_exit_current
- csm_bias_override_0
- csm_bias_override_1
- csm_bias_override_2
- csm_bias_override_3
- csm_cascade0_override_dist
- csm_cascade1_override_dist
- csm_cascade2_override_dist
- csm_cascade3_override_dist
- csm_cascade_viewdir_shadow_bias_scale
- csm_max_dist_between_caster_and_receiver default pushback
- csm_max_num_cascades_override Number of cascades in sunlight shadow
- csm_max_shadow_dist_override
- csm_max_visible_dist
- csm_res_override_0
- csm_res_override_1
- csm_res_override_2
- csm_res_override_3
- csm_shadow_worldview_align_x_to_u
- csm_shadow_worldview_shear_align_z_to_v
- csm_sst_max_visible_dist
- csm_sst_pushback_distance default pushback
- csm_sst_shadow_focus_region_caster_headroom
- csm_sst_shadow_focus_region_maxz
- csm_sst_shadow_focus_region_minz
- csm_sst_vertical_depth_shear_enable
- csm_viewdir_shadow_bias
- csm_viewmodel_max_shadow_dist
- csm_viewmodel_max_visible_dist
- csm_viewmodel_nearz
- csm_viewmodel_shadows
- custom_bot_difficulty Bot difficulty for offline play.
- cv_bot_ai_bt_debug_target Draw the behavior tree of the given bot.
- cv_bot_ai_bt_hiding_spot_show Draw hiding spots.
- cv_bot_ai_bt_moveto_show_next_hiding_spot Draw the hiding spot the bot will check next.
- cvarlist Show the list of convars/concommands.
- cyclevar Cycle through specified convar values.
- damage_impact_heavy Damage ABOVE this value is considered heavy damage
- damage_impact_medium Damage BELOW this value is considered light damage
- dbghist_addline Add a line to the debug history. Format: <category id> <line>
- dbghist_dump Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player 5: Player Teleport 6: Blind Zombie Sounds 7: Player Continuous
- death_chase_distance
- death_panel_delay_time
- death_panel_travel_time
- debug_aim_angle
- debug_async_data_panel_override_state Force ALL async data panels to be in a specific state. -1:disabled, 0:failure, 1:loading, 2:success
- debug_chicken Chicken debug info
- debug_destructible_parts Draw debug information for destructible parts.
- debug_destructible_parts_enabled Toggle enabling/disabling the destructible parts system for debug.
- debug_destructible_parts_radius_damage
- debug_destructible_parts_ttl How long the debug draws stick around for, unless they're per-tick.
- debug_draw_enable
- debug_error_model
- debug_font_name Debug font name
- debug_font_size Font size for the debug font
- debug_hltv Print out hltv events
- debug_overlay_fullposition
- debug_physimpact
- debug_purchase_defidx Purchase an item by defindex
- debug_radial_damage
- debug_shared_random
- debug_takedamage_summaries
- debug_video_config_cvars
- debug_visibility_monitor
- debugoverlay_circle_verts
- debugoverlay_cycle_domain Toggles visibility of the debug overlay system.
- debugoverlay_cycle_state Toggles visibility of the debug overlay system.
- debugoverlay_dashboard Makes the debug overlay dashboard visible.
- debugoverlay_enable_dotted_dashed Toggle the use of dotted/dashed debugoverlay lines to indicate source
- debugoverlay_force_respect_ttl Force respect TTL even when clearing scopes
- debugoverlay_hide_imgui Hides the overlay.
- debugoverlay_show_text_outline Toggle display of box around text
- debugoverlay_text_scale Scale of the text used for 3d display, but see also debug_font_{size,name}
- debugoverlay_toggle Toggles visibility of the debug overlay system.
- decalfrequency
- default_fov
- demo_allow_game_mismatch Allow playback of demo even if game directories are not matched [may crash or fail to load].
- demo_debug Turn on demo debug spew.
- demo_flush Flush writing the demo file every network update
- demo_goto Skips to location in demo.
- demo_gotomark Skips the current demo playback to the marked tick
- demo_gototick Skips to a tick in demo.
- demo_highlight_fade_duration Duration of the fade in and of the fade out transitions (fade in + fade out is 2x this value).
- demo_highlight_seconds_after How many seconds after the actual highlight event to show when viewing highlights.
- demo_highlight_seconds_before How many seconds before the actual highlight event to show when viewing highlights.
- demo_info Print information about currently playing demo.
- demo_marktick Marks the current demo playback tick for later use
- demo_max_consecutive_skip_packets Don't skip more than N messages in a row when skipping in a demo file.
- demo_mouse_enable_binding Name of the binding to enable mouse on demo playback UI
- demo_pause Pauses demo playback.
- demo_pause_at_end Pause demo playback when the end of the file is reached, otherwise quit to main menu.
- demo_pauseatservertick Pauses when the 'render time' reaches the specified tick.
- demo_playback_override_settings
- demo_quitafterplayback Quits game after demo playback.
- demo_recordcommands Record commands typed at console into .dem files.
- demo_resume Resumes demo playback.
- demo_skip_to_shot_seconds_before How many seconds before the shot to skip to when skipping to a specific shot ID.
- demo_step_tick Play for N ticks (default=1) and then pause.
- demo_timescale Sets demo replay speed.
- demo_togglepause Toggles demo playback.
- demo_ui_mode UI mode for demo playback. 0 = disabled, 1 = minimal, 2 = full
- demo_usefastgoto Use fast frame skipping when available for demo_goto commands.
- demo_writefullupdate_rate Interval time in seconds to write full updates to demo.
- demo_writemetafile save current meta file demo_<version>.meta file for use in demo upconversion.
- demolist Print demo sequence list.
- demoui Show/hide demo playback ui
- destructible_parts_destroy_parts_when_gibbing
- dev_add_onground_on_spawn Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.
- dev_create_bhop_reports Whether we should create bhop reports when you jump. Reports are created for the client and server and are numbered monotonically
- dev_create_move_report Whether we should create move reports when you push movement keys. Reports are created for the server and are numbered monotonically
- dev_create_sensitivity_report
- dev_create_smooth_motion_report
- dev_cs_force_disable_move forcibly prevent players from moving
- dev_cs_frame_firing_enable Enable that firing will pretend like it's happening on frames.
- dev_cs_frame_firing_insert_idle_pose_now Should we insert the idle pose at this time to make the animation interpolation punchier?
- dev_cs_frame_firing_play_animevents Should we play the animevents that animgraph will skip over?
- dev_cs_frame_firing_skip_first_frame_enable Should we skip the first frame of shooting to make the animation punchier?
- dev_cs_frame_firing_tick_offset_enable Should we offset the current frame to the tick
- dev_cs_ragdoll_head_ankle_delta_z_threshold
- dev_cs_ragdoll_nudge_intensity
- dev_cs_ragdoll_nudge_max_duration
- dev_cs_ragdoll_progress_check_interval
- dev_reportmoneychanges Displays money account changes for players in the console
- dev_send_gc_message <msgid> Send a blank body message with a given ID to gc for routing tests
- dev_send_gc_message_server <msgid> Send a blank body message with a given ID to gc for routing tests
- dev_simulate_gcdown <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
- developer Set developer message level.
- devonly_chicken_activity_debug Print chicken activity info to the console
- devonly_chicken_blocktimer Chicken blockertimer
- devonly_chicken_feeler_distance Chicken feeler distance
- devonly_chicken_feeler_height Chicken feeler height
- devonly_chicken_feeler_pitch Chicken feeler pitch
- diffcheck Activate diffcheck system.
- diffcheck_playerslot
- diffcheck_spew Actually show diffcheck results.
- diffcheck_spew_diff_filter Show diff with matching filter substring only.
- diffcheck_spew_diff_only Show diff only.
- differences Show all convars which are not at their default values (optional restricted to specific flags).
- disable_dynamic_prop_loading If non-zero when a map loads, dynamic props won't be loaded
- disable_priority_boost Disable focus based priority boost
- disable_source_soundscape_trace Bypasses lookup of soundscapes for indvidual audio sources when enabled.
- disconnect Disconnect from server
- display_convars_onscreen_in_big_text Display the convars on the screen in big text. Use semicolons to separate multiple convars
- display_game_events
- dlight_debug Creates a dlight in front of the player
- dm_reset_spawns
- dm_togglerandomweapons Turns random weapons in deathmatch on/off
- dota_enable_spatial_audio Flag to enable spatial audio in Dota 2.
- dota_spatial_audio_mix Mix value to blend spatial and non-spatial audio in Dota 2.
- dota_teammate_max_invis
- dota_use_heightmap
- drawcross Draws a cross at the given location Arguments: x y z
- drawline Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
- drawoverviewmap Draws the overview map
- drawradar Draws HUD radar
- drop_hostage drop held hostage
- ds_workshop_changelevel Changelevel to an available workshop map by name
- ds_workshop_listmaps Dump workshop maps available on this server
- dsp_automatic
- dsp_db_min
- dsp_db_mixdrop
- dsp_dist_max
- dsp_dist_min
- dsp_mix_max
- dsp_mix_min
- dsp_off
- dsp_vol_2ch
- dsp_vol_4ch
- dsp_vol_5ch
- dsp_volume
- dump_audio_input
- dump_entity_report List all client-side entities in the scene
- dump_globals Dump all global entities/states
- dump_loc_token List information on the given token
- dump_localization_files List all loaded localization files
- dump_panorama_css_properties Prints out all valid panorama CSS properties and their documentation
- dump_panorama_events print panorama event types and their documentation
- dump_panorama_render_command_stats
- dump_portrait_world_info_with_debug_name_containing
- dump_response_symbols print all response symbols to the console
- dump_secondary_scene_worlds Lists secondary scene worlds and ref counts
- dumpparticlelist Print out information on existing particle systems
- dumpstringtable Usage: dumpstringtable <tablename |all> <sv | cl> <verbose | simple> <element> Print string tables to console, verbose to dump data, simple to show name and count only, can specifiy a single numeric element index to restrict spew.
- echo Echo text to console.
- echoln Echo the command arguments on the console
- econ_build_pinboard_images_from_collection_name Renders and saves images for all models in a collection.
- econ_clear_inventory_images clear the local inventory images (they will regenerate)
- econ_debug_loadout_ui Show debug data when players change their loadout.
- econ_enable_inventory_images allow inventory image rendering for use by scaleform
- econ_inventory_image_pinboard
- econ_show_items_with_tag Lists the item definitions that have a specified tag.
- enable_boneflex
- enable_priority_boost Disable focus based priority boost
- endmatch_votenextmap Votes for the next map at the end of the match
- endmovie Stop recording movie frames.
- endround End the current round.
- engine_accurate_input_processing_delta_time When true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame)
- engine_allow_multiple_simulates_per_frame When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?
- engine_allow_multiple_ticks_per_frame When the client is catching up in low frame rate situations, should we run tick more than once a frame?
- engine_client_tick_pad_enable
- engine_cpu_info_extended CPU the engine is running on.
- engine_frametime_amnesty_debug Enable logging about events that disable frame time warnings
- engine_frametime_print_report Print a performance report from the current data in the vprof 'lite' profiler
- engine_frametime_warnings_enable Enable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected
- engine_low_latency_sleep_after_client_tick When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.
- engine_max_resource_system_update_time
- engine_max_ticks_to_simulate Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.
- engine_no_focus_sleep
- engine_no_focus_sleep_vconsole_suppress When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior
- engine_ostype OS type the engine is running on.
- engine_phys_debug_limit_ticks
- engine_platform_name_extended Platform the engine is running on.
- engine_relaunch_app_before_exiting Use this to tell Steam to relaunch the app right after existing
- engine_render_only
- engine_rendersystem_init Rendersystem option requested (changing this does not change the rendersystem).
- engine_rendersystem_shader_model Rendersystem shader model in use (changing this does not change the shader model).
- engine_rendersystem_used Rendersystem option in use (changing this does not change the rendersystem).
- engine_show_frame_dispatch show frame dispatch names.
- engine_show_frame_pacing
- engine_show_frame_ticks
- engine_sse42 turn on sse4.2 optimizations in the engine
- engine_update_resource_system_during_low_latency_sleep
- english If set to 1, running the english language set of assets.
- ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_actornames Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
- ent_actornames_font ent_actornames font name
- ent_actornames_fontsize ent_actornames font size
- ent_animgraph2_open_graph Opens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_animgraph2_record Starts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_attachment_filter_substrings If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_autoaim Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_bitvec_enable
- ent_bonemergeplayer Bonemerge the player onto the entity under the crosshairs
- ent_call ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
- ent_cancelpendingentfires Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_characterize Spew PVS debug info for entity
- ent_clear_debug_overlays Clears all debug overlays
- ent_create Creates an entity of the given designer or subclass name where the player is looking.
- ent_debug_anim Use the specified entity for animation debugging.
- ent_debug_draw_thinkers
- ent_debug_origin_changes turn on, off, or toggle origin changes on server for entity by index
- ent_find Find and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>
- ent_find_index Display data for entity matching specified index. Format: find_ent_index <index>
- ent_fire Usage: ent_fire <target> [action] [value0] [value1] ... [valueN]
- ent_fire_delay Usage: ent_fire_delay <target> [action] [value0] [value1] ... [valueN] [delay]
- ent_fire_output Usage: ent_fire_output <target> [output name] [value0] [value1] ... [valueN]
- ent_fire_output_delay Usage: ent_fire_output_delay <target> [output name] [value0] [value1] ... [valueN] [delay]
- ent_gib Gibs the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_grab grabs the object in front of the player. Options: -loose -multiple -toggle
- ent_hierarchy Prints the entity hierarchy tree rooted at the specified ent(s)
- ent_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_info Usage: ent_info <class name>
- ent_joint_axis_size
- ent_joint_filter_name If a joint's entire name matches (case insensitive), it will be displayed.
- ent_joint_filter_substrings If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- ent_joint_lines Draw a line between a rendered joint and its parent.
- ent_joint_names Draw the name of a rendered joint.
- ent_joint_only_ik_joints
- ent_joint_use_bind_pose
- ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_kill Kills the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_list_report Reports all list of all entities in a map, one by one
- ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_messages_draw Visualizes all entity input/output activity.
- ent_name Displays the entity name
- ent_orient Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>
- ent_picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
- ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_pivot_size
- ent_rbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- ent_reveal_in_hammer Given a mapname and hammer uniqueid, reveal it in Hammer
- ent_revert_dormancy_change
- ent_rotate Rotates an entity by a specified # of degrees
- ent_scale Scales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- ent_scenehierarchy Prints the entity scenenode hierarchy tree rooted at the specified ent(s)
- ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_setang Set entity angles
- ent_setname Sets the targetname of the given entity(s) Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- ent_setpos Move entity to position
- ent_show_contexts Show entity contexts in ent_text display
- ent_show_damage Sets damage display mode. When on, you will see the amount of damage dealt over the target's head.
- ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_showonlyattachment
- ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_skeleton_duration Duration of ent_skeleton display
- ent_skeleton_only_ik_joints
- ent_spew_derived_classes Prints out all entity classes which inherit from a specified base class
- ent_steadystate_batchsize Max number of entities to transmit to player
- ent_steadystate_delay Time in seconds without network state changes until an entity is considered for trickle updates
- ent_steadystate_enable
- ent_steadystate_interval Rate at which entities can be trickled to players
- ent_teleport Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
- ent_test_interpolation
- ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_text256 Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_text_clear Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_text_filter Set which ent_text filters you want:
- ent_text_flags_active
- ent_text_no_name_really_i_mean_it
- ent_text_radius Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- ent_text_sticky_add Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_text_sticky_clear Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_text_sticky_dump Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_text_sticky_remove Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_ungrab un-grabs all objects
- ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_viewentity Selects the picked entity as the view entity
- ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_viewpunch Used to debug ViewPunch
- ent_visibility_traces Displays visibility traces for the given entity Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- entity_fgd_print_api_mismatch
- entity_fgd_require_api_declaration
- entity_log_load_unserialize Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client
- entity_lump_list List all known entity lumps
- entity_lump_spew Dump the contents of an entity lump
- ents List server entities, sorted by spawn group
- env_shake_debug Draw debug info for active env_shakes: query radius, affected physics bodies/particles, and the forces/velocity deltas applied to them.
- eom_local_player_defeat_anim_enabled
- error_message_explain_pure Take user to Steam support article
- error_message_explain_unsigned Take user to Steam support article
- error_message_explain_vac Take user to Steam support article
- escape Escape key pressed.
- exec Execute a cfg file
- exec_async Execute a cfg file over time
- execifexists Execute a cfg file if file exists
- execute_command_every_frame
- explode Kills the player with explosive damage
- explodevector Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fade_debug_splitscreen_slot
- fadein fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- ff_damage_bullet_penetration If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player
- ff_damage_decoy_explosion Enables or disables team damage from decoy detonation
- ff_damage_reduction_bullets How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
- ff_damage_reduction_grenade How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
- ff_damage_reduction_grenade_self How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
- ff_damage_reduction_other How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
- filesystem_buffer_size Size of per file buffers. 0 for none
- filesystem_fake_latency
- filesystem_max_stdio_read
- filesystem_native Use native FS or STDIO
- filesystem_report_buffered_io
- filesystem_unbuffered_io
- filter_player_simulation_time
- find Find concommands with the specified string in their name/help text.
- findflags Find concommands by flags.
- fire_use_modifier
- firetarget
- firstperson Switch to firstperson camera.
- fish_debug Show debug info for fish
- fish_dormant Turns off interactive fish behavior. Fish become immobile and unresponsive.
- fog_color
- fog_colorskybox
- fog_enable Enable fog
- fog_enableskybox
- fog_end
- fog_endskybox
- fog_hdrcolorscale
- fog_hdrcolorscaleskybox
- fog_maxdensity
- fog_maxdensityskybox
- fog_override Overrides the map's fog settings (-1 populates fog_ vars with map's values)
- fog_override_color Sets the fog color override
- fog_override_enable Use fog_override convars instead of world fog data
- fog_override_end
- fog_override_exponent
- fog_override_max_density
- fog_override_start
- fog_start
- fog_startskybox
- fog_volume_debug If enabled, prints diagnostic information about the current fog volume
- font_show_glyph_miss
- footstep_audible_threshold
- footstep_debug
- footstep_force_volume
- force_assert Fire an assertion failure
- force_fatal_error Fire a fatal error
- force_floating_point_exceptions Enable floating point exceptions to find bugs
- force_spectator_only_tools
- fov_cs_debug Sets the view fov if cheats are on.
- fov_cs_near_z
- fov_cs_super_ultrawide_near_z
- fov_cs_ultrawide_near_z
- fov_desired Sets the base field-of-view.
- fp_trace Toggle field path tracing to file
- fps_max Frame rate limiter. 0=no limit. Does not apply to dedicated server.
- fps_max_tools Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.
- fps_max_ui Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.
- frag_grenade_blip_frequency
- freecamera_accel Tweak this parameter to adjust Free Camera movement acceleration.
- freecamera_fog_end Fog end for Free Camera.
- freecamera_fog_start Fog start for Free Camera.
- freecamera_max_speed Tweak this parameter to adjust Free Camera movement max speed.
- freecamera_rotation_multiplier Tweak this parameter to adjust Free Camera mouse rotation.
- freecamera_zfar Fog start for Free Camera.
- fs_async_threads Number of IO threads in async filesystem (-1 == auto)
- fs_clear_open_duplicate_times Clear the list of files that have been opened.
- fs_dump_open_duplicate_times Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.
- fs_fake_read_delay_ms Add N ms of delay to every low-level read operation, to simulate a slow disk
- fs_report_async_io
- fs_report_long_reads 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold
- fs_report_sync_opens 0:Off, 1:Always, 2:Not during load
- fs_spew_readfieldlist index <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytes
- fs_warning_mode 0:Off, 1:Warn main thread, 2:Warn other threads
- func_break_max_pieces
- func_break_reduction_factor
- func_breakdmg_bullet
- func_breakdmg_club
- func_breakdmg_explosive
- func_mover_async_movable_navmesh_updates
- func_mover_count
- func_mover_debug
- func_mover_debug_all
- func_mover_debug_follower
- func_mover_debug_parallel
- func_mover_debug_showtext
- func_mover_debug_verbose
- func_mover_disable_movement
- func_mover_enable_debug_all
- func_mover_force_transition_start_direction
- func_mover_get_speed_override
- func_mover_imgui_log_count
- func_mover_run_parallel
- func_mover_step_movement
- func_rotator_debug
- func_rotator_run_parallel
- fx_drawmetalspark Draw metal spark effects.
- g_debug_angularsensor
- g_debug_constraint_sounds Enable debug printing about constraint sounds.
- g_debug_doors
- g_debug_ragdoll_visualize
- g_debug_transitions Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
- g_ragdoll_fadespeed
- g_ragdoll_important_maxcount
- g_ragdoll_lvfadespeed
- g_ragdoll_maxcount
- game_alias Set the configuration of game type and mode based on game alias like "deathmatch".
- game_mode The current game mode (based on game type). See GameModes.txt.
- game_online The current game is online.
- game_particle_manager_dump_requeue Dump contents of particle manager requeue
- game_particle_manager_list_active Dump counts of active particles
- game_particle_manager_requeue_messages
- game_public The current game is public.
- game_type The current game type. See GameModes.txt.
- gameevents_analyze compare game events across all mods
- gameevents_dumptofile write gameevents keyvalues (sorted by name) to gameevents_<modname>.txt
- gameevents_showeventlisteners Show listening addition/removals
- gameevents_showevents Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
- gameinstructor_dump_open_lessons Gives a list of all currently open lessons.
- gameinstructor_dump_run_lesson_counts Gives a list of lessons that been completed or shown
- gameinstructor_enable Display in game lessons that teach new players.
- gameinstructor_find_errors Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
- gameinstructor_reload_lessons Shuts down all open lessons and reloads them from the script file.
- gameinstructor_reset_counts Resets all display and success counts to zero.
- gameinstructor_start_sound_cooldown Number of seconds forced between similar lesson start sounds.
- gameinstructor_teach_lesson Force a specific lesson to be triggered
- gameinstructor_verbose Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
- gameinstructor_verbose_lesson Display more verbose information for lessons have this name.
- gamestats_file_output_directory When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
- gameui_activate Shows the game UI
- gameui_allowescape Escape key allowed to hide game UI
- gameui_allowescapetoshow Escape key allowed to show game UI
- gameui_hide Hides the game UI
- gameui_preventescape Escape key doesn't hide game UI
- gameui_preventescapetoshow Escape key doesn't show game UI
- gamma_to_linear
- gcmd Generate a command
- generate_minidump_comment Generate a minidump comment and spew the results to the console
- generate_null_container Generated a nulled out container.
- generate_trash_synth Args: [Asset directory Path]
- getpos dump position and angles to the console
- getpos_exact dump origin and angles to the console
- getposcopy dump position and angles to the console and clipboard
- getposcopy_exact dump origin and angles to the console and clipboard
- gfx_calculate_skin_diffusion_profile_dipole Calculate a skin diffusion profile using scattering constants.
- gfx_generate_6point_ball Generates a reference 6-point lighting ball
- gfx_generate_ao_cone_response Generates a LUT for AO cone vs. sphere
- gfx_generate_ao_sphere_response Generates a LUT for AO proxy calculations
- gfx_generate_arhosek_solar_radiance_image Generate solar radiance image
- gfx_generate_color_temperature_table Computes a table of color temperatures
- gfx_generate_cone_cone_union_LUT Generates a LUT for cone-cone union
- gfx_generate_cone_cone_union_slice Generates a LUT for cone-cone union
- gfx_generate_ellipse_coneangle_LUT Generates a LUT to give a cone angle from parameterized ellipse
- gfx_generate_ggx_luts Generate LUTs for modified GGX
- gfx_generate_limb_darkening_datasets EXR containing sky model limb darkening datasets
- gfx_generate_poisson_disk Generate a poisson disk of N samples using best-candidate sampling.
- gfx_generate_preintegrated_brdf Generate a pre-integrated BRDF LUT
- gfx_generate_sh_ball Generates a reference spherical harmonics lighting ball
- gfx_generate_sh_skyboxes Generates SH skyboxes
- gfx_generate_sin_pulse_texture Generate a sine pulse texture
- gfx_generate_skin_diffuse_warp Generate the diffuse warp lookup texture used for pre-integrated skin shading.
- gfx_generate_skin_shadow_warp Generate the shadow warp lookup texture used for pre-integrated skin shading.
- gfx_generate_skin_shadow_warp_shadow_width Remapped width of the shadow penumbra
- gfx_generate_solar_datasets EXR containing sky model solar datasets
- gfx_generatemips_test Test generate mips 32 bits
- gfx_graph_cie_color_matching_approx_funcs Graphs CIE1931 functions to make sure they look right
- gfx_graph_lightmap_filter_kernels Graphs the old broken filter kernel and candidates for new ones
- gfx_hemioct_flat_normal_test Determine which constant(s) to use to preserve flat normals under HemiOctohedron normal map encoding
- gfx_load_skin_diffusion_profile Load a measured diffusion profile.
- gfx_load_skin_diffusion_profile_image Load a custom skin diffusion profile.
- gfx_load_skin_diffusion_profile_sum_of_gaussians Load sum-of-gaussians skin diffusion profile.
- gfx_make_gpu_scrambled_halton_code Make some code for me
- give Give item to player. Arguments: <item_name>
- give_oriented Give item oriented to player angles. Arguments: <item_name>
- givecurrentammo Give a supply of ammo for current weapon..
- gizmo_rot_max_dist
- gl_clear
- global_set global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
- glow_chickens Glow chickens with a green outline.
- glow_outline_width Width of glow outline effect in screen space.
- glow_use_tolerance
- god Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.
- gotv_theater_container Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches
- gpu_level GPU Level - Default: High
- gpu_mem_level Memory Level - Default: High
- graphcanvas_auto_repaint_tick_ms
- graphcanvas_auto_repaints_ticks_when_inactive
- graphcanvas_build_pregather_list
- graphcanvas_cache_curve_clip_to_viewport
- graphcanvas_cache_item_pixmap
- graphcanvas_cache_item_pixmap_max_render_debug
- graphcanvas_cache_item_pixmap_max_render_perframe
- graphcanvas_cache_item_pixmap_max_texture_sidesize
- graphcanvas_cache_item_pixmap_zoom_scale
- graphcanvas_cache_item_pixmap_zoom_step
- graphcanvas_debug_layout
- graphcanvas_hover_item_info
- graphcanvas_random_background_color
- graphcanvas_threaded_find_items_overlapping
- graphcanvas_threaded_gather_styles
- graphcanvas_threaded_resolve_styles
- graphcanvas_threaded_update_pseudo_classes
- graphcanvas_tooltip_keepalive
- graphcontroller_dumpparams Print all anim graph parameters for the specified entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- grep grep line for pattern, print out matching lines only
- groundlist Display ground entity list <index>
- hairsim_force_fixed_timestep
- hairsim_reset
- hammer_add_edge_fade_size
- hammer_analytic_grid
- hammer_analytic_grid_transparent
- hammer_bake_cubemap_debug_colors Bakes all cubemaps with distinct solid colors, for debugging purposes
- hammer_bake_light_bake_cubemaps Should we bake cubemaps?
- hammer_bake_light_bake_light_probe_volumes Should we bake light probe volumes?
- hammer_bake_light_bake_vertex_lighting Should we bake vertex lighting?
- hammer_bake_light_debug_path_trace_scene_info_from_build Load debug_path_trace_scene_info.dat for RT baked lighting visualization instead of using the current map.
- hammer_bake_light_sample_smoothing Smoothing amount, if != 0, smooths lighting at vertex.
- hammer_bake_light_samples_per_triangle_error Error tolerance for adaptive sampling.
- hammer_bake_light_samples_per_triangle_max Max number of samples per triangle. Higher is more quality/slower.
- hammer_bake_light_samples_per_triangle_min Min number of samples per triangle. Higher is more quality/slower.
- hammer_bake_light_triangle_batch_size Triangle batch size.
- hammer_bevel_leave_edges
- hammer_bridge_drag_pixels_per_step
- hammer_diff_gridnav
- hammer_dota_paint_flat_radius
- hammer_dota_path_falloff
- hammer_dota_path_fixup
- hammer_dota_path_opacity
- hammer_dota_path_preview
- hammer_dota_path_sharpness
- hammer_dota_path_use_material_settings
- hammer_dota_path_width
- hammer_dota_proxy_handle_spacing
- hammer_dota_rebuild_paths
- hammer_draw_bounds
- hammer_draw_dirty_bounds
- hammer_draw_model_raytrace_data
- hammer_draw_model_skeleton
- hammer_draw_overlay_triangles_in_box
- hammer_edge_debug_info
- hammer_enable_debug_overlays
- hammer_entity_report_refresh
- hammer_extended_box_gizmo_handles
- hammer_face_debug_info
- hammer_fake_io_test_class Add a fake class named 'hammer_fake_io_test_class' to test IO combinations
- hammer_force_autosave
- hammer_force_io_param_widget 0: detect, 1: single param, 2: multi param
- hammer_gizmo_2dscale
- hammer_gizmo_axis_length
- hammer_gizmo_axis_scale
- hammer_gizmo_compute_matrix
- hammer_gizmo_line_thickness
- hammer_gizmo_rot_inflate
- hammer_gridnav_always_update
- hammer_gridnav_preview_radius
- hammer_gridnav_show_creature_blocking
- hammer_gridnav_show_hero_blocking
- hammer_gridnav_show_impassable
- hammer_gridnav_show_obstructions
- hammer_gridnav_show_ward_blocking
- hammer_hud_enable
- hammer_isosurface_merge_tolerance
- hammer_isosurface_remove_interior
- hammer_isosurface_sample_offset
- hammer_isosurface_subtract
- hammer_map_files
- hammer_open_edge_hash_length
- hammer_open_edge_hash_spacing
- hammer_overlay_draw_projection_triangles
- hammer_parallel_terrain_update
- hammer_prefab_tree
- hammer_raytrace_debug_draw Draw ray tracing environment debug visualization in Hammer
- hammer_render_model_bounding_spheres
- hammer_rotate_up_dot
- hammer_save_gridnav
- hammer_show_face_uvs
- hammer_show_input_debugger
- hammer_show_light_truncation_error
- hammer_spawn_area_base_alpha
- hammer_spawn_area_outline_alpha
- hammer_ssao_enable
- hammer_stroke_steps
- hammer_test_bake_preview_lighting Test baking preview lighting
- hammer_test_turn_on_gpu_preview_lighting Turns on gpu preview lighting for a view
- hammer_test_turn_on_gpu_raytracing Turns on gpu ray tracing for a view
- hammer_tile_border_size
- hammer_tileset_maps
- hammer_translucent_enable
- hammer_use_minimum_element_count_for_loop
- hammer_vertex_normal_paint_brush_screensize
- hammer_vertex_normal_paint_brush_size_max
- hammer_vertex_normal_paint_cached_mesh_evict_distance
- hammer_vertex_normal_paint_debug_triangulation
- hammer_vertex_normal_paint_initial_brush_radius
- hammer_vertex_normal_paint_initial_strength
- hammer_vis_opacity
- hammer_worklight_brightness
- hammer_worklight_range
- hammer_world_trace_multisample
- hammer_world_trace_pack_rays
- healme Heals the player. Arguments: <health to gain>
- healthshot_allow_use_at_full
- healthshot_health
- healthshot_healthboost_damage_multiplier
- healthshot_healthboost_speed_multiplier
- healthshot_healthboost_time
- help Find help about a convar/concommand.
- hideconsole Hide the console.
- hidehud bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle
- hideoverviewmap Hides the overview map
- hideradar Hides HUD radar
- hinttext_displaytime
- host_force_frametime_to_equal_tick_interval
- host_force_max_frametime_to_tick_interval
- host_framerate Set to lock per-frame time elapse.
- host_readconfig_ignore_userconfig Whether we should ignore the user config file for reading/writing.
- host_timescale Prescale the clock by this amount.
- host_timescale_dec Decrement the timescale by one step
- host_timescale_inc Increment the timescale by one step
- host_workshop_collection Host a workshop map collection as a mapgroup
- host_workshop_map Get the latest version of the map and host it on this server.
- host_writeconfig Saves out the user config values.
- host_writeconfig_with_prompt Write settings if user agrees
- hostage_debug Show hostage AI debug information
- hostage_drop_time Time for the hostage before it fully drops to ground
- hostage_is_silent When set, the hostage won't play any code driven response rules lines
- hostfile The HOST file to load.
- hostip Host game server ip
- hostname Hostname for server.
- hostname_in_client_status Show server hostname in client status.
- hostport Host game server port
- hud_fastswitch
- hud_reloadscheme Reloads hud layout and animation scripts.
- hud_scaling Scales hud elements
- hud_showtargetid Enables display of target names
- hullivr_edge_merge_tan Should we try to straighten two faces connected to this edge? (tangent)
- hullivr_faceisland_merge_disp Should we straighten face island if the displacement is this much? (inches)
- hullivr_faceisland_merge_tan Should we try to straighten an island of faces deviating from their average normal (tangent)?
- hullivr_version
- hurtme Hurts the player. Arguments: <health to lose>
- hurtthem Hurts the enemy in front of you. Arguments: <health to lose>
- ic interp entity count
- ik_constraints_enabled
- ik_debug_all_chains_unique_color_per_chain
- ik_debug_ccd
- ik_debug_chain_to_filter_by
- ik_debug_constraints
- ik_debug_dogleg3bone
- ik_debug_dogleg3bone_enabled
- ik_debug_fabrik_backwards_enabled
- ik_debug_fabrik_backwards_iteration_toggle
- ik_debug_fabrik_backwards_iterations
- ik_debug_fabrik_forwards_enabled
- ik_debug_fabrik_forwards_iteration_toggle
- ik_debug_fabrik_forwards_iterations
- ik_debug_groundtraces Show IK trace related details
- ik_debug_perlin_solver
- ik_debug_planetilt
- ik_debug_planetilt_axis_length
- ik_debug_targets
- ik_enable Enable IK.
- ik_fabrik_align_chain
- ik_fabrik_backwards_enabled
- ik_fabrik_forwards_enabled
- ik_fabrik_override_num_iterations
- ik_final_fixup_enable
- ik_hinge_debug_bone_index
- ik_planetilt_enable
- ime_info Spew IME info.
- ime_installed_names Spew list of installed IMEs.
- imgui_cycle_undocked_window_focus Cycles focus between the game window and undocked imgui windows
- imgui_debug_draw_dashboard_toggle_pause Dashboard/Pause Game When Activated
- imgui_debug_draw_dashboard_window Dashboard/Show Dashboard
- imgui_debug_draw_dashboard_window_toggle_focus Dashboard toggle focus
- imgui_debug_entity Shows the entity browser, focused on the entity you specify. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- imgui_default_font_size Default imgui font size
- imgui_domain 1 == client, 2 == server
- imgui_enable if imgui should display
- imgui_enable_input if imgui should consume input
- imgui_ent_text_enable Show Entity Text in Window
- imgui_set_selection Sets ImGui selection
- imgui_set_status_text Sets ImGui header status text
- imgui_show_bullets CSGO/Bullets
- imgui_show_cs2_worldmodel CSGO/WorldModel
- imgui_show_grenades_window CSGO/Show Grenades History
- imgui_temp_enable if imgui should display temporarily
- import_csgo_config Imports an existing CS:GO configuration file into CS2
- import_wizard_spew
- impulse Triggers impulse command
- in_button_double_press_window How short the time between presses needs to be for us to consider it a double-press
- in_forcebuttonstate Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS
- in_forceinput Forces a button to be a particular state -- WHEN SAMPLING INPUT
- in_spewbuttondelta Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both
- in_spewbuttonhold Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both
- in_spewent Which entity should we spew input for? (Useful for debugging bot input)
- in_spewinput Spew input, 0 = off, 1 = server, 2 = client, 3 = both
- incrementvar Increment specified convar value.
- inferno_batched_rays
- inferno_child_spawn_interval_multiplier Amount spawn interval increases for each child
- inferno_child_spawn_max_depth
- inferno_ct_experiment enable ct incendiary experiment
- inferno_damage Damage per second
- inferno_damage_ct Damage per second from CT inferno
- inferno_damage_timer How long between times for the inferno to deal damage.
- inferno_debug
- inferno_dlight_spacing Inferno dlights are at least this far apart
- inferno_dlights Min FPS at which molotov dlights will be created
- inferno_fire
- inferno_flame_lifetime Average lifetime of each flame in seconds
- inferno_flame_lifetime_incendiary Average lifetime of each flame in seconds (incgrenade)
- inferno_flame_spacing Minimum distance between separate flame spawns
- inferno_forward_reduction_factor
- inferno_friendly_fire_duration For this long, FF is credited back to the thrower.
- inferno_initial_spawn_interval Time between spawning flames for first fire
- inferno_max_child_spawn_interval Largest time interval for child flame spawning
- inferno_max_flames Maximum number of flames that can be created
- inferno_max_range Maximum distance flames can spread from their initial ignition point
- inferno_max_range_ct Maximum distance flames can spread from their initial ignition point for an incendiary
- inferno_max_trace_per_tick
- inferno_per_flame_spawn_duration Duration each new flame will attempt to spawn new flames
- inferno_smoke_volume_density
- inferno_spawn_angle Angular change from parent
- inferno_spread_speed_mult Speed up the spreadrate of the Molotov until max number of nodes are created. slowdown < 1 > Speedup
- inferno_spread_speed_mult_ct Speed up the spread rate of the Incendiary until max number of nodes are created. slowdown < 1 > Speedup
- inferno_surface_offset
- inferno_velocity_decay_factor
- inferno_velocity_factor
- inferno_velocity_factor_ct
- inferno_velocity_normal_factor
- input_button_code_is_scan_code_scd Bind keys based on keyboard position instead of key name
- input_downimpulsevalue
- input_filter_relative_analog_inputs
- input_forceuser Force user input to this split screen player.
- input_state input_state
- input_upimpulsevalue
- install_dlc_workshoptools_cvar DLC Install Status
- instant_replay Enable instant replay recording.
- instant_replay_goto_tick Goto a direct timestamp of the replay
- instant_replay_goto_tick_relative Goto a direct timestamp of the replay
- instant_replay_history_limit Maximum amount of minutes to save history (0 is unlimited).
- instant_replay_live If in replay, jumps back to live
- instant_replay_pause Pauses instant replay.
- instant_replay_resume Resumes instant replay.
- instant_replay_skip Number of seconds to skip back to instant replay from current position
- instant_replay_skip_live Number of seconds to skip back to instant replay from live
- instant_replay_timescale Sets instant replay speed.
- instant_replay_togglepause Toggles instant replay.
- invnext
- invnextselect
- invprev
- invprevselect
- ip Overrides IP for multihomed hosts
- iv_debug Spew interpolated var info for entity.
- iv_debugbone Debug bone name for interpolation spew of CAnimationState.
- iv_interp Spew interpolated var info for entity.
- iv_off Turn off all interpolation variable spew.
- iv_on Spew both interpolated var debug info and history for entity.
- iv_parallel_latch
- iv_parallel_restore
- iv_wrapped_parallel_latch
- joy_accel_filter
- joy_accelmax
- joy_accelscale
- joy_advanced
- joy_advaxisr
- joy_advaxisu
- joy_advaxisv
- joy_advaxisx
- joy_advaxisy
- joy_advaxisz
- joy_autosprint Automatically sprint when moving with an analog joystick
- joy_axisbutton_threshold Analog axis range before a button press is registered.
- joy_axisr_deadzone
- joy_axisr_relative
- joy_axisu_deadzone
- joy_axisu_relative
- joy_axisv_deadzone
- joy_axisv_relative
- joy_axisx_deadzone
- joy_axisx_relative
- joy_axisy_deadzone
- joy_axisy_relative
- joy_axisz_deadzone
- joy_axisz_relative
- joy_circle_correct_mode
- joy_circle_correct_mode_vehicle
- joy_display_input
- joy_forward_sensitivity
- joy_lowend
- joy_lowmap
- joy_movement_stick Which stick controls movement (0 is left stick)
- joy_name
- joy_pegged
- joy_pitch_sensitivity
- joy_pitchsensitivity
- joy_response_look
- joy_response_move
- joy_response_move_vehicle
- joy_sensitive_step0
- joy_sensitive_step1
- joy_sensitive_step2
- joy_side_sensitivity
- joy_sidesensitivity
- joy_vehicle_turn_lowend
- joy_vehicle_turn_lowmap
- joy_virtual_peg
- joy_xcontroller_cfg_loaded If 0, the 360controller.cfg file will be executed on startup & option changes.
- joy_yaw_sensitivity
- joy_yawsensitivity
- joystick True if the joystick is enabled, false otherwise.
- jpeg_quality Set jpeg screenshot quality. [1..100]
- jpeg_screenshot Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].
- key_bind_version
- key_findbinding Find key bound to specified command string.
- key_listboundkeys List bound keys with bindings.
- key_updatelayout Updates game keyboard layout to current windows keyboard setting.
- keychain_animation_reactivity
- keychain_preview_limit_step
- keychain_reactivity
- keychain_wmul
- kick Kick a player by name.
- kickid Kick a player by userid or uniqueid, with a message.
- kickid_hltv Kick a player by userid or uniqueid, with a message.
- kill Kills the player with generic damage
- killvector Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- labelled_debug_helper_arc_segments
- labelled_debug_helper_enabled
- labelled_debug_helper_scale
- labelled_debug_helper_show_position
- labelled_debug_helper_show_text
- labelled_debug_helper_skeleton_show_bone_names
- lastinv
- launch_training_map
- launch_warmup_map Launches warmup map
- lb_allow_shadow_rotation SceneSystem/LightBinner/Shadow Rotation
- lb_barnlight_shadow_use_precomputed_vis
- lb_barnlight_shadowmap_scale Scale for computed barnlight shadowmap size
- lb_bin_slices
- lb_convert_to_barn_lights_falloff_match_point
- lb_csm_cascade_size_override Override width/height of individual cascades in the CSM
- lb_csm_cross_fade_override Override CSM cross fade amount
- lb_csm_distance_fade_override Override CSM distance fade
- lb_csm_draw_alpha_tested
- lb_csm_draw_translucent
- lb_csm_fov_override
- lb_csm_override_bulb_radius Override bulb radius for CSM
- lb_csm_override_staticgeo_cascades Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value
- lb_csm_override_staticgeo_cascades_animated_verts If lb_csm_override_staticgeo_cascades, ensure only objects without animated verts, i.e. SCENEOBJECTFLAG_CAN_RENDER_INTO_SST flag will be excluded (as opposed to all static objects).
- lb_csm_override_staticgeo_cascades_value If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects
- lb_csm_receiver_plane_depth_bias Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0)
- lb_csm_receiver_plane_depth_bias_transmissive_backface Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0)
- lb_cubemap_normalization_max
- lb_cubemap_normalization_roughness_begin
- lb_debug_light_bounds SceneSystem/LightBinner/Debug Light Bounds
- lb_debug_shadow_atlas SceneSystem/LightBinner/Debug Shadow Atlas
- lb_debug_shadowtile_atlas SceneSystem/LightBinner/Debug ShadowTile Atlas
- lb_debug_silhouette SceneSystem/LightBinner/Debug Silhouettes
- lb_debug_silhouette_sum If we should draw normal silhouette or minkowski sum silhouette
- lb_debug_tiles SceneSystem/LightBinner/Debug Tiles
- lb_debug_visualize_fog_shadowed_lights SceneSystem/LightBinner/Debug Visualize Fog Shadowed Lights
- lb_debug_visualize_lights SceneSystem/LightBinner/Debug Visualize Lights
- lb_debug_visualize_shadowed_light_details
- lb_debug_visualize_shadowed_lights SceneSystem/LightBinner/Debug Visualize Shadowed Lights
- lb_dynamic_shadow_penumbra Adjust shadow penumbra based on light size
- lb_dynamic_shadow_resolution Dynamically adjust shadow resolution
- lb_dynamic_shadow_resolution_base Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light
- lb_dynamic_shadow_resolution_base_cmp_shadowmapsize take min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsize
- lb_dynamic_shadow_resolution_delay Update delay for shadow size
- lb_dynamic_shadow_resolution_hysteresis Update hysteresis for shadow size
- lb_dynamic_shadow_resolution_quantization Quantization of dynamically computed shadow size
- lb_enable_baked_shadows SceneSystem/LightBinner/Enable Baked Shadows
- lb_enable_binning SceneSystem/LightBinner/Enable Binning
- lb_enable_dynamic_lights Allows rendering dynamic lights
- lb_enable_envmaps SceneSystem/LightBinner/Enable EnvMaps
- lb_enable_fog_mixed_shadows SceneSystem/LightBinner/Enable Fog Mixed Shadows
- lb_enable_lights SceneSystem/LightBinner/Enable Lights
- lb_enable_shadow_casting Allow stationary/dynamic lights to cast shadows.
- lb_enable_stationary_lights Allows rendering stationary/mixed lights
- lb_enable_sunlight SceneSystem/LightBinner/Enable Sunlight
- lb_low_quality_shader_fade_region_rescale For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.
- lb_max_visible_barn_lights_override Override maximum visible barn lights
- lb_max_visible_envmaps_override Override maximum visible envmaps
- lb_mixed_shadows SceneSystem/LightBinner/Enable Mixed Shadows
- lb_override_barn_light_fade_sizes
- lb_override_barn_light_fade_sizes_enable
- lb_override_barn_light_shadow_fade_sizes
- lb_precomputed_shadowmap_depth_bias
- lb_precomputed_shadowmap_enable
- lb_shadow_map_cull_empty_mixed Don't render shadows for mixed shadowmaps with no dynamics objects in view
- lb_shadow_map_culling
- lb_shadow_texture_height_override Override height of shadow atlas texture
- lb_shadow_texture_width_override Override width of shadow atlas texture
- lb_ssss_importance_sample
- lb_ssss_samples Subsurface sample count
- lb_sun_csm_size_cull_threshold_texels Size, in texels, where we will cull an object in the shadowmap
- lb_tile_pixels
- lb_time_sliced_shadow_map_reallocation_age Age of cached allocation to be considered for re-allocation
- lb_time_sliced_shadow_map_reallocation_pct Likelyhood we'll re-allocate a timesliced shadowmap (to try to improve packing)
- lb_time_sliced_shadow_map_rendering_enable Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
- lb_timesliced_shadows_dynamic_size
- lb_use_ellipsoid_bounds
- lb_use_illumination_silhouette SceneSystem/LightBinner/Use Illumination Bounds
- lb_use_illumination_volume Disables use of illumination volume (may cause precomputed lighting errors)
- leaderboards_cache_duration
- legacy_models_supported Whether to support legacy (pre-modeldoc) models
- lightbinner_precompute
- lightbinner_test_computespheresilhouette
- lightbinner_test_computesumsilhouette
- linear_to_gamma
- listRecentNPCSpeech Displays a list of the last 5 lines of speech from NPCs.
- listdemo List demo file contents.
- listid Lists banned users.
- listip List IP addresses on the ban list.
- listissues List all the issues that can be voted on.
- load Usage: load [save file name]
- lobby_default_privacy_bits2 Lobby default permissions (0: private, 1: public)
- lobby_gamesearch_fake
- lobby_stats_fake
- localization_quest_item_string_printout localization_quest_item_string_printout
- locator_topdown_style Topdown games set this to handle distance and offscreen location differently.
- lockMoveControllerRet
- log Enables logging to file, console, and udp < on | off >.
- log_color Set the color of a logging channel.
- log_dumpchannels Dumps information about all logging channels.
- log_flags Set the flags on a logging channel.
- log_level Set the spew level of a logging channel.
- log_verbosity Set the verbosity of a logging channel.
- logaddress_add_http Set URI of a listener to receive logs via http post. Wrap URI in double quotes.
- logaddress_add_http_delayed Set a delay and URI of a listener to receive logs via http post. Wrap URI in double quotes.
- logaddress_del_http Remove http listener by URI. Wrap URI in double quotes.
- logaddress_delall_http Remove all http listeners from the dispatch list.
- logaddress_list_http List all URIs currently receiving server logs
- logaddress_token_secret Set a secret string that will be hashed when using logaddress with explicit token hash.
- logic_entity_analyzer_debug
- logic_npc_counter_debug
- loop_dump Print the listeners of the current loop mode
- lrucache_flush Flushes the specified cache
- lrucache_reset_stats Resets stats for the specified CUtlLRUCaches (or all if none specified)
- lrucache_set_size Sets the specified cache to the specified size
- lrucache_stats Spews information about all CUtlLRUCaches
- lservercfgfile
- lua_assert_on_error
- lua_is_currently_executing
- lua_report_memory
- lua_shipping_assert_on_error
- m_pitch Mouse pitch factor.
- m_yaw Mouse yaw factor.
- map map <mapname> :Load a new map.
- map_enable_portrait_worlds Enables/disables portrait worlds
- map_setbombradius Sets the bomb radius for the map.
- map_showbombradius Shows bomb radius from the center of each bomb site and planted bomb.
- map_showspawnpoints Shows player spawn points (red=invalid). Optionally pass in the duration.
- map_workshop Launch a workshop map
- mapcyclefile Name of the .txt file used to cycle the maps on multiplayer servers
- mapgroup Specify a map group
- mapoverview_allow_client_draw Allow a client to draw on the map overview
- mapoverview_icon_scale Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.
- maps Displays list of maps.
- markup_group_ent_bbox markup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group
- markup_group_ent_text markup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group
- markup_group_spew Spew all current markup groups and their members
- markup_volume_ref_cone_angle
- mat_assert_on_error_shader_use
- mat_assert_on_shader_use Assert on shader used based on substring of shader name
- mat_cache_and_skip_commandbuffers
- mat_cache_renderablepasses
- mat_clearshadercache Clears the shader cache used for dynamic shader compile.
- mat_colcorrection_disableentities Disable map color-correction entities
- mat_colcorrection_editor
- mat_colcorrection_forceentitiesclientside Forces color correction entities to be updated on the client
- mat_colorcorrection
- mat_debug Sets a mat_fullbright debug visualization mode
- mat_depthbias_shadowmap
- mat_disable_dynamic_shader_compile Reloads all shaders from vcs files until the next time mat_reloadshaders is called
- mat_disable_normal_mapping
- mat_execute_skipbuffers
- mat_forcereloadshaders Force reloads all shaders (skips MD5 check). Takes optional substrings of shader names to recompile as arguments.
- mat_fullbright Debug rendering modes
- mat_hide_error_shader
- mat_lpv_luxels
- mat_luxels
- mat_max_lighting_complexity
- mat_overdraw Visualize overdraw
- mat_overdraw_color
- mat_print_dead_materials Print loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.
- mat_print_error_materials Print loaded materials that are using the error shader or material.
- mat_print_expensive_materials Print materials sorted by cost heuristic
- mat_print_material_info Print info about a specific material
- mat_print_materials Print loaded materials. Takes an optional substring as an argument.
- mat_print_materials_last_frame Print materials used last frame
- mat_print_materials_unused Print materials that have never been used
- mat_print_modes Print supported rendering modes.
- mat_print_shader_info Print detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.
- mat_print_shader_quality Print current shader quality setting
- mat_print_shaders Print loaded shaders. Takes a substring as an argument.
- mat_print_textures Print loaded textures in alphabetical order. Takes an optional substring as an argument.
- mat_print_textures_size Print loaded textures in ascending size order. Takes an optional substring as an argument.
- mat_print_textures_size_in_memory Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.
- mat_reinitmaterials Reinitializes all loaded materials, reloading their shaders.
- mat_reloadshaders Reloads all shaders. Takes optional substrings of shader names to recompile as arguments.
- mat_reset_material_costs Reset material cost heuristic
- mat_set_shader_quality Force shader quality setting (valid values are 0 or 1)
- mat_shader_cache
- mat_shading_complexity Visualize shading complexity
- mat_shading_complexity_color
- mat_shading_complexity_max_instruction_count
- mat_shading_complexity_max_register_count
- mat_shadowmap_luxels
- mat_show_distance_field 0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera
- mat_skip_static_const_eval
- mat_slopescaledepthbias_shadowmap
- mat_tonemap_bloom_scale
- mat_tonemap_bloom_start_value
- mat_tonemap_debug
- mat_tonemap_force_accelerate_exposure_down
- mat_tonemap_force_average_lum_min Override. Old default was 3.0
- mat_tonemap_force_log_lum_max
- mat_tonemap_force_log_lum_min
- mat_tonemap_force_max
- mat_tonemap_force_min
- mat_tonemap_force_percent_bright_pixels Override. Old value was 1.0
- mat_tonemap_force_percent_target Override. Old default was 45.
- mat_tonemap_force_rate
- mat_tonemap_force_scale
- mat_tonemap_force_use_alpha
- mat_tonemap_uncap_exposure
- mat_viewportscale Scale down the main viewport (to reduce GPU impact on CPU profiling)
- mat_warn_bad_modes
- mat_wireframe 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
- matchdraft_debug_sendlog Print debug draft into HTTP log
- mem_compact Compacts the heap
- mem_dump Dump memory stats to text file or <stdout>.
- mem_level Memory Level - Default: High
- mem_test
- mem_test_each_frame Run heap check at end of every frame
- mem_test_every_n_seconds Run heap check at a specified interval
- mem_test_quiet Don't print stats when memtesting
- memory Print memory stats.
- memory_check_limit Assert if peak memory use is over the limit.
- menuselect menuselect
- mesh_calculate_curvature_smooth_invert
- mesh_calculate_curvature_smooth_pass_count
- mesh_calculate_curvature_smooth_weight
- mesh_trace_data_memory_report Logs information about memory consumption by TraceDataForDraw_t/ToolsTraceData
- mic_listen_while_nonfocused Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings
- minimap_create Does a bunch of work to create a minimap
- mm_csgo_community_search_players_min When performing CSGO community matchmaking look for servers with at least so many human players
- mm_debug_friend_rp
- mm_debugprint Show debug information about current matchmaking session
- mm_dedicated_allow 1 = allow searches for dedicated servers
- mm_dedicated_fake 1 = pretend like search is going, but abort after some time
- mm_dedicated_force_servers Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port` if your server is behind NAT. If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and if server port is in the list of `mm_server_search_lan_ports` its public address should be automatically detected.
- mm_dedicated_ip IP address of dedicated servers to consider available
- mm_dedicated_search_maxping Longest preferred ping to dedicated servers for games
- mm_dedicated_search_maxresults
- mm_dedicated_timeout_request
- mm_dlcs_mask_extras
- mm_dlcs_mask_fake
- mm_events_listeners_validation
- mm_ignored_sessions_forget_pass
- mm_ignored_sessions_forget_time
- mm_ignored_sessions_reset Reset ignored sessions
- mm_player_search_count
- mm_player_search_lan_ping_duration Duration of LAN discovery ping phase.
- mm_player_search_lan_ping_interval Interval between LAN discovery pings.
- mm_player_search_requests_limit How many friend requests are displayed.
- mm_player_search_update_interval Interval between players searches.
- mm_queue_draft_show Display current draft
- mm_queue_show_stats Display global server stats
- mm_session_search_num_results
- mm_session_search_qos_timeout
- mm_session_sys_connect_timeout
- mm_session_sys_delay_create
- mm_session_sys_delay_create_host
- mm_session_sys_kick_ban_duration
- mm_session_sys_pkey
- mm_session_sys_ranking_timeout
- mm_session_sys_slots_guaranteed
- mm_session_team_res_timeout
- mm_session_voice_loading
- mm_sv_load_test
- mm_teamsearch_errortime Time team search is in error state until it self-cancels
- mm_teamsearch_nostart Team search will fake cancel before searching for server
- mm_title_debug_version This matchmaking version will override .res file version for isolating matchmaking
- mm_tu_string
- mm_use_p2p_for_listen_server
- model_default_preview_sequence_name
- model_dump_convert_info Print model load-time conversion info
- modeldoc_fgd_debug_path
- modeldoc_rotate_max
- modeldoc_rotate_power
- modeldoc_rotate_scale
- molotov_throw_detonate_time
- molotov_usethrow_direction
- motdfile The MOTD file to load.
- mouse_disableinput Set to disable mouse input
- mouse_inverty
- movement_stats_debug_draw
- movement_stats_force_calculate
- movie_fixwave Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
- mp_afterroundmoney amount of money awared to every player after each round
- mp_allowspectators toggles whether the server allows spectator mode or not
- mp_anyone_can_pickup_c4 If set, everyone can pick up the c4, not just Ts.
- mp_autokick Kick idle/team-killing/team-damaging players
- mp_autoteambalance
- mp_backup_restore_list_files Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayed
- mp_backup_restore_load_autopause Whether to automatically pause the match after restoring round data from backup
- mp_backup_restore_load_file Loads player cash, KDA, scores and team scores; resets to the next round after the backup
- mp_backup_round_auto If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk
- mp_backup_round_file If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt
- mp_backup_round_file_last Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
- mp_backup_round_file_pattern If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt'
- mp_bot_ai_bt Use the specified behavior tree file to drive the bot behavior.
- mp_bot_ai_bt_clear_cache Clears the cache for behavior tree files.
- mp_buy_allow_grenades Whether players can purchase grenades from the buy menu or not.
- mp_buy_allow_guns Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).
- mp_buy_anywhere When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_buy_during_immunity When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_buytime How many seconds after round start players can buy items for.
- mp_c4_cannot_be_defused If set, the planted c4 cannot be defused.
- mp_c4timer how long from when the C4 is armed until it blows
- mp_chattime amount of time players can chat after the game is over
- mp_competitive_endofmatch_extra_time After a competitive match finishes rematch voting extra time is given for rankings.
- mp_consecutive_loss_aversion How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win
- mp_consecutive_loss_max
- mp_coopmission_bot_difficulty_offset The difficulty offset modifier for bots during coop missions.
- mp_ct_default_grenades The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
- mp_ct_default_melee The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
- mp_ct_default_primary The default primary (rifle) weapon that the CTs will spawn with
- mp_ct_default_secondary The default secondary (pistol) weapon that the CTs will spawn with
- mp_damage_headshot_only Determines whether non-headshot hits do any damage.
- mp_damage_scale_ct_body Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
- mp_damage_scale_ct_head Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
- mp_damage_scale_t_body Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
- mp_damage_scale_t_head Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.
- mp_damage_vampiric_amount If Set to non-0, will determine the fraction of damage dealt that will be given to attacker.
- mp_death_drop_c4 Whether c4 is droppable
- mp_death_drop_defuser Drop defuser on player death
- mp_death_drop_grenade Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
- mp_death_drop_gun Which gun to drop on player death: 0=none, 1=best, 2=current or best, 3=both
- mp_death_drop_healthshot Drop healthshot on player death
- mp_death_drop_taser Drop taser on player death
- mp_deathcam_skippable Determines whether a player can early-out of the deathcam.
- mp_debug_timeouts Prints time outs to the console for debugging
- mp_default_team_winner_no_objective If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.
- mp_defuser_allocation How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
- mp_disable_autokick Prevents a userid from being auto-kicked
- mp_disconnect_kills_bots When a bot disconnects, kill them first. Requires mp_disconnect_kills_players.
- mp_disconnect_kills_players When a player disconnects, kill them first (triggering item drops, stats, etc.)
- mp_display_kill_assists Whether to display and score player assists
- mp_dm_bonus_length_max Maximum time the bonus time will last (in seconds)
- mp_dm_bonus_length_min Minimum time the bonus time will last (in seconds)
- mp_dm_bonus_percent Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
- mp_dm_bonusweapon_dogtags Additional dogtags to drop when making a kill with the bonus weapon
- mp_dm_dogtag_score Points to award for picking up a dogtag in deathmatch.
- mp_dm_healthshot_killcount Grant healthshots in deathmatch after n kills
- mp_dm_kill_base_score Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.
- mp_dm_taser_bonus_streak_max Maximum times to multiply the score for getting a streak of taser kills in a single life.
- mp_dm_teammode In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score)
- mp_dm_teammode_bonus_score Team deathmatch victory points to award for kill with bonus weapon
- mp_dm_teammode_dogtag_score Team deathmatch victory points to award for collecting enemy dogtags
- mp_dm_teammode_kill_score Team deathmatch victory points to award for enemy kill
- mp_dm_time_between_bonus_max Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
- mp_dm_time_between_bonus_min Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
- mp_dogtag_despawn_on_killer_death Whether dogtags should despawn when their killer dies
- mp_dogtag_despawn_time How many seconds dogtags should stay around before despawning automatically (0 = infinite)
- mp_dogtag_pickup_rule Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone)
- mp_drop_grenade_enable Allows players to drop grenades.
- mp_drop_knife_enable Allows players to drop knives.
- mp_dump_timers Prints round timers to the console for debugging
- mp_economy_reset_rounds Reset all player money every N rounds (0 for never)
- mp_endmatch_votenextleveltime If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
- mp_endmatch_votenextmap Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
- mp_endmatch_votenextmap_keepcurrent If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options.
- mp_endmatch_votenextmap_wargames_modes Modes available for endmatch voting during War Games. Separate names with spaces.
- mp_endmatch_votenextmap_wargames_nummaps Maximum number of maps to include in endmatch voting during War Games
- mp_endmatch_votenextmap_wargames_nummodes Maximum number of other War Games to include in endmatch voting during War Games
- mp_endwarmup_player_count Number of players required to be connected to end warmup early. 0 to require maximum players for mode.
- mp_equipment_reset_rounds Reset all player equipment every N rounds (0 for never)
- mp_fadetoblack fade a player's screen to black when he dies
- mp_flinch_punch_scale Scalar for first person view punch when getting hit.
- mp_footsteps_serverside Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.
- mp_force_pick_time The amount of time a player has on the team screen to make a selection before being auto-teamed
- mp_forcecamera Restricts spectator modes for dead players
- mp_forcerespawn
- mp_fraglimit
- mp_free_armor Determines whether kevlar (1+) and/or helmet (2+) are given automatically.
- mp_freezetime how many seconds to keep players frozen when the round starts
- mp_friendlyfire Allows team members to injure other members of their team
- mp_give_player_c4 Whether this map should spawn a c4 bomb for a player or not.
- mp_global_damage_per_second If above 0, deal non-lethal damage to players over time.
- mp_guardian_bomb_plant_custom_x_mark_location x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.
- mp_guardian_target_site If set to the index of a bombsite, will cause random spawns to be only created near that site.
- mp_halftime Determines whether the match switches sides in a halftime event.
- mp_halftime_duration Target number of seconds that halftime lasts; shortened if team intros are active
- mp_halftime_pausematch Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.
- mp_halftime_pausetimer Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
- mp_hostages_max Maximum number of hostages to spawn.
- mp_hostages_rescuetime Additional time added to round time if a hostage is reached by a CT.
- mp_hostages_rescuetowin 0 == all alive, any other number is the number the CT's need to rescue to win the round.
- mp_hostages_run_speed_modifier Default is 1.0, slow down hostages by setting this to < 1.0.
- mp_hostages_spawn_farthest When enabled will consistently force the farthest hostages to spawn.
- mp_hostages_spawn_force_positions Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'
- mp_hostages_spawn_force_positions_xyz Comma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2'
- mp_hostages_spawn_same_every_round 0 = spawn hostages randomly every round, 1 = same spawns for entire match.
- mp_hostages_takedamage Whether or not hostages can be hurt.
- mp_humanteam Restricts human players to a single team {any, CT, T}
- mp_ignore_round_win_conditions Ignore conditions which would end the current round
- mp_items_prohibited Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.
- mp_join_grace_time Number of seconds after round start to allow a player to join a game
- mp_limitteams Max # of players 1 team can have over another (0 disables check)
- mp_logdetail Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
- mp_logdetail_items Logs a line any time a player acquires or loses an item.
- mp_logmoney Enables money logging. Values are: 0=off, 1=on
- mp_match_can_clinch Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
- mp_match_end_changelevel At the end of the match, perform a changelevel even if next map is the same
- mp_match_end_restart At the end of the match, perform a restart instead of loading a new map
- mp_match_restart_delay Time (in seconds) until a match restarts.
- mp_max_armor Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet
- mp_maxmoney maximum amount of money allowed in a player's account
- mp_maxrounds max number of rounds to play before server changes maps
- mp_min_halftime_duration Minimum number of seconds that halftime lasts even if team intros are active
- mp_modify_timeouts mp_modify_timeouts <CT|T> <N>, e.g., mp_modify ct -1
- mp_only_cts_rescue_hostages
- mp_overtime_enable If a match ends in a tie, use overtime rules to determine winner
- mp_overtime_halftime_pausetimer If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer.
- mp_overtime_limit When overtime is enabled, only so many overtimes can be played
- mp_overtime_maxrounds When overtime is enabled play additional rounds to determine winner
- mp_overtime_startmoney Money assigned to all players at start of every overtime half
- mp_pause_match Pause the match in the next freeze time
- mp_plant_c4_anywhere
- mp_playercashawards Players can earn money by performing in-game actions
- mp_playerid Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
- mp_playerid_delay Number of seconds to delay showing information in the status bar
- mp_playerid_hold Number of seconds to keep showing old information in the status bar
- mp_promoted_item_enabled Allow the purchasing of the promoted item.
- mp_randomspawn Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
- mp_randomspawn_dist If using mp_randomspawn, determines whether to test distance when selecting this spot.
- mp_randomspawn_los If using mp_randomspawn, determines whether to test Line of Sight when spawning.
- mp_require_gun_use_to_acquire Whether guns must be +used to acquire or default is touch-to-pickup
- mp_respawn_immunitytime How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.
- mp_respawn_on_death_ct When set to 1, counter-terrorists will respawn after dying.
- mp_respawn_on_death_t When set to 1, terrorists will respawn after dying.
- mp_respawnwavetime_ct Time between respawn waves for CTs.
- mp_respawnwavetime_t Time between respawn waves for Terrorists.
- mp_restartgame If non-zero, game will restart in the specified number of seconds
- mp_retake_ct_count Number of CT's when playing retakes.
- mp_retake_ct_loadout_bonus_card CT bonus card for full buy round when playing bomb site retake.
- mp_retake_ct_loadout_bonus_card_availability CT bonus card availability pattern for full buy round when playing bomb site retake.
- mp_retake_ct_loadout_default_pistol_round CT Loadouts for default pistol round when playing bomb site retake.
- mp_retake_ct_loadout_enemy_card CT enemy card for full buy round when playing bomb site retake.
- mp_retake_ct_loadout_full_buy_round CT Loadouts for full buy round when playing bomb site retake.
- mp_retake_ct_loadout_light_buy_round CT Loadouts for force buy round when playing bomb site retake.
- mp_retake_ct_loadout_upgraded_pistol_round CT Loadouts for upgraded pistol round when playing bomb site retake.
- mp_retake_max_consecutive_rounds_same_target_site Limit the number of consecutive rounds targeting the same site.
- mp_retake_t_count Number of terrorists when playing retakes.
- mp_retake_t_loadout_bonus_card T bonus card for full buy round when playing bomb site retake.
- mp_retake_t_loadout_bonus_card_availability T bonus card availability pattern for full buy round when playing bomb site retake.
- mp_retake_t_loadout_default_pistol_round T Loadouts for default pistol round when playing bomb site retake.
- mp_retake_t_loadout_enemy_card T enemy card for full buy round when playing bomb site retake.
- mp_retake_t_loadout_full_buy_round T Loadouts for full buy round when playing bomb site retake.
- mp_retake_t_loadout_light_buy_round T Loadouts for force buy round when playing bomb site retake.
- mp_retake_t_loadout_upgraded_pistol_round T Loadouts for upgraded pistol round when playing bomb site retake.
- mp_round_restart_delay Number of seconds to delay before restarting a round after a win
- mp_roundtime How many minutes each round takes.
- mp_roundtime_defuse How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
- mp_roundtime_hostage How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
- mp_scrambleteams Scramble the teams and restart the game
- mp_shoot_dropped_grenades Dropped grenades detonate when shot.
- mp_shorthanded_cash_bonus_ignore_kicked Determines whether kicked players are included in the assessment for short-handedness
- mp_shorthanded_cash_bonus_round_delay number of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus
- mp_solid_enemies How solid are enemies: 0 = transparent; 1 = fully solid
- mp_solid_teammates How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
- mp_spawnprotectiontime Kick players who team-kill within this many seconds of a round restart.
- mp_spectators_max How many spectators are allowed in a match.
- mp_starting_losses Determines what the initial loss streak is.
- mp_startmoney amount of money each player gets when they reset
- mp_suicide_penalty Punish players for suicides
- mp_swapteams Swap the teams and restart the game
- mp_t_default_grenades The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
- mp_t_default_melee The default melee weapon that the Ts will spawn with
- mp_t_default_primary The default primary (rifle) weapon that the Ts will spawn with
- mp_t_default_secondary The default secondary (pistol) weapon that the Ts will spawn with
- mp_tagging_scale Scalar for player tagging modifier when hit. Lower values for greater tagging.
- mp_taser_recharge_time Determines recharge time for taser. -1 = disabled.
- mp_td_dmgtokick The damage threshhold players have to exceed in a match to get kicked.
- mp_td_dmgtowarn The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
- mp_td_spawndmgthreshold The damage threshold players have to exceed at the start of the round to be warned/kick.
- mp_team_intro_time How many seconds for team intro
- mp_team_intro_type none, normal, wingman, rush, or auto (implies normal if mp_halftime is set, none otherwise)
- mp_team_timeout_max Number of timeouts each team gets per match.
- mp_team_timeout_ot_add_each Number of timeouts to add for each team when match goes to 2nd and each next overtime.
- mp_team_timeout_ot_add_once Number of timeouts to add for each team when regulation time ends and match goes to overtime.
- mp_team_timeout_ot_max Max number of timeouts each team can have per OT after all OT timeouts got added.
- mp_team_timeout_time Duration of each timeout.
- mp_teamcashawards Teams can earn money by performing in-game actions
- mp_teamflag_1 Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
- mp_teamflag_2 Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
- mp_teamlogo_1 Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
- mp_teamlogo_2 Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'
- mp_teammatchstat_1 A non-empty string sets first team's match stat.
- mp_teammatchstat_2 A non-empty string sets second team's match stat.
- mp_teammatchstat_cycletime Cycle match stats after so many seconds
- mp_teammatchstat_holdtime Decide on a match stat and hold it additionally for at least so many seconds
- mp_teammatchstat_txt A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.
- mp_teammates_are_enemies When set, your teammates act as enemies and all players are valid targets.
- mp_teamname_1 A non-empty string overrides the first team's name.
- mp_teamname_2 A non-empty string overrides the second team's name.
- mp_teamplay
- mp_teamprediction_pct A value between 1 and 99 will show predictions in favor of CT team.
- mp_teamprediction_txt A value between 1 and 99 will set predictions in favor of first team.
- mp_teamscore_1 A non-empty string for best-of-N maps won by the first team.
- mp_teamscore_2 A non-empty string for best-of-N maps won by the second team.
- mp_teamscore_max How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)
- mp_technical_timeout_duration_s How many seconds is a full technical timeout?
- mp_technical_timeout_per_team How many technical timeouts are there per team?
- mp_timelimit game time per map in minutes
- mp_tkpunish Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
- mp_tournament
- mp_tournament_whitelist Specifies the item whitelist file to use.
- mp_unpause_match Resume the match
- mp_use_respawn_waves When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.
- mp_verbose_changelevel_spew
- mp_warmup_end End warmup immediately.
- mp_warmup_items_drop_policy Which items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthshot)
- mp_warmup_items_nocost Determines whether weapons are free to buy during warmup.
- mp_warmup_items_nocount_policy Which items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser, 32=healthshot)
- mp_warmup_jointeam_cooldown
- mp_warmup_offline_enabled Whether or not to do a warmup period at the start of a match in an offline (bot) match.
- mp_warmup_online_enabled Whether or not to do a warmup period at the start of an online match.
- mp_warmup_pausetimer Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
- mp_warmup_start Start warmup.
- mp_warmuptime How long the warmup period lasts. Changing this value resets warmup.
- mp_warmuptime_all_players_connected Warmup time to use when all players have connected. 0 to disable.
- mp_warmuptime_match_cancelled Warmup time to use when the match will be cancelled (eg. due to a live VAC ban).
- mp_weapon_next_owner_touch_time
- mp_weapon_prev_owner_touch_time
- mp_weapon_self_inflict_amount If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.
- mp_weapons_allow_heavy Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
- mp_weapons_allow_map_placed If this convar is set, when a match starts, the game will not delete weapons placed in the map.
- mp_weapons_allow_pistols Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
- mp_weapons_allow_rifles Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
- mp_weapons_allow_smgs Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.
- mp_weapons_allow_typecount Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).
- mp_weapons_allow_zeus Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
- mp_weapons_max_gun_purchases_per_weapon_per_match Max number of times a player may purchase any weapon per match
- mp_weaponstay
- mp_win_panel_display_time The amount of time to show the win panel between matches / halfs
- mp_winlimit Max score one team can reach before server changes maps
- multigpu_skip_semaphores
- multigpu_skip_transfers
- multvar Multiply specified convar value.
- muzzle_flash_debug
- name
- nav_add_to_selected_set Add current area to the selected set.
- nav_add_to_selected_set_by_id Add specified area id to the selected set.
- nav_approach_points_area_size_threshold Ignore nav areas with at least one side smaller than this amount during approach point calculation.
- nav_attribute_obstacle_draw
- nav_attribute_obstacle_draw_attribute
- nav_attribute_obstacle_draw_elements
- nav_begin_deselecting Start continuously removing from the selected set.
- nav_begin_drag_deselecting Start dragging a selection area.
- nav_begin_drag_selecting Start dragging a selection area.
- nav_begin_selecting Start continuously adding to the selected set.
- nav_bfs_debug
- nav_check_connectivity Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
- nav_clear_attribute Remove given nav attribute from all areas in the selected set.
- nav_clear_attributes Clear all nav attributes of selected area.
- nav_clear_selected_set Clear the selected set.
- nav_corner_adjust_adjacent radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_create_indirect_connection Create a connection between the selected area and the area pointed at by the crosshair.
- nav_create_indirect_connection_from_to Create a connection between the current 'from' and 'to' locations.
- nav_create_indirect_connection_set_from Set the 'from' location of an indirect connection.
- nav_create_indirect_connection_set_from_using_editpos Set the 'from' location of an indirect connection to be the current edit pos of nav_edit.
- nav_create_indirect_connection_set_to Set the 'to' location of an indirect connection.
- nav_create_indirect_connection_set_to_using_editpos Set the 'to' location of an indirect connection to be the current edit pos of nav_edit.
- nav_curve_alt
- nav_curve_iter
- nav_curve_lock
- nav_curve_max_step
- nav_curve_set
- nav_curve_step
- nav_debug_blocked
- nav_delete Deletes the currently highlighted Area.
- nav_drag_selection_volume_zmax_offset The offset of the nav drag volume top from center
- nav_drag_selection_volume_zmin_offset The offset of the nav drag volume bottom from center
- nav_draw_area_color_by_game_attribute
- nav_draw_area_connections
- nav_draw_area_filled
- nav_draw_area_gravity
- nav_draw_area_ground
- nav_draw_area_hull_support
- nav_draw_area_ids
- nav_draw_area_inset_margin
- nav_draw_area_normal
- nav_draw_area_should_be_destroyed
- nav_draw_area_split_by_obstacle_mgr
- nav_draw_area_ztest
- nav_draw_attribute_dynamic Draw all nav areas with this dynamic attribute
- nav_draw_attribute_game Draw all nav areas with this game attribute
- nav_draw_attribute_space Draw only nav blocks with this attribute
- nav_draw_blocked
- nav_draw_blocked_connections
- nav_draw_boundary_areas
- nav_draw_connected_area_radius
- nav_draw_dangerareas
- nav_draw_dormant_movable_meshes Draw dormant movable meshes.
- nav_draw_externally_created
- nav_draw_flow_map
- nav_draw_hidingspots
- nav_draw_indirect_connections
- nav_draw_jump_links
- nav_draw_limit The maximum number of areas to draw in edit mode
- nav_draw_link_alignment
- nav_draw_links
- nav_draw_markup
- nav_draw_mesh
- nav_draw_mesh_grid Draw the mesh's spatial grid structure around the edit cursor position.
- nav_draw_mesh_offset Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground
- nav_draw_space_boundary Draw the boundaries of the 3d nav space. 1 = draw flying space, 2 = draw swimming space
- nav_draw_space_cells
- nav_draw_space_fly
- nav_draw_space_neighbors
- nav_draw_space_portals
- nav_draw_space_radius
- nav_draw_space_swim
- nav_draw_space_transitions
- nav_edit Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_edit_draw_navlinks
- nav_edit_use_camera
- nav_edit_validate Validate navmesh structures.
- nav_end_deselecting Stop continuously removing from the selected set.
- nav_end_drag_deselecting Stop dragging a selection area.
- nav_end_drag_selecting Stop dragging a selection area.
- nav_end_selecting Stop continuously adding to the selected set.
- nav_find_occluded_node_nozup_use_raycast
- nav_flow_map_enabled
- nav_gen_add_jumps
- nav_gen_agent_radius_buffer Buffer to add to agent radius before passing to nav gen
- nav_gen_clip_polys_to_clearance
- nav_gen_clip_polys_to_clearance_debug
- nav_gen_connect_allow_multiple
- nav_gen_connect_angle
- nav_gen_connect_angle_ignore_z
- nav_gen_connect_dist_a
- nav_gen_connect_dist_b
- nav_gen_connect_dist_z_mult
- nav_gen_connect_overlap
- nav_gen_degen_limit
- nav_gen_false Always false
- nav_gen_island_removal
- nav_gen_island_removal_all_hulls
- nav_gen_join_nonzup
- nav_gen_jump_connection_min_overlap_ratio Minimum edge overlap required for jump connection consideration as a percentage of agent radius
- nav_gen_markup_split_expand
- nav_gen_markup_split_tol_base
- nav_gen_markup_split_tol_nonav
- nav_gen_markup_split_tol_nonentity
- nav_gen_max_bottleneck_width
- nav_gen_max_bottleneck_width_do_clip
- nav_gen_max_edge_len
- nav_gen_max_edge_len_do_clip
- nav_gen_max_edge_len_split_tol
- nav_gen_opt_to_quads
- nav_gen_opt_to_quads_angle_limit
- nav_gen_opt_to_quads_num_steps
- nav_gen_opt_to_quads_planar_deviation_limit
- nav_gen_opt_to_quads_se_limit_end
- nav_gen_opt_to_quads_se_limit_start
- nav_gen_opt_to_quads_weld_limit_end
- nav_gen_opt_to_quads_weld_limit_start
- nav_gen_oriented_angle_tol Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).
- nav_gen_oriented_max_region_range Max orientation range allowed within a region before it gets further split.
- nav_gen_remove_vertical_polys
- nav_gen_split_boundary_polys
- nav_gen_split_multi_connection_polys
- nav_gen_split_multi_connection_polys_tol
- nav_gen_true Always true
- nav_gen_vertical_limit
- nav_genrt_debug
- nav_ignore_vpk_navdata For testing using legacy nav data
- nav_list_movable_meshes List the movable meshes registered with the movable meshes manager.
- nav_lower_drag_volume_max Lower the top of the drag select volume.
- nav_lower_drag_volume_min Lower the bottom of the drag select volume.
- nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute Set nav attribute for all areas in the selected set.
- nav_max_view_distance Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length
- nav_obstacle_validate
- nav_obstruction_async_update
- nav_obstruction_draw
- nav_obstruction_draw_change
- nav_obstruction_draw_dist
- nav_obstruction_draw_island
- nav_obstruction_draw_island_hull
- nav_obstruction_draw_movefail_blocking
- nav_path_debug
- nav_path_draw_areas
- nav_path_draw_arrow
- nav_path_draw_climb_segments
- nav_path_draw_connected_areas
- nav_path_draw_ground_segments
- nav_path_draw_jump_segments
- nav_path_draw_ladder_segments
- nav_path_draw_link_segments
- nav_path_draw_tick
- nav_path_fixup_climb_up_segments
- nav_path_fixup_gap_segments
- nav_path_jump_process_debug
- nav_path_optimize
- nav_path_optimize_portals
- nav_path_optimizer_debug
- nav_pathfind_debug_log
- nav_pathfind_draw
- nav_pathfind_draw_blocked
- nav_pathfind_draw_costs
- nav_pathfind_draw_fail
- nav_pathfind_draw_total_costs
- nav_pathfind_inadmissable_heuristic_factor
- nav_pathfind_multithread
- nav_potentially_visible_dot_tolerance
- nav_raise_drag_volume_max Raise the top of the drag select volume.
- nav_raise_drag_volume_min Raise the bottom of the drag select volume.
- nav_recall_selected_set Re-selects the stored selected set.
- nav_recorder_enabled
- nav_remove_from_selected_set Remove current area from the selected set.
- nav_select_allow_blocked When selecting an area under nav_edit, allow area marked as blocked.
- nav_select_area_id Select nav area with matching ID.
- nav_select_block_id Select nav space block with matching ID.
- nav_select_hull Restrict area selection to areas that can support a hull of the given category
- nav_select_radius Adds all areas in a radius to the selection set
- nav_select_with_attribute Selects areas with the given attribute.
- nav_set_movable_mesh_dormant_flag Set the movable mesh dormant flag (0=active, 1=dormant)
- nav_show_area_connections Show connections to selected area when true
- nav_show_area_verts Show area vertex positions
- nav_show_area_water_info
- nav_show_elem_info
- nav_show_elem_info_font
- nav_show_elem_info_font_size
- nav_show_elem_info_font_voffset
- nav_show_potentially_visible Show areas that are potentially visible from the current nav area
- nav_smooth_arrival_enable
- nav_smooth_arrival_handle_scale
- nav_smooth_arrival_spline
- nav_smooth_arrival_spring
- nav_smooth_constrain_spline
- nav_smooth_constrain_spline_relax
- nav_smooth_constrain_spring
- nav_smooth_constrain_spring_relax
- nav_smooth_draw_arrival_calc
- nav_smooth_draw_boundary
- nav_smooth_draw_calc
- nav_smooth_draw_constraint_spline
- nav_smooth_draw_constraint_spring
- nav_smooth_draw_speed
- nav_smooth_enable
- nav_smooth_push_from_walls
- nav_smooth_relax
- nav_smooth_relax_use_timesteps
- nav_smooth_spring_const_override
- nav_smooth_spring_enable
- nav_smooth_spring_factor_deriv
- nav_smooth_spring_factor_dist
- nav_smooth_spring_factor_speed
- nav_smooth_spring_forward_dist_base
- nav_smooth_spring_forward_dist_time_limit
- nav_smooth_spring_max_dist
- nav_smooth_spring_tension_max_override
- nav_smooth_spring_timestep_factor_accel
- nav_smooth_spring_timestep_factor_speed
- nav_smooth_spring_timestep_max
- nav_smooth_spring_timestep_min
- nav_smooth_spring_yaw_rotation_speed
- nav_smooth_spring_yaw_threshold
- nav_space_select_dist
- nav_split To split an Area into two, align the split line using your cursor and invoke the split command.
- nav_split_show_line Show the free split line.
- nav_store_selected_set Stores the current selected set for later retrieval.
- nav_switch Switches to navmesh for the specified spawngroup
- nav_test_area_gravity
- nav_test_bfs_lattice_dist_0
- nav_test_bfs_lattice_dist_1
- nav_test_bfs_lattice_dist_2
- nav_test_bfs_lattice_hex Demonstrates searching hexagonal lattice over nav mesh.
- nav_test_bfs_lattice_mark
- nav_test_bfs_lattice_simple
- nav_test_bfs_lattice_spacing_0
- nav_test_bfs_lattice_spacing_1
- nav_test_bfs_lattice_spacing_2
- nav_test_bfs_simple
- nav_test_boundary_zone_circle
- nav_test_boundary_zone_force
- nav_test_boundary_zone_grid_dim
- nav_test_boundary_zone_path
- nav_test_boundary_zone_rays
- nav_test_boundary_zone_rays_margin
- nav_test_boundary_zone_rays_random
- nav_test_boundary_zone_sphere
- nav_test_curve_opt
- nav_test_find_nearest Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
- nav_test_find_nearest_clear Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
- nav_test_find_random_connected Demonstrates finding random points that are connected in the nav mesh to the start point.
- nav_test_find_random_connected_dist_max
- nav_test_find_random_connected_dist_min
- nav_test_find_z
- nav_test_force_npc_repath
- nav_test_genrt
- nav_test_genrt_place
- nav_test_genrt_tile_removal_extent
- nav_test_genrt_tile_removal_place
- nav_test_getareaoverlapping_gravity
- nav_test_getnearestnav_gravity
- nav_test_level_hull Find entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.
- nav_test_level_hull_move
- nav_test_multi_connection
- nav_test_npc_area
- nav_test_npc_collision
- nav_test_npc_collision_range
- nav_test_npc_collision_show_geometry
- nav_test_path Calculate and draw a path from player/camera position to the test position.
- nav_test_path_lock_goal Lock the pathfinding goal to the current intersection point.
- nav_test_path_lock_start Lock the pathfinding start to the current intersection point.
- nav_test_path_move
- nav_test_path_npc Calculate and draw a path for the selected NPC to the test position.
- nav_test_path_npc_success_radius_when_blocked Calculate and draw a path for the selected NPC to the test position.
- nav_test_path_opt Enable path optimization for nav_edit_path paths.
- nav_test_path_opt_transitions
- nav_test_path_return Calculate a return path from cursor position to the path calculated by nav_test_path.
- nav_test_path_space Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground
- nav_test_path_space_fly Test flight paths
- nav_test_path_space_swim Test swim paths
- nav_test_pos_name
- nav_test_pos_place
- nav_test_ray_space
- nav_test_rays
- nav_test_rays_use_npc_move
- nav_test_search_on_path Test the 'on path' search mode for tactical searches. Requires a selected NPC with a current path.
- nav_test_search_on_path_boundary_edges_only Activate the 'boundary edges only' constraint when testing the 'on path' search mode for tactical searches.
- nav_test_search_on_path_setgoal Test the 'on path' search mode for tactical searches using SetGoal w/ possible path clipping (flips between 2 searches). Requires a selected NPC.
- nav_test_smooth
- nav_test_smooth_extern_push
- nav_test_smooth_in_speed
- nav_test_smooth_in_yaw
- nav_test_smooth_path_speed
- nav_test_smooth_separating_dist
- nav_test_smooth_spring_const
- nav_test_smooth_spring_tension_max
- nav_test_spline
- nav_test_split_obstacle
- nav_test_split_obstacle_dirty
- nav_test_split_obstacle_leave
- nav_test_split_obstacle_size
- nav_test_split_obstacle_update_pos
- nav_toggle_deselecting Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set Remove current area from the selected set.
- nav_toggle_selected_set Toggles all areas into/out of the selected set.
- nav_toggle_selecting Start or stop continuously adding to the selected set.
- nav_unmark Clears the marked Area or Ladder.
- nav_validate Level of validation for nav system. Higher will be slower.
- nav_volume_debug Draw or print debug information about nav volume queries.
- navspace_create_water_smooth_connections
- navspace_create_water_surface_connections
- navspace_create_water_transition_connections
- navspace_debug_pathfind
- navspace_debug_stringpull
- navspace_debug_trace
- navspace_debug_transition_calc
- navspace_draw_changes_blocks Draw blocks when they change
- navspace_draw_changes_waters Draw water volumes when they change
- navspace_path_use_water_level_locator
- net_async_clientconnect Enable async client connect optimization
- net_async_job_random_sleep Sleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job
- net_captureculldata Captures low-level data to replay path culling algorithm behavior in controlled unit test environment
- net_channels Shows net channel info
- net_client_steamdatagram_enable_override 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible
- net_compresspackets_minsize Don't bother compressing packets below this size.
- net_connections_stats Print detailed network statistics for each network connection
- net_culloptimization Enable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.
- net_debug_to_file
- net_detailed_canpacket_log
- net_fakeclear Clear all simulated network conditions
- net_fakejitter Shortcut to set jitter net options. Run with no arguments for usage.
- net_fakelag Shortcut to set both FakePacketLag_Recv and FakePacketLag_Send net options
- net_fakeloss Shortcut to set both FakePacketLoss_Recv and FakePacketLoss_Send net options
- net_fakestatus Print current simulated network condifions
- net_filelogging Log packets to files
- net_fs_showindirections
- net_limit_sv_recv_max_message_size_kb Server will reject message larger than N kb
- net_limit_sv_recv_segments_per_packet Server will reject packets with more than N segments
- net_limit_sv_recvbuffer_kb Server will not buffer more than N kb from connected clients
- net_limit_sv_recvbuffer_msg Server will not buffer more than N messages from connected clients
- net_listallmessages List all registered net messages
- net_log_processing Log network processing
- net_max_message_process_count Maximum number of messages to process from a client in a single frame (0 == no limit).
- net_max_message_queue_size Maximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit
- net_max_polymorphic_spew Max polymorphic variants to spew when spewing a flattened serializer.
- net_message_size_enforce Check declared engine message size limit, and either warn or reject. Note that this is ignored in -tools mode. 0=ignore, 1=warn/log, 2=warn/assert, 3=reject
- net_messageinfo Display info about a message (by classname or id)
- net_option Get or set SteamNetworkingSockets options such as fake packet lag and loss
- net_p2p_listen_dedicated Should dedicated server listen for new-style P2P?
- net_permutation_info show permutation information for serializer
- net_print_sdr_ping_times Print current ping times to SDR points of presence, and selected route
- net_public_adr For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" )
- net_qosinterval_spew Spew QoS interval data as we gather it
- net_qospacketloss_percentage_threshold Spew a warning if packet loss percentage is above this threshold
- net_reloadgameevents Reload the game events
- net_restrict_showmsg_socket If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.
- net_serializedentitymemory Spew CSerializedEntity memory
- net_serializedentitymetadatainfo Spew CSerializedEntity metadata information
- net_showdrop Show dropped packets in console
- net_showeventlisteners Show listening addition/removals
- net_showevents Dump game events to console (1=client only, 2=all).
- net_showmsg Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP
- net_showoob Show connectionless UDP traffic.
- net_showpeaks Show messages for large packets only: <size>
- net_showreliable Like net_showmsg, but only spew reliable messages
- net_showudp Dump UDP packets summary to console
- net_showudp_remoteonly Dump non-loopback udp only
- net_skip_redundant_change_callbacks
- net_spewcounts Spew serializer counts, client only by default, specify server to spew server counts
- net_spewserializer Spew serializer info
- net_stats_json Output server networking statistics in json format
- net_status Shows current network status
- net_use_packet_compression Compress network traffic
- net_validatemessages Activates/deactivates net message validation
- net_why_field_excluded <classname> <fieldname>: spew why field was excluded from networking for classname.
- nextdemo Play next demo in sequence.
- nextlevel If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
- nextmap_print_enabled When enabled prints next map to clients
- nextmode Sets the game mode to be played when the next level loads
- noclip Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
- noclip_fixup
- notarget Toggle. Player becomes hidden to NPCs.
- npc_record_skeleton_snapshot
- npc_record_snapshot_data
- npcsolve_attract_draw
- npcsolve_constraint_nav
- npcsolve_constraint_npc
- npcsolve_drag_linear
- npcsolve_forward
- npcsolve_forward_const
- npcsolve_forward_dist
- npcsolve_forward_margin
- npcsolve_path_close_const
- npcsolve_path_close_max_tension
- npcsolve_path_lookahead_const
- npcsolve_path_lookahead_dist
- npcsolve_path_vel_const
- npcsolve_separation
- npcsolve_separation_const
- npcsolve_separation_dist
- npcsolve_separation_draw
- npcsolve_separation_jitter
- npcsolve_separation_r2
- open_asset Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.
- open_current_map_in_hammer opens the current map in hammer.
- open_current_map_pulse_in_tool Opens the specified pulse used in this map in the editor. Arguments: <pulse_file>
- option_duck_method Input toggle control
- option_speed_method Input toggle control
- opus_decode_test_signal
- opus_encode_test_signal
- opus_unittest_test_signal
- p2p_listpeers List currently known peers.
- p2p_ping Ping a peer.
- panorama_2d_translate_no_comp_layer
- panorama_alignment_fixes Fix alignment issues
- panorama_allow_texture_composition_layer_fast_path
- panorama_allow_transitions
- panorama_apply_styles_for_invisible_parents Specifies whether to short circuit applying styles when a parent is invisible.
- panorama_assert_loading_panel_type Force style invalidation of the entire panel subtree when adding / removing classes.
- panorama_async_compute_mipgen use asynchronous compute for mipmap generation.
- panorama_box_shadow_no_comp_layer
- panorama_cache_command_list_repaint_threshold
- panorama_cache_command_list_size_threshold
- panorama_classes_force_invalidate Force style invalidation of the entire panel subtree when adding / removing classes.
- panorama_clear_frames_on_device_restore
- panorama_comp_layer_lru_lifetime
- panorama_composition_atlas
- panorama_console_max_autocomplete
- panorama_console_max_history
- panorama_console_max_lines
- panorama_console_position_and_size
- panorama_console_reset_size_and_position Resets the panorama console to its default size and position
- panorama_content_size_fixes Fix content size issues
- panorama_daisy_wheel Daisy wheel input mode: RS | ABXY
- panorama_dash_gap_ratio
- panorama_dash_len
- panorama_debug_movies
- panorama_debug_overlay_opacity
- panorama_debug_overlay_opacity_max
- panorama_debug_overlay_opacity_min
- panorama_debug_ready_for_display
- panorama_debug_treat_all_addons_as_untrusted
- panorama_debugger_theme
- panorama_disable_blur
- panorama_disable_box_shadow
- panorama_disable_descendant_filtering Disable descendant selector filtering
- panorama_disable_draw_fancy_quad
- panorama_disable_draw_text
- panorama_disable_draw_text_shadow
- panorama_disable_layer_cache
- panorama_disable_layer_clear
- panorama_disable_render_callbacks
- panorama_disable_render_target_cache
- panorama_disallow_hover_styles
- panorama_dispatch_event Dispatch the event defined by the argument string. No creating panel is specified.
- panorama_dragscroll_affordance Minimum mouse movement in pixels before a move is treated as a drag scroll
- panorama_dragscroll_maxflickvelocity Maximum velocity for a drag scroll flick
- panorama_dragscroll_minflickvelocity Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick
- panorama_dragscroll_mintime Minimum time that the mouse button must be down before a move is treated as a drag scroll
- panorama_dragscroll_velocitymultiplier Multiplier for flick velocity off of actual measured velocity
- panorama_draw_fast_path_img_shadow
- panorama_draw_text_fast_path
- panorama_draw_text_fast_path_text_shadow
- panorama_dump_symbols <ESymbolType> Dump all of the symbols in the Panorama symbol table
- panorama_enable_secondary_layout_pass
- panorama_focus_world_panels when set request key focus when a world panel is enabled
- panorama_force_active_controller_type
- panorama_force_atlas_clear
- panorama_force_desired_layout_traverse Force desired layout traverse, even if the cached values are up to date.
- panorama_generate_layout_xsd Generate the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is running).
- panorama_highlight_bad_opacity_masks
- panorama_highlight_composition_layers
- panorama_highlight_slow_operations
- panorama_hsbc_through_fast_path
- panorama_joystick_axis_repeat_curve_time
- panorama_joystick_axis_repeat_interval_end
- panorama_joystick_axis_repeat_interval_start
- panorama_joystick_button_repeat_curve_time
- panorama_joystick_button_repeat_interval_end
- panorama_joystick_button_repeat_interval_start
- panorama_joystick_enabled Enable panorama joystick input
- panorama_js_minidumps Enable sending minidumps on JS Exceptions.
- panorama_label_draw_rects When labels paint, draw the rectangles for the character ranges. 0 = none, 1 = all, 2 = text only, 3 = inline objects only
- panorama_label_wrap_before_shrink Should labels try to wrap text before using text-overflow: shrink
- panorama_large_dispatch_event_queue
- panorama_max_text_shadow_strength
- panorama_might_scroll_no_comp_layer
- panorama_min_comp_layer_cache_cost
- panorama_movie_async_load_size_bytes
- panorama_movie_force_not_ready_behavior
- panorama_panel_occlusion
- panorama_print_cache_status Print internal panorama refcounts for every file
- panorama_print_render_tree Print the RenderOperation_t tree for the given root window; set to * to print all
- panorama_print_svg_stats
- panorama_reload_animations
- panorama_render_target_cache_max_size
- panorama_script_cache_enabled Enable script caching to speed up recompiling scripts multiple times.
- panorama_show_fps
- panorama_show_fps_scale
- panorama_simple_borders_no_comp_layer
- panorama_skip_composition_layer_content_paint
- panorama_skip_composition_layer_content_paint_tint
- panorama_spew_async_event_substring If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.
- panorama_spew_layout_invalidates
- panorama_stats_log_time
- panorama_streaming_load_local_images
- panorama_style_flag_force_invalidate Force style invalidation of the entire panel subtree when adding / removing style flags.
- panorama_suspend_animation
- panorama_suspend_paint
- panorama_temp_comp_layer_min_dimension
- panorama_toggledebugger_mode Toggledebugger key operation : 0 = open/inspect, 1 = open/close
- panorama_track_render_commands
- panorama_transition_time_factor A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast
- panorama_unlink_from_render_tree
- panorama_use_backbuffer_directly
- panorama_use_composite_cmd_for_cached_layers
- panorama_use_new_occlusion_invalidation
- panorama_worldpanel_update_cull_distance
- panorama_worldpanel_update_cull_size_threshold
- panorama_worldpanel_update_culling
- parallel_perform_invalidate_physics
- parallel_update_surrounding_bounds_in_spatial_partition_update
- particle_cluster_bounds_debug
- particle_cluster_debug
- particle_cluster_manager_search_dist
- particle_cluster_nodraw
- particle_cluster_use_collision_hulls
- particle_debug_creation_filter
- particle_layer_id_whitelist
- particle_powsimd_random_range_exp
- particle_profile Profile particle
- particle_profile_filter Profile particle filter
- particle_profile_spike Profile particle spike
- particle_reset_assertions Causes all single-fire particle assertions to trigger once more.
- particle_snapshot_allow_combined_models
- particle_stop_all Stops all particle systems currently playing
- particle_stop_specified Stops all particle systems that match specified name
- particle_stop_unspecified Stops all particle systems that don't match specified name
- particle_test_attach_attachment Attachment index for attachment mode
- particle_test_attach_mode Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
- particle_test_create Creates the named particle system where the player is looking. Can be used on an entity if pointed at the entity. Optionally takes a particle config name. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- particle_test_destroy Destroys all particle systems matching the specified name. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- particle_test_file Name of the particle system to dynamically spawn
- particle_test_start Dispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- particle_test_stop Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- partybrowser_throttle_data
- partybrowser_timeout
- password Current server access password
- path Show the filesystem path.
- path_closest_point_debug
- path_mover_enable_high_resolution_debug_rendering
- path_mover_entity_spawner_debug
- path_node_evaluation_debug
- pause Toggle the server pause state.
- pawn_mimic_all
- perfectworld_replenish_funds Opens Perfect World funds replenishment page for account.
- pet_disable_test_mode
- pet_named_value_cache_debug
- pet_preview_gravity
- pet_preview_underwater
- pet_preview_wind
- phonemedelay Phoneme delay to account for sound system latency.
- phonemefilter Time duration of box filter to pass over phonemes.
- phonemesnap Lod at level at which visemes stops always considering two phonemes, regardless of duration.
- phys_agg_world_compounds
- phys_batch_ray_test
- phys_continuous_kinematic_update
- phys_create_test_character_proxy Create test character proxy
- phys_cull_internal_mesh_contacts
- phys_debug_draw Set up debug-draw of physics internal state
- phys_dump_intersection_controller Dump intersection controller status
- phys_dump_main_world Dump physics main world to file
- phys_dump_memory Dump memory usage
- phys_dynamic_scaling
- phys_expensive_shape_threshold
- phys_force_controller_debug
- phys_get_model_materials Get physics surface property of models.
- phys_headshotscale Modifier for the headshot impulse hits on players
- phys_highlight_expensive_objects Highlight expensive physics objects
- phys_highlight_expensive_objects_strength Highlight expensive physics objects strength
- phys_impactforcescale
- phys_joint_teleport Teleport joint anchors if connected to world
- phys_length_damping_ratio Spring damping ratio for length constraint
- phys_length_frequency Spring stiffness for length constraint
- phys_list List all physics component contents of every entity in the game; -stream [1|0] initiate|terminate streaming to physics debugger -allents include non-physical entities -classes print class names -sdk Rubikon-wide memory short status -sdk -struct Rubikon-wide memory use per struct -sdk -rebuildsvms Rubikon-wide SVM force rebuild and status -world current state of the world -world -touch list body pairs (bodies in contact) -world -save <name> save world to a file -world -mem memory dump (separately per game dll) -world -snapshots Start/Stop dumping snapshots of the world into the current directory -world -agg current aggregate data registry (loaded resources)
- phys_log_updaters
- phys_log_updaters_exclude
- phys_log_updaters_include
- phys_min_motion_controller_count_to_run_in_job
- phys_multithreading_enabled Enable/Disable Multithreading in VPhysics
- phys_playerscale This multiplies the bullet impact impuse on players for more dramatic results when players are shot.
- phys_powered_ragdoll_debug
- phys_pushscale
- phys_set_model_materials Updates physics surface property of models from default to the ones associated in their material files.
- phys_shoot Shoots a phys object.
- phys_shoot_angular_speed
- phys_shoot_speed
- phys_show_stats
- phys_sleep Put all physics in all the worlds to sleep
- phys_step_threaded
- phys_stressbodyweights
- phys_threaded_cloth_bone_update
- phys_threaded_kinematic_bone_update
- phys_threaded_transform_update
- phys_timescale Scale time for physics
- phys_upimpactforcescale
- phys_use_block_solver Use block solving for constraint entities
- phys_vehicleimpactforcescale
- phys_visualize_awake_dynamic_only
- phys_visualize_awake_unattached_only
- phys_wakeup Wake all physics objects in the Main physics up
- physics_add_test add test object
- physics_debug_entity Dumps debug info for an entity
- physics_highlight_active Turns on the absbox for all active physics objects. 0 : un-highlight.
- physics_remove_test remove test object
- physics_report_active Lists all active physics objects -more : extra info
- pickup_check_period
- pixelvis_debug Dump debug info
- plant_bomb Plant a bomb where the player is looking.
- play Play a sound.
- playcast Play a broadcast
- playdemo Play a recorded demo file (.dem ).
- player0_using_joystick
- player_botdifflast_s
- player_competitive_maplist_2v2_10_0_D684D4E1
- player_competitive_maplist_8_10_0_A062AC6A
- player_debug_off_nav
- player_debug_print_damage When true, print amount and type of all damage received by player to console.
- player_nevershow_communityservermessage
- player_ping Creates a ping notification where the player is looking.
- player_ping_token_cooldown Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).
- player_survival_list_10_0_303
- player_teamplayedlast
- player_use_radius
- player_wargames_list2_10_0_0
- playsound playsound <soundname>
- playsoundscape Forces a soundscape to play
- playvol Play a sound at a specified volume.
- png_screenshot Take a .png screenshot: png_screenshot [filename]
- pop_var_values Restore previously pushed convars and config values
- population_distribution_debug
- pred_cloth_pos_max
- pred_cloth_pos_multiplier
- pred_cloth_pos_strength
- pred_cloth_rot_high
- pred_cloth_rot_low
- pred_cloth_rot_multiplier
- pred_cloth_smooth_motion
- pred_cloth_vmax
- pred_cloth_vw
- presettle_cloth_iterations
- print_changed_convars Prints all convars that have changed from their default value
- print_mapgroup Prints the current mapgroup and the contained maps
- print_mapgroup_sv Prints the current mapgroup and the contained maps
- print_model_bind_pose Prints the bind pose of the specified model. Optionally limits to a particular bone and its parent chain, otherwise prints the entire skeleton.
- print_video_card_config
- progress_enable
- prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
- prop_debug_collision Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)
- prop_dynamic_create Creates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
- prop_nav_ignore_edge_len
- prop_nav_ignore_mass
- prop_nav_obstacle_avoid_mass
- prop_nav_obstacle_avoid_use_connection_blocker
- prop_nav_obstacle_block_edge_min_
- prop_nav_obstacle_block_edge_min_a
- prop_nav_obstacle_block_edge_min_c
- prop_nav_obstacle_block_mass_a
- prop_nav_obstacle_block_mass_b
- prop_nav_obstacle_block_mass_c
- prop_physics_create Creates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
- proped_attr_logging
- proped_debug_margin
- proped_debug_splitter
- proped_sync_timings
- property_editor_use_overlay
- props_break_apply_radial_forces
- props_break_max_pieces_perframe Maximum prop breakable piece count per frame (-1 = model default)
- props_break_radial_force_ratio
- pulse_cursor_infinite_loop_detection_threshold
- pulse_debug_entity Opens a graph referencing the selected entity. If it is referenced by more than 1 graph, list all the active pulse graph instances referring to that entity so you can pick which one you want.
- pulse_debug_print Usage: pulse_debug_print <vpulse_resource>
- pulse_fgd_debug_path
- pulse_list_game_blackboards List all the active pulse graph instances
- pulse_list_graphs List all the active pulse graph instances
- pulse_open_graph_id Open a specific graph instance by id
- pulse_print_graph_execution_history Prints the execution history of a graph by filename or instanceid
- pulse_save_execution_history Keep a history of all instructions run on a per graph basis.
- pulse_save_execution_history_limit Keep a history of all instructions run on a per graph basis.
- push_var_values Save convars and config values
- pvs_debugentity Verbose spew for this entity when doing IsInPVS computation.
- pvs_flowtype Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
- pwatchent Entity to watch for prediction system changes.
- pwatchvar Entity variable to watch in prediction system for changes.
- quit Quit the game
- r_AirboatViewDampenDamp
- r_AirboatViewDampenFreq
- r_AirboatViewZHeight
- r_JeepViewDampenDamp
- r_JeepViewDampenFreq
- r_JeepViewZHeight
- r_RainAllowInSplitScreen Allows rain in splitscreen
- r_RainParticleDensity Density of Particle Rain 0-1
- r_add_views_in_pre_output
- r_allow_low_gpu_memory_mode Allow Low GPU Memory mode (i.e. when building maps).
- r_allow_onesweep_gpusort
- r_always_render_all_windows Always force all engine & tools to render
- r_animatable_mesh_shaders
- r_animatable_mesh_shaders_visualize_bounds
- r_aoproxy_cull_dist Distance to cull the AO proxy as a factor of size
- r_aoproxy_debug
- r_aoproxy_default_ambient_strength
- r_aoproxy_default_light_cone_angles
- r_aoproxy_default_light_cone_strengths
- r_aoproxy_default_light_position_0
- r_aoproxy_default_light_position_1
- r_aoproxy_default_light_position_2
- r_aoproxy_default_light_position_3
- r_aoproxy_enable
- r_aoproxy_min_dist
- r_aoproxy_min_dist_box
- r_aoproxy_show
- r_aspectratio
- r_async_shader_compile_notify_frequency
- r_bloom_tent_filter_radius bloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with (fixed) 1.0 radius
- r_cache_pool_allocations
- r_character_decal_monitor_draw_frustum
- r_character_decal_monitor_emissive
- r_character_decal_monitor_render_res
- r_character_decal_renderdoc_capture
- r_character_decal_resolution Resolution of character decal texture.
- r_cs2_show_icon_editor CSGO/Icon Editor
- r_csgo_bloom_threshold_all_samples Execute bloom threshold once per sample during downsample (default enabled, higher quality, less bloom aliasing)
- r_csgo_bloom_threshold_downsample_jimenez Custom downsample based on Jimenez14, (default enabled, higher quality, decreases bloom aliasing further)
- r_csgo_cable_pixel_radius_clamp Minimum clamped size in pixels of a cable (if using F_CLAMP_MIN_RADIUS 1 in cable material)
- r_csgo_cmaa_debug_edges debug visualize edges
- r_csgo_cmaa_enable
- r_csgo_cmaa_extra_sharp trade more sharpness for reduced antialiasing
- r_csgo_cmaa_quality 0=low, 1=medium, 2=high, 3=ultra
- r_csgo_crosshair_debug_tiles
- r_csgo_crosshair_debug_tiles_count_red
- r_csgo_crosshair_tile_size
- r_csgo_csm_max_visible_distance
- r_csgo_csm_max_visible_distance_preview
- r_csgo_csm_override_staticgeo_cascades_alphatest If lb_csm_override_staticgeo_cascades true, ensure objects with SCENEOBJECTFLAG_ALPHA_TESTED flag will be rendered into cascade.
- r_csgo_csm_pushback_distance
- r_csgo_csm_pushback_distance_preview
- r_csgo_cubemap_normalization
- r_csgo_decal_debug
- r_csgo_decals_use_msaa
- r_csgo_depth_prepass
- r_csgo_depth_prepass_cull_threshold
- r_csgo_depth_prepass_skybox_alpha_tested
- r_csgo_depth_prepass_skybox_large
- r_csgo_depth_prepass_skybox_small
- r_csgo_depth_prepass_skybox_small_cull_threshold
- r_csgo_depth_prepass_small_cull_threshold
- r_csgo_depth_prepass_viewmodel
- r_csgo_directional_lightmaps
- r_csgo_effects_bloom
- r_csgo_effects_bloom_when_smoked
- r_csgo_enable_cubemap_fog
- r_csgo_enable_glows
- r_csgo_enable_gradient_fog
- r_csgo_enable_high_precision_lighting
- r_csgo_enable_sunlight_check Enable vis tests for sunlight.
- r_csgo_enable_tonemapping
- r_csgo_enable_translucent_screen_space
- r_csgo_enable_volume_fog
- r_csgo_firstpersonlegs_nearz_offset
- r_csgo_fsr_enable_mip_bias Apply negative mip bias when rendering with FSR.
- r_csgo_fsr_rcas_sharpness RCAS sharpness when using FSR + RCAS upsample.
- r_csgo_fsr_upsample 0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample
- r_csgo_gpu_culling CSGO/Graphics/GPU Culling
- r_csgo_gpu_culling_camera_offset
- r_csgo_gpu_culling_shadows CSGO/Graphics/GPU Cull Shadow Views
- r_csgo_gpu_culling_shadows_min_cascade If r_csgo_gpu_culling_shadows is true, this defines min cascade for which gpu culling is used
- r_csgo_gpu_culling_two_pass CSGO/Graphics/GPU Culling (Two Pass)
- r_csgo_gpu_debug_draw
- r_csgo_gpu_opt_downsample_depth_using_resolved_depth use already resolved depth as input to downsample depth layer
- r_csgo_gpu_opt_firstpersonlegs_visible_angle avoid overhead of firstpersonlegs layers if not looking down enough to see them
- r_csgo_gpu_opt_prepass_characters only depth prepass nearby characters (see r_csgo_gpu_opt_prepass_characters_cull_threshold to control threshold)
- r_csgo_gpu_opt_prepass_characters_cull_threshold use with r_csgo_gpu_opt_prepass_characters
- r_csgo_gpu_opt_resolve_depth_for_decals_on_translucent optimize layers for decals on translucent geo, avoid one resolve and some fullscreen passes
- r_csgo_gpu_opt_resolve_depth_no_characters remove unused resolve
- r_csgo_gpu_opt_use_aoproxy_depth_for_depth_pyramid if ao proxies enabled, use ao proxy downsampled depth as input to generate the depth pyramid for gpu culling
- r_csgo_gpu_opt_viewmodel_stencil
- r_csgo_gpu_opt_water_refraction_resolve copy already resolved depth for use by waterrefraction layers, instead of resolving main depth again (avoids msaa samples)
- r_csgo_gpu_optimizations temporary cvar to control new GPU optimzations (depth resolves, etc)
- r_csgo_joint_upscale_sigma
- r_csgo_max_barnlight_shadow_scale_preview
- r_csgo_mboit
- r_csgo_mboit_bias
- r_csgo_mboit_debug
- r_csgo_mboit_force_mixed_resolution
- r_csgo_mboit_overestimation
- r_csgo_mboit_upscale_cs
- r_csgo_mboit_use_4_moments
- r_csgo_merge_resolve_with_histogram
- r_csgo_microshadowing
- r_csgo_mixed_resolution_color_slices
- r_csgo_mixed_resolution_particles
- r_csgo_mixed_resolution_particles_minmax
- r_csgo_mixed_resolution_particles_scale
- r_csgo_mouse_trace_coord
- r_csgo_msaa_resolve_apply_exposure_scale 0 - before, 1 - after fix for a2c fringing
- r_csgo_multiscattering
- r_csgo_no_shader_resolve
- r_csgo_opaquerefract_viewmodel_depthcopy Copy depth in viewmodel for opaquerefract
- r_csgo_opaquerefract_viewmodel_quality Opaque refract quality in viewmodel: 0 = no background copy, no depth, 1= background copy, depth if enabled
- r_csgo_outline_glow_scaledenom
- r_csgo_player_occlusion_query
- r_csgo_player_occlusion_query_debug
- r_csgo_postprocess_enable
- r_csgo_r11g11b10_dither_mode 0 - disabled, 1 - regular dither noise, 2 - blue noise dither
- r_csgo_readonly_depth_stencil_enable
- r_csgo_reconstruct_normals
- r_csgo_reconstruct_normals_method
- r_csgo_render_decals
- r_csgo_render_decals_on_translucent
- r_csgo_render_dither_scale
- r_csgo_render_dynamic_objects
- r_csgo_render_inferno_decals
- r_csgo_render_opaque
- r_csgo_render_overlays
- r_csgo_render_post_bloom
- r_csgo_render_post_bloom_strength
- r_csgo_render_post_colorcorrection
- r_csgo_render_post_film_grain
- r_csgo_render_post_fxaa
- r_csgo_render_post_local_contrast
- r_csgo_render_post_mirror_horizontal
- r_csgo_render_post_mirror_vertical
- r_csgo_render_translucent
- r_csgo_resolve_dither_bluenoise_amount Equivalent to r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10 downsample dither (if r_csgo_r11g11b10_dither_mode = 2)
- r_csgo_resolve_dither_noise_amount Amount of screen space dither noise to apply during resolve (used/essential with R11G11B10_FLOAT RT)
- r_csgo_shader_feature_test_value
- r_csgo_shader_perf_test
- r_csgo_shadow_map_allocation_failure_policy What happens when a shadow map fails allocation? 0 = don't render, 1 = render unshadowed
- r_csgo_shadows_debug
- r_csgo_smoke_avoid_flat
- r_csgo_smoke_clip_sniper
- r_csgo_smoke_fullres_enhance Enhance edges of smokes to eliminate bad pixels
- r_csgo_smoke_fullres_pass Does a full res pass to cover holes and artifacts in smoke low res
- r_csgo_smoke_overlay_min_dt
- r_csgo_smoke_shadow
- r_csgo_smoke_upscale_discard_pixels_behind When upsampling smoke discard pixels behind solid depth to avoid pixelated artifacts
- r_csgo_stencil_sniper_zoom
- r_csgo_test1
- r_csgo_tools_vis_cubemap_roughness
- r_csgo_upscale_depth_threshold
- r_csgo_use_compute_bloom
- r_csgo_viewmodel_csm_pushback_distance
- r_csgo_viewmodel_envmap_position_bias
- r_csgo_viewmodel_far_plane
- r_csgo_viewmodel_near_plane
- r_csgo_viewmodel_probe_clamp_plane_distance
- r_csgo_volume_mboit_optimization
- r_csgo_water_effects
- r_csgo_water_refraction
- r_csgo_water_skybox_depth
- r_csgo_world_receives_skybox_csm
- r_cubemap_debug_colors
- r_dashboard_render_quality
- r_debug_depth_holes
- r_debug_particle_shadows
- r_debug_precipitation Show precipitation volumes
- r_decal_hit_confirmation
- r_decals
- r_decals_additional_offset
- r_decals_default_fade_duration
- r_decals_default_start_fade
- r_decals_distance_scale Size multiplier applied to decals placed at r_decals_distance_scale_end or further from the local player. 1.0 disables distance scaling.
- r_decals_distance_scale_end Distance from the local player at which decals reach r_decals_distance_scale.
- r_decals_distance_scale_start Distance from the local player at which decals start scaling toward r_decals_distance_scale.
- r_decals_max_triangle_anchored
- r_decals_overide_fadestarttime_params
- r_decals_overlap_threshold
- r_decals_triangle_max_stretch Max stretch (and 1/x compression) ratio a triangle-anchored decal may show relative to its shape at placement. 1 = rigid follow, <= 0 = unlimited.
- r_depth_of_field 0 = off, 1 = enabled (high quality, circular bokeh, HDR)
- r_directional_lightmaps
- r_directlighting Set to use direct lighting
- r_dlss_preset
- r_dof2_maxblursize
- r_dof2_radiusscale
- r_dof_override
- r_dof_override_far_blurry
- r_dof_override_far_crisp
- r_dof_override_near_blurry
- r_dof_override_near_crisp
- r_dof_override_tilt_to_ground
- r_dopixelvisibility
- r_draw3dskybox
- r_draw_first_tri_only
- r_draw_instances
- r_draw_particle_children_with_parents Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)
- r_drawblankworld Render blank instead of the game world
- r_drawchickens Render chickens
- r_drawcsplayers Render CS players
- r_drawdecals Set to render decals
- r_drawdevvisualizers Render dev visualizers
- r_drawpanorama Enable the rendering of panorama UI
- r_drawparticles SceneSystem/Particles/Draw Particles
- r_drawpixelvisibility Show the occlusion proxies
- r_drawropes
- r_drawskybox Render the 2d skybox.
- r_drawtracers
- r_drawtracers_firstperson Toggle visibility of first person weapon tracers
- r_drawviewmodel Render view model
- r_drawworld Render the world.
- r_dx11_debug_clean Aggressively unbind bound resources to cleanup DX11 debug warnings.
- r_dx11_report_live_objects Prints out live D3D11 objects (requires -dx11debug)
- r_dx11_software_cmd_lists Enable Software Command lists for DX11 (Avoid using deferred contexts)
- r_enable_rigid_animation
- r_experimental_lag_limiter
- r_extra_render_frames
- r_fallback_texture_lod_scale Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure
- r_farz Override the far clipping plane. -1 means to use the value in env_fog_controller.
- r_flashlightambient
- r_flashlightbacktraceoffset
- r_flashlightbrightness
- r_flashlightconstant
- r_flashlightfar
- r_flashlightfov
- r_flashlightladderdist
- r_flashlightlinear
- r_flashlightlockposition
- r_flashlightmuzzleflashfov
- r_flashlightnear
- r_flashlightnearoffsetscale
- r_flashlightoffsetforward
- r_flashlightoffsetright
- r_flashlightoffsetup
- r_flashlightquadratic
- r_flashlightshadowatten
- r_flashlighttracedistcutoff
- r_flashlighttracedistwatercutoff
- r_flashlightvisualizetrace
- r_force_engine_render_frame Force a single render of the engine viewport.
- r_force_no_present Force the render device to not present frames.
- r_force_render_frame_count The number of frames to render when a
- r_force_thick_hair
- r_frame_sync_enable
- r_freeze_sceneobjects
- r_freezeparticles Pause particle simulation
- r_fullscreen_gamma Screen Gamma (only in fullscreen modes)
- r_fullscreen_quad_single_triangle
- r_gpu_debug_draw_freeze
- r_gpu_mem_stats Display GPU memory usage.
- r_grass_allow_flattening
- r_grass_alpha_test
- r_grass_density_mode 0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1
- r_grass_end_fade
- r_grass_max_brightness_change
- r_grass_quality 0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra
- r_grass_start_fade
- r_grass_vertex_lighting
- r_hair_ao
- r_hair_debug_guides 1: Highlight guide hairs, 2: draw only guide hairs
- r_hair_indirect_transmittance
- r_hair_meshshader
- r_hair_shadowtile
- r_hair_voxels
- r_hair_wind_global_scale
- r_hair_wind_min_noise_speed
- r_hair_wind_motion_scale
- r_hair_wind_noise
- r_hair_wind_noise_occlusion
- r_hair_wind_noise_size
- r_hair_wind_occlusion
- r_haircull_percent
- r_hairsort
- r_icon_csm_pushback_distance csm pushback distance, should be much shorter/disabled for icon rendering
- r_icon_custommaterial_maxres maxres for custommaterials when rendering icons
- r_icon_generate_offline_mips generate mips via sidecar file for offline
- r_icon_generate_runtime_mips generate mips for runtime
- r_icon_highcontrast_postprocessing_weight if using high contrast postprocessing, use this weight (weight = 1.0 for characters)
- r_icon_image_cache_to_disk 1
- r_icon_max_mip_width r_icon_max_mip_width
- r_icon_player_equip_gloves_from_loadout equip gloves on player for icon rendering from loadout, or use default gloves
- r_icon_rendering_height icon rendering height
- r_icon_rendering_width icon rendering width
- r_icon_show_timing show timing in output
- r_icon_use_kv3_camera use test kv3 data for camera
- r_impact_ricochet_chance
- r_impacts_alt_orientation
- r_impacts_decal_grazing_incidence_cutoff
- r_impacts_decal_grazing_incidence_variance
- r_indirectlighting Set to use indirect lighting
- r_late_particle_job_sync
- r_legacy_vsync Use legacy vsync mode -- for testing for a couple user machines.
- r_light_flickering_enabled
- r_light_probe_volume_debug_colors
- r_light_probe_volume_debug_grid Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all
- r_light_probe_volume_debug_grid_albedo albedo for LPV debug grid
- r_light_probe_volume_debug_grid_bbox Show LPV bounding box when debug grid is on, 0: off, 1: on
- r_light_probe_volume_debug_grid_metalness metalness for LPV debug grid
- r_light_probe_volume_debug_grid_prim 0: spheres, 1: cubes
- r_light_probe_volume_debug_grid_roughness roughness for LPV debug grid
- r_light_probe_volume_debug_grid_samplesize sphere radius (world) for LPV debug grid
- r_lightmap_set Lightmap set to use, only works on map load
- r_lightmap_size Maximum lightmap resolution.
- r_lightmap_size_directional_irradiance Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size
- r_limit_particle_job_duration
- r_low_latency NVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost)
- r_low_latency_trigger_flash NVIDIA Low Latency Trigger Flash
- r_mapextents Set the max dimension for the map. This determines the far clipping plane
- r_max_texture_pool_size Upper limit on texture pool size.
- r_memory_aliasing Allow disabling memory aliasing in the device memory pool. This is just intended for testing/ruling out aliasing issues.
- r_mipgen_compute_shader Use compute shader for mipgen.
- r_mixed_shadows_fade_in_time
- r_mixed_shadows_fade_out_time
- r_monitor_3dskybox
- r_morphing_enabled
- r_multigpu_num_gpus_found
- r_multigpu_num_gpus_used
- r_muzzleflashbrightness
- r_muzzleflashlinear
- r_nearz Override the near clipping plane. -1 means use the default.
- r_particle_allowprerender
- r_particle_batch_collections
- r_particle_batch_in_fullsort
- r_particle_cables_cast_shadows
- r_particle_cables_culling
- r_particle_cables_culling_bounds_scale
- r_particle_cables_dynamic_roundness
- r_particle_cables_dynamic_roundness_threshold
- r_particle_cables_render
- r_particle_cables_render_meshlets
- r_particle_cables_visualize_roundness
- r_particle_debug_filter Limit debug visualizations to substring match of effect name
- r_particle_debug_force_simulation -1 for all asleep, 1 for all awake
- r_particle_debug_randomseeds Use random seeds in debug
- r_particle_debug_show_attribute Show specific attribute when debugging particle systems
- r_particle_debug_show_control_points Show all used controlpoints
- r_particle_debug_show_rope_segments Show rope segments when debugging particle systems - specify a number to isolate to that segment id
- r_particle_debug_show_sort_position Show the sorting position when debugging particle systems
- r_particle_enable_fastpath
- r_particle_explicit_fetch
- r_particle_fixedrandomseeds Use fixed seeds for easier debugging
- r_particle_gpu_implicit
- r_particle_gpu_implicit_cull_columns
- r_particle_gpu_implicit_debug_bricks
- r_particle_gpu_implicit_debug_stats
- r_particle_gpu_implicit_debug_wireframe
- r_particle_gpu_implicit_lds_cache
- r_particle_max_detail_level The maximum detail level of particle to create
- r_particle_max_draw_distance The maximum distance that particles will render
- r_particle_max_size_cull Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.
- r_particle_max_texture_layers
- r_particle_min_timestep A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
- r_particle_mixed_resolution_viewstart
- r_particle_model_new
- r_particle_model_new8
- r_particle_model_per_thread_count
- r_particle_multiplier Render each particle system N times for perf testing
- r_particle_newinput Enable input path in particle ops
- r_particle_render_refreshes_sleep_timer Disable to get a better look at what's happening offscreen
- r_particle_render_sprites_issue_vizquery
- r_particle_render_test render particles 100 times and show perf
- r_particle_shadow_map_texture_size
- r_particle_shadows
- r_particle_shadows_cast_on_particles
- r_particle_shadows_cast_on_particles_scale
- r_particle_shadows_cast_on_world
- r_particle_shadows_compute
- r_particle_skip_postsim
- r_particle_testbuffers
- r_particle_timescale
- r_particle_warn_threshold_ms Threshold to warn about when rendering particles.
- r_particles_memset_at_init 0=don't clear particle attrs at init 1=clear to zero 2=clear to 0xdb -1=clear to zero at first sim
- r_physics_particle_op_spawn_scale
- r_pipeline_stats_command_flush Experimental: Set to 1 to enable full GPU pipeline flushing after each command list.
- r_pipeline_stats_flush_before_sleeping Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.
- r_pipeline_stats_present_flush Experimental: Set to 1 to enable full GPU pipeline flushing after each present.
- r_pipeline_stats_use_flush_api Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.
- r_pixelvisibility_partial
- r_pixelvisibility_spew
- r_player_fog_distance_multiplier
- r_player_fog_maxdensity_multiplier
- r_player_visibility_mode
- r_player_visibility_stencil
- r_player_visibility_strength
- r_post_bloom_debug 1 = bloom output (before thresholding), 2 = quarter res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw
- r_prefer_loop_unrolling Prefer shader loop unrolling.
- r_print_buffers Print Vertex/Index/GPU buffers.
- r_print_texture_stats Texture stats
- r_propsmaxdist Maximum visible distance
- r_render_coordination_state Prints out the current render coordination state.
- r_render_hair
- r_render_to_cubemap_begin_mixing_roughness
- r_render_to_cubemap_debug
- r_renderdoc_auto_shader_pdbs Automatically generate shader debug info on capture
- r_renderdoc_capture_frame Triggers a RenderDoc capture
- r_renderdoc_capture_thumbnail_rendering
- r_renderdoc_capture_window_dx11 Triggers a RenderDoc capture of a specific Window
- r_renderdoc_capture_window_vulkan Triggers a RenderDoc capture of a specific Window
- r_renderdoc_open_captures
- r_renderdoc_show_overlay Show RenderDoc overlay
- r_renderdoc_validation_error_capture_limit
- r_rendersun Render sun lighting
- r_replay_post_effect
- r_reset_character_decals
- r_ropetranslucent
- r_screen_size_expansion
- r_shadows
- r_shadowtile_waveops
- r_show_build_info Build information. Leave this enabled when submitting bug screenshots and videos, please!
- r_show_gpu_memory_visualizer SceneSystem/Vulkan GPU Memory Visualizer
- r_show_time_info Show real time, large.
- r_showdebugoverlays Set to render debug overlays
- r_showsceneobjectbounds Show scenesystem object bounding boxes
- r_size_cull_threshold Threshold of screen size percentage below which objects get culled
- r_size_cull_threshold_fade % above the screen size percentage where we will start fading out (==0 will disable fading).
- r_size_cull_threshold_shadow Threshold of shadow map size percentage below which objects get culled
- r_skinning_enabled
- r_skip_precache_validation_check
- r_smooth_morph_normals
- r_spectator_flashbang_opacity Spectator flash opacity
- r_ssao Set to use screen-space ambient occlusion
- r_ssao_bias
- r_ssao_blur
- r_ssao_radius
- r_ssao_strength
- r_strip_invisible_during_sceneobject_update
- r_test1_maximum_wait_ms
- r_texture_budget_dynamic Dynamically adjust texture streaming budget based on GPU memory usage.
- r_texture_budget_threshold Reduce texture memory pool size when this percentage of the budget is full.
- r_texture_budget_update_period Time (in seconds) between updating texture memory budget.
- r_texture_eager_eviction
- r_texture_hookup_uses_threadpool Async Texture hookup uses its own threadpool instead of the global pool.
- r_texture_lod_scale Scale factor for requested texture size (texture streaming)
- r_texture_nonstreaming_load Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.
- r_texture_pool_increase_rate Increase texture memory pool size by this many MB / s when under budget.
- r_texture_pool_reduce_rate Reduce texture memory pool size by this many MB / s when over budget.
- r_texture_pool_size Total size of the texture pool in MB
- r_texture_stream_max_resolution Maximum resolution for top mip level in streaming textures
- r_texture_stream_mip_bias Biases the mip level the texture streaming system choses to stream for each texture.
- r_texture_stream_resolution_bias_decrease_rate
- r_texture_stream_resolution_bias_increase_rate
- r_texture_stream_resolution_bias_min
- r_texture_stream_resolution_bias_update_period
- r_texture_stream_throttle_amount
- r_texture_stream_throttle_count
- r_texture_stream_throttle_count_over_budget
- r_texture_streaming_timesliced
- r_texture_streamout_unthrottle_ms After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.
- r_texturefilteringquality 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
- r_textures_evict_all Evict all resident texture.
- r_threaded_particle_creation
- r_threaded_particles
- r_threaded_scene_object_update
- r_timestamp_query_multiplier Set the TIMESTAMP query cycle multiplier, for drivers that lie
- r_toggleviewportsize Toggles viewport size between small + full window.
- r_translucent Enable rendering of translucent geometry
- r_ui_update_parallel_with_server
- r_update_particles_on_render_only_frames
- r_use_memory_budget_model Use a model of GPU memory use to determine budget rather than querying the OS.
- r_validate_texture_streaming Dumps state of texture streaming at the next frame boundary.
- r_vconsole_foregroundforcerender When VConsole is in the foreground, force all engine & tools to render
- r_viewport Slams viewport size to a specified value.
- r_vma_defrag_algorithm Defrag algorithm 0=Fast 1=Balanced 2=full 3=Extensive
- r_vma_defrag_enabled
- r_vma_defrag_max_allocation_count_per_pass During a VMA defrag, number of moves per pass.
- r_vma_defrag_max_allocation_size_per_pass During a VMA defrag, number of MB in moves per pass.
- r_vma_defrag_moves_per_frame During a VMA defrag, number of moves to process for a pass in a single frame update.
- r_vma_defrag_threshold_mb
- r_vulkan_accurate_renderarea Sets the renderArea of a render pass to its viewport bounds (false will use RT size). More accurate renderArea, but results in more render passes.
- r_vulkan_force_sync1
- r_vulkan_sw_cmd_lists Enable Software Command lists for Vulkan
- r_vulkan_validation_filter_in Comma delimited list of stristr filters for including validation messages. Only messages matching filter will be included.
- r_vulkan_validation_filter_out Comma delimited list of stristr filters for excluding validation messages. Any messages matching filter will be excluded.
- r_wait_on_present
- r_world_frame_load_threshold_ms
- r_world_wind_dir
- r_world_wind_frequency_grass
- r_world_wind_frequency_trees
- r_world_wind_offset_speed
- r_world_wind_smooth_time
- r_world_wind_strength
- radarvisdistance at this distance and beyond you need to be point right at someone to see them
- radarvismaxdot how closely you have to point at someone to see them beyond max distance
- radarvismethod 0 for traditional method, 1 for more realistic method
- radarvispow the degree to which you can point away from a target, and still see them on radar.
- radio Opens a radio menu
- radio1 Opens a radio menu
- radio2 Opens a radio menu
- radio3 Opens a radio menu
- ragdoll_cleanup_all Cleans up all ragdolls.
- ragdoll_debug_item_detachment
- ragdoll_fixup_joint_limits Adjusts bone transforms so that physics joints don't appear violated (limits)
- ragdoll_fixup_joint_limits_max_height Disable ragdoll_fixup_joint_limits on joints too high in the hierarchy because long chains tend to depend on violating limits
- ragdoll_fixup_joint_orientation Adjusts bone transforms so that physics joints don't appear violated (orientation)
- ragdoll_fixup_joint_orientation_max_height Disable ragdoll_fixup_joint_orientation on joints too high in the hierarchy because small differences can massively accumulate (e.g. long chains)
- ragdoll_fixup_joint_translation Adjusts bone transforms so that physics joints don't appear violated (translation)
- ragdoll_friction_scale
- ragdoll_gravity_scale
- ragdoll_impact_strength
- ragdoll_lru_debug_removal
- ragdoll_lru_min_age
- ragdoll_move_entity
- ragdoll_override_root_orientation
- ragdoll_parallel_pose_control
- ragdoll_prop_settle Enable more aggressive ragdoll settling
- ragdoll_prop_sleepaftertime After this many seconds of being basically stationary, the ragdoll will go to sleep.
- ragdoll_prop_sleepdisabletime Ragdoll is not allowed to physically sleep until this timer has elapsed.
- ragdoll_resolve_initial_conflict
- ragdoll_resolve_separation
- ragdoll_scale_sleep_tolerance
- ragdoll_update_from_weights
- ragdoll_visualize_creation_skeleton
- ragdoll_vphysics_scale How much we scale physics impacts against the ragdoll.
- rangefinder Measures distance along a ray
- rangefinder2d Measures distance along a ray, only measuring along XY plane.
- rate Min bytes/sec the host can receive data
- ray_bench Load the rays and run the benchmark
- rc_default_texture_encode_quality Texture compression quality used in tools mode
- rc_relaxedcones_cpu
- rcon Issue an rcon command.
- rcon_address Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- rcon_connected_clients_allow Allow clients to use rcon commands on server.
- rcon_password remote console password.
- rebuy Attempt to repurchase items with the order listed in cl_rebuy
- recast_mark_overhang Enable/disable overhang detection
- recast_partitioning 0 = watershed, 1 = monotone, 2 = layers
- record Record a demo.
- redirectend Redirect server console output
- redirectstart Redirect server console output
- regenerate_weapon_skins
- reload_model Force a reload of a vmdl resource
- reload_store_config
- reloadgame Reload the most recent saved game.
- remove_weapon Remove a weapon held by the player. Arguments: <weapon subclass name>
- removeid Remove a user ID from the ban list.
- removeip Remove an IP address from the ban list.
- repeat_last_console_command Repeat last console command.
- replant_bomb
- replay_death start hltv replay of last death
- replay_debug
- replay_start Start Source2 TV replay: replay_start <delay>|stash [<player name or index>]
- replay_stop stop hltv replay
- report_cliententitysim List all clientside simulations and time - will report and turn itself off.
- report_clientthinklist List all clientside entities thinking and time - will report and turn itself off.
- report_connection_failure_percentage
- report_entities Lists all entities
- report_simthinklist Lists all simulating/thinking entities
- report_soundpatch reports sound patch count
- reset_gameconvars Reset game convars to default values
- reset_voice_on_input_stallout If true, resets the input device when there was a long enough hitch between callbacks.
- resource_leaks resource_leaks <resource_name>: Show resource leaks for the named resource
- resource_list List loaded resources matching a substring
- resource_log_allocate_timing Log time spent in Allocate for all resource types
- resource_manifest_validate_modules Scan all of the loaded modules and validate any resource manifests found
- resource_repeated_reload resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)
- resource_reset_allocate_timing Reset tracked time spent in Allocate (see resource_log_allocate_timing)
- resourcecompiler_log_compile_stats
- respawn_player Respawns the player from death!
- restart Poor man's restart: reload the current map from disk.
- restart_in_insecure Restart in insecure mode
- restart_in_trusted Restart in trusted mode
- restart_in_untrusted Restart in untrusted mode
- restart_normal Restart
- retake_barrier_clear
- retake_barrier_point
- retake_barrier_spawn
- return_to_tools_from_engine Return back to the last active tool from the engine.
- rope_averagelight Makes ropes use average of cubemap lighting instead of max intensity.
- rope_collide Collide rope with the world
- rope_shake
- rope_smooth_enlarge How much to enlarge ropes in screen space for antialiasing effect
- rope_smooth_maxalpha Alpha for rope antialiasing effect
- rope_smooth_maxalphawidth
- rope_smooth_minalpha Alpha for rope antialiasing effect
- rope_smooth_minwidth When using smoothing, this is the min screenspace width it lets a rope shrink to
- rope_subdiv Rope subdivision amount
- rope_wind_dist Don't use CPU applying small wind gusts to ropes when they're past this distance.
- rr_debugclassname If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.
- rr_debugresponseconcept If set, rr_debugresponseconcept will print only responses testing for the specified concept
- rr_debugresponses Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
- rr_debugrule If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
- rr_dump_rules Print all response rules
- rr_dumpresponses
- rr_followup_maxdist 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
- rr_forceconcept fire a response concept directly at a given character. USAGE: rr_forceconcept <target name or index> <concept> "criteria1:value1,criteria2:value2,..." criteria values are optional.
- rr_thenany_score_slop When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
- rs_dump_stats rs_dump_stats - Dump resourcesystem stats.
- rtx_allow_blas_compact
- rtx_allow_blas_create
- rtx_dynamic_blas Allow dynamic BLAS creation for geometry going through the compute shader skinning path.
- rtx_dynamic_blas_caching Cache dynamic BLAS if geometry has not changed
- rtx_force_default_hitgroup Forces all ray traced geometry to use default hit shaders instead of specialized ones.
- rtx_perf_stats Report RTX perf stats at N bounces. -1 means no report
- rtx_show_bounce Show only bounce N in path-tracing views. -1 means show all bounces
- rtx_texture_resolution Sets the texture resolution the raytracer will mark to stream in
- run_perftest Execute perftest.cfg
- run_voicecontainer_async
- safezonex The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height.
- safezoney The percentage of the screen height that is considered safe from overscan
- save Save Game
- save_async
- save_clear_subdirectory
- save_debug_snapshots Save/Load debug snapshot data
- save_fake_hitch Force a busy wait for the specified number of milliseconds during save to simulate a hitch
- save_finish_async
- save_history_count Keep this many old copies in history of autosaves and quicksaves.
- save_maxarray_spew Max number of array entries to spew when using SaveRestoreIO spewing.
- save_parallel
- save_screenshot 0 = none, 1 = non-autosave, 2 = always, 3 = bug_only
- save_set_subdirectory
- save_showelapsedtime display up-to-date elapsed play time
- save_spew
- save_watchclass Restrict spew to entities with matching classname
- save_watchentity Restrict spew to entity index
- save_write_kv3 Write the KV3 entity data as a text file in the save directory
- saving_enabled
- say Display player message
- say_team Display player message to team
- sc_aggregate_bvh
- sc_aggregate_bvh_threshold
- sc_aggregate_debug_draw_meshlets SceneSystem/Aggregates/Visualize Meshlets
- sc_aggregate_debug_draw_meshlets_bounds Visualize meshlet bounds and cone axis. Mesh shader only.
- sc_aggregate_debug_visualizer SceneSystem/Aggregates/Debug Visualizer
- sc_aggregate_fragment_culling_boxes Test aggregate fragments against culling boxes individually instead of per aggregate.
- sc_aggregate_fragment_merging
- sc_aggregate_gpu_culling Toggles GPU culling of aggregate meshes
- sc_aggregate_gpu_culling_conservative_bounds
- sc_aggregate_gpu_culling_show_culled SceneSystem/Aggregates/Show GPU Culled Meshes
- sc_aggregate_gpu_occlusion_culling
- sc_aggregate_indirect_draw_compaction Use multidrawindirect...count if the driver/hardware supports it
- sc_aggregate_indirect_draw_compaction_threshold Threshold of indirect draws when we will do compaction
- sc_aggregate_instance_streams Enable instance streams
- sc_aggregate_material_solo
- sc_aggregate_render_mesh_shader Using mesh shaders if available instead of drawcalls
- sc_aggregate_rtproxy_debug_visualizer SceneSystem/Aggregates/RT Proxy Debug Visualizer
- sc_aggregate_rtproxy_instanced_geo
- sc_aggregate_rtproxy_unique_geo
- sc_aggregate_rtproxy_visualize
- sc_aggregate_show_outside_vis
- sc_allow_dithered_lod Allow use of dithered lod transitions
- sc_allow_dynamic_constant_batching
- sc_allow_precomputed_vismembers
- sc_allow_write_depth_before_blend
- sc_barnlight_enable_precomputed_vis Enable use of precomputed vis membership for lights (requires map restart)
- sc_batch_layer_cb_updates
- sc_cache_envmap_lpv_lookup
- sc_clutter_density_full_size Screen-size where clutter will be full density
- sc_clutter_density_none_size Screen-size where clutter will be gone
- sc_clutter_desity_override
- sc_clutter_enable SceneSystem/Clutter/Draw Clutter
- sc_disableThreading
- sc_disable_baked_lighting
- sc_disable_culling_boxes
- sc_disable_procedural_layer_rendering
- sc_disable_shadow_fastpath
- sc_disable_spotlight_shadows
- sc_disable_world_materials
- sc_distancefield_visualize_atlas
- sc_dithered_lod_transition_amt Percentage of the transition between two lods we will apply a dither
- sc_draw_aggregate_meshes SceneSystem/Aggregates/Draw Aggregates
- sc_dump_lists
- sc_dumpworld Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)
- sc_dumpworld3d Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)
- sc_enable_discard
- sc_extended_stats
- sc_fade_distance_scale_override
- sc_fog_cull
- sc_force_lod_level
- sc_force_materials_batchable
- sc_force_single_display_list_per_layer
- sc_force_translation_in_projection If enabled, the camera's translation will be included in the projection matrix.
- sc_hdr_enabled_override Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110
- sc_imgui_show_debug_log SceneSystem/Imgui/Show Debug Log
- sc_imgui_show_id_stack SceneSystem/Imgui/Show ID Stack Tool
- sc_imgui_show_metrics SceneSystem/Imgui/Show Metrics
- sc_instanced_debug_visualizer SceneSystem/Instanced/Debug Visualizer
- sc_instanced_gpu_culling_show_culled SceneSystem/Instanced/Show GPU Culled Meshlets
- sc_instanced_material_solo
- sc_instanced_mesh_enable SceneSystem/Instanced/Draw Instanced
- sc_instanced_mesh_gpu_culling Toggles GPU culling of instanced meshes
- sc_instanced_mesh_gpu_culling_boxes Test instanced mesh instances against info_visibility_box culling boxes.
- sc_instanced_mesh_gpu_density_culling Toggles density culling (if enabled)
- sc_instanced_mesh_gpu_occlusion_culling Toggles GPU occlusion of instanced meshes
- sc_instanced_mesh_gpu_vis_culling Toggles GPU vis of instanced meshes
- sc_instanced_mesh_lod_bias Bias for LOD selection of instanced meshes
- sc_instanced_mesh_lod_bias_shadow Bias for LOD selection of instanced meshes in shadowmaps
- sc_instanced_mesh_motion_vectors Toggles motion vector support for instanced meshes
- sc_instanced_mesh_opaque_fade Toggles fade support for instanced meshes
- sc_instanced_mesh_shadows_batch_across_materials Toggles whether mesh shader instanced can batch on reflectivity
- sc_instanced_mesh_size_cull_bias Bias for size culling of instanced meshes
- sc_instanced_mesh_size_cull_bias_shadow Bias for size culling instanced meshes in shadowmaps
- sc_instanced_mesh_solo
- sc_keep_all_layers
- sc_layer_batch_threshold
- sc_layer_batch_threshold_fullsort
- sc_list_extradata_allocations Prints out the overall extra data allocation counts
- sc_listworlds List all the active sceneworlds
- sc_max_framebuffer_copies_per_layer
- sc_mesh_allow_batch_across_primitives
- sc_mesh_backface_culling
- sc_mesh_gpu_occlusion_culling
- sc_mesh_gpu_volume_culling
- sc_mesh_mesh_shaders
- sc_mesh_shadows_batch_across_materials
- sc_no_cull
- sc_no_vis
- sc_only_render_opaque
- sc_only_render_shadowcasters
- sc_particle_debug_visualizer SceneSystem/Particles/Debug Visualizer
- sc_reject_all_objects
- sc_rendergraph_debug_visualizer SceneSystem/RenderGraph Visualizer
- sc_screen_size_lod_scale_override
- sc_setclassflags Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>
- sc_shadow_depth_bias
- sc_shadow_depth_bias_clamp
- sc_shadow_depth_bias_state_override
- sc_shadow_slopescale_depth_bias
- sc_show_cs_skinning_stats SceneSystem/Compute Skinning Stats
- sc_show_gpu_profiler SceneSystem/GPU Profiler
- sc_show_hair_debug_ui SceneSystem/Hair Debug UI
- sc_show_object_browser SceneSystem/SceneObject Browser
- sc_show_texture_visualizer SceneSystem/Texture Visualizer
- sc_show_view_profiler SceneSystem/View Profiler
- sc_showclasses List the object class names known by scenesystem
- sc_skip_traversal
- sc_spew_cmt_usage
- sc_stats_sections Which stats groups to show
- sc_throw_away_all_layers
- sc_use_clear_subrect
- sc_view_profiler_frame_averaging
- sc_visualize_batches color per batch
- sc_visualize_sceneobjects SceneSystem/Visualize SceneObject Mode
- sc_visualize_sceneobjects_meshlets SceneSystem/Visualize Base SceneObject Meshlets
- scene_clientflex Do client side flex animation.
- scene_playvcd Play the given VCD as an instanced scripted scene.
- scene_print When playing back a scene, print timing and event info to console.
- scene_vcdautosave Create a savegame before VCD playback
- schema_all_list_bindings schema_all_list_bindings <substring> - List all scopes registered schema bindings (classes & enums). If no substring, list them all.
- schema_detailed_class_layout schema_detailed_class_layout <class_name> - Print a detailed memory layout of the class (including inline structs).
- schema_dump_binding schema_dump_binding <class_or_enum_name> - Print information about the named class or enum.
- schema_list_bindings schema_list_bindings <substring> - List registered global-scope schema bindings (classes & enums). If no substring, list them all.
- schema_meta_stats schema_meta_stats [<options>]- Print a summary of schemasystem metadata statistics.
- schema_stats schema_stats - Print a summary of various schemasystem statistics.
- screenmessage_notifytime How long to display screen message text
- screenmessage_show Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
- screenshot Take a screenshot: screenshot [filename]
- screenshot_height Screenshot height. -1 for screen height.
- screenshot_prefix Set the screenshot auto naming prefix.
- screenshot_subdir Set the screenshot directory.
- screenshot_width Screenshot width. -1 for screen width.
- script_add_debug_filter Add a filter to the game debug overlay
- script_add_watch Add a watch to the game debug overlay
- script_add_watch_pattern Add a watch to the game debug overlay
- script_attach_debugger Connect the vscript VM to the script debugger
- script_attach_debugger_at_startup
- script_break_in_native_debugger_on_error
- script_clear_watches Clear all watches from the game debug overlay
- script_debug Toggle the in-game script debug features
- script_dump_all Dump the state of the VM to the console
- script_find Find a key in the VM
- script_help Output help for script functions
- script_help2 Output help for script functions suitable for auto-completion
- script_reload Reload scripts
- script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script
- script_reload_entity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
- script_remove_debug_filter Remove a filter from the game debug overlay
- script_remove_watch Remove a watch from the game debug overlay
- script_remove_watch_pattern Remove a watch from the game debug overlay
- script_resurrect_unreachable Use the garbage collector to track down reference cycles
- script_trace_disable Turn off a particular trace output by file or function name
- script_trace_disable_all Turn off all trace output
- script_trace_disable_key Turn off a particular trace output by table/instance
- script_trace_enable Turn on a particular trace output by file or function name
- script_trace_enable_all Turn on all trace output
- script_trace_enable_key Turn on a particular trace output by table/instance
- scrubber Scrub system off - not a dev build
- sdr An old command that has been renamed to 'net_option'
- sellbackall Attempt to refund all equipment
- send_round_backup_file_list
- sensitivity Mouse sensitivity.
- sensitivity_y_scale Multiplies the mouse Y axis for finer pitch vs yaw aim
- server_game_time Gives the game time in seconds (server's curtime)
- server_snd_cast Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically. Usage: server_snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.
- server_snd_pos Starts a sound event at a given position. The sound event will retrigger periodically. Usage: server_snd_pos <eventname> <retrigger time> <x> <y> <z>.
- servercfgfile
- servervoice_clear servervoice_clear
- servervoice_dump servervoice_dump
- set_server_cvar Change a server convar if allowed
- setang Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo Adds a new user info value
- setmodel Changes's player's model
- setpause Set the pause state of the server.
- setpos Move player to specified origin (must have sv_cheats).
- setpos_exact Move player to an exact specified origin (must have sv_cheats).
- setpos_player Move specified player to specified origin (must have sv_cheats).
- sfm_bone_display_center_color color for the center of the sfm skeleton display
- sfm_bone_display_highlight_color color for highlighting of the sfm skeleton display
- sfm_bone_display_left_color color for the left side of the sfm skeleton display
- sfm_bone_display_misc_color color for the misc bones of the sfm skeleton display
- sfm_bone_display_radius radius of the sfm skeleton display
- sfm_bone_display_right_color color for the right side of the sfm skeleton display
- sfm_bone_display_selection_color color for selection of the sfm skeleton display
- sfm_create_every_character Create an animationset for every character
- sfm_debug_draw draw debugging geometry
- sfm_draw_model_bone_axes draw bone axes for models
- sfm_draw_model_bounds draw bounding boxes for models
- sfm_draw_model_wireframe draw wireframe for models
- sfm_draw_sound_waveform draw sound waveforms in the SFM
- sfm_ensurefilmcliponframe Ensure that interactive film clip operations always stay on frame
- sfm_flushsfmsoundsamplecache Flushes sfm clip preview sample cache.
- sfm_memory Display memory used by the SFM, add shots to break down on per-shot basis
- sfm_only_opaque_objects_cast_shadows
- sfm_orbitspeed Camera orbit scale.
- sfm_panspeed Camera pan speed
- sfm_print_sound_debug_messages
- sfm_record_sound_events
- sfm_render_half_float
- sfm_show_ao_proxies
- sfm_sound_event_picker_delay
- sfm_vis_mode
- shake Shake the screen.
- shake_show Displays a list of the active screen shakes.
- shake_stop Stops all active screen shakes.
- shake_testpunch Test a punch-style screen shake.
- shatterglass_break
- shatterglass_cleanup
- shatterglass_cleanup_max
- shatterglass_debug
- shatterglass_hit_tolerance
- shatterglass_restore
- shatterglass_shard_lifetime
- show_loadout_toggle Toggles loadout display
- show_tool Show or launch the specified engine tool
- show_untrusted_warning_again Show untrusted warning again
- show_visibility_boxes Enable or Disable debug display of visibility boxes
- showconsole Show the console.
- showents Dump entity list to console.
- showtriggers Enable or Disable showing trigger entities
- showtriggers_toggle Displays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- silence_dsp When on, silences all DSP mixes.
- sk_autoaim_mode
- sk_player_arm
- sk_player_chest
- sk_player_head
- sk_player_leg
- sk_player_stomach
- skel_constraints_enable
- skel_debug
- skeleton_instance_debug_bodygroups Debug bodygroups
- skeleton_instance_lod_optimization Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute
- skeleton_instance_scaleset_enable
- skeleton_instance_smear_boneflags Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
- skeleton_physics_joint_fixup
- skill Game skill level.
- sky_camera_volume_debug Draw sky_camera_volume bounds and their target links.
- slope_drop_enable Toggles a test dropping the view offset based on the slope
- slope_drop_max_offset The maximum distance to adjust the view height
- slope_drop_off_ground_blend_speed The speed with which the slope drop is blended out when the entity leaves the ground
- slot0
- slot1
- slot10
- slot11
- slot12
- slot13
- slot2
- slot3
- slot4
- slot5
- slot6
- slot7
- slot8
- slot9
- smartprop_print_timings
- smoke_grenade_ct_color
- smoke_grenade_t_color
- smoke_param1
- smoke_param2
- smoke_param3
- smoke_param4
- smoke_param5
- smoke_use_noise_texture
- smoke_volume_lod_ratio_change
- smoothstairs Smooth player eye z coordinate when traversing stairs.
- snapto
- snd__beatpattern_stop_track Stops the specified track
- snd_async_flush Flush all unlocked async audio data
- snd_async_showmem Show async memory stats
- snd_async_showmem_music Show async memory stats for just non-streamed music
- snd_async_showmem_summary Show brief async memory stats
- snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o.
- snd_autodetect_latency
- snd_beatpattern_flush Purge and reload all beat pattern data and files.
- snd_beatpattern_print_activetracks List all active tracks
- snd_beatpattern_print_patterns List all available beat patterns
- snd_beatpattern_set_track_bpm Sets the tempo of the specified track
- snd_beatpattern_set_track_transpose Sets the transposition of the specified track
- snd_beatpattern_show_bpm
- snd_beatpattern_show_events
- snd_beatpattern_show_quantize_queue
- snd_beatpattern_stop_all_tracks Stops all currently playing patterns
- snd_beatpattern_use_lookahead
- snd_boxverb_simd Enable SIMD code path for shoebox reverb processor.
- snd_boxverb_simd_svf 0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf
- snd_break_on_start_soundevent Use to debug break on any soundevent that is started matching this name
- snd_cast Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.
- snd_chicken_obscured_fade_time Seconds to fade the ChickensObscuredLayer mix layer in and out.
- snd_compare_KV_convert
- snd_compare_soundevents Compare the compiled and loaded contents of 2 soundevents.
- snd_cs_duck_reverb One shot trigger to duck reverb for a few seconds.
- snd_deathcamera_volume Volume of Deathcam Timers
- snd_deathcamera_volume_armsrace Arms Race volume of Deathcam Timers
- snd_deathcamera_volume_casual Casual volume of Deathcam Timers
- snd_deathcamera_volume_deathmatch Deathmatch volume of Deathcam Timers
- snd_deathcamera_volume_rush Rush volume of Deathcam Timers
- snd_delay_sound_ms_max Sound device synchronization max delay (ms)
- snd_delay_sound_ms_shift Sound device synchronization shift (ms)
- snd_diffusor_simd Enable SIMD code path for diffusor processor.
- snd_disable_mixer_duck
- snd_disable_mixer_solo
- snd_disable_radar_visualize
- snd_dsp_distance_max
- snd_dsp_distance_min
- snd_duckerattacktime
- snd_duckerreleasetime
- snd_duckerthreshold
- snd_ducktovolume
- snd_enable_imgui Game/Sound System Debugger
- snd_enable_subgraph_corenull_passthrough
- snd_enable_subgraph_log
- snd_envelope_rate
- snd_eq_arms_race
- snd_eq_casual
- snd_eq_competitive
- snd_eq_deathmatch
- snd_eq_spectator
- snd_eq_warmup
- snd_event_browser_default_stack
- snd_event_browser_default_vsnd_field
- snd_event_browser_focus_events
- snd_event_cone_debug
- snd_event_oriented_box_debug
- snd_event_oriented_lerp_max_distance
- snd_event_oriented_lerp_min_distance
- snd_filter
- snd_foliage_db_loss foliage dB loss per 1200 units
- snd_front_headphone_position Specifies the position (in degrees) of the virtual front left/right headphones.
- snd_front_stereo_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_front_surround_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_gain
- snd_gain_max
- snd_gain_min
- snd_gamevoicevolume Game v.o. volume
- snd_gamevolume Game volume
- snd_get_physics_surface_properties Get physics surface properties for all the materials.
- snd_granulator_imgui Game/Granulator Debugger
- snd_group_cluster_debug
- snd_group_occlusion_debug
- snd_group_priority_debug
- snd_group_priority_max_tolerance
- snd_headphone_eq Select Headphone EQ Preset
- snd_headphone_eq_active Select Headphone EQ Preset
- snd_headphone_pan_exponent Specifies the exponent for the pan xfade from phone to phone if the "exp" pan law is being used.
- snd_headphone_pan_radial_weight Apply cos(angle) * weight before pan law
- snd_hrtf_distance_behind HRTF calculations will calculate the player as being this far behind the camera.
- snd_list
- snd_list_deferred_soundevents List all current deferred load soundevents
- snd_list_soundevents List all available soundevents
- snd_list_soundevents_by_stack List all available soundevents using specified stack name
- snd_log_empty_event_entities Logs the sound event entities that have empty names.
- snd_mainmenu_music_break_time_max Maximum amount of time to pause between playing main menu music
- snd_mainmenu_music_break_time_min Minimum amount of time to pause between playing main menu music
- snd_mapobjective_volume Volume of Map Objective Music
- snd_mapobjective_volume_armsrace Arms Race volume of Map Objective Music
- snd_mapobjective_volume_casual Casual volume of Map Objective Music
- snd_mapobjective_volume_deathmatch Deathmatch volume of Map Objective Music
- snd_mapobjective_volume_rush Rush volume of Map Objective Music
- snd_max_pitch_shift_inaccuracy
- snd_menumap_volume Volume of background sounds for maps
- snd_menumusic_volume Volume of Menu / Non-gameplay music
- snd_menumusic_volume_armsrace Arms Race volume of Menu / Non-gameplay music
- snd_menumusic_volume_casual Casual volume of Menu / Non-gameplay music
- snd_menumusic_volume_deathmatch Deathmatch volume of Menu / Non-gameplay music
- snd_menumusic_volume_rush Rush volume of Menu / Non-gameplay music
- snd_mergemethod Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
- snd_min_latency
- snd_mix_async
- snd_mixahead
- snd_mixer_master_dsp
- snd_mixer_master_level
- snd_music_mode Selects which per-game-mode set of music volume convars is live
- snd_music_settings_mode Which game mode's music volumes the audio settings screen is editing
- snd_musicvolume Music volume
- snd_mute_losefocus
- snd_mute_mvp_music_live_players If set, MVP music is muted if players from both teams are still alive.
- snd_mvp_volume Volume of MVP Music
- snd_mvp_volume_armsrace Arms Race volume of MVP Music
- snd_mvp_volume_casual Casual volume of MVP Music
- snd_mvp_volume_deathmatch Deathmatch volume of MVP Music
- snd_mvp_volume_rush Rush volume of MVP Music
- snd_new_visualize Displays soundevent name played at it's 3d position
- snd_occlusion_bounces
- snd_occlusion_debug
- snd_occlusion_debug_listener_pos
- snd_occlusion_indirect_max
- snd_occlusion_indirect_min
- snd_occlusion_indirect_radius
- snd_occlusion_min_wall_thickness
- snd_occlusion_override
- snd_occlusion_rays
- snd_occlusion_report
- snd_occlusion_visualize
- snd_op_test_convar
- snd_opvar_set_dome_catchup_distance
- snd_opvar_set_dome_catchup_rate
- snd_opvar_set_dome_churn_fraction
- snd_opvar_set_dome_cluster_steps_per_think
- snd_opvar_set_point_debug
- snd_opvar_set_point_update_interval
- snd_opvar_set_point_update_interval_fast
- snd_print_current_mixer_mixgroup Get data related to mix group matching string
- snd_print_samplers List all available samplers
- snd_print_soundevent Print the data associated with the specified soundevent.
- snd_print_soundevent_default_public_properties Print the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see "snd_print_soundevent"
- snd_purge_vsnd_table Purges the VSnd table
- snd_rear_headphone_position Specifies the position (in degrees) of the virtual rear left/right headphones.
- snd_rear_stereo_scale
- snd_rear_stereo_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rear_surround_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_refdb Reference dB at snd_refdist
- snd_refdist Reference distance for snd_refdb
- snd_refresh_ui_audio_state Restores audio DSP state for the UI.
- snd_remove_all_soundevents Remove all soundevents
- snd_remove_soundevent Remove the specified soundevent
- snd_report_audio_nan
- snd_report_c4_sounds
- snd_report_verbose_error If set to 1, report more error found when playing sounds.
- snd_roundaction_volume Volume of Move Action Music
- snd_roundaction_volume_armsrace Arms Race volume of Move Action Music
- snd_roundaction_volume_casual Casual volume of Move Action Music
- snd_roundaction_volume_deathmatch Deathmatch volume of Move Action Music
- snd_roundaction_volume_rush Rush volume of Move Action Music
- snd_roundend_volume Volume of Won/Lost Music
- snd_roundend_volume_armsrace Arms Race volume of Won/Lost Music
- snd_roundend_volume_casual Casual volume of Won/Lost Music
- snd_roundend_volume_deathmatch Deathmatch volume of Won/Lost Music
- snd_roundend_volume_rush Rush volume of Won/Lost Music
- snd_roundstart_volume Volume of Round Start Music
- snd_roundstart_volume_armsrace Arms Race volume of Round Start Music
- snd_roundstart_volume_casual Casual volume of Round Start Music
- snd_roundstart_volume_deathmatch Deathmatch volume of Round Start Music
- snd_roundstart_volume_rush Rush volume of Round Start Music
- snd_samplers_play_note Play a note from a specified sampler
- snd_samplers_stop_note Stop a note from a specified sampler
- snd_set_physics_surface_properties Set physics surface properties for materials. Usage: <heuristic #> <commit>
- snd_setmixer Set named Mixgroup of current mixer to mix vol, mute, solo.
- snd_setmixlayer Set named Mixgroup of named mix layer to mix vol, mute, solo.
- snd_showclassname
- snd_showstart
- snd_side_surround_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_sos_beatpattern_show_operator_updates
- snd_sos_block_global_stack
- snd_sos_block_stop_global_stack
- snd_sos_calc_angle_debug
- snd_sos_cl_soundevent_pause_last Test
- snd_sos_cl_soundevent_start Test
- snd_sos_cl_soundevent_stop_last Test
- snd_sos_cl_soundevent_unpause_last Test
- snd_sos_compare_operator_stacks Compares 2 operator stacks and spews any errors
- snd_sos_debug_trigger_opvar
- snd_sos_enable_nan_check
- snd_sos_flush_operators Flush and re-parse the sound operator system
- snd_sos_get_operator_field_info Currently gets info for a single operator field
- snd_sos_hide_simple_parameter_overwrite_warnings
- snd_sos_ingame_debug
- snd_sos_limit_self
- snd_sos_list_operator_updates
- snd_sos_max_event_base_depth
- snd_sos_opvar_debug
- snd_sos_pause_soundevent Pause the specified soundevent in the list
- snd_sos_pause_system
- snd_sos_print_addfield_dupes
- snd_sos_print_class_sizes Prints the sizes of relevant sos classes.
- snd_sos_print_field_name_strings Prints a list of currently cached field name strings
- snd_sos_print_field_references
- snd_sos_print_fps
- snd_sos_print_frametime
- snd_sos_print_full_field_info
- snd_sos_print_groups Prints the current state of the groups system
- snd_sos_print_operator_stack Prints a master list of currently exposed variables
- snd_sos_print_operator_stack_operator Prints an operator from a stack
- snd_sos_print_operator_stacks Prints a list of currently available stacks
- snd_sos_print_operators Prints a list of currently available operators
- snd_sos_print_stack_exec_list Prints the current stack execution list
- snd_sos_print_strings Prints a list of currently cached strings
- snd_sos_print_table_arrays
- snd_sos_print_tool_properties Prints the current state of tool properties.
- snd_sos_report_entity_deleted
- snd_sos_resolve_execute_operator Resolve the inputs and execute one specified operator from a specified stack
- snd_sos_set_operator_field Currently sets a single float operator field
- snd_sos_set_operator_field_by_guid Currently sets a single float operator field
- snd_sos_show_block_debug Spew data about the list of block entries.
- snd_sos_show_entry_match_free
- snd_sos_show_mixgroup_path_errors
- snd_sos_show_operator_event_and_stack
- snd_sos_show_operator_event_filter
- snd_sos_show_operator_field_filter
- snd_sos_show_operator_init
- snd_sos_show_operator_not_executing
- snd_sos_show_operator_operator_filter
- snd_sos_show_operator_pause_entry
- snd_sos_show_operator_shutdown
- snd_sos_show_operator_stop_entry
- snd_sos_show_operator_updates
- snd_sos_show_opfield_cache_updates
- snd_sos_show_opvar_updates
- snd_sos_show_opvar_updates_filter
- snd_sos_show_parameter_overwrite_value_comparisons
- snd_sos_show_parameter_overwrite_warnings
- snd_sos_show_queuetotrack
- snd_sos_show_soundevent_overwrites
- snd_sos_show_soundevent_param_overwrite
- snd_sos_show_soundevent_start
- snd_sos_show_track_list
- snd_sos_show_voice_elapsed_time
- snd_sos_soundevent_constellation_debug
- snd_sos_soundevent_constellation_replenish_max_fraction
- snd_sos_soundevent_deferred_interval_time
- snd_sos_soundevent_filter
- snd_sos_soundevent_max_deferred_time
- snd_sos_soundevent_profile Dump a record of current soundevents and profile data
- snd_sos_soundevent_show_deferral_warning
- snd_sos_start_soundevent Starts a specified soundevent
- snd_sos_start_soundevent_at_pos Starts a specified soundevent at the given position
- snd_sos_start_stack Starts a specified stack via an empty soundevent
- snd_sos_stop_all_soundevents Stops all soundevents currently on the execution list
- snd_sos_stop_soundevent_guid Stops a specified soundevent
- snd_sos_stop_soundevent_index Stops a specified soundevent
- snd_sos_stop_track Stop the specified track and it's queue.
- snd_sos_sv_soundevent_pause_last Test
- snd_sos_sv_soundevent_start Test
- snd_sos_sv_soundevent_stop_last Test
- snd_sos_sv_soundevent_unpause_last Test
- snd_sos_sv_test_gender Test
- snd_sos_test_soundmessage test
- snd_sos_tools_detailed_debugging
- snd_sos_unpause_soundevent UnPause the first soundevent in the list
- snd_sound_areas_debug
- snd_sound_areas_debug_interval
- snd_soundevent_clear_deferred Clear the list of deferred soundevents for loading.
- snd_soundmixer
- snd_soundmixer_flush Reload soundmixers.txt file.
- snd_soundmixer_list_mix_groups List all mix groups to dev console.
- snd_soundmixer_list_mix_layers List all mix layers to dev console.
- snd_soundmixer_list_mixers List all mixers to dev console.
- snd_soundmixer_set_trigger_factor Set named mix layer / mix group, trigger amount.
- snd_soundmixer_setmixlayer_amount Set named mix layer mix amount.
- snd_soundmixer_update_maximum_frame_rate
- snd_soundmixer_version
- snd_spatialize_lerp
- snd_steamaudio_active_hrtf Index of active HRTF.
- snd_steamaudio_ambisonics_correction_type 0: Use order-truncated Ambisonics HRTF without correction. 1: Use diffuse field equalization to correct order-truncated Ambisonics HRTFs.
- snd_steamaudio_baked_data_stats Display baked data stats for the current mod.
- snd_steamaudio_baked_dimensions_probelookup_usealternate Use alternate probe lookup algorithm to query dimensions for listener position based on kd-tree of probe points.
- snd_steamaudio_baked_occlusion_air_absorption_coefficient Air absorption coefficient sued for baked occlusion calculation.
- snd_steamaudio_baked_occlusion_mode 0: distance ratio only. 1: deviation only (1/r). 2: deviation only (linear). 3: Mode 0 and Mode 1, 4: Mode 0 and Mode 2
- snd_steamaudio_baked_occlusion_pathing_deviation_slope Adjust how much occlusion goes does with deviation angle.
- snd_steamaudio_baked_occlusion_pathing_exponent Adjust scaling of pathing energy by exponentiall scaling with pathing delta.
- snd_steamaudio_baked_occlusion_probelookup_usealternate Use alternate probe lookup algorithm to query occlusion for source and listener position based on kd-tree of probe points.
- snd_steamaudio_baked_occlusion_reflection_factor Adjust scaling for reflection energy when combining it to calculate occlusion value.
- snd_steamaudio_baked_occlusion_reflection_regularization Ambient noise energy to serve as a floor for reflection energy.
- snd_steamaudio_baked_occlusion_spatialfilter_mode 0: No spatial filtering. 1: bidirectional spatial filter.
- snd_steamaudio_baked_occlusion_spatialfilter_radius_factor Radius factor to multiply the distance between probes with to get the radius withing which probes are averaged.
- snd_steamaudio_custombake_dimensions_outsidefield_bake_enabled Enable baking outside field for probes baking custom dimensions data.
- snd_steamaudio_custombake_dimensions_size_and_inout_bake_enabled Enable baking size and inout data for probes when baking custom dimensions data.
- snd_steamaudio_custombake_dimensions_smallsizefield_bake_enabled Enable baking insize size field for probes when baking custom dimensions data.
- snd_steamaudio_custombake_occlusion_bidirectional Run simulation from both source and listner and average the results. Potential way to reduce noise.
- snd_steamaudio_custombake_occlusion_numsimulations Number of reflection simulations to run when baking occlusion. Potential way to reduce noise.
- snd_steamaudio_debug_cover_navmesh_probe_size_scale Debug option to generate clustered probes of a scaled size for debug visualization.
- snd_steamaudio_default_hrtf_volume_gain Adjust overall volume of the default HRTF by the specified gain (dB).
- snd_steamaudio_diagnostic_baked_occlusion_single_probe Bake occlusion for a single source probe with the given probe id.
- snd_steamaudio_dimensions_grid_height_max The maximum height (from the ground) we allow probes to be added above the initial layer. (meters)
- snd_steamaudio_dimensions_grid_height_spacing 0 is disabled - adds another layer of probes above the grid interval of the height spacing (meters)
- snd_steamaudio_dimensions_max_ray_length 0 is disabled, but otherwise sets a limit the maximum ray size in the dimension size calculation. Used to model the enclosure algorithm. Game units
- snd_steamaudio_display_dimension_data_inside When visualizing dimensions data at runtime, draw the inside direction.
- snd_steamaudio_display_dimension_data_outside When visualizing dimensions data at runtime, draw the outisde direction.
- snd_steamaudio_display_dimension_data_size When visualizing dimensions data at runtime, draw the size of the space.
- snd_steamaudio_display_probes Load all the probes from a file and display probes based on the passed on arguments.
- snd_steamaudio_dynamicpathing_max_samples
- snd_steamaudio_enabe_append_probes_to_cover_navmesh Flag to choose whether to append probes to cover nav mesh.
- snd_steamaudio_enable_compressed_reverb_lookup Use compressed reverb data if available.
- snd_steamaudio_enable_custom_hrtf Enable custom HRTF loading.
- snd_steamaudio_enable_editor_profiling Enables tracy profiling when baking steam audio data in Hammer.
- snd_steamaudio_enable_occlusion_caching Continue using previous occlusion if probe lookup for occlusion fails.
- snd_steamaudio_enable_ordertruncated_ambisonics_hrtf Enable order-truncated Ambisonics HRTF loading.
- snd_steamaudio_enable_pathing This variable is checked by soundstack to globally enabling pathing for audio processing.
- snd_steamaudio_enable_perspective_correction Enable perspective correction for 3D audio.
- snd_steamaudio_enable_probeneighborhood_caching Enable caching listener probe neighborhood for pathing.
- snd_steamaudio_enable_reverb Enable Steam Audio Reverb processor.
- snd_steamaudio_enable_reverb_caching Continue using previous reverb if probe lookup for reverb fails.
- snd_steamaudio_enable_spatial_blend_fix Toggles the speculative fix for low-frequency issues when using spatial blend.
- snd_steamaudio_halton_sequence Generate Halton Sequence for a given order and number of samples.
- snd_steamaudio_hammer_probes_always_render Render Steam Audio Probes even when probes are unselected.
- snd_steamaudio_hybrid_reverb_overlap Set the overlap fraction (0 to 1) for hybrid reverb.
- snd_steamaudio_hybrid_reverb_transition_time Set the transition time (in seconds) between convolution and parametric reverb.
- snd_steamaudio_invalid_path_length Path length of invalid path in inches. Set this to .0 to use direct distance as path length.
- snd_steamaudio_ir_duration The time delay between a sound being emitted and the last audible reflection in Steam Audio.
- snd_steamaudio_irradiancemindistance_reverb Minimum distance (in meters) of a source from a surface for the purposes of energy calculations.
- snd_steamaudio_load_dimensions_data If set, baked dimensions data is loaded.
- snd_steamaudio_load_materials_data If set, baked materials data is loaded.
- snd_steamaudio_load_occlusion_data If set, baked occlusion data is loaded.
- snd_steamaudio_load_pathing_data If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.
- snd_steamaudio_load_reverb_data If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.
- snd_steamaudio_max_ambisonics_order Maximum order for Ambisonics binaural rendering and Ambisonics panning.
- snd_steamaudio_max_convolution_sources The maximum number of simultaneous sources that can be modeled by Steam Audio.
- snd_steamaudio_max_hrtf_normalization_gain_db Maximum gain any HRTF could have during volume normalization.
- snd_steamaudio_max_occlusion_samples The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.
- snd_steamaudio_max_probes_customdata Maximum number of probes to create when baking custom data (occlusion).
- snd_steamaudio_max_probes_customdata_dimensions Maximum number of probes to create when baking custom data (dimensions).
- snd_steamaudio_max_probes_customdata_materials Maximum number of probes to create when baking custom data (occlusion).
- snd_steamaudio_max_probes_pathing Maximum number of probes to create when baking paths.
- snd_steamaudio_max_probes_reverb Maximum number of probes to create when baking reverb.
- snd_steamaudio_normalize_default_hrtf_volume Normalize volume of default HRTF dataset across all directions.
- snd_steamaudio_num_bounces The maximum number of times any ray can bounce when using Steam Audio.
- snd_steamaudio_num_diffuse_samples The number of directions considered for ray bounce by Steam Audio.
- snd_steamaudio_num_rays The number of rays to trace for reflection modeling by Steam Audio.
- snd_steamaudio_num_threads Sets the number of threads used for realtime reflection by Steam Audio.
- snd_steamaudio_occlusionvisualization_sampleheight Height to place samples to query occlusion for visualization.
- snd_steamaudio_occlusionvisualization_sampleradius Query radius to find probes to interpolate occlusion for visualization.
- snd_steamaudio_pathing_caching_threshold
- snd_steamaudio_pathing_enable_caching
- snd_steamaudio_pathing_enable_source_probe_interp If set, all the probes near a source withing probe range are used to find paths instead of nearest probe.
- snd_steamaudio_pathing_order The amount of directional detail in the simulated by Steam Audio.
- snd_steamaudio_pathing_order_rendering The amount of directional detail in the rendered audio by Steam Audio.
- snd_steamaudio_perspective_correction_factor Perspective correction factor, ratio of screen size and view depth from screen, for 3D audio.
- snd_steamaudio_perspective_correction_front_only Use perspective correction for 3D audio only in the frontal directions.
- snd_steamaudio_reverb_level_db Adjust overall volume (dB) of the output from Steam Audio Reverb processor.
- snd_steamaudio_reverb_order Ambisonics order to use for simulating reverb.
- snd_steamaudio_reverb_order_rendering Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.
- snd_steamaudio_reverb_update_rate Set the maximum update rate (in Hz) for reverb.
- snd_steamaudio_source_pathing_debug Enable path visualization for steam_audio_source operator.
- snd_steamaudio_source_pathing_debug_duration Duration for which path remains visible. Should be close to update rate of the sound operator stack.
- snd_steamaudio_source_pathing_enable_validation Enable real-time pathing validation against dynamic geometry.
- snd_steamaudio_use_soundblocking_shapes_only If set, OBJ export and Hammer visualization only shows sound blocking geometry used for baking simulation and runtime queries.
- snd_stereo_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
- snd_stereo_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
- snd_surf_volume_inair The volume of the wind when surfing.
- snd_surf_volume_map The volume of ambient sounds when surfing is enabled.
- snd_surf_volume_slide The volume of sliding along surfaces when surfing.
- snd_surround_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
- snd_surround_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
- snd_tensecondwarning_volume Volume of Ten Second Warnings
- snd_tensecondwarning_volume_armsrace Arms Race volume of Ten Second Warnings
- snd_tensecondwarning_volume_casual Casual volume of Ten Second Warnings
- snd_tensecondwarning_volume_deathmatch Deathmatch volume of Ten Second Warnings
- snd_tensecondwarning_volume_rush Rush volume of Ten Second Warnings
- snd_toolvolume Volume of sounds in tools (e.g. Hammer, SFM)
- snd_ui_positional
- snd_ui_spatialization_spread
- snd_use_baked_occlusion
- snd_vmix_override_mix_decay_time If set > 0, overrides how long the decay time is on all mix graphs (in seconds).
- snd_voipvolume Voice volume
- snd_vol_arms_race
- snd_vol_casual
- snd_vol_competitive
- snd_vol_deathmatch
- snd_vol_per_game_mode
- snd_vol_spectator
- snd_vol_warmup
- sndplaydelay
- sos_debug_emit
- sos_use_guid_filter
- sound_device_override ID of the sound device to use
- soundevent_check_networked_entity
- soundinfo Describe the current sound device with an active voice list.
- soundlist List all known sounds.
- soundpatch_captionlength How long looping soundpatch captions should display for.
- soundscape_debug When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
- soundscape_dumpclient Dumps the client's soundscape data.
- soundscape_fadetime Time to crossfade sound effects between soundscapes
- soundscape_flush Flushes the server & client side soundscapes
- soundscape_message
- soundscape_radius_debug Prints current volume of radius sounds
- soundscape_update_include_bots Enable to calculate soundscape audio params for bots.
- soundsystem_device_used Sound device in use (changing this does not change the soundsystem).
- soundsystem_update_async
- soundsysteminfo Describe the current sound device without an active voice list.
- sparseshadowtree_cascade_mask Bitfield describing which cascades to generate/use SST for. (OR'd 1UL<<cascadeIndex, default is 1UL<<2 only, i.e. just cascade 2)
- sparseshadowtree_copy_to_shadow_atlas_ps Copy layer from CS output to shadow atlas uses PS copy (vs CopyTexture).
- sparseshadowtree_cs_debug_colors Output debug colors for SST CS.
- sparseshadowtree_cs_exclude_next_cascade_region Exclude the inner region of a cascade during CS unpack if there is a higher resolution cascade that will cover that area.
- sparseshadowtree_cs_unpack_mode Unpack mode in cs, 0 - one leaf per thread (16 output pixels), 1 (default) - one leaf row per thread (4 output pixels), 2 - one pixel out per thread.
- sparseshadowtree_debug_tile_range_xmax SST Tile range for renderdoc/debug capturing.
- sparseshadowtree_debug_tile_range_xmin SST Tile range for renderdoc/debug capturing.
- sparseshadowtree_debug_tile_range_ymax SST Tile range for renderdoc/debug capturing.
- sparseshadowtree_debug_tile_range_ymin SST Tile range for renderdoc/debug capturing.
- sparseshadowtree_disable_add_layers Disable SST runtime layers, for debugging (will exclude geo that CAN render into SST if SST otherwise enabled)
- sparseshadowtree_disable_for_viewmodel Disable SST generation and runtime for viewmodel (use original CSM rendering).
- sparseshadowtree_enable_rendering Enable use of SST at runtime (static geo rendered into cascades via SST).
- sparseshadowtree_leaf_compress_scaleoffset Compress leaf node depths using scale & offset.
- sparseshadowtree_leaf_precision precision for depth compression at SST leaf nodes.
- sparseshadowtree_leaf_precision_viewmodel (viewmodel) precision for depth compression at SST leaf nodes.
- sparseshadowtree_parallel_generation Split SST tile generation into threadjobs (0 - disabled, 1 - wait on readpixels for job batch, 2 - async readpixels).
- sparseshadowtree_plane_incr_per_step depth to increment candidate plane values per iteration to satisfy selection.
- sparseshadowtree_plane_incr_per_step_viewmodel (viewmodel) depth to increment candidate plane values per iteration to satisfy selection.
- sparseshadowtree_plane_max_error max error (distance away in depth) candidate plane is allowed before rejecting.
- sparseshadowtree_plane_max_error_viewmodel (viewmodel) max error (distance away in depth) candidate plane is allowed before rejecting.
- sparseshadowtree_plane_num_iter number of steps to push candidate plane behind depths.
- sparseshadowtree_render_cables Render cables into SST.
- sparseshadowtree_renderdoc_capture_generation Capture dual shadow maps during sparseshadowtree generation.
- sparseshadowtree_unpack_direct_to_shadow_atlas unpack SST directly into shadow atlas cascade vs via staging texture PS copy (NOTE - rendersystem fix reqd for AMD + driver fix required for NV + VK only.
- sparseshadowtree_uv_frac_offset_x uv x offset during copy to cascade.
- sparseshadowtree_uv_frac_offset_y uv y offset during copy to cascade.
- spawnBrokenGlass
- spawnCashStack
- spawngroup_ignore_timeouts
- speaker_config
- spec_autodirector Auto-director chooses best view modes while spectating
- spec_autodirector_cameraman
- spec_centerchasecam Looks at the target player's center, instead of his eye position, in chase came mode
- spec_chasedistance Chase cam's ideal distance from target
- spec_chasedistancespeed Chase cam's ideal distance from target
- spec_death_panel_replay_position
- spec_freeze_deathanim_time The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
- spec_freeze_time Time spend frozen in observer freeze cam.
- spec_freeze_time_lock Time players are prevented from skipping the freeze cam
- spec_freeze_traveltime Time taken to zoom in to frame a target in observer freeze cam.
- spec_glow_decay_time Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.
- spec_glow_full_time Noisy players stay at full brightness for this long.
- spec_glow_silent_factor Lurking player xray glow scaling.
- spec_glow_spike_factor Noisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players
- spec_glow_spike_time Time for noisy player glow 'spike' to show that they made noise very recently.
- spec_goto Move the spectator camera to a specific location. `spec_goto x y z pitch yaw`
- spec_lock_to_accountid As an observer, lock the spectator target to the given accountid.
- spec_lock_to_current_player As an observer, lock the spectator target to the currently observed target
- spec_mode Set spectator mode
- spec_next Spectate next player
- spec_player Spectate a player by name or slot
- spec_pos dump position and angles to the console
- spec_prev Spectate previous player
- spec_replay_autostart Auto-start Killer Replay when available
- spec_replay_bot Enable Spectator Hltv Replay when killed by bot
- spec_replay_cache_ragdolls when set to 0, ragdolls will settle dynamically before and after Killer Replay
- spec_replay_colorcorrection Amount of color correction in deathcam replay
- spec_replay_enable Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)
- spec_replay_fadein Amount of time in seconds it takes to visually fade into replay, or into real-time after replay
- spec_replay_fadeout Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replay
- spec_replay_fullframe Send full frame on every hltv replay transition
- spec_replay_leadup_time Replay time in seconds before the highlighted event
- spec_replay_message_time How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time
- spec_replay_on_death When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players
- spec_replay_others_experimental Replay the last death of the round, if possible. Disabled on official servers by default. Experimental.
- spec_replay_outline Enable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines
- spec_replay_rate_base Base time scale of Killer Replay.Experimental.
- spec_replay_rate_limit Minimum allowable pause between replay requests in seconds
- spec_replay_rate_slowdown The part of Killer Replay right before death is played at this rate
- spec_replay_rate_slowdown_length The part of Killer Replay right before death is played at this rate
- spec_replay_review_sound When set to non-0, a sound effect is played during Killer Replay
- spec_replay_round_delay Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)
- spec_replay_sound_fadein Amount of time in seconds it takes to fade in the audio before or after replay
- spec_replay_sound_fadeout Amount of time in seconds it takes to fade out the audio before or after replay
- spec_replay_victim_pov Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental.
- spec_replay_winddown_time The trailing time, in seconds, of replay past the event, including fade-out
- spec_show_xray If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode
- spec_track Tracks an entity in spec mode
- spec_usenumberkeys_nobinds If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).
- spew_fonts Spew information about font manager fonts
- splitscreen_mode
- splitscreen_testreadconfigconflict
- srgb_to_xyz sRGB to CIEXYZ conversion
- ss_add Adds a splitscreen user.
- ss_mimic Split screen users mimic base player's CUserCmds
- ss_remove Removes a splitscreen user.
- ss_teleport Teleport other splitscreen player to my location.
- ss_voice_hearpartner Route voice between splitscreen players on same system.
- start_rec_mic Start recording to a desired wav.
- startdemos Play demos in demo sequence.
- startmovie Start recording movie frames.
- stats Prints server performance variables
- stats_collect_gpu While doing stats_display, collect GPU perf counters. Used for stats_print_gpu.
- stats_display Displays perf statistics information
- stats_highlight_interval Interval between hightlight screens in the transition stats panel
- stats_print Prints out perf statistics to the console, clears perf history
- stats_print_gpu Prints out GPU perf statistics to the console. Requires stats_display > 0, and stats_collect_gpu = true. Optional argument of CSV filename
- status Print connection status
- status_json Print status in JSON format
- steam_controller_haptics
- steamaudio_customdata_dimensions_numrays Number of rays to trace for estimating inside outside status of a probe.
- steamvrevent_quit steamvrevent_quit
- steamworks_sessionid_client The client session ID for the new steamworks gamestats.
- steamworks_sessionid_server The server session ID for the new steamworks gamestats.
- sticky_tooltips Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts.
- stop Finish recording demo.
- stop_rec_mic Stop recording to a desired wav.
- stop_rec_mic_all Stop recording all mic streams.
- stopdemos Stop looping demos (current demo will complete).
- stopsound
- stopsoundscape Stops all soundscape processing and fades current looping sounds
- stopwatch General purpose timer. use 'stopwatch' to toggle or explicitly call 'stopwatch start' and/or 'stopwatch stop'.
- subclass_change Changes the subclass of the given entity. Arguments: <new_subclass> {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- subclass_create Creates an entity of the given subclass where the player is looking.
- surf_speed_slow Speed above which surf sounds are played.
- surfaceprop Reports the surface properties at the cursor
- suspicious_hit_odds_threshold
- suspicious_hit_player_radius
- suspicious_hit_strategy What to do about suspicious hits. 0: Nothing. 1: Skip the bullet. 2: Skip the bullet and re-roll a new bullet.
- sv_accelerate
- sv_accelerate_debug_speed
- sv_accelerate_use_weapon_speed
- sv_ag2_record_entity_graph Automatically start AG2 recording when an entity with this name (wildcard) or id is created.
- sv_air_max_wishspeed
- sv_airaccelerate
- sv_allchat Players can receive all other players' text chat, no death restrictions
- sv_allow_annotations_access_level 0:off | 1: view-only | 2: edit.
- sv_allow_approximate_spawns Test spawn points for occupancy. Fall back to placing players in the nearest empty space instead of overlapping.
- sv_allow_ground_weapon_pickup
- sv_allow_switching_weapon_handedness
- sv_allow_votes Allow voting?
- sv_alltalk Players can hear all other players' voice communication, no team restrictions
- sv_annotation_give_weapon Give weapon required by annotation
- sv_annotation_limits_max_rounds_per_half Hard limit on maximum number of rounds (per half) that annotations can be seen in a live match
- sv_annotation_remove_weapon Remove weapon given by annotation
- sv_auto_adjust_bot_difficulty Adjust the difficulty of bots each round based on contribution score.
- sv_auto_cstrafe_attempt_window The length of the window of trailing counter-strafe attempts considered during input automation detection.
- sv_auto_cstrafe_kick Whether or not to kick players when counter-strafe input automation is detected.
- sv_auto_cstrafe_logging 0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe
- sv_auto_cstrafe_lower_overlap_pct_threshold The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.
- sv_auto_cstrafe_min_attempts The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks).
- sv_auto_cstrafe_sequence_length The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window.
- sv_auto_cstrafe_success_threshold The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts.
- sv_auto_cstrafe_upper_overlap_pct_threshold The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.
- sv_auto_full_alltalk_during_warmup_half_end When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match
- sv_autobunnyhopping Players automatically re-jump while holding jump button
- sv_autobuyammo Enable automatic ammo purchase when inside buy zones during buy periods
- sv_autoexec_mapname_cfg Execute a mapname cfg file on the server automatically in custom game modes that require it.
- sv_autosave Set to 1 to autosave game on level transition. Does not affect autosave triggers.
- sv_backspeed How much to slow down backwards motion
- sv_banid_enabled Whether server supports banid command
- sv_bhop_time_window sv_legacy_jump disabled only: The time window (in seconds) around landing where a jump press is considered a bhop attempt.
- sv_bot_buy_decoy_weight Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_flash_weight Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_grenade_chance Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)
- sv_bot_buy_hegrenade_weight Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_molotov_weight Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_buy_smoke_weight Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.
- sv_bot_difficulty_kbm Bot difficulty while playing with Keyboard/Mouse device
- sv_bot_parallel_threat_detection Perform bot threat detection in parallel
- sv_bots_get_easier_each_win If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.
- sv_bounce Bounce multiplier for when physically simulated objects collide with other objects.
- sv_buy_status_override Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
- sv_buymenu_open_prevents_opportunistic_pickup
- sv_c4_upright_constraint_damping Controls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over damped
- sv_c4_upright_constraint_enabled Use a constraint to keep C4 pointed upright when thrown
- sv_c4_upright_constraint_strength How quickly the constraint converges
- sv_chat_proximity
- sv_cheats Allow cheats on server
- sv_clanid Steam clan ID to allow members to set some convars
- sv_clanserver_gms
- sv_clantags_enabled Show players' clan tags in their names.
- sv_client_max_interp_ratio This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
- sv_client_min_interp_ratio This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
- sv_clientrates Show client rates.
- sv_clip_penetration_traces_to_players
- sv_clockcorrection_msecs The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
- sv_clockdbg Print spew related to server clock and ticking
- sv_cloth_interp_rot
- sv_cluster Data center cluster this server lives in.
- sv_coaching_enabled Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )
- sv_competitive_minspec Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
- sv_compute_per_bot_difficulty 0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot
- sv_condense_late_buttons When condensing late commands. Should we compress multiple moves of button presses into the target move?
- sv_cq_delta_encode_svc_usercmds Delta encode svc_UserCmds message
- sv_cq_min_queue Server min buffer size.
- sv_cq_trim_bloat_remainder When trimming a bloated CQ, leave at least N more commands than the minimum
- sv_cq_trim_bloat_space When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.
- sv_cq_trim_catchup_remainder When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum
- sv_cq_validate_encoded_svc_usercmds VERY EXPENSIVE: serialize non-delta-encoded commands along with delta-encoded for validation
- sv_cs_dump_econ_item_stringtable sv_cs_dump_econ_item_stringtable
- sv_cs_player_speed_has_hostage
- sv_csgo_gpu_culling_skybox
- sv_csgo_shoot_assert_lagcompensation_error
- sv_csgo_shoot_force_full_interp
- sv_csgo_shoot_force_use_target_time
- sv_csgo_shoot_lagcompensation_max_error Warn if lag compensated head hitbox position doesn't match that on client.
- sv_csgo_shoot_log
- sv_csgo_shoot_log_attack_cmds_only
- sv_csgo_shoot_use_full_interp
- sv_csgo_shoot_verify
- sv_csgo_shoot_verify_on_attack_only Only run lag compensation error check when primary attack goes down.
- sv_damage_prediction_allowed
- sv_deadtalk Dead players can speak (voice, text) to the living
- sv_debug_client_not_in_pvs If set, draw failed client PVS checks with red box
- sv_debug_overlays_bandwidth Broadcast server debug overlays traffic
- sv_debug_overlays_broadcast Broadcast server debug overlays
- sv_debug_player_use Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
- sv_debugroundstats
- sv_deltaticks_enforce By default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick.
- sv_deltaticks_log Whether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log.
- sv_dev_damage_use_netvars Whether we should use network vars (true) or legacy messages (false).
- sv_dev_entitydeltapadding_extra_max When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
- sv_dev_entitydeltapadding_extra_min When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
- sv_dev_entitydeltapadding_min_size When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max
- sv_dev_simulate_gcdown <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
- sv_disable_immunity_alpha If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]
- sv_disable_networkable_loadouts
- sv_disable_observer_interpolation Disallow interpolating between observer targets on this server.
- sv_disable_querycache debug - disable trace query cache
- sv_disable_radar 0: regular radar; 1: always disabled; 2: disabled in warmup
- sv_disable_reliable_delta_retransmit Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.
- sv_disable_teamselect_menu Disable teamselect menu on clients
- sv_disconnected_player_data_hold_time Duration, in seconds, to hold onto the data of disconnected players, for scoreboard display.
- sv_disconnected_players_cleanup_delay Delay between player disconnecting and their corpse getting cleaned up.
- sv_early_network_message_processing Processes network messages on the server before entities think, instead of at the end of the tick.
- sv_enable_alternate_baselines Allow alternate baseline system, set to 2 for debugging spew.
- sv_enable_donttransmit When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.
- sv_enable_removearrayelementsoutsidemetadatabounds
- sv_enablebunnyhopping Allow jump speed to exceed 1.1x max speed
- sv_endmatch_item_drop_interval The time between drops on the end match scoreboard
- sv_endmatch_item_drop_interval_ancient The time between drops on the end match scoreboard for ancient items
- sv_endmatch_item_drop_interval_legendary The time between drops on the end match scoreboard for legendary items
- sv_endmatch_item_drop_interval_mythical The time between drops on the end match scoreboard for mythical items
- sv_endmatch_item_drop_interval_rare The time between drops on the end match scoreboard for rare items
- sv_ent_showonlyhitbox
- sv_explode_inferno_at_crosshair explodes molotov(0) or Incendiary (1) at crosshair location with single param
- sv_explode_smokegrenade_at_crosshair explodes smoke grenade at crosshair location
- sv_extra_client_connect_time Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
- sv_extract_ammo_from_dropped_weapons
- sv_extreme_strafe_accuracy_fishtail Number of degrees of aim 'fishtail' when making an extreme strafe direction change
- sv_fade_player_visibility_farz
- sv_falldamage_scale
- sv_falldamage_to_below_player_multiplier Scale damage when distributed across two players
- sv_falldamage_to_below_player_ratio Landing on a another player's head gives them this ratio of the damage.
- sv_filterban Set packet filtering by IP mode
- sv_flashed_amount_for_blind_kill Minimum flashed alpha value for a player to be awarded a blind kill on the kill feed.
- sv_footsteps Play footstep sound for players
- sv_force_team_intro_random
- sv_force_team_intro_variant
- sv_force_transmit_ents Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
- sv_fps_max Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.
- sv_frame_snapshot_async_delete
- sv_frame_snapshot_sort_entities
- sv_freeze_camera_angles
- sv_freeze_camera_enabled
- sv_freeze_camera_min_remaining
- sv_freeze_camera_position
- sv_friction World friction.
- sv_full_alltalk Any player (including Spectator team) can speak to any other player
- sv_fullupdate Force a full update for all clients.
- sv_game_mode_convars Display the values of the convars for the current game_mode.
- sv_game_mode_flags Dedicated server game mode flags to run
- sv_gameinstructor_disable Force all clients to disable their game instructors.
- sv_gameinstructor_enable Force all clients to enable their game instructors.
- sv_give_item Player's extra item to give
- sv_gravity World gravity.
- sv_grenade_collision_sphere
- sv_grenade_collision_sphere_radius
- sv_grenade_trajectory_prac_pipreview Shows grenade trajectory practice picture-in-picture preview.
- sv_grenade_trajectory_prac_trailtime Shows grenade trajectory practice visualization for this number of seconds.
- sv_grenade_trajectory_time_spectator Length of time grenade trajectory remains visible as a spectator.
- sv_guardian_extra_equipment_ct Extra starting equipment for CT players in guardian modes
- sv_guardian_extra_equipment_t Extra starting equipment for Terrorist players in guardian modes
- sv_guardian_refresh_ammo_for_items_on_waves List of additional weapons to refill ammo on waves.
- sv_guardian_spawn_health_ct Starting health in guardian modes.
- sv_guardian_spawn_health_t Starting health in guardian modes.
- sv_health_approach_enabled
- sv_health_approach_speed
- sv_hegrenade_damage_multiplier
- sv_hegrenade_radius_multiplier
- sv_hibernate_postgame_delay # of seconds to wait after final client leaves before hibernating.
- sv_hibernate_when_empty Puts the server into extremely low CPU usage mode when no clients connected
- sv_hide_ent_in_pvs
- sv_hide_roundtime_until_seconds
- sv_highlight_distance
- sv_highlight_duration
- sv_histogram var change info histogram
- sv_hitbox_debug
- sv_hosting_lobby
- sv_hoststate_quit_syscall When enabled, game server will quit immediately via syscall instead of running host states shutdown sequence
- sv_human_autojoin_team Force human players on to a team. 0 to disable.
- sv_ignoregrenaderadio Turn off Fire in the hole messages
- sv_infinite_ammo Player's active weapon will never run out of ammo
- sv_instancebaselines Enable instanced baselines. Saves network overhead.
- sv_invites_only_mainmenu If turned on, will ignore all invites when user is playing a match
- sv_jump_impulse Initial upward velocity for player jumps; sqrt(2*gravity*height).
- sv_jump_precision_enable Enable jump precision. Some game modes benefit from being able to turn this off.
- sv_jump_spam_penalty_time For subtick jumps, if this much time or less has elapsed since the last time the user has pressed the jump key, pretend they hadn't. Lowering this makes bunnyhopping easier.
- sv_kick_ban_duration How long should a kick ban from the server should last (in minutes)
- sv_kick_players_with_cooldown (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)
- sv_kill_players_at_coord_min Kill players with fall damage at negative coord min
- sv_kill_smokegrenade kill all smoke grenades
- sv_ladder_angle Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
- sv_ladder_dampen Amount to dampen perpendicular movement on a ladder
- sv_ladder_scale_speed Scale top speed on ladders
- sv_ladder_slack_z_mult Difference in Z increases toward the middle of the slack ladder.
- sv_lagcomp_filterbyviewangle If true, player pawn will filter lag compensation targets by their view angle.
- sv_lagcompensationforcerestore Don't test validity of a lag comp restore, just do it.
- sv_lan Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
- sv_late_commands_allowed Allow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value
- sv_legacy_jump Whether or not to use the pre-2026 jump code.
- sv_lightquery_debug
- sv_limit_buyrandom_per_life Enable to limit buyrandom command to only run once per player life
- sv_listen_directudp Server will listen for direct UDP connections on the configured port. This can be turned off to only listen for P2P/SDR connections.
- sv_load_forced_client_names_file Loads a file containing SteamID64 names for clients
- sv_load_random_client_names_file Loads a file containing random name words for clients
- sv_log_http_record_before_any_listeners
- sv_log_onefile Log server information to only one file.
- sv_log_roundstats
- sv_logbans Log server bans in the server logs.
- sv_logblocks If true when log when a query is blocked (can cause very large log files)
- sv_logecho Echo log information to the console.
- sv_logfile Log server information in the log file.
- sv_logflush Flush the log file to disk on each write (slow).
- sv_logsdir Folder in the game directory where server logs will be stored.
- sv_long_frame_ms If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.
- sv_mapvetopickvote_maps Which maps are used for map veto pick sequence
- sv_mapvetopickvote_phase_duration How many seconds each phase lasts
- sv_massreport
- sv_matchend_drops_enabled Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
- sv_matchpause_auto_5v5 When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
- sv_matchperfstats_maxclientperfsamples Don't retain more than N perf samples for any given client
- sv_max_deathmatch_respawns_per_tick
- sv_max_distance_transmit_footsteps Maximum distance to transmit footstep sound effects.
- sv_max_queries_sec Maximum queries per second to respond to from a single IP address.
- sv_max_queries_sec_global Maximum queries per second to respond to from anywhere.
- sv_max_queries_window Window over which to average queries per second averages.
- sv_max_unreliable_delta_size Maximum allowable entity delta size over unreliable delivery.
- sv_maxclientframes
- sv_maxrate Max bandwidth rate allowed on server, 0 == unlimited
- sv_maxreplay Maximum replay time in seconds
- sv_maxspeed
- sv_maxunlag Maximum lag compensation in seconds
- sv_maxunlag_player If >0, maximumum lag compensation used for other human pawns. Applied after sv_maxunlag!
- sv_maxuptimelimit Number of hours to operate before trying sv_shutdown.
- sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis.
- sv_memlimit If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
- sv_merge_changes_after_tick_with_calcdelta This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.
- sv_metaduplication Check serializer meta for duplication, add verbose to command for full spew
- sv_min_jump_landing_sound
- sv_minimum_desired_chicken_count Minimum number of chickens to attempt to spawn in the map
- sv_minrate Min bandwidth rate allowed on server, 0 == unlimited
- sv_mmqueue_reservation Server queue reservation
- sv_mmqueue_reservation_extended_timeout Extended time in seconds before mmqueue reservation expires.
- sv_mmqueue_reservation_timeout Time in seconds before mmqueue reservation expires.
- sv_molotov_broken_glass_trap
- sv_mover_maxslope The maximum slope the player can overcome [-]
- sv_mover_pogodampingratio The capsule pogo stick damping ratio [-]
- sv_mover_pogofrequency The capsule pogo stick frequency [hz].
- sv_mute_players_with_social_penalties
- sv_net_client_message_process_time_ms_drop_burst Drop a client if processing their messages consumes more than N ms of CPU time in a burst (token bucket capacity)
- sv_net_client_message_process_time_ms_drop_rate Drop a client if processing their messages consumes more than N ms of CPU time per second, sustained (token bucket fill rate)
- sv_net_client_message_process_time_ms_warn_burst Warn if processing messages from a client consumes more than N ms of CPU time in a burst (token bucket capacity)
- sv_net_client_message_process_time_ms_warn_rate Warn if processing messages from a client consumes more than N ms of CPU time per second, sustained (token bucket fill rate)
- sv_netprof_delta_sharing_temp Temp counter for measuring performance impact of some network changes. To be removed by the end of Sept 2026
- sv_networkvar_log_fullchanges Log FUL_FULL_EDICT_CHANGED calls.
- sv_networkvar_perfieldtracking Track individual field offset changes, rather than a single dirty flag for the whole entity.
- sv_no_navmesh Block loading of the navmesh. Unplayable, only used for memory sampling.
- sv_noclipaccelerate
- sv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
- sv_noclipfriction Friction during noclip move.
- sv_noclipspeed
- sv_noclipspeedscaleonshift
- sv_nomvp Disable MVP awards.
- sv_nonemesis Disable nemesis and revenge.
- sv_nowinpanel Turn on/off win panel on server
- sv_optimizedmovement
- sv_outofammo_indicator
- sv_outofpvsentityupdates
- sv_override_max_health
- sv_packstats Show entity packing stats, pass 'clear' as argument to reset counts.
- sv_parallel_checktransmit Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.
- sv_parallel_packentities Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.
- sv_parallel_prepare_client_updates
- sv_parallel_sendsnapshot 0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration
- sv_party_mode Party!!
- sv_password Server password for entry into multiplayer games
- sv_pausable Is the server pausable.
- sv_pausable_dev Whether listen server is pausable when running -dev and playing solo against bots
- sv_pausable_dev_ds Whether dedicated server is pausable when running -dev and playing solo against bots
- sv_pause_on_console_open 1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.
- sv_pause_on_tick Tick count to pause on
- sv_phys_animated_hierarchy
- sv_phys_async_buoyancy_update If true, server buoyancy motion controllers are updated in an async job after the tick has completed.
- sv_phys_debug_callback_entities Print all entities that get touch callbacks. Each entity is printed only once.
- sv_phys_enabled Enable all physics simulation
- sv_phys_sleep_enable Enable sleeping for dynamic physics bodies.
- sv_phys_sound_disable_impact_sounds_under_hard_threshold if true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.
- sv_phys_stop_at_collision
- sv_phys_visualize_awake
- sv_player_search_range
- sv_playerradio_use_allowlist playerradio commands may only use responses from an allow list of commands.
- sv_predictable_damage_tag_ticks Delay player slowdown when damaged by # ticks to reduce misprediction effects
- sv_prime_accounts_only When this setting is enabled only prime users can connect to this game server.
- sv_pushaway_clientside Clientside physics push away (0=off, 1=only localplayer, 1=all players)
- sv_pushaway_clientside_size Minimum size of pushback objects
- sv_pushaway_force How hard physics objects are pushed away from the players on the server.
- sv_pushaway_hostage_force How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
- sv_pushaway_max_force Maximum amount of force applied to physics objects by players.
- sv_pushaway_max_hostage_force Maximum of how hard the hostage is pushed away from physics objects.
- sv_pushaway_max_player_force Maximum of how hard the player is pushed away from physics objects.
- sv_pushaway_min_player_speed If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
- sv_pushaway_player_force How hard the player is pushed away from physics objects (falls off with inverse square of distance).
- sv_pvs_cache_query_inflate_amount
- sv_pvs_entity If set, only allows this ent index to network (other than players and things that force sending).
- sv_pvs_max_distance if set, adds a maximum range to PVS/PAS checks
- sv_pvs_random If set, objects blink in/out of pvs randomly.
- sv_pvs_shadows_include_env
- sv_quantize_movement_input Quantize movement input values. Enabling this restricts players from using analog input to move at fractional speeds normally impossible with digital button input.
- sv_querycache_stats Display status of the query cache (client only)
- sv_radio_throttle_window The number of seconds before radio command tokens refresh.
- sv_ragdoll_lru_debug
- sv_rcon_banpenalty Number of minutes to ban users who fail rcon authentication
- sv_rcon_log Enable/disable rcon logging.
- sv_rcon_maxfailures Max number of times a user can fail rcon authentication before being banned
- sv_rcon_minfailures Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
- sv_rcon_minfailuretime Number of seconds to track failed rcon authentications
- sv_record_item_time_data Turn on recording of per player item time data into the server log.
- sv_recvbuf_messages Max number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client.
- sv_regeneration_force_on Cheat to test regenerative health systems
- sv_regeneration_wait_time
- sv_region The region of the world to report this server in.
- sv_reliableavatardata Use server overrides for steam avatars
- sv_remapper_loopsoundfix
- sv_remapper_range_multiplier
- sv_remove_ent_from_pvs
- sv_replay_group_id The replay group that this server will be uploading files to
- sv_replaysdir Directory to store replays in
- sv_reserve_slots_for_reconnecting_players_kick_prior Kick a previously connected player with the same steamID if a replacement comes along
- sv_rethrow_last_grenade Emit the last grenade thrown on the server.
- sv_rollangle Max view roll angle
- sv_rollspeed
- sv_runcmds
- sv_script_think_interval
- sv_search_key
- sv_search_team_key When initiating team search, set this key to match with known opponents team
- sv_sellback_enabled Determines whether players can undo purchases in the buy menu
- sv_sendtables Force full sendtable sending path.
- sv_sequence_debug
- sv_sequence_debug2
- sv_sequence_model_substring
- sv_server_graphic1 A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
- sv_server_graphic2 A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
- sv_server_verify_blood_on_player
- sv_setsteamaccount token Set game server account token to use for logging in to a persistent game server account
- sv_shared_team_pvs PVS is shared between teams
- sv_show_bot_difficulty_in_name 0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name
- sv_show_move_collisions Enable this to visualize collisions between player and geometry.
- sv_show_team_equipment_force_on Force on if not prohibited
- sv_show_team_equipment_prohibit Determines whether +cl_show_team_equipment is prohibited.
- sv_show_teammate_death_notification Show chat notification upon teammate death
- sv_show_voip_indicator_for_enemies Makes it so the voip icon is shown over enemies as well as allies when they are talking
- sv_showbullethits 1=show hits and near misses, 2=show hits only
- sv_showhitregistration Display lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client
- sv_showimpacts Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
- sv_showimpacts_penetration Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
- sv_showimpacts_time Duration bullet impact indicators remain before disappearing
- sv_showladders Show bbox and dismount points for all ladders (must be set before level load.)
- sv_showlagcompensation_rec If > 0, show lag compensation hitboxes as they're recorded. Value is for how long.
- sv_showplayerhitboxes Show lag compensated hitboxes for the specified player index whenever a player fires.
- sv_showtags Describe current gametags.
- sv_shutdown Sets the server to shutdown when all games have completed
- sv_shutdown_immediately_on_request The server will always shutdown on receiving the shutdown request, even if not hibernating
- sv_skel_constraints_enable
- sv_skip_update_animations Enable to skip game animations
- sv_skirmish_id Dedicated server skirmish id to run
- sv_skyname Current name of the skybox texture
- sv_smoke_lighting_changed Recompute smoke volume LPV caches
- sv_smoke_volume_blind_start
- sv_snapshot_unlimited For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...
- sv_sniper_tracer_innacuracy How inaccurate a sniper shot can be before we trip sv_sniper_tracer_mode behavior.
- sv_sniper_tracer_innacuracy_length How far should the tracer draw if we trip sv_sniper_tracer_mode behavior.
- sv_sniper_tracer_mode Mode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate.
- sv_soundscape_printdebuginfo print soundscapes
- sv_spawn_afk_bomb_drop_time Players that have never moved since they spawned will drop the bomb after this amount of time.
- sv_spawn_random_nudge_offset Max distance in X and Y to randomly offset a player from their spawn position, for procedural spawn variation. 0 to disable.
- sv_spec_hear Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody
- sv_spec_use_tournament_content_standards
- sv_specaccelerate
- sv_specnoclip
- sv_specspeed
- sv_spewmeta Spew serializer meta
- sv_spewworldgroups Spew world groups (server)
- sv_staminajumpcost sv_legacy_jump only: Stamina penalty for jumping
- sv_staminalandcost sv_legacy_jump only: Stamina penalty for landing
- sv_staminamax Maximum stamina penalty
- sv_staminarecoveryrate Rate at which stamina recovers (units/sec)
- sv_standable_normal
- sv_stats Collect CPU usage stats
- sv_steamauth_correct Correct behavior
- sv_steamauth_enforce By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
- sv_steamauth_ignore_localhost Ignore VAC and auth errors for client connected via localhost address or in-engine loopback
- sv_steamgroup The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
- sv_steamgroup_exclusive If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
- sv_step_move_vel_min Min velocity for step move.
- sv_stepsize
- sv_stopspeed Minimum stopping speed when on ground.
- sv_strafing_inaccuracy_bias
- sv_strafing_inaccuracy_enabled
- sv_strafing_inaccuracy_scale
- sv_stressbots If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
- sv_strict_notarget If set, notarget will cause entities to never think they are in the pvs
- sv_subtick_movement_view_angles Whether or not subtick view angles are taken into account during movement.
- sv_suppress_friendlyfire_decals
- sv_suppress_viewpunch
- sv_surf_sounds Should we try to play sounds for surf?
- sv_tags Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
- sv_talk_after_dying_time The number of seconds a player can continue talking after dying as if they were still alive
- sv_talk_enemy_dead Dead players can hear all dead enemy communication (voice, chat)
- sv_talk_enemy_living Living players can hear all living enemy communication (voice, chat)
- sv_teamid_overhead Shows teamID over player's heads. 0 = off, 1 = on
- sv_teamid_overhead_always_prohibit Determines whether cl_teamid_overhead_always is prohibited.
- sv_teamid_overhead_maxdist If >0, server will override cl_teamid_overhead_maxdist
- sv_teamid_overhead_maxdist_spec If >0, server will override cl_teamid_overhead_maxdist_spec
- sv_temp_baseline_string_table_buffer_size Buffer size for writing string table baselines
- sv_throw_decoygrenade throw decoy grenade with parmas.
- sv_throw_flashgrenade throw flash grenade with parmas.
- sv_throw_hegrenade throw HEgrenade with parmas.
- sv_throw_molotov throw molotov grenade with parmas.
- sv_throw_smokegrenade throw smoke grenade with parmas.
- sv_tick_parallel_with_client Runs the final server tick of the frame in parallel with client work
- sv_timebetweenducks Minimum time before recognizing consecutive duck key
- sv_timeout After this many seconds without a message from fully connected client, the client is dropped
- sv_turbophysics Turns on turbo physics
- sv_turning_inaccuracy_angle_min
- sv_turning_inaccuracy_decay
- sv_turning_inaccuracy_enabled
- sv_unlag Enables player lag compensation
- sv_unlag_debug
- sv_unlag_fixstuck Disallow backtracking a player for lag compensation if it will cause them to become stuck
- sv_unlockedchapters Highest unlocked game chapter.
- sv_unpause_on_console_close 1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused.
- sv_use_hi_pri_context_switch_time +use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action.
- sv_use_playercache Cache off player bounds for traces.
- sv_use_pvs_cache
- sv_usenetworkvars Use networkvar system.
- sv_usercmd_custom_random_seed When enabled server will populate an additional random seed independent of the client
- sv_usercmd_execute_warning_ms Emit a warning if we spend more than N ms executing user commands for a single player
- sv_vac_webapi_auth_key Key for when posting to vac related webapis.
- sv_versus_screen_scene_id Determines which scene is used for the versus screen.
- sv_visiblemaxplayers Overrides the max players reported to prospective clients
- sv_voice_proximity
- sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
- sv_voiceenable
- sv_vote_allow_in_warmup Allow voting during warmup?
- sv_vote_allow_spectators Allow spectators to initiate votes?
- sv_vote_command_delay How long after a vote passes until the action happens
- sv_vote_count_spectator_votes Allow spectators to vote on issues?
- sv_vote_creation_timer How often someone can individually call a vote.
- sv_vote_disallow_kick_on_match_point Disallow vote kicking on the match point round.
- sv_vote_failure_timer A vote that fails cannot be re-submitted for this long
- sv_vote_issue_changelevel_allowed Can people hold votes to change levels?
- sv_vote_issue_kick_allowed Can people hold votes to kick players from the server?
- sv_vote_issue_loadbackup_allowed Can people hold votes to load match from backup?
- sv_vote_issue_loadbackup_spec_authoritative When enabled, admins load match from backup without players vote
- sv_vote_issue_loadbackup_spec_only When enabled, only admins load match from backup
- sv_vote_issue_loadbackup_spec_safe When enabled, admins load match from backup in safe time of the round only
- sv_vote_issue_matchready_allowed Can people hold votes to ready/unready the match?
- sv_vote_issue_nextlevel_allowed Can people hold votes to set the next level?
- sv_vote_issue_nextlevel_allowextend Allow players to extend the current map?
- sv_vote_issue_nextlevel_choicesmode Present players with a list of lowest playtime maps to choose from?
- sv_vote_issue_nextlevel_prevent_change Not allowed to vote for a nextlevel if one has already been set.
- sv_vote_issue_pause_match_allowed Can people hold votes to pause/unpause the match?
- sv_vote_issue_pause_match_spec_only When enabled, only admins start technical pause
- sv_vote_issue_restart_game_allowed Can people hold votes to restart the game?
- sv_vote_issue_scramble_teams_allowed Can people hold votes to scramble the teams?
- sv_vote_issue_surrrender_allowed Can people hold votes to surrender?
- sv_vote_issue_swap_teams_allowed Can people hold votes to swap the teams?
- sv_vote_issue_timeout_allowed Can people hold votes to time out?
- sv_vote_kick_ban_duration How long should a kick vote ban someone from the server? (in minutes)
- sv_vote_quorum_ratio The minimum ratio of players needed to vote on an issue to resolve it.
- sv_vote_timer_duration How long to allow voting on an issue
- sv_vote_to_changelevel_before_match_point Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)
- sv_vote_to_changelevel_rndmin When non-zero, restricts vote to change level to this many first rounds or minutes of the match (default 0, vote is not disallowed)
- sv_walkable_normal
- sv_warmup_to_freezetime_delay Delay between end of warmup and start of match.
- sv_water_slow_amount
- sv_wateraccelerate
- sv_waterdist Vertical view fixup when eyes are near water plane.
- sv_waterfriction
- sv_weapon_require_use_grace_period
- sv_weapon_swap_difficulty_near_hi_pri 0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority items
- sv_workshop_allow_other_maps When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.
- sv_workshop_map_save_data_max_filesize_mb
- switchhands
- switchhandsleft
- switchhandsright
- sys_info Print system information to the console
- sys_minidumpexpandedspew
- sys_minidumpspewlines Lines of crash dump console spew to keep.
- target_scan_use_query_cache
- teammenu Show team selection window
- telemetry_message Place a message in the telemetry timeline
- telemetry_toggle_timespan Starts/stops a timespan with an ever increasing name.
- teleport_trigger_debug
- test_dispatcheffect Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
- test_entity_blocker Test command that drops an entity blocker out in front of the player.
- test_list_entities test-list entities
- test_shipping_assert Generate an assert to test shipping assertion code
- test_voice_container_nesting Test nesting voice containers.
- test_voice_containers Quick example for how we'd derive traits from voice containers.
- test_vqlayout Usage: test_vqlayout tools/layout/examples/simple.vqlayout
- testscript_debug Debug test scripts.
- think_limit Maximum think time in milliseconds, warning is printed if this is exceeded.
- thirdperson Switch to thirdperson camera.
- thirdperson_mayamode Switch to thirdperson Maya-like camera controls.
- thirdpersonshoulder Switch to thirdperson-shoulder camera.
- thread_pool_option Thread pool option
- throttle_expensive_ai
- timedemo Play a demo and report performance info.
- timedemo_end Ends timedemo on given tick.
- timedemo_start Starts timedemo on given tick.
- timedemoquit Play a demo, report performance info, and then exit
- timeleft prints the time remaining in the match
- timeout_ct_start
- timeout_terrorist_start
- toast_manager_override_duration
- toggle Toggles specified convar value on and off.
- toggleRdrOpt
- toggleconsole Show/hide the console.
- toggleradarscale Toggles the radar scale
- tool_request Usage: tool_request <tool_name> { request_kv3_data }
- tool_spawned_model_scales
- toolhud_enable
- tools_renderscenes
- tools_stall_monitor_break_on_unknown_cause Break on unknown stall cause
- toolscene_gizmo_algorithm
- traceattack traceattack damage hitgroup
- trigger_fan_debug
- trigger_fan_player_windblock_debug
- trigger_physics_debug Toggle trigger_physics debug visualization.
- trusted_launch Trusted launch status
- tv_advertise_watchable GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password
- tv_allow_autorecording_index When >=0 restricts autorecording only to the specified TV index
- tv_allow_camera_man Auto director allows spectators to become camera man
- tv_allow_camera_man_steamid Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.
- tv_allow_camera_man_steamid2 Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.
- tv_allow_static_shots Auto director uses fixed level cameras for shots
- tv_autorecord Automatically records all games as SourceTV demos.
- tv_autoretry Relay proxies retry connection after network timeout
- tv_broadcast Automatically broadcasts all games as GOTV demos through Steam.
- tv_broadcast1 Automatically broadcasts all games as GOTV[1] demos through Steam.
- tv_broadcast_drop_fragments Drop every Nth fragment
- tv_broadcast_keyframe_interval The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server
- tv_broadcast_keyframe_interval1 The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server
- tv_broadcast_max_requests Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
- tv_broadcast_max_requests1 Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.
- tv_broadcast_origin_auth X-Origin-Auth header of the broadcast POSTs
- tv_broadcast_origin_auth1 X-Origin-Auth header of the broadcast1 POSTs
- tv_broadcast_origin_delay Injection delay request for CDN rebroadcast frameworks, seconds
- tv_broadcast_resend resend broadcast data to broadcast relay
- tv_broadcast_spew_threshold The threshold, in seconds, that we'll spew about the snapshot tick
- tv_broadcast_startup_resend_interval The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)
- tv_broadcast_status Print out broadcast status
- tv_broadcast_terminate Terminate every broadcast with a stop command
- tv_broadcast_url URL of the broadcast relay
- tv_broadcast_url1 URL of the broadcast relay1
- tv_chatgroupsize Set the default chat group size
- tv_chattimelimit Limits spectators to chat only every n seconds
- tv_clients Shows list of connected SourceTV clients.
- tv_debug SourceTV debug info.
- tv_delay SourceTV broadcast delay in seconds
- tv_delay1 SourceTV[instance 1] broadcast delay in seconds
- tv_delaymapchange Delays map change until broadcast is complete
- tv_deltacache Enable delta entity bit stream cache
- tv_demo_starttick
- tv_dispatchmode Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
- tv_enable Activates SourceTV on server.
- tv_enable1 Activates SourceTV[1] on server.
- tv_enable_delta_frames Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
- tv_enable_dynamic When enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv server
- tv_encryptdata_key When set to a valid key communication messages will be encrypted for GOTV
- tv_encryptdata_key_pub When set to a valid key public communication messages will be encrypted for GOTV
- tv_extended_logging
- tv_grouprelaydatareliable When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
- tv_grouprelaydataunreliable When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
- tv_grouprelaydatavoice Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays
- tv_include_usercommands HLTV streams will include player usercommands each tick
- tv_instant_replay_full_frame Send embedded full frames
- tv_instant_replay_full_frame_build_threaded Build the full frames on a seperate job thread
- tv_instant_replay_full_frame_time Seconds between full frame embeddeds
- tv_listen_voice_indices Bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none
- tv_listen_voice_indices_h High 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none
- tv_log_director_events Log game events being considered by the director
- tv_maxclients Maximum client number on SourceTV server.
- tv_maxclients_relayreserved This number of relay client connections are reserved for SourceTV relays.
- tv_maxrate Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
- tv_mem hltv memory statistics. Use with "ent 10" (dump entity 10 memory usage) or "top 8" (dump top 8 memory users) or "class" CWorld (dump CWorld class)
- tv_msg Send a screen message to all clients.
- tv_name SourceTV host name
- tv_nochat Don't receive chat messages from other SourceTV spectators
- tv_overridemaster Overrides the SourceTV master root address.
- tv_password SourceTV password for all clients of CSTV[0]
- tv_password1 SourceTV password for all clients of CSTV[1]. If empty, tv_password is used
- tv_playcast_delay_prediction
- tv_playcast_delay_resync To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure
- tv_playcast_fragment_cache_history_length How far back before our current playback head in seconds to hold onto fragments.
- tv_playcast_http_delta_fragment_timeout_s
- tv_playcast_max_rcvage
- tv_playcast_max_rtdelay
- tv_playcast_origin_auth Get request X-Origin-Auth string
- tv_playcast_retry_timeout In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync
- tv_playcast_showerrors Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" )
- tv_playcast_slow_playback_fragment_count Number of fragments we need to have in the buffer before slowing down playback. For use with tv_playcast_slow_playback_when_fragment_requests_fail
- tv_playcast_slow_playback_when_fragment_requests_fail Whether or not we slow playback rate if we start running out of buffered stream fragments.
- tv_port Host SourceTV[0] port
- tv_port1 Host SourceTV[1] port
- tv_rate_multiplier Multiply requested rate by this value to adjust Dota TV send rate
- tv_record Starts SourceTV demo recording.
- tv_record_immediate tv_record starting the moment tv_record was executed, not tv_delay earlier
- tv_relay Connect to SourceTV server and relay broadcast.
- tv_relay_hard_shutdown
- tv_relay_quit_after_game Quit after a game has been relayed, do not hibernate
- tv_relay_rate default rate for relays
- tv_relay_secret_code When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly
- tv_relaypassword SourceTV password for relay proxies
- tv_relayradio Relay team radio commands to TV: 0=off, 1=on
- tv_relaytextchat Relay text chat data to GOTV: 0=off, 1=say, 2=say+say_team
- tv_relayvoice Relay voice data: 0=off, 1=on
- tv_retry Reconnects the SourceTV relay proxy.
- tv_secret_code When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly
- tv_secure_bypass Bypass secure challenge on TV port
- tv_spectator_port_offset
- tv_status Show SourceTV server status.
- tv_stop Stops the SourceTV broadcast.
- tv_stoprecord Stops SourceTV demo recording.
- tv_threaded_merge_entity_deltas Enable SourceTV threading of delta merging
- tv_timeout SourceTV connection timeout in seconds.
- tv_title Set title for SourceTV spectator UI
- tv_transmitall Transmit all entities (not only director view)
- tv_update_hibernation_enabled Allow SourceTV to control server hibernation state.
- tv_window_size Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system
- ui_deepstats_radio_heat_figurine
- ui_deepstats_radio_heat_tab
- ui_deepstats_radio_heat_team
- ui_deepstats_toplevel_mode
- ui_hud_dist distance from the player to the hud
- ui_inspect_bkgnd_map_C2AEBB5E Inspect background map
- ui_inventorysettings_recently_acknowledged
- ui_leaderboards_top_public_appid
- ui_lobby_draft_enabled
- ui_mainmenu_bkgnd_movie_C2AEBB5E Main menu background movie
- ui_nearbylobbies_filter3
- ui_news_last_read_link
- ui_news_last_read_link2
- ui_notification_tb_snooze
- ui_party_msg_sound_enabled When enabled, lobby messages will play a short sound
- ui_playsettings_custom_preset
- ui_playsettings_directchallengekey
- ui_playsettings_flags_listen_casual
- ui_playsettings_flags_listen_competitive
- ui_playsettings_flags_listen_cooperative
- ui_playsettings_flags_listen_deathmatch
- ui_playsettings_flags_listen_retakes
- ui_playsettings_flags_listen_rush
- ui_playsettings_flags_listen_scrimcomp2v2
- ui_playsettings_flags_listen_skirmish
- ui_playsettings_flags_listen_survival
- ui_playsettings_flags_official_casual
- ui_playsettings_flags_official_competitive
- ui_playsettings_flags_official_cooperative
- ui_playsettings_flags_official_deathmatch
- ui_playsettings_flags_official_retakes
- ui_playsettings_flags_official_rush
- ui_playsettings_flags_official_scrimcomp2v2
- ui_playsettings_flags_official_skirmish
- ui_playsettings_flags_official_survival
- ui_playsettings_listen_annotations
- ui_playsettings_listen_grenades
- ui_playsettings_listen_infammo
- ui_playsettings_listen_infwarmup
- ui_playsettings_maps_listen_casual
- ui_playsettings_maps_listen_competitive
- ui_playsettings_maps_listen_deathmatch
- ui_playsettings_maps_listen_gungameprogressive
- ui_playsettings_maps_listen_retakes
- ui_playsettings_maps_listen_rush
- ui_playsettings_maps_listen_scrimcomp2v2
- ui_playsettings_maps_official_casual
- ui_playsettings_maps_official_deathmatch
- ui_playsettings_maps_official_gungameprogressive
- ui_playsettings_maps_official_retakes
- ui_playsettings_maps_official_rush
- ui_playsettings_maps_workshop
- ui_playsettings_mode_listen
- ui_playsettings_mode_official_v20
- ui_playsettings_survival_solo
- ui_playsettings_warmup_map_name
- ui_popup_weaponupdate_version
- ui_render_task_clips_label
- ui_render_task_file
- ui_render_task_fps
- ui_render_task_generate_clips
- ui_setting_advertiseforhire_auto Whether users will automatically advertise for invites (0: off; 1: last; 2: auto)
- ui_setting_advertiseforhire_auto_last Which game mode users last used to advertise for invites
- ui_show_subscription_alert
- ui_show_unlock_competitive_alert
- ui_steam_overlay_notification_position Steam overlay notification position
- ui_steam_overlay_notification_position_horz Steam overlay notification position horizontal offset
- ui_steam_overlay_notification_position_vert Steam overlay notification position vertical offset
- ui_vanitysetting_loadoutslot_ct
- ui_vanitysetting_loadoutslot_t
- ui_vanitysetting_team
- unbind Unbind a key.
- unbindall Unbind all keys.
- unloadTool unload the specified tool
- unpause Clear the pause state of the server.
- update_all_keyframed_in_spatial_partition_update
- update_voices_low_priority
- url_execute Executes url-based commands, used for incoming commands from url-based launches when the game's already running.
- users Show user info for players on server.
- v8_dump_heap_snapshot
- v8_jitless Disable runtime allocation of executable memory for V8.
- v8_maximum_heap_size_mb Hard limit for the v8 heap size (in mBytes)
- v8_stack_size Default size of stack region v8 is allowed to use (in kBytes)
- v8_write_heap_stats Dump output of v8::Isolate::GetHeapStatistics.
- vcon_clear_buffered_log Clear buffered logging
- vcon_clients List connections
- vconsole_rcon_server_details when non-empty allows for easy vconsole connection to the dedicated server.
- vdata_fgd_debug_path
- vdata_fgd_debug_verbose
- vehicle_debug_impact_damage
- videocfg_ao_detail
- videocfg_fsr_detail
- videocfg_hdr_detail
- videocfg_particle_detail
- videocfg_shadow_quality
- videocfg_texture_detail
- view_punch_decay Decay factor exponent for view punch
- viewmodel_fov Viewmodel FOV
- viewmodel_offset_x viewmodel_offset_x
- viewmodel_offset_y viewmodel_offset_y
- viewmodel_offset_z viewmodel_offset_z
- viewmodel_presetpos 1:"Desktop", 2:"Classic"
- violence_ablood Draw alien blood
- violence_agibs Show alien gib entities
- violence_hblood Draw human blood
- violence_hgibs Show human gib entities
- vis_debug_currentcluster Show the current cluster number
- vis_debug_drawcluster Add cluster # to visualization, (-1) to clear
- vis_debug_dumpvisibleclusters Show the list of visible clusters
- vis_debug_find_los Find or clear the vis LOS to here
- vis_debug_lock Lock vis LOS origin to current
- vis_debug_record_start Record a path to debug vis
- vis_debug_record_stop Record a path to debug vis
- vis_debug_show Show/hide the vis debug visualization
- vis_debug_sunclusters Showing clusters for sun/csm rendering. Red (full sun csm & lighting), Orange (no viewmodel sun or csm), Green (no sun at all)
- vis_debug_tracelos Trace rays and check vis from the current camera
- vis_enable Enable precomputed visibility when true
- vis_force
- vis_sunlight_enable Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)
- vismon_poll_frequency
- vismon_trace_limit
- vmem_dump Dump memory stats to log.
- vmix_debug_list Debug dump the list of available vmix graphs
- vmix_input Set an input mix value
- vmix_output Dump main graph control output values
- voice_all_icons Draw all players' voice icons
- voice_always_sample_mic When enabled, open the voip audio input stream when the application launches.
- voice_bypass_noise_gate
- voice_clientdebug
- voice_containers_get_instance_args Args: [Voice Container Path]
- voice_containers_get_instance_params Args: [Voice Container Path]
- voice_debugfeedbackfrom
- voice_device_override Default device used for voice capture.
- voice_fadeouttime
- voice_in_process
- voice_initial_buffer_ms
- voice_input_stallout Time before we consider a mic stalled out and need to reset it.
- voice_loopback
- voice_loopback_no_networking
- voice_min_buffer_ms
- voice_modenable Enable/disable voice in this mod.
- voice_modenable_toggle Toggle the voice_modenable convar.
- voice_noise_supression
- voice_player_speaking_delay_threshold
- voice_sequence_maximum_wait_time When receiving packets out of sequence, wait this many seconds for missing sequences to arrive
- voice_serverdebug
- voice_stall_ms
- voice_status_test_toggle Test voice and status notices
- voice_test_log_send
- voice_threshold decibel threshold for how loud the talker's input signal is before we think they are talking.
- voice_threshold_attack Amount of time we buffer outgoing audio to detect an onset.
- voice_threshold_delay Amount of time the talker is silent before we infer that they are no longer talking.
- voice_threshold_hold Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.
- voice_threshold_ramp_min_db A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping.
- voice_toggle_open_mic Toggles between open-mic and push-to-talk
- voice_vox Voice chat uses a vox-style always on
- voice_vox_current_peak Current peak value (out of 64k) of the incoming voice stream
- volume Sound volume
- volume_fog_debug_volumes
- volume_fog_density_scale Scale global volume fog density
- volume_fog_depth Depth of volume fog texture
- volume_fog_depth_warp
- volume_fog_depth_warp_debug
- volume_fog_dither_scale
- volume_fog_enable_jitter
- volume_fog_height Height of volume fog texture
- volume_fog_intermediate_textures_hdr
- volume_fog_shadow_penumbra_multiplier Penumbra size multiplier for shadow sampling, reduces fog shadow aliasing
- volume_fog_temporal_filter
- volume_fog_temporal_weight Temporal filtering weight
- volume_fog_width Width of volume fog texture
- vprof_all_threads Capture VProf scopes on background threads as well as the target thread. Same option as the All Threads checkbox in the VProf tools -- setting either one updates the other
- vprof_counters
- vprof_counters_show_minmax
- vprof_dump_counters Dump vprof counters to the console
- vprof_generate_report Generate a report to the console.
- vprof_generate_report_budget Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy Generate a report to the console.
- vprof_loadhitstore_scale Scale used when displaying load-hit-stores (0 = use default)
- vprof_off Disable vprof
- vprof_on Enable vprof
- vprof_remote_start Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop Stop an existing remote VProf data request
- vprof_reset Reset the stats in VProf profiler
- vprof_reset_peaks Reset just the peak time in VProf profiler
- vprof_scope_entity_clientthink Does nothing whatsoever.
- vprof_scope_entity_thinks
- vprof_think_limit
- vprof_time_scale Scale used when displaying time (0 = use default)
- vt_sim_streaming_delay_ms
- vtune Controls VTune's sampling.
- vulkan_batch_size
- vulkan_batch_submits
- vulkan_dedicated_allocation_threshold Size (in KBs) above which textures should be allocated in dedicated memory (NV-only).
- vulkan_framebuffermgr_print Prints out stats for the Vulkan Framebuffer manager
- vulkan_link_time_optimize_libraries
- vulkan_memgr_fragmentation_print Prints out detailed memory fragmentation stats for the Vulkan memory manager
- vulkan_memgr_print Prints out stats for the Vulkan memory manager
- vulkan_pipeline_compile_spew
- vulkan_pipeline_compile_throttle_ms
- vulkan_pipelinemgr_print Prints out stats for the Vulkan Pipeline manager
- vulkan_shader_table_print Prints out stats for the Vulkan shader table
- vulkan_unpause_workers_after_each_texture_deallocation If true, the main thread pauses and unpauses the Vulkan worker threads around each texture deallocation, which allows the workers to make a little bit of progress but results in main thread stalls. If false, we keep the workers paused until all deallocations are done, allowing the deallocations to complete significantly faster.
- vulkan_vma_defrag Force defragmenting memory with VMA
- vulkan_vma_gpu_mem_dump Dump .json file for use by GpuMemDumpVis.py
- weapon_accuracy_forcespread Force spread to the specified value.
- weapon_accuracy_logging
- weapon_accuracy_nospread Disable weapon inaccuracy spread
- weapon_accuracy_reset_on_deploy On deploy, forcibly reset weapon accuracy to zero.
- weapon_accuracy_shotgun_spread_patterns
- weapon_accuracy_stack_boost_limit Apply ladder inaccuracy to players boosted by a stack of this many (or more) players
- weapon_air_spread_scale Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing
- weapon_all_nametag
- weapon_all_stattrak
- weapon_auto_cleanup_time If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.
- weapon_debug_inaccuracy_only_up Force weapon inaccuracy to be in exactly the up direction
- weapon_debug_max_inaccuracy Force all shots to have maximum inaccuracy
- weapon_debug_spread_show Draws the current weapon's true inaccuracy + spread radius around the crosshair
- weapon_land_dip_amt The amount the gun should dip when the player lands after a jump.
- weapon_max_before_cleanup If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.
- weapon_molotov_maxdetonateslope Maximum angle of slope on which the molotov will detonate
- weapon_near_empty_sound
- weapon_random_stickers
- weapon_reticle_knife_show When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
- weapon_skin_force_legacy
- weapon_skins
- weapon_skins_on_default
- weapon_sound_falloff_multiplier Scaling for falloff of weapon firing sounds
- weapon_switch Use a particular weapon Arguments: <weapon_name>
- webapi_values_init_buffer_size Initial buffer size for buffers in the WebAPIValues buffer pool
- webapi_values_max_pool_size_mb Maximum size in bytes of the WebAPIValues buffer pool
- wind_system_default_resolution_xy
- wind_system_default_resolution_z
- wind_system_default_sample_min_spacing
- wind_system_temporal_smoothing
- workshop_annotation_submit Submit annotation to workshop. To update an existing submission add its ID number from the workshop URL as a second argument.
- workshop_clear_cloud_save Remove a workshop save from steam cloud. Pass the published file id to delete or 0 to delete the non-workshop addon save.
- workshop_dump_cloud_contents Spew contents of steam cloud.
- workshop_item_submit
- workshop_tournament_item_submit
- world_dump_loaded_worlds Dump all of the worlds that we know about
- world_layer_list List all world layers
- world_layer_set_visible Show or hide the specified world layer
- writeid Writes a list of permanently-banned user IDs to file.
- writeip Save the ban list to file.
- writekeybindings Saves current key bindings to disk.
- zoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in.