- +bugvoiceengine2defensivedevelopmentonlydontrecordStart recording bug voice attachment.
- +camdistanceclientdefensivedevelopmentonly
- +cammousemoveclientdefensivedevelopmentonly
- +chatwheelclientreleaseOpens chatwheel menu while held
- +chatwheel_pingwheelclientreleaseOpens the second chatwheel menu while held
- +citadel_swtich_player_camclientreleasePlayer Cam switching button pressed
- +herochatwheelclientreleaseOpens hero chatwheel menu while held
- +in_ability_pingclientreleasePing button pressed
- +show_ability_upgrade_radialclientdevelopmentonlyOpens radial abilities menu while held
- -bugvoiceengine2defensivedevelopmentonlydontrecordFinish recording bug voice attachment.
- -camdistanceclientdefensivedevelopmentonly
- -cammousemoveclientdefensivedevelopmentonly
- -chatwheelclientreleaseExecutes the highlighted chatwheel menu item
- -chatwheel_pingwheelclientreleaseExecutes the highlighted chatwheel menu item
- -citadel_swtich_player_camclientreleasePlayer Cam switching button released
- -herochatwheelclientreleaseExecutes the highlighted hero chatwheel menu item
- -in_ability_pingclientreleasePing button released
- -show_ability_upgrade_radialclientdevelopmentonlyClosest radial abilities menu on release
- 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_StartScripttier0defensivedevelopmentonlyStart a test script running..
- Automates fov command to server.
- _recordengine2cheatdontrecordreleaseRecord a demo incrementally.
- account_stats_dumpclientcheatdevelopmentonlyDumps out the currently cached account stat information
- account_stats_resetclientcheatdevelopmentonlyCalled to reset any stats that match the specified filter. If you want to reset ALL stats, just enter * for the filter
- account_sync_storage_dumpclientdefensivedevelopmentonlyDumps out the information for the client sync storage state
- account_sync_storage_forceclientdefensivedevelopmentonly<ID> <Value> Forces a set of the specified variable
- account_sync_storage_set_bitclientdefensivedevelopmentonly<ID> <Bit Index> Sets a bit [0..15] on the sync storage value
- account_sync_storage_set_maxclientdefensivedevelopmentonly<ID> <Value> Sets a max style account sync storage value
- addipengine2defensivedevelopmentonlyAdd an IP address to the ban list.
- addonsengine2defensivedevelopmentonlylist 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_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_animgraph_lerp_movement_yaw If set, forces animgraph-using NPCs to lerp their movement yaw.
- ai_async_queue_debug Dump the ai async work queue jobs each tick. 0 = off, 1 = on, 2 = also dump entries
- ai_async_queue_max_jobs Limit on number of jobs that will be run(serially) in a frame. - 1 = no limit
- ai_async_queue_stop_on_request Should queue stop processing new jobs when the frame stop request happens?
- ai_auto_contact_solver
- ai_auto_select_enemy_finder 1 = also npc select enemy finders in my squad
- ai_autoselect_class Automatically sets debug flags on NPCs spawned that match this class name. Flags with be set based on the value of the ai_autoselect_class_settings convar.
- ai_autoselect_class_settings Flag value to set on NPCs targeted by ai_autoselect_class. Valid values: 'combat', 'selected', 'tasks', 'all'.
- ai_block_damage
- ai_debug_decisionmaking Draw sparks on NPCs in their thinks. Sparks at their feet mean they skipped decision making, sparks high above them means they didn't.
- ai_debug_detect_bad_schedules
- ai_debug_detect_bad_schedules_print_conditions
- ai_debug_directnavprobe
- ai_debug_doors
- ai_debug_dyninteractions Debug the NPC dynamic interaction system.
- ai_debug_enemies
- ai_debug_enemy_position Draw a debug line from a selected NPC to its enemy.
- ai_debug_initial_position Draw debug lines and boxes indicating how NPCs are initially positioned and oriented.
- ai_debug_interrupt_paths
- ai_debug_loners
- 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_nav
- ai_debug_navlinks
- ai_debug_phys_force
- ai_debug_radial_goal
- ai_debug_ragdoll_magnets
- ai_debug_schedule_stoppages
- ai_debug_scripted_sequence
- ai_debug_shoot_positions
- ai_debug_speech
- ai_debug_squads
- ai_debug_squadslotusage Report squad slot usage for npc_selected NPCs.
- ai_debug_volumetric_event Reports events being entered into the AI events list. Set to 1 to see all events, set to 2 to only see DANGER events.
- ai_debug_volumetric_event_duration Length of time to display ai_debug_volumetric_event visual displays.
- ai_debugscriptconditions
- ai_disable Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
- ai_disabled
- ai_doors_force_animation
- ai_drop_hint Drop an ai_hint at the player's current eye position.
- ai_dump_hints
- ai_elude_time
- ai_facingservices_debug_reasonablefacing Debug logic for finding reasonable facing.
- ai_facingservices_debug_spew Adds spew to the facing target for the selected NPC
- ai_facingservices_draw_entity_facing
- ai_facingservices_generated_target_min_duration
- ai_foot_sweep_debug
- ai_foot_sweep_enable
- ai_foot_sweep_hit_impulse
- ai_foot_sweep_hit_impulse_min_mass
- ai_foot_sweep_move_scale
- ai_foot_sweep_perp_apply
- ai_foot_sweep_perp_base
- ai_foot_sweep_perp_scale
- ai_footstep_delay
- ai_force_serverside_ragdoll
- ai_gather_conditions_async Allow gathering of conditions to be done asynchronously.
- ai_hull_trace_epsilon
- ai_ignore_collision_player_noclip
- ai_inhibit_spawners
- ai_keep_interrupt_path_across_schedules
- ai_local_navigator_direct_test_versus_static_collision
- ai_local_navigator_navmesh_enable
- ai_lod_auto_enabled
- ai_lod_debug_display
- ai_motor_debug
- ai_motor_debug_additional_movement_settings
- ai_motor_debug_ag1_path
- ai_motor_debug_hop
- ai_motor_debug_idle_turn
- ai_motor_debug_move_heading
- ai_motor_debug_move_heading_bad_zones
- ai_motor_debug_override_path
- ai_motor_debug_show_current_state
- ai_motor_debug_show_speed_info
- ai_motor_debug_state_deadlocks
- ai_motor_debug_stop
- ai_motor_debug_transitions
- ai_motor_enable_move_heading_bad_zones
- ai_motor_ground_enable_detailed_debug_data
- ai_motor_max_state_time_active
- ai_motor_move_direction_lookahead
- ai_motor_nav_links_force_facing_time
- ai_motor_path_alignment_max_angular_velocity
- ai_motor_planted_turn_lookahead_distance
- ai_motor_planted_turn_lookahead_distance_speed
- ai_motor_procedural_idle_turn_speed
- ai_motor_procedural_idle_turn_threshold
- ai_motor_procedural_turn_while_stopping_threshold
- ai_motor_use_fast_move_heading_bad_zone_pass
- ai_moveprobe_debug
- ai_moveprobe_jump_debug
- ai_navigator_clipped_path_save
- ai_navigator_clipped_path_use_interrupt
- ai_navigator_disable_collision_on_stuck
- ai_navigator_draw_type_change
- ai_navigator_draw_wait_for_facing Show when a NPC is waiting for facing tolerance to be reached while at the end of its path
- ai_navigator_place_waypoints_on_ground
- ai_navigator_repath_enable Enable dynamic repathing based on goal movement.
- ai_navigator_repath_on_change When nav mesh changes along an NPC's existing path, force a repath.
- ai_navigator_repath_tolerance_alpha The distance a target entity can move before triggering a repath is ( arrival time * ai_navigator_repath_tolerance_alpha ), clamped to the min / max allowed values.
- ai_navigator_repath_tolerance_max The maximum distance that a target entity can move before triggering a repath to that target.
- ai_navigator_repath_tolerance_min The minimum distance that a target entity can move before triggering a repath to that target.
- ai_navigator_repath_tolerance_min_speed When calculating repathing tolerance, clamp entity speed to be at least this value (i.e. consider slow entities to be this fast).
- ai_navigator_snap_to_ground_goal
- ai_navigator_use_arrival_direction
- ai_no_steer
- ai_off_nav_show_nearest
- ai_path_draw_active 0 = no debug, 1 = draw waypoint path
- ai_path_draw_cached_values Display draw cached values like Actual Goal Position.
- ai_path_draw_fail Draw failed pathfinding attempts
- ai_path_draw_on_calc Number of seconds to draw an AI path after it is calculated.
- ai_path_draw_selected If true, draw AI path for selected NPC.
- ai_path_draw_src Display calling code that created the path goal.
- ai_path_draw_waypoint_mark 0: Draw nothing at waypoints; 1: Draw a tick mark at waypoints; 2: Draw a shape around waypoints.
- ai_path_draw_waypoint_type_label 1 = draw labels of waypoint types during ai_path_draw_active
- ai_path_draw_yaw Display yaw value for path goal.
- ai_path_return_a
- ai_path_return_d
- ai_path_return_parallel_speed
- ai_path_return_t
- ai_path_show_discard_immediately
- ai_plane_solver_debug
- ai_plane_solver_use_navmesh
- ai_ragdoll_phys_death_multiplier
- ai_report_task_timings_on_limit
- ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.
- ai_select_box_alpha The select box alpha.
- ai_select_box_style How selected NPC's are highlighted. ( 0 = no highlight, 1 = npc hull, 2 = cross at origin )
- ai_sequence_debug
- ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps
- ai_setenabled Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
- ai_show_gravity 1 = show gravity when applied, 2 = always show gravity
- ai_show_hints Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled
- ai_show_hitlocation
- ai_show_task_fail
- ai_show_think_tolerance
- ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
- ai_strong_optimizations_no_checkstand
- ai_temp_difference_for_instant_ignite how much hotter than the npc's flashpoint a heat source should be to instantly ignite them.
- ai_test_los_from_player_pov Test AI LOS from the player's POV
- ai_test_moveprobe_ignoresmall
- ai_think_interval Time interval between NPC thinks
- ai_think_interval_lod_low Time interval between NPC thinks when set to AI LOD low.
- ai_think_interval_lod_med Time interval between NPC thinks when set to AI LOD medium.
- ai_think_interval_lod_very_low Time interval between NPC thinks when set to AI LOD very low.
- ai_think_limit_label
- ai_threaded_pathfind
- ai_time_to_ignite How long an npc has to be exposed to heat above their flashpoint to catch on fire.
- ai_use_async_ragdoll_fixup
- 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.
- ai_vehicle_avoidance
- ai_waypoint_arrival_tolerance
- ainet_generate_report Generate a report to the console.
- ainet_generate_report_only Generate a report to the console.
- alias Alias a command.
- always_perform_full_spatial_partition_update
- 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
- 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_enable_parallel_op_evaluation
- animgraph_enable_parallel_preupdate
- animgraph_enable_parallel_update
- 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_record_all Automatically start recording AnimGraphs when they get created, and save them to disk when they are destroyed
- animgraph_slope_draw_raycasts
- animgraph_slope_enable
- animgraph_slowdownonslopes_enabled
- animgraph_trace_ignore_prop_physics
- animgraph_trace_static_only
- animgraph_verify_dirty_netvar_optimization
- announce_create <title> <message> <URL> [Priority] Create a new announcement with the specified title, message, and URL. use empty quotes if you want to skip message or URL
- announce_delete <ID> Deletes the specified announcement ID
- announce_show_ids When set, will show the IDs of the various announcements, making updating/deleting easier
- announce_update <ID> <title> <message> <URL> [Priority] Create a new announcement with the specified title, message, and URL. use empty quotes if you want to skip message or URL
- announcer_vo_disable_hero_test Toggles announcer in the hideout.
- announcer_vo_disable_hideout Toggles announcer in the hideout.
- assetsystem_clear_thumbnail_cache Clear thumbnail cache
- assetthumbnail_old_fingerprint_style Set to true to revert to old behavior
- astro_bouncepad_early_inactive_time How long to deactivate the bounce pad prior to its deletion to compensate for the server.
- attached_output_stall_ms
- audio_debug_health_fraction_change Prints/renders change in health fraction over course of buffer length.
- audio_display_soundstack_debug_base_3d Displays citadel_base_3d sound stack debug.
- audio_display_soundstack_debug_dialog Displays citadel_dialog sound stack debug.
- audio_draw_opvar_obb_debug Draws obb opvar debug.
- audio_enable_spawn_mask_mix_layer Enables the mix layer which mutes certain sounds at map load boundaries.
- audio_enable_vmix_mastering Enables mastering DSP in vmix.
- audio_enclosure_calc_enabled Enables/disabled calculations that determine entity interior vs exterior.
- audio_enclosure_speed Adjusts rate of change for enclosure value over time.
- audio_enemy_relevance_debug Enable debug spheres and screen text for enemy relevance.
- audio_enemy_relevance_targeting_range Range to consider targeting local player.
- audio_health_change_damage_priority_threshold Above this health fraction change damage audio is deprioritized in the sound system.
- audio_health_delta_effect_release_rate Rate of interpolation once hold time has elapsed.
- audio_health_loss_effect_debug Render health loss fraction change.
- audio_health_loss_effect_enabled Enable/disable health loss audio effect.
- audio_health_loss_effect_hold_time Rate of interpolation once hold time has elapsed.
- audio_input_test_signal For testing the audio input pathway with a sine tone instead of SDL3.
- audio_input_use_sdl_roles
- audio_limiter_debug Renders limiter debug spheres and enables logging.
- audio_log_damage_recency_bias Prints player damage recency information.
- audio_relevance_debug_enabled Displays audio relevance info.
- audio_render_mixlayer_debug Renders mix layer debug.
- audio_viewing_damage_debug Enable debug spheres for recent damage.
- audio_viewing_damage_decay_time Duration for viewing damage to decays to 0.0.
- audio_viewing_damage_hold_time Duration before viewing damage begins to decay.
- audio_voice_volume_protection Sets linear scale volume limit for SOS.
- auto_bug auto_bug : create non-interactive bug report.
- automatically_open_saved_animgraph_recording
- 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>
- ban_ignore_after_player_abandons After this many players have abandoned a match, no longer penalize additional abandons for the match. Set to 0 to not penalize abandoners
- banid Add a user ID to the ban list.
- banip Add an IP address to the ban list.
- battery_saver OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on
- 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.
- bookworm_debug_ult
- boss_use_los_ultimate
- bot_command <bot name> <command string...>. Sends specified command to one or more player bots: [all], [east/west], [bot name]
- bot_force_zipline Make all the bots get on nearby ziplines
- bot_kick_all Kick all the bots
- bot_mimic Allows bots to mimic player
- bot_mimic_spec_buttons +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
- bot_mimic_target Selects the targeted bot for mimicking
- bot_mimic_yaw_offset Offsets the bot yaw.
- bot_puppet Allows bots to be puppeteered by the player. The player will do nothing while the bots perform the inputs
- bot_puppet_target Selects the targeted bot for puppeteering
- bot_record_target Selects the targeted bot for puppeteering
- 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
- 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
- bullet_tracer_path_debug Debug: visualization time for bullet tracer particles (0 = disable)
- button_info Display information about the specified key or button.
- 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
- 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_cut_to_default_camera
- camera_datadriven_debug
- camera_datadriven_disable_cache
- camerazoomin
- camerazoomout
- camortho Switch to orthographic camera.
- capturecubemap Capture Cubemap
- cast_aabb Tests box collision detection
- 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_findsound Searches for soundname which emits specified text.
- cc_flush Flushes async'd captions.
- 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_norepeat In multiplayer games, don't repeat captions more often than this many seconds.
- cc_random Emits a random caption
- cc_showblocks Toggles showing which blocks are pending/loaded async.
- cc_showmissing Show missing closecaption entries.
- 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.
- chat_fake_player_say_all <player_slot> <message>
- chat_fake_player_say_allies <player_slot> <message>
- chat_fake_quick_response
- chat_max_messages
- chat_ping_repeat_seconds
- chat_sequence_max_messages
- chat_sequence_within_seconds
- chat_top_bar_max_messages The maximum amount of chat panels we allow total
- chat_top_bar_max_messages_per_player The maximum amount of chat panels we allow per player
- check_nofilefd Print the current number of FDs reported by getrlimit
- check_transmit_dump_ents
- citadel_1v1_bonus_health
- citadel_1v1_bonus_health_regen
- citadel_1v1_bonus_tech_power
- citadel_1v1_bonus_weapon_power
- citadel_1v1_bullet_damage_multiplier
- citadel_1v1_tech_damage_multiplier
- citadel_FindUnitsInRadius Run UTIL_FindUnitsInRadius centered around
- citadel_abandon_match Force abandons current match
- citadel_abandon_pregame_if_not_connected_in_s After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame
- citadel_abandon_pregame_if_not_connected_in_s_dev After N seconds, if we don't have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev
- citadel_abandon_pregame_if_not_connected_in_s_streaming After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame
- citadel_abandon_pregame_if_not_connected_in_s_streaming_dev After N seconds, if we don't have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev
- citadel_abandon_time_for_match_not_scored If someone abandons before this match time (in seconds), we will call the match forfeit and not update mmr for anyone in the match.
- citadel_ability_busy_queue_time How long we will queue an ability activation to happen if the player tried to use it while busy.
- citadel_ability_cancel_time Min Time for a Channel before we can cancel it
- citadel_ability_cast_cancel_mash_protection_time Pressing a recently cast or channeled ability key will extend its mash protection by this much
- citadel_ability_cooldown_max
- citadel_ability_damage_vdata_tweak Command to tweak base damage from abilities. ** Usage - arg1 - Scale Value 1.0 being no change. - arg2 - 2: Affect Abilities and Upgrades, 1: Affects Upgrades Only, 0: Do no Affect Upgrades]
- citadel_ability_debug
- citadel_ability_force_gold_collection Adds the flag for ability targeting to find gold orbs. Sorta hacky.
- citadel_ability_maintain Command to tweak level boons. Pass in scale factor
- citadel_ability_preview_path_debug_draw_dt DT for debug drawing ability preview path.
- citadel_ability_property_usage Command to tweak level boons. Pass in scale factor
- citadel_ability_select_mash_protection_time Pressing a recently selected or cast ability within this time is ignored
- citadel_ability_target_debug
- citadel_ability_target_use_head_bone
- citadel_ability_upgrade_sell_time
- citadel_abrams_cone_debug
- citadel_abrams_fastcharge_lagcomp
- citadel_abrams_max_charge_unlag_players
- citadel_accolades_enabled -1 = force disabled, 0 = default, 1 = force enabled
- citadel_accolades_in_metadata_per_player The number of accolades stored in the metadata. -1 means all
- citadel_action_refresh_interval
- citadel_activate_cps_for_team Makes the CPs for a team available to capture
- citadel_activate_window_for_pregame If set, brings Citadel to the foreground when unpaused
- citadel_activate_window_on_unpause If set, brings Citadel to the foreground when unpaused
- citadel_active_lane Which lane should be active? 0 means all
- citadel_afk_detection_enabled Is AFK detection turned on?
- citadel_ag2_controller_parallel_update_enabled
- citadel_ag2_crouch_spring_strength
- citadel_ag2_debug_draw_crouch_spring
- citadel_ag2_debug_draw_facing
- citadel_ag2_debug_draw_look_target
- citadel_ag2_direction_commit_blend_time
- citadel_ag2_direction_commit_min_time
- citadel_ag2_fidget_max_interval
- citadel_ag2_fidget_min_interval
- citadel_ag2_loco_lean_trigger_speed
- citadel_ag2_min_running_with_no_input_speed
- citadel_ag2_remove_param Remove a param from AG2 graphs
- citadel_ag2_rename_param Rename a param in AG2 graphs
- citadel_ag2_run_to_stop_prime_speed
- citadel_ag2_run_to_stop_trigger_speed
- citadel_ag2_turn_spring_strength
- citadel_ai_path_pathing_time_ms_per_tick
- citadel_aim_capsule_trace_debugdraw
- citadel_aim_debug_duration Duration to draw the various traces that formed a shot. Set to a negative number to view the current angles without shooting.
- citadel_aim_debug_name_filter Enter space separated names of calls to DebugDrawAimTrace() to only draw them.
- citadel_aim_line_trace_debugdraw
- citadel_air_drag_min
- citadel_air_jumps_enabled Enable to disable air jumps
- citadel_aircontrol_speed_fast
- citadel_aircontrol_speed_slow
- citadel_airheart_debugdraw
- citadel_airheart_freefly
- citadel_allow_ally_pings
- citadel_allow_ally_text
- citadel_allow_ally_voice
- citadel_allow_biased_urn_pickups
- citadel_allow_client_higher_version_for_reconnect When set to true, the client is allowed to connect so long as the client compat version is higher than the server's
- citadel_allow_duplicate_heroes If enabled, heroes can be selected by multiple players
- citadel_allow_new_player_flow_finished_override citadel_new_player_flow_finished can't be turned off (because of the callback) unless you reset the other new player convars. This allows you to turn it off.
- citadel_allow_opponent_text
- citadel_allow_party_pings
- citadel_allow_party_text
- citadel_allow_party_voice
- citadel_allow_pause_in_match Allow players to pause in matchmade games
- citadel_allow_pausing Determines if pausing is enabled. Temporary until we get pausing stable
- citadel_allow_playofthegame If enabled, play of the game will happen
- citadel_allow_purchasing_anywhere If enabled, you can purchase upgrades anywhere
- citadel_allow_spectated_pings
- citadel_allow_spectated_text
- citadel_allow_team_change_when_assigned
- citadel_always_show_active_hud_stats
- citadel_always_transmit_abilities Enable to always force transmit ability entities
- citadel_announcement_banned_heroes_display_time
- citadel_announcement_display_time
- citadel_announcement_game_over_msg_display_time
- citadel_arrow_brightness Changes the zipline arrow brightness
- citadel_assume_pawn_control Take control of the pawn under the crosshair, or by name if specified
- citadel_auto_highlight_seconds_after How many seconds after the highlight event to show when viewing highlights.
- citadel_auto_highlight_seconds_before How many seconds before the highlight event to show when viewing highlights.
- citadel_auto_ping_window If the chat wheel is opened and closed within this time, trigger a ping when it's closed.
- citadel_auto_queue_build Automatically queue the selected build at game start
- citadel_autobuy_refund_time Time Allowed for a full refund when buy anywhere (Auto/Quick Buy) is enabled
- citadel_averaged_normal_debug_draw
- citadel_ban_account
- citadel_ban_account_aim_assist
- citadel_ban_account_movement_assist
- citadel_ban_account_vision_assist
- citadel_barrack_boss_aggro_radius
- citadel_barrack_boss_aggro_time
- citadel_barrack_boss_attackable_height_diff
- citadel_barrack_boss_hero_initial_weapon_reduction_pct
- citadel_barrack_boss_ignore_damage
- citadel_barrack_boss_max_attack_range
- citadel_barrack_boss_melee_damage_pct
- citadel_barrack_boss_melee_knockback
- citadel_barrack_boss_ping_interval
- citadel_basic_energy_regen_time
- citadel_bebop_beam_approach_speed
- citadel_bebop_beam_approach_speed_step_scale
- citadel_bebop_beam_kill_time
- citadel_bebop_beam_point_bias
- citadel_bebop_beam_wiggle_speed
- citadel_bebop_beam_wiggle_speed_x
- citadel_bebop_beam_wiggle_speed_x2
- citadel_book_open [BookID/Book Name] Opens up the specified book by ID or name
- citadel_book_page_auto_play_delay_s When a page has no audio queue, this delay will be used before auto play advancing unless it specifies an override value
- citadel_book_page_sound_auto_play_delay_s When a page has an audio queue, this delay will be used before auto play advancing unless it specifies an override value
- citadel_book_reset [BookID=1] Resets the current book progress
- citadel_book_xp <xp> [BookID=1] Grants the specified amount of XP to the book
- citadel_boss_glow_disabled
- citadel_boss_tier2_ping_interval
- citadel_boss_tier2_use_wip_model
- citadel_boss_tier3_use_wip_model
- citadel_boss_tier_2_schedule_force
- citadel_boss_tier_3_check_pit_modifier
- citadel_boss_tier_3_damage_reduction_no_troopers
- citadel_boss_tier_3_sight_range
- citadel_boss_tier_3_test_arm_smash
- citadel_boss_tier_3_test_bomb
- citadel_boss_tier_3_test_intro
- citadel_boss_tier_3_test_laser
- citadel_boss_tier_3_test_rocketbarrage
- citadel_boss_tier_3_test_shrine_attack
- citadel_boss_tier_3_testing_enter_phase2
- citadel_boss_tier_3_testing_reset Respawns the boss
- citadel_bot_brain_aim_angle_attack Min Dot Product result from target that we will try to shoot from
- citadel_bot_brain_aim_inaccuracy Max Angle for Inaccuracy
- citadel_bot_brain_aim_inaccuracy_speed How fast the inaccuracy moves - mimic mouse movement correction
- citadel_bot_brain_aim_vertical_offset How many vertical units to aim from world space center on players / troopers
- citadel_bot_brain_disable_attacks
- citadel_bot_brain_disable_gun_attacks
- citadel_bot_brain_disable_movement
- citadel_bot_brain_draw_debug Enable brain debug drawing
- citadel_bot_brain_enemy_reaction_time Amount of time for a bot to react to a player
- citadel_bot_brain_force_schedule (Test) Set to Force a Schedule
- citadel_bot_brain_heavy_melee_distance
- citadel_bot_brain_infrequent_tick_rate
- citadel_bot_brain_melee_heavy_hold_time
- citadel_bot_brain_melee_tick_frequency
- citadel_bot_brain_move_goal_tolerance How close to goal to count as made it
- citadel_bot_brain_move_max_fallback_path_length If a bot fails its (fast) flowmap check, how far should we allow the nav system to look when generating a fallback path? Keep this value lower for performance reasons
- citadel_bot_brain_override_calc_movement_task_target Override CalcMovementTaskTarget to pathfind directly to the desired location as opposed to an intermediate goal
- citadel_bot_brain_parry_tick_frequency
- citadel_bot_brain_stop_shooting_los_time Amount of time for no Los to stop shooting at enemy
- citadel_bot_broadcast_updates Bots will say updates in all talk
- citadel_bot_buddy List of heroes to choose from that should follow a player around
- citadel_bot_crouch Forces citadel bots to crouch
- citadel_bot_director_base_threat_distance Distance from core we consider to be a threat
- citadel_bot_director_debug_spew Enable for Bot Director log messages
- citadel_bot_director_destroy_all_tier2 Should bots prioritize destroying all tier 2 bosses before pushing further
- citadel_bot_director_draw_creep_line Draw the Creep Lines
- citadel_bot_director_idol_care_distance Max distance a player can be that may care about the idol
- citadel_bot_director_lane_min_duration Min amount of time a bot is forced to stay in lane for a required action
- citadel_bot_director_late_game_time_minutes Number of minutes past which bots should try to end the game
- citadel_bot_director_respawn_window Amount of Respawn time remaining for Hero to be considered in this lane
- citadel_bot_director_zipline_min Minimum % of Captured Zipline nodes we care about
- citadel_bot_director_zipline_stable How much to push out a lane before deprioritizing it
- citadel_bot_disconnect_takeover_enabled
- citadel_bot_force_abandon Force bot into the abandon state
- citadel_bot_give_all_abilities Gives all bots all abilities. Use with citadel_bot_use_ability 1-4
- citadel_bot_give_all_abilities_base Gives all bots all abilities without perks. Use with citadel_bot_use_ability 1-4
- citadel_bot_give_team_gold Give all bots on a particular team gold
- citadel_bot_hero_testing_pitch Aim Pitch in Hero Testing
- citadel_bot_jump Forces citadel bots to jump
- citadel_bot_kick Kick bot <name>
- citadel_bot_list_ents List ent id of all players that are bots in this game
- citadel_bot_list_objectives_ent List all entities that are associated with a Citadel Game Objective
- citadel_bot_match_on_dedicated_server
- citadel_bot_max_path_length Max path length for pathing calculations.
- citadel_bot_melee Forces citadel bots to melee continuously, 1: light, 2:Heavy
- citadel_bot_mimic_player_pitch User player's pitch in hero testing
- citadel_bot_move_random Forces citadel bots to move all around
- citadel_bot_net_worth_max_spawn_time
- citadel_bot_override_spawn_time
- citadel_bot_parry Forces citadel bots to Parry continuously
- citadel_bot_passive_gold_enabled
- citadel_bot_playrecording Play back commands recorded via 'citadel_bot_record'
- citadel_bot_practice_opponent
- citadel_bot_practice_teammate
- citadel_bot_purchase_random_draft_option Makes the bots purchase a random draft option
- citadel_bot_record Causes bots to mimic your commands as well as record them to be replayed
- citadel_bot_report_verbose Bot Chat is Verbose (debug)
- citadel_bot_run_dps_test Run a gun DPS test and record the results usage: <hero_target>
- citadel_bot_run_mantle_tests Causes bots to teleport to bot test nodes and attempt mantling usage: <all | hero_name>
- citadel_bot_run_shooting_test Causes bots to teleport to bot test nodes and shoot at an assigned target usage: <hero_shooter> <hero_target>
- citadel_bot_safety_distance_behind_ally_creeps Distance citadel bots want to stay behind ally creep wave (meters)
- citadel_bot_safety_distance_behind_enemy_creeps Distance citadel bots want to stay behind enemy creep wave (meters)
- citadel_bot_shoot Forces citadel bots to fire continuously. 1:scope shooting 2:unscope shooting.
- citadel_bot_shop Forces citadel bots to attempt shopping. 1 = random, 2 = recommended
- citadel_bot_takeover_ally_range How far from Allies that is acceptable
- citadel_bot_takeover_time Time for a disconnected player to be taken over by a bot
- citadel_bot_team_sensing_tick_interval How many ticks between the bot performing sensing
- citadel_bot_teamsense_homebase_range Distance(m) from Base center to be considered in base
- citadel_bot_teamsense_pushed_range Distance(m) from Objective to consider it pushed to
- citadel_bot_test_disconnect
- citadel_bot_test_mode Set citadel bots to be and in test mode (default idle)
- citadel_bot_use_ability Causes Bot to Constantly use Ability when its available
- citadel_bot_use_ability_once Set if you only want enemy to use ability once and stop
- citadel_bot_use_ability_rate Interval in seconds that the bot attempts to use an ability
- citadel_bot_use_item_ability Causes Bot to Constantly use Ability when its available
- citadel_bot_zig_zag Forces citadel bots to zig-zag side to side if > 0 or back and forth if < 0
- citadel_botmatch_tick_rate_override
- citadel_bots_go_mid Force bots to path to the origin
- citadel_bounty_allow_melee_autoclaim Whether or not melees autoclaim orbs.
- citadel_bounty_aoe_deny_radius The radius in which teammates gain a portion denies
- citadel_bounty_aoe_radius The radius in which teammates gain a portion of bounties
- citadel_bounty_aoe_radius_autoscore The radius in which a trooper death is automatically assigned to a nearby player.
- citadel_bounty_aoe_radius_neutrals The radius in which teammates gain a portion of Neutral
- citadel_bounty_aoe_radius_non_troopers_non_hero The radius in which teammates gain a portion of things besides Nuetrals, Troopers and Players
- citadel_bounty_aoe_radius_troopers The radius in which teammates gain a portion of things besides Neutrals and Players
- citadel_bounty_player_assist_window The recent damage time window to be counted as an assister for player kill
- citadel_brawl_hero_roster A comma separated list of hero IDs that hold the currently selected brawl roster heroes
- citadel_brawl_hero_roster_banned A comma separated list of hero IDs that hold the currently banned brawl roster heroes
- citadel_brawl_hero_roster_high_priority A comma separated list of hero IDs that hold the currently high priority brawl roster heroes
- citadel_brawl_hero_roster_preferred A comma separated list of hero IDs that hold the currently preferred brawl roster heroes
- citadel_brawl_hero_roster_random Is the brawl hero roster set to random
- citadel_breakable_prop_break_airtime
- citadel_breakable_prop_break_velocity
- citadel_breakable_prop_breakable_enabled
- citadel_breakable_prop_initial_spawn_time_override If positive, override initial spawn time (in seconds) for all breakable_prop camps
- citadel_breakable_prop_respawn_spread Spread the respawn of breakables out by this many seconds (perf)
- citadel_breakable_prop_spawn_interval_override If positive, override initial spawn interval (in seconds) for all breakable_prop camps
- citadel_build_tag_picker <HeroID>
- citadel_bullet_log_entities_hit
- citadel_bullet_obscured_shot_distance
- citadel_bullet_shot_offset_fade_time
- citadel_bullet_slow_duration
- citadel_bullet_time_warp_decay_percent What percent of the original speed should bullets return to after exiting a time warp
- citadel_bullet_time_warp_decay_speed How fast bullets return to their normal speed after exiting a time warp
- citadel_bullet_tracer_recycling_enabled Recycle bullet tracer effects when >= 1. Set to 2 to spew when a tracer couldn't be recycled.
- citadel_bullet_whiz_closest_point_on_line
- citadel_bullet_whiz_draw_endpoints
- citadel_bullet_whiz_draw_listener_trace
- citadel_bullet_whiz_fake_end_point_distance
- citadel_bullet_whiz_side_dot_tolerance
- citadel_buttons_tweak Command to tweak level boons. Pass in scale factor
- citadel_bypass_reconnect_version_check Ignore the compat version check when reconnecting to a server. This generally shouldn't be done as there could be legitimate differences.
- citadel_calc_guided_bot_match_report_card
- citadel_camera_adjust_aim_fov 0: Use Absolute GunZoom FOV. 1: Relative FOV - Add the difference between old default fov and absolute gun aim.
- citadel_camera_aiming_fov What aiming FOV is
- citadel_camera_allow_controller_when_controlling_other
- citadel_camera_debug 0: Off. 1: Show Stand-up trace. 2: Show stand up to ideal ParrotPos. 3: Show Parrot Pos to Desired Pos (cyan)
- citadel_camera_dist
- citadel_camera_draw_clip_sphere
- citadel_camera_draw_vmdl_debug Draw curves
- citadel_camera_fade_ally_tier2_far_dist At this distance ally tier2's opacity will be at 1
- citadel_camera_fade_entity_speed How rapidly we fade the character to transparent when using first person mode.
- citadel_camera_fade_other_far_dist At this distance non-viewed character's opacity will be at 1
- citadel_camera_fade_other_near_dist At this distance non-viewed character's opacity will be at citadel_camera_fade_other_near_opacity
- citadel_camera_fade_other_near_opacity The opacity of non-viewed character when they are at citadel_camera_fade_near_dist
- citadel_camera_fade_viewed_far_dist At this distance viewed character's opacity will be at 1
- citadel_camera_fade_viewed_near_dist At this distance viewed character's opacity will be at citadel_camera_fade_near_opacity
- citadel_camera_fade_viewed_near_opacity The opacity of viewed character when they are at citadel_camera_fade_near_dist
- citadel_camera_force_tunnel_alpha
- citadel_camera_fov The field of view angle of the camera.
- citadel_camera_free_roam Set to 1 to disconnect the camera from the player. Set to 2 to allow moving the camera around with WASD
- citadel_camera_hard_trace_radius The radius of the cylinder to trace for hard camera occlusion.
- citadel_camera_height The look at point of the camera is vertically offset by this distance.
- citadel_camera_height_approach_speed
- citadel_camera_height_ceiling_distance
- citadel_camera_height_npc The look at point of the camera is vertically offset by this distance when viewing NPC units.
- citadel_camera_hero_fov The field of view angle of the camera when following a hero.
- citadel_camera_inspect_mode Set to 1 to allow orbiting the camera around the player. Set to 2 to lock the camera, but then be able to directly control the player
- citadel_camera_listening_offset
- citadel_camera_max_transition_distance Max distance that the camera will transition to the next target.
- citadel_camera_offset The look at point of the camera is horizontally offset by this distance.
- citadel_camera_parrot_pov Force the camera to be in parrot POV. Useful for tuning the closest position.
- citadel_camera_parrot_pov_radius Radius of the parrot sausage cast
- citadel_camera_parrot_pov_x_offset X Axis offset from our camera pivot. +Forward and -Back.
- citadel_camera_parrot_pov_y_offset Y Axis offset from our camera pivot. +Left and -Right.
- citadel_camera_parrot_pov_z_offset Z Axis offset from our camera pivot. +Up and -Down
- citadel_camera_parrot_smoothing_rate When the camera stops being clipped, smooth the motion back to the desired resting position.
- citadel_camera_pitch_default The default camera pitch.
- citadel_camera_pitch_inverted Set to 1 to have inverted mouse pitch
- citadel_camera_pitch_max The maximum pitch angle allowed on the camera.
- citadel_camera_pitch_min The minimum pitch angle allowed on the camera.
- citadel_camera_see_distance_max Max Distance the camera can 'see' an entity
- citadel_camera_sensitivity Mouse sensitivity for the camera
- citadel_camera_sensitivity_modifier_debug 0: Off 1: Log Sensitivity modifiers from various sources.
- citadel_camera_snapshot Draw a debug display of the camera, then unset.
- citadel_camera_soft_collision Experimental: Soften the camera to wall collision distance by using the gaussian weight of fibbonnaci cone of line traces. 2: Use soft collision system to inform hole punch.
- citadel_camera_soft_collision_angle Experimental: Soft camera collision cone arc angle in degrees. Larger cone angle results in earlier softening.
- citadel_camera_soft_collision_avoidance_bias Experimental: Soft camera collision avoidance bias. > 1 pull camera in more aggressively in response to gaussian weighted samples. < 1 Not recommended
- citadel_camera_soft_collision_debug Show debug drawing of all soft collision caches each time they're executed.
- citadel_camera_soft_collision_gausian_bias Experimental: Soft camera collision sample bias. < 1 distance samples at the edge of the cone angle contribute more to the weight. > 1 rely more on the central camera direction's distance sample.
- citadel_camera_soft_collision_max_sensor_range Experimental: the range of the traces can be constrained to this value if the distance between target camera position and parrot cam position is very large
- citadel_camera_soft_collision_multi_thread Experimental: Use Multithreaded implementation. 0: Use regular style. > 0 number of jobs to chunk the 128 traces into. Power of 2 only, please. 8 is great.
- citadel_camera_soft_collision_xy_scale Experimental: Shrink the length of the traces in the XY axis so that going into doorways is less affected by the soft collision system.
- citadel_camera_spectator_auto_target_view Spectator camera automatically try to match target view after no input for sometime
- citadel_camera_spectator_dist How far back the spectator camera should be
- citadel_camera_spectator_fov The field of view angle of the camera when a spectator.
- citadel_camera_spectator_pitch How much to adjust view pitch when spectating a target
- citadel_camera_use_vmdl_far_pose Selectively skip "Far" poses
- citadel_camera_use_vmdl_flatten_horizontal For each camera pose set, use the average of X positions. This is a motion sickness reducing action.
- citadel_camera_use_vmdl_flatten_vertical Zero the relative Z axis of the camera to reduce motion sickness.
- citadel_camera_use_vmdl_gunaim_pose Selectively skip "Gun Aim" poses
- citadel_camera_use_vmdl_near_pose Selectively skip "Near" poses
- citadel_camera_wobble_always
- citadel_camera_wobble_angle_scale
- citadel_camera_wobble_disable
- citadel_camera_wobble_pitch_exponent
- citadel_camera_wobble_position_scale
- citadel_camera_wobble_yaw_exponent
- citadel_cancel_hero_draft Ends hero draft mode and goes straight to playing the game
- citadel_cant_pause_display_duration How long do we show the can't pause/unpause dialog.
- citadel_capsule_movement_ground_box_percentage
- citadel_capture_point_enable_fast_capture
- citadel_capturepoint_show_event_timer
- citadel_catapult_on_damage_channel_time
- citadel_catapult_on_damage_disable_time
- citadel_chat_fade_time
- citadel_chat_fade_time_extension
- citadel_cinematic_intro_duration_npc How long is the cinematic intro applied to npcs (shrine/patron)
- citadel_cinematic_intro_duration_player How long is the cinematic intro applied to the player
- citadel_cinematic_intro_enabled -1 = force disabled, 0 = default, 1 = force enabled
- citadel_clamp_mouse_when_using_ping_wheel
- citadel_clear_all_post_process_effects Clear all post process effects that are active, and spew their state
- citadel_clear_killstreak citadel_clear_killstreak [player_slot]
- citadel_client_mm_ignore_engine_version Ignore the engine version number for matchmaking. Useful for testing locally in release.
- citadel_client_solo_mm_keep_alive_check_s Number of seconds between checking to make sure that the client is still in MM
- citadel_client_status_cycle_delay
- citadel_comeback_redirect_fraction Fraction of the comeback souls earned by a player above the enemy team's average net worth that is redirected to the tick gold pool for the two lowest net worth teammates
- citadel_commend_fake_received
- citadel_commend_player <target account id> [match id] [hero_id]
- citadel_commend_toast_enemy_seconds Number of seconds to show enemy commend toasts
- citadel_commend_toast_seconds Number of seconds to show commend toasts
- citadel_commend_use_toasts Whether to use commend toasts (older) or the custom commend notification (newer)
- citadel_complete_new_player [flag] Marks the new player state as complete
- citadel_cone_view_alpha
- citadel_context_profile_page
- citadel_control_point_capture_rate_scale
- citadel_control_point_decay_delay
- citadel_control_point_decay_rate
- citadel_control_point_max_capture_players
- citadel_control_point_max_capture_rate
- citadel_convert_deps Command to tweak level boons. Pass in scale factor
- citadel_convert_particle_cfg Convert team_relative_particle_cfg to CitadelTeamRelativeParticleSettings_t
- citadel_convert_tight_camera_settings Bake citadel_tightcamera scale onto camera settings
- citadel_cooldown_scaling_vdata_tweak Command to tweak all ability cooldowns, including ability upgrades. Pass in scale factor (with 1.0 being no change), and a min delta.
- citadel_coop_sandbox
- citadel_core_regen
- citadel_core_regen_pause_on_damage
- citadel_corner_boost_strength 0.0: turn off corner boosts. 1.0: raw corner boost.
- citadel_crate_client_notification_time
- citadel_crate_delivery_base_payoff
- citadel_crate_delivery_overtime_bonus
- citadel_crate_drop_duration_override
- citadel_crate_respawn_interval
- citadel_crate_reward_base
- citadel_crate_reward_time_multiplier
- citadel_crate_spawn_enabled
- citadel_crate_spawn_initial_delay
- citadel_create_unit [hero_name | none] [team] - Creates an unit. Pass 'my_hero' as hero_name to use your current hero
- citadel_crosshair_clip_angle
- citadel_crosshair_clip_bullet_gap
- citadel_crosshair_clip_offset_angle
- citadel_crosshair_color_b
- citadel_crosshair_color_g
- citadel_crosshair_color_r
- citadel_crosshair_disable_hero_specific_crosshairs
- citadel_crosshair_dot_opacity
- citadel_crosshair_dot_outline_border
- citadel_crosshair_dot_outline_gap
- citadel_crosshair_dot_outline_opacity
- citadel_crosshair_dot_size
- citadel_crosshair_hit_marker_duration
- citadel_crosshair_out_of_range_dist
- citadel_crosshair_outline_color_b
- citadel_crosshair_outline_color_g
- citadel_crosshair_outline_color_r
- citadel_crosshair_pip_gap
- citadel_crosshair_pip_gap_static
- citadel_crosshair_pip_height
- citadel_crosshair_pip_opacity
- citadel_crosshair_pip_outline_border
- citadel_crosshair_pip_outline_gap
- citadel_crosshair_pip_outline_opacity
- citadel_crosshair_pip_width
- citadel_damage_indicator_enemy_display_time
- citadel_damage_indicator_height
- citadel_damage_indicator_radius
- citadel_damage_indicator_width
- citadel_damage_offscreen_indicator_disabled
- citadel_damage_pipeline
- citadel_damage_radar_enemy_display_time
- citadel_damage_report_enable If enabled, show damage report
- citadel_damage_report_show_adjusted_percent_min Hide buffed/resisted damage if it's below this percentage of change
- citadel_damage_report_show_always If enabled, always show damage report, not just on alt.
- citadel_damage_summary_max_entries
- citadel_damage_summary_show_time
- citadel_damage_text_batching_window_ability When ability damage events are within this amount of time of each other, they will be added together into a single entry.
- citadel_damage_text_batching_window_bullet When bullet damage events are within this amount of time of each other, they will be added together into a single entry.
- citadel_damage_text_batching_window_cumulative When cumulative damage events are within this amount of time of each other, they will be added together into a single entry.
- citadel_damage_text_batching_window_pure When pure damage events are within this amount of time of each other, they will be added together into a single entry.
- citadel_damage_text_distance_far Far distances at which we use far offsets for damage numbers
- citadel_damage_text_distance_near Near distance at which we use the near offsets for damage numbers
- citadel_damage_text_height_offset_far How much to offset damage numbers above when far from the camera
- citadel_damage_text_height_offset_near How much to offset damage numbers above when near from the camera
- citadel_damage_text_lifetime How long do numbers live.
- citadel_damage_text_lifetime_new How long do accumulated numbers live.
- citadel_damage_text_new_ability_offset_x
- citadel_damage_text_new_ability_offset_y
- citadel_damage_text_new_bullet_offset_x
- citadel_damage_text_new_bullet_offset_y
- citadel_damage_text_new_melee_offset_x
- citadel_damage_text_new_melee_offset_y
- citadel_damage_text_new_pure_offset_x
- citadel_damage_text_new_pure_offset_y
- citadel_damage_text_new_x_offset How much to offset damage numbers left
- citadel_damage_text_show_effectiveness Show the damage effectiveness on every damage number
- citadel_damage_text_spacing Spacing between floating damage numbers.
- citadel_damage_text_x_offset_far How much to offset damage numbers left and right when far from the camera
- citadel_damage_text_x_offset_near How much to offset damage numbers left and right when near the camera
- citadel_dead_zone_radius
- citadel_dead_zone_radius_instant_wheel
- citadel_death_linger_time How logn does the player icon linger on the minimap after they die
- citadel_death_replay_enabled
- citadel_death_replay_post_death_time
- citadel_death_replay_pre_death_time
- citadel_death_replay_pre_death_time_quick
- citadel_debug_ability_beams
- citadel_debug_barrier_damage_order
- citadel_debug_draw_bullet_time_warps Draw debug overlays for active bullet time warp volumes
- citadel_debug_draw_hero_position_on_screen
- citadel_debug_draw_move_down_ziplines
- citadel_debug_draw_move_down_ziplines_numprobes
- citadel_debug_draw_move_down_ziplines_speed
- citadel_debug_draw_move_down_ziplines_starting_node_offset
- citadel_debug_draw_projectile_touch_volumes Draw debug overlays for projectile touch volumes
- citadel_debug_ent_los Debug : Draw Spheres on Ent Being Los Tested
- citadel_debug_find_ability_units_draw_all When true, all FindUnits calls will be drawn
- citadel_debug_find_ability_units_duration Duration to display debug draw for FindAbilityUnits functions
- citadel_debug_find_ability_units_filter Filter ability name to debug FindAbilityUnits functions
- citadel_debug_force_property_value_context Force ability property value context. -1: No override, 0: MainLock, 1:StreetBrawl
- citadel_debug_glyph_paths
- citadel_debug_minimap_height
- citadel_debug_neutral_spawn_times Outputs timings of neutral camp spawns.
- citadel_debug_pathing Draw NPC pathing errors
- citadel_debug_player_speed_in_meters Citadel/Player Speed/Speed in meters
- citadel_debug_trooper_look_target
- citadel_debug_zipline_camera_height_add Add to zipline camera height offset
- citadel_debug_zipline_camera_side_add Add to zipline camera side offset
- citadel_decrease_replay_speed Decrease the Replay speed while watching a replay
- citadel_default_bot_difficulty Time for a disconnected player to be taken over by a bot
- citadel_default_minimap_icon_radius
- citadel_default_reveal_duration
- citadel_demo_highlight_seconds_after How many seconds after the highlight event to show when viewing highlights.
- citadel_demo_highlight_seconds_before How many seconds before the highlight event to show when viewing highlights.
- citadel_demo_movie_preload_ticks How many ticks of demo playback before we activate movie recording.
- citadel_deny_denied_percentage
- citadel_deny_denier_percentage
- citadel_deny_orb_scale
- citadel_deny_text_height_offset How much higher should deny text show up.
- citadel_deny_text_max_distance How far away before we stop showing in world deny events.
- citadel_deployment_max_height_offset_down
- citadel_deployment_max_height_offset_up
- citadel_destroy_all_bosses Kills all the guardians
- citadel_destroy_all_npcs Kills all bosses and troopers in the map
- citadel_destroyable_building_damage_scale
- citadel_dev_always_lethal_damage
- citadel_dev_book_force_unlocked
- citadel_dev_boss_backdoor_protection_disabled Set to Disable Backdoor Protection for Bosses
- citadel_dev_discord_link
- citadel_dev_orb_freeze_time Time after launching for the orb to become stationary.
- citadel_dev_simulate_mm_response Allows for forcing MM to act like it returned the specified error for UI testing
- citadel_dev_test_end_game_fake_time
- citadel_dev_test_end_game_gold
- citadel_dev_test_endgame Set the Map to test End game content
- citadel_dev_test_endgame_server_cmd Set the Map to test End game content
- citadel_digger_debugburrow
- citadel_disable_check_on_ground Don't run CheckOnGround ever. Do we even need it?
- citadel_disable_duplicate_heroes Disable usage of Duplicate Heroes
- citadel_disable_fast_cooldowns Disable fast cooldowns
- citadel_disable_fast_stamina Disable fast stamina
- citadel_disable_no_hero_death Make heroes able to die
- citadel_disable_purchasing_in_combat Disable purchasing if you deal or take damage from an enemy player.
- citadel_disable_quick_response Turns quick response to ping messages off.
- citadel_disable_unlimited_ammo Disable unlimited ammo
- citadel_display_new_player_recommendations Do we want to show the decorations for new player friendly heroes?
- citadel_distance_mouse_move_for_minimap_drawing
- citadel_doorway_debug_draw
- citadel_doorway_glow_close_distance
- citadel_doorway_glow_other_distance
- citadel_doorway_infinite_duration
- citadel_doorway_portal_forward_offset
- citadel_dps_multiplier Increase weapon damage for testing
- citadel_draw_bot_enemy Draw line to target enemy
- citadel_draw_bot_follow_target Draw bot follow target
- citadel_draw_bot_full_path Draw bot pathing
- citadel_draw_bot_safety Draw bot pathing goal / chosen enemy
- citadel_draw_cover_points visualizes all the trooper cover points
- citadel_draw_debug_guide_only Debug drawing for bot only applies to guide bots
- citadel_draw_distant_trooper_nodes
- citadel_draw_lanes
- citadel_draw_lanes_filter If sets filters to drawing to a specific lane
- citadel_draw_trooper_lanes
- citadel_draw_trooper_path Draws a path between two coordinates
- citadel_druid_debug_bush_network
- citadel_duck_spam_slow_penalty_duration How long the slow penalty is for spamming duck is
- citadel_dump_build_tags dump all build tag tokens
- citadel_dump_bullets dump all bullet info to the console
- citadel_dump_deleted_entity_counts Displays counts of which kinds of entities have been deleted since map started
- citadel_dump_game_state Dumps current state of the game and all players
- citadel_dump_items_with_component Dump to Console All items with components and their components
- citadel_dump_keybindings
- citadel_dump_player_stats Dump stat component values for local player
- citadel_dump_rank_data Request rank confidence score from GC.
- citadel_enable_chat_rate_limiting
- citadel_enable_double_ping Turns off the ability to have aggressive and passive pings.
- citadel_enable_duplicate_heroes Enable usage of Duplicate Heroes
- citadel_enable_fast_cooldowns Enables fast cooldowns
- citadel_enable_fast_stamina Enables fast stamina
- citadel_enable_nearby_capture_point Enables the first capture point found within 20m
- citadel_enable_new_ping_particle Convar to test new ping particle
- citadel_enable_no_hero_death Make heroes unable to die
- citadel_enable_parties Enable client side party UI
- citadel_enable_ping_rate_limiting
- citadel_enable_slows_affect_air_drag Whether slows affect air drag
- citadel_enable_survey Kill switch in case we want to make sure the survey isn't shown, or temporarily disable it
- citadel_enable_unlimited_ammo Enables unlimited ammo
- citadel_enable_vdata_sound_preload
- citadel_end_of_match_additional_delay_s How long in addition to the tv_delay do we wait at the end of the match before going to the score screen in seconds
- citadel_enemy_consume_stamina_notification_range_close If an enemy is this close, then we send a stamina consume usermessage to enemies.
- citadel_enemy_consume_stamina_notification_range_far If an enemy is this far, then we never send a stamina consume usermessage to enemies.
- citadel_english_hero_names
- citadel_english_mod_names
- citadel_entity_ping_duration
- citadel_event_collection_delay_s Number of seconds to buffer events before an initial send
- citadel_event_collection_retry_s Number of seconds to wait for a retry of events
- citadel_event_indicator_distance_extremely_far
- citadel_event_indicator_distance_far
- citadel_event_indicator_distance_normal
- citadel_event_indicator_distance_very_far
- citadel_event_indicator_dps_percent_high
- citadel_event_indicator_dps_percent_low
- citadel_event_indicator_dps_percent_mid
- citadel_event_indicator_mitigation_high
- citadel_event_indicator_mitigation_low
- citadel_event_indicator_mitigation_mid
- citadel_event_timer_frequency_imminent
- citadel_event_timer_frequency_soon
- citadel_event_timer_max_distance_distance
- citadel_event_timer_max_distance_scale
- citadel_event_timer_max_view_angle
- citadel_event_timer_min_distance_distance
- citadel_event_timer_min_distance_scale
- citadel_event_timer_min_view_angle
- citadel_event_timer_scale_on_direct_look
- citadel_exonerate_account <Account ID> Clear recent cheat reports on this account.
- citadel_fake_bots_as_pinging_player
- citadel_fake_brawl_losses
- citadel_fake_brawl_wins
- citadel_fake_comms_ban_timestamp
- citadel_fake_death_gold
- citadel_fake_losses
- citadel_fake_low_pri_games_remaining
- citadel_fake_no_match_metadata
- citadel_fake_number_of_games_played
- citadel_fake_party_roster_usage
- citadel_fake_rank_for_match Set what rank you want to fake for the match. -1 is disabled
- citadel_fake_report_ban_timestamp
- citadel_fake_subrank_for_match Set what subrank you want to fake for the match. -1 is disabled
- citadel_fake_wins
- citadel_familiar_debug
- citadel_familiar_infiniteattach
- citadel_familiar_sprites_debug
- citadel_familiar_sprites_debug_spam
- citadel_familiar_sprites_stuck_detection_duration
- citadel_fencer_lunge_debug_draw
- citadel_fencer_max_charge_unlag_players
- citadel_fetch_cheat_reports Request accounts recently reported for cheating
- citadel_fibonacci_sphere_trace Draws the LOS check generated by our fibonacci sphere trace algorithm
- citadel_fibonnaci_sphere_trace_debug
- citadel_fibonnaci_sphere_trace_fraction
- citadel_fibonnaci_sphere_trace_los_max How big to cap the size of the sphere when checking for really large explosion/effects
- citadel_finale_duration
- citadel_first_person Enables first-person viewpoint
- citadel_first_tower_kill_disables_match_not_scored Abandons must be before first blood for a match to not be scored.
- citadel_fissure_debug
- citadel_fissure_forward_trace_distance
- citadel_fissure_hit_debug
- citadel_fissure_max_offset_down
- citadel_fissure_max_offset_up
- citadel_fly_accelerate
- citadel_force_assigned_lane forces the local player to be assigned to the specified lane #
- citadel_force_koth_spawn Force Spawning Koth Capture point with Warning
- citadel_force_on_upgrade_for_all_abilities Force all abilities to call OnUpgrade()
- citadel_force_playofthegame Force begin play of the game
- citadel_force_resolution Force a resolution change even if it's not supported on your monitor. [h] [w] [refresh rate]
- citadel_force_spawn_idol Force idol spawn
- citadel_force_strict_abandon_rules Enforce strict matchmaking style abandon rules even in practice/bot matches (useful for testing)
- citadel_force_subnav_options
- citadel_force_unpause_cooldown Force unpause cooldown if you're the pauser as if you weren't the pauser.
- citadel_forced_hero_model Forces all heroes to use this model
- citadel_forge_sentry_gold_reward
- citadel_forge_sentry_gold_reward_bonus_per_minute
- citadel_fow_player_range Player Fow Vision Range
- citadel_gamemode_streetbrawl_enabled
- citadel_generator_minimap_icon_radius
- citadel_get_rp Retrieves the rich presence of the user (leave blank for local or specify user with SteamID.Render() format).
- citadel_gg_call_time
- citadel_give_gold <gold> Give gold value to all players
- citadel_give_player_gold <player name> <gold> Gives the specified player gold
- citadel_gold_bonus_scale_for_familiar_infest
- citadel_gold_flash_max_duration
- citadel_gold_flash_max_threshold
- citadel_gold_flash_med_threshold
- citadel_gold_flash_min_duration
- citadel_gold_flash_min_threshold
- citadel_gold_text_height_offset How much higher should gold text show up.
- citadel_golden_idol_balance_threshold
- citadel_golden_idol_balance_threshold_first_spawn
- citadel_grant_dev_account <Account ID> [0/1] Grants or removes dev access to an account
- citadel_gravity_scaling_experiment Increase gravity for players while they are moving at pedestrian speeds (lateral speeds below 300, up to 500)
- citadel_guide_bot_say <line> makes the guide bot say the specified line
- citadel_guided_bot_ap_boost
- citadel_guided_bot_match_countdown_time
- citadel_guided_bot_match_hint_time_mult How much faster/slower to show hints in guided bot match mode
- citadel_guided_bot_match_net_worth_boost
- citadel_guided_bot_match_net_worth_target
- citadel_guided_bot_match_report_card_time
- citadel_guided_bot_t1_boss_ignore_damage_threshold
- citadel_gun_boon_growth_vdata_tweak Command to tweak boon gun damage growth. ** Usage - arg1 - Scale Value 1.0 being no change.
- citadel_gun_iron_sights_threshold When iron sights amount is greater than this value, we are considered in iron sights mode.
- citadel_gun_max_spread_penalty Max spread penalty you can incur from taking damage
- citadel_healthbars_enabled
- citadel_hero_builds_universe
- citadel_hero_card_fake_party_member_count
- citadel_hero_challenge_status_fake_data Shows fake data for hero challenge status
- citadel_hero_demo_enable_fast_stamina Do we enable fast stamina cooldowns
- citadel_hero_demo_enable_unlimited_ammo Do we enable unlimited ammo
- citadel_hero_demo_hero_spawn Which hero do we spawn when we spawn and enemy or ally hero
- citadel_hero_demo_infinite_resources Do we start our hero demo with infinite resources
- citadel_hero_demo_no_cooldowns Do we start withough cooldowns when launching the hero demo map
- citadel_hero_demo_no_death Do we start withough death when launching the hero demo map
- citadel_hero_demo_no_troopers Do we start withough troopers when launching the hero demo map
- citadel_hero_demo_persist_convars Do we persist convars between sessions in hero demo
- citadel_hero_demo_spawn_items Items to give a hero post spawn
- citadel_hero_demo_unlock_flex_slots Do we start flex slots unlocked
- citadel_hero_lock_all Relocks all heroes for this account
- citadel_hero_release_vote_august_2025_debug_votes_cast_total
- citadel_hero_release_vote_debug_remaining_votes
- citadel_hero_roster A comma separated list of hero IDs that hold the currently selected roster heroes
- citadel_hero_roster_banned A comma separated list of hero IDs that hold the currently banned roster heroes
- citadel_hero_roster_high_priority A comma separated list of hero IDs that hold the currently high priority roster heroes
- citadel_hero_roster_preferred A comma separated list of hero IDs that hold the currently preferred roster heroes
- citadel_hero_roster_random Is the hero roster set to random
- citadel_hero_testing_dummy_target Dummy Target heroID if non-specified
- citadel_hero_testing_enabled
- citadel_hero_testing_give_abilities Grant Abilities on Character Spawn
- citadel_hero_testing_infinite_money Enable infinite money in Hero Testing
- citadel_hero_testing_money How much money to buffer item purchases in Hero Testing
- citadel_hero_unlock <Hero ID> Unlocks the specified hero
- citadel_hero_unlock_all Unlocks all heroes for this account
- citadel_herolabs_schedule_override Override the hero labs schedule we think is assigned to your client
- citadel_hide_botbrawl_after_brawl_wins
- citadel_hide_botbrawl_after_normal_wins
- citadel_hide_modifier_bars_on_left_hud
- citadel_hide_replay_hud
- citadel_hide_tutorial_after_brawl_wins
- citadel_hide_tutorial_after_normal_games
- citadel_hideout_accept_request Accept an incoming request in the hideout
- citadel_hideout_ball_combat WIP Allow ball to transfer melee attacks.
- citadel_hideout_ball_debug Show custom collision, ball kick impulses etc.
- citadel_hideout_ball_show_juggle_count WIP Show juggle count on ball.
- citadel_hideout_ball_show_juggle_fx WIP Show fx when hitting apex/landing on floor.
- citadel_hideout_button_interact_distance
- citadel_hideout_cancel_matchmaking Remove yourself or your party from the matchmaking queue
- citadel_hideout_enable_testing_tools
- citadel_hideout_exclusive_mode
- citadel_hideout_hero_id
- citadel_hideout_in_world_ranked_doodle
- citadel_hideout_in_world_ranked_fake_eligible_heroes
- citadel_hideout_in_world_ranked_fake_last_match
- citadel_hideout_intro_dismiss_escape_only
- citadel_hideout_intro_version_seen
- citadel_hideout_map_enabled Cheat to make that map pretend its the hideout
- citadel_hideout_news Show hideout news
- citadel_hideout_npc_debug
- citadel_hideout_reject_request Reject an incoming request in the hideout
- citadel_hideout_spoof_connection_state
- citadel_hideout_survey_option <option number> Submit a response to the current survey question
- citadel_hideout_survey_skip Skip the current survey question
- citadel_hideout_teleport_trigger_delay
- citadel_hideout_tick_rate_override
- citadel_hideout_use Interact with a targeted hideout button
- citadel_hideout_use_lobby_server
- citadel_hint_activate Forces a hint to be ready to show in the HUD
- citadel_hint_system_disable Set to disable hints
- citadel_hitbox_body_to_headshot_debug
- citadel_hitbox_body_to_headshot_threshold Distance threshold that we allow bullet to penetrate body to headshot.
- citadel_hud_announcement_display_time_all_queued
- citadel_hud_announcement_display_time_max
- citadel_hud_announcement_force_single_levelup
- citadel_hud_build_category_max_height
- citadel_hud_build_category_min_height
- citadel_hud_build_category_min_width
- citadel_hud_chat_wheel
- citadel_hud_damage_counter_duration
- citadel_hud_exclusive_visible_id When set, only show the panel with the corresponding id
- citadel_hud_heal_counter_duration
- citadel_hud_healthbars_use_new
- citadel_hud_healthbars_use_v2
- citadel_hud_objective_health_debug_show_midboss
- citadel_hud_objective_health_debug_show_t3 0=default 1=friendly 2=enemy 3=both
- citadel_hud_objective_health_enabled Enable/Disable HUD-level objective health bars. 0=Off. 1=Shrines, Patron, Midboss. 2=T1s and T2s. 3=Barracks
- citadel_hud_objective_health_idle_timeout After how many seconds of an objective is damage to hide its health on the HUD
- citadel_hud_objective_health_lane_max_range
- citadel_hud_objective_health_t1_max_range
- citadel_hud_objective_health_t2_max_range
- citadel_hud_top_bar_enable_dynamic_player_position
- citadel_hud_visible Turns on/off rendering the HUD
- citadel_idle_time How long a player needs to be idle before he counts as disconnected.
- citadel_idle_time_grace_period How long a player needs to be idle we start putting that time towards their stored idle time.
- citadel_idol_cashin_buff_count
- citadel_idol_decay_duration
- citadel_idol_duration_until_decay
- citadel_idol_orbs_to_spawn
- citadel_idol_think_bias_interval
- citadel_in_world_item_panel_dpi In-world texture resolution scale
- citadel_inactive_time_grace_period How long a player needs to be inactive (i.e. not taking any meaningful actions) before we start putting that time towards their stored inactive time.
- citadel_increase_replay_speed Increase the Replay speed while watching a replay
- citadel_increment_killstreak citadel_increment_killstreak [player_slot] [first_blood]
- citadel_initial_wall_jump_stamina_cost How much stamina is required, and costs, to perform your first wall jump.
- citadel_invalidate_player_stats_cache Invalidate player stats cache so it's pulled from the GC
- citadel_invert_ping_type Inverts the ping types so single ping would be aggressive and double ping would be passive
- citadel_item_draft_enabled Use item drafting? 1=only street brawl 2=always
- citadel_item_draft_force_all_rares
- citadel_item_draft_force_draw Comma-separated list of localized item names to force draft. Ignores tier requirements. ex, spirit lifesteal, extra charge
- citadel_item_early_gold_duration
- citadel_item_glow_local_dist
- citadel_item_idol_label_offset
- citadel_item_neutral_gold_label_offset
- citadel_item_pickup_fall_tolerance
- citadel_item_pickup_fallrate
- citadel_item_purchases_force_enhanced While true, all items purchased/drafted will be enhanced
- citadel_item_rejuvenator_label_offset
- citadel_item_sell_price_ratio
- citadel_item_used_text_height_offset How much higher item used text show up.
- citadel_jump_overhead_clearance Distance above player step height that needs to be clear to allow for jumping
- citadel_keybind_default_hold_duration
- citadel_keybindings_cloud_disable
- citadel_kick_disconnected_players Clear out all players who aren't connected, removing them from any teams
- citadel_koth_dev_test_spawn Start the Early Warning of Koth and Teleport the active player there
- citadel_koth_early_warning_time
- citadel_koth_enabled
- citadel_koth_respawn_interval
- citadel_koth_reward_base
- citadel_koth_reward_buff_count
- citadel_koth_reward_time_multiplier
- citadel_koth_spawn_initial_delay
- citadel_koth_spawn_location_deck_count
- citadel_koth_spawn_window
- citadel_koth_warning_time
- citadel_landing_to_predicted Landing to prediction
- citadel_lane_matchups_mmr_variance specifies how much of a gap between MMR's we allow to randomize lane assignment
- citadel_lane_swap_available_duration How long lane swap is available in-game. Set to 0 to disable, -1 for infinity.
- citadel_lane_swap_available_duration_prematch How long lane swap is available in pre-game wait. Set to 0 to disable, -1 for infinity.
- citadel_language_and_english_hero_names For data gathering.
- citadel_language_and_english_mod_names For data gathering.
- citadel_lash_ground_strike_debug
- citadel_last_used_hero_builds
- citadel_leaderboard_cache_duration Number of seconds before re-requesting data for the leaderboard
- citadel_leaderboard_empty_cache_duration Number of seconds before re-requesting data for the leaderboard
- citadel_lethal_damage_tracking_time Time window for damage to be considered lethal
- citadel_life_stats_ignore_rebirth When set to true, we will ignore stats being reset for a lifetime when the player comes back from rebirth
- citadel_life_stats_ignore_rejuv When set to true, we will ignore stats being reset for a lifetime when the player comes back from rejuvinator
- citadel_list_upgrades Shows the list of upgrades/items/mods a player has in the order they purchased them. 0-3 for verbosity
- citadel_locally_lock_heroes When set to true, the client will act as if the heroes are locked even if the GC says that they aren't. Useful for testing purposes
- citadel_lock_flex_slots <team number> - Lock the flex slots for a team (or both teams if you omit the team number)
- citadel_lock_mmr <Account ID> [MMR] Locks a user to the current MMR (optionally can set the MMR as well)
- citadel_log_idle_time
- citadel_log_in_combat_state Enable to log extended MODIFIER_STATE_IN_COMBAT
- citadel_loot_table_spew_flattened_table
- citadel_loot_table_spew_modifications
- citadel_mantle_cancelling_allowed Pulling away from the mantle interrupts it, putting you into falling state early.
- citadel_mantle_debug
- citadel_mantle_horizontal_movement_distance How far forward the mantle will move the player onto the ledge
- citadel_mantle_max_height How high the maximum mantle is
- citadel_mantle_probe_depth How far in front of player to trace when looking for mantle ledges.
- citadel_match_abandoned Ends the current match as if players all abandoned.
- citadel_match_abandoned_display_time
- citadel_match_data_allow_meta_prefix A comma separated list of prefixes that will allow for recording of track groups to the metadata file
- citadel_match_data_block_meta_prefix A comma separated list of prefixes that will block recording of track groups to the metadata file
- citadel_match_data_incombat_duration
- citadel_match_data_interval
- citadel_match_data_max_path_samples
- citadel_match_data_path_sample_interval_s
- citadel_match_details <MatchID> [Metadata Salt] Opens the match details to the specified match
- citadel_match_details_failure_delay_s
- citadel_match_details_flip_teams
- citadel_match_details_lane_stats_time
- citadel_match_end Ends the current match
- citadel_match_history_cache_duration_s
- citadel_match_intro_duration_full How long pre-match is until we start the match in the full version
- citadel_match_intro_duration_simple How long pre-match is until we start the match in the simple version.
- citadel_match_intro_force_enabled
- citadel_match_intro_style 0 = none, 1 = pregame simple, 2 = pregame full, 3 = in map
- citadel_match_status Prints information about the current match status
- citadel_max_disconnected_time How long a player needs to be disconnected before they count as a leaver and get punished.
- citadel_max_disconnected_time_pregame How long a player needs to be disconnected during pregame before they count as a leaver and get punished.
- citadel_max_path_detour Max detour for pathing calculations.
- citadel_max_reconnect_time_secs Max time to attempt a reconnect after a crash.
- citadel_max_videomode_matches Max number of video resolutions to show in UI.
- citadel_medic_minion_sight_range
- citadel_melee_damage_scale
- citadel_melee_draw_traces
- citadel_melee_heavymelee_push_force
- citadel_melee_heavymelee_push_force_vs_tiny
- citadel_melee_heavymelee_toss_force_vs_tiny_min
- citadel_melee_hit_delay_max_time
- citadel_melee_shake_amplitude
- citadel_melee_shake_duration
- citadel_melee_shake_frequency
- citadel_metal_expire_time
- citadel_midboss_initial_spawn_time_override If positive, override initial spawn time (in seconds) for midboss
- citadel_midboss_spawn_interval_override If positive, override initial spawn interval (in seconds) for midboss
- citadel_min_accel_speed How fast we accelerate depends on our move speed - this lower bound ensures it doesn't go below ground friction
- citadel_min_match_minutes_for_replay The minimum number of minutes a match needs to be in order to be considered valid for replay uploading
- citadel_minimap_arrow_show_distance_down
- citadel_minimap_arrow_show_distance_up
- citadel_minimap_draw_fow
- citadel_minimap_koth_trooper_size
- citadel_minimap_local_player_width
- citadel_minimap_max_icon_shrink
- citadel_minimap_npc_reveal_duration
- citadel_minimap_objective_damaged_reveal_duration
- citadel_minimap_overlap_scan_distance
- citadel_minimap_player_width
- citadel_minimap_show_hitboxes
- citadel_minimap_spectator_fow_team_view Which team to view the minimap as when freeflying
- citadel_minimap_teleporter_active_dist
- citadel_minimap_teleporter_height_dist
- citadel_minimap_teleporter_nearby_dist
- citadel_minimap_trooper_size
- citadel_minimap_unit_click_radius
- citadel_minimap_use_effects
- citadel_minimap_zip_line_thickness
- citadel_minimum_fire_rate Minimum value possible for fire rate
- citadel_minimum_players_to_show_postgame
- citadel_minion_distance_to_owner
- citadel_minion_gold_reward
- citadel_minion_gold_reward_bonus_per_minute
- citadel_mm_high_pri [account id] Marks an account for high priority match making for the next match
- citadel_mm_low_pri [account id] Marks an account for high priority match making for the next match
- citadel_mm_server_command Allows sending up a command string for the match maker to run on the server (dev only)
- citadel_mobile_resupply_healthbar_pos
- citadel_model_hit_size_debug Turn on some model hit size debug visuals
- citadel_modifier_history_show_time
- citadel_modifier_hud_message_display_clear
- citadel_modifier_hud_message_display_min_panel_count
- citadel_modifier_hud_message_display_time
- citadel_move_goal_tolerance Some extra tolerance for considering an NPC moved to a goal; can be reduced as we fix other issues
- citadel_movement_debugdraw
- citadel_movement_plane_overlap_mult
- citadel_movement_resolve_origin
- citadel_movement_skyclip_push_distance
- citadel_movement_skyclip_push_min_force
- citadel_movement_slip_accel
- citadel_movement_solver_iterations
- citadel_movespeed_bonus_max Maximum Value for Movespeed bonuses (Diminishing Returns) in Hu
- citadel_mvp_calculate_now Run the MVP calculation right now
- citadel_mvp_enabled -1 = force disabled, 0 = default, 1 = force enabled
- citadel_mvp_score_kda_ratio Use a KDA ratio for the mvp score instead of the real algorithm.
- citadel_nano_debugcatform
- citadel_nano_set_shouldercat_bodygroup
- citadel_napalm_projectile_show_debug
- citadel_necro_skele_use_new_motor
- citadel_neutral_camp_spawn_per_tick_limit Spawn this many neutral camps per tick (this is a limit, so if it's 1, we'll only spawn one per tick (perf)). Set this value to something large to effectively remove the limit. 0 or negative will prevent spawning.
- citadel_neutral_gold_ratio What percent of gold is transfered instantly on neutral kills
- citadel_neutral_initial_spawn_time_override If positive, override initial spawn time (in seconds) for all neutral camps
- citadel_neutral_spawn_enabled set to false to prevent any neutrals from spawning
- citadel_neutral_spawn_interval_override If positive, override initial spawn interval (in seconds) for all neutral camps
- citadel_neutral_spawn_range Prevent spawning of neutrals if a player is in this range
- citadel_neutral_weakpoints_enabled
- citadel_new_abandon_rules_early_end_countdown [New Abandon Rules] Auto-match end countdown.
- citadel_new_abandon_rules_early_t1 [New Abandon Rules] Abandon is considered 'early' if this is before the first T1 kill, no matter the match time.
- citadel_new_abandon_rules_early_time [New Abandon Rules] Time for the 'early' trigger to take effect. Match will not be scored, etc.
- citadel_new_player_flow_visible Are we still showing the new player instructions
- citadel_new_player_progress Tracks the local settings for the new player progress so they can be synchronized with the GC for client authoratative progress
- citadel_new_years_fireworks_epoch_override
- citadel_new_years_fireworks_force_start
- citadel_new_years_fireworks_test Sets fireworks start time to be N seconds in the future.
- citadel_news_entries_list_request_count
- citadel_news_entries_seen
- citadel_news_entry_override_latest
- citadel_no_orbs_on_hero_kill
- citadel_no_orbs_on_objective_kill
- citadel_npc_ag2_enable Enable AG2 in NPCs
- citadel_npc_allow_climb Allow NPCs to climb.
- citadel_npc_allow_jump_down Allow NPCs to follow any drop-down navigation links.
- citadel_npc_debug_enemies Draws a line to the enemy
- citadel_npc_debug_look_target
- citadel_npc_disable_cockroaches Disable Cockroaches
- citadel_npc_disable_floor_point_caching
- citadel_npc_dps_multiplier Increase weapon damage for testing
- citadel_npc_force_animate_every_tick
- citadel_npc_jump_gravity_mult
- citadel_npc_max_direct_follow_distance For far before a following NPC uses an approximate path to get to their follow target, instead of a direct calculation.
- citadel_npc_push_speed How quickly NPCs push their friends away
- citadel_npc_shoot_check_sphere_size How large a radius sphere we use for checking if an NPC can shoot a target
- citadel_npc_spawn_enabled set to false to prevent any NPC from spawning
- citadel_npc_trooper_celebration_percent percent amount of troopers in the area to celebrate
- citadel_npc_trooper_celebration_radius radius to collect enemy troopers near a destroyed objective to do celebration pose
- citadel_num_matches_in_profile_history
- citadel_num_team_pauses_allowed Number of times a team is allowed to pause the game. 0 Means unbounded
- citadel_observer_roaming_speed
- citadel_one_on_one_match
- citadel_one_on_one_match_starting_gold
- citadel_only_think_thinkable_abilities
- citadel_open_ability_vdata_by_name Open an ability by name in the VData editor
- citadel_open_ability_vdata_by_slot Open an ability by slot in the VData editor
- citadel_open_hero_selection Convar to open hero selection
- citadel_open_hero_sheet Open the current hero character sheet
- citadel_open_hero_vdata_by_name Open the VData editor to a specified hero
- citadel_open_modeldoc_to_model Open ModelDoc to the model under the cursor. Pass any parameter to open your own model
- citadel_open_vdata_file_to_node Open the VData editor to a specified file and node
- citadel_orb_allow_deny Whether or not we allow denies.
- citadel_orb_debug_draw_state Set to non-zero to draw state of orb. Value will be duration for state to linger after orb expires.
- citadel_orb_debug_draw_velocity_lines
- citadel_orb_experiment_staticlifetime
- citadel_orb_expire_percentage The percent of money you get when an orb expires.
- citadel_orb_lagcomp_buffer_contested Extra time for an orb to linger to allow lag compensated players to contest
- citadel_orb_lagcomp_buffer_uncontested Extra time for an orb to linger to allow lag compensated players to contest
- citadel_orb_required_bullets_to_claim_override When > 0, defines the number of bullets that need to hit an orb to claim it, otherwise uses the hero defined values.
- citadel_orb_velocity_decay_in_lagcomp Decay velocity to 0 by this amount during lag comp window
- citadel_outer_radius_scaler
- citadel_party_invite_in_game When set, only users in game can be invited
- citadel_passive_items_area_display_time
- citadel_passthrough_fakewall_combat_lockout_time
- citadel_passthrough_fakewall_draw_debug
- citadel_pause Send a game pause request.
- citadel_pause_allow_immediate_if_single_player When there is only a single player on the server, set whether or not we allow for instant pausing/unpausing
- citadel_pause_allow_in_pregame Allow pausing in the pregame state
- citadel_pause_cooldown_time Number of seconds before a player is allowed to pause again
- citadel_pause_count Number of times a player is allowed to pause the game. 0 Means unbounded
- citadel_pause_countdown Countdown timer to pause after a user has pressed pause
- citadel_pause_force_unpause_time Number of seconds after which the game will automatically unpause
- citadel_pause_game_pause_silently When set, we don't show the pause dialog when paused
- citadel_pause_matchtime_before_allow How much match time before pausing is allowed by clients
- citadel_pause_minimum_time Disables unpausing for this many seconds after a pause occurs
- citadel_pause_resume_time Number of seconds resuming is restricted to the same team, after that either team can pause
- citadel_pause_resume_time_disconnected Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause
- citadel_pending_incoming_heal_min_change_for_update
- citadel_pending_replay_force_failure
- citadel_pending_replay_num_retries
- citadel_pending_replay_retry_seconds
- citadel_per_unit_hotkeys_checked
- citadel_per_weapon_per_surface_impact_effects
- citadel_perf_interval_report_s The interval that we record performance stats to the log at measured in seconds
- citadel_perf_long_frame_time_threshold_ms The time in milliseconds where if a frame is beyond this, count it as a long frame
- citadel_perf_short_idle_time_threshold_ms The amount of time in milliseconds where if we have less than this in idle time, count it as a low idle frame
- citadel_ping_allow_responses_to_yourself Allow you to respond to yourself.
- citadel_ping_indicator_display_time
- citadel_ping_indicator_duration The amount of time the in-world ping indicator stays.
- citadel_ping_indicator_duration_for_bosses The amount of time the in-world ping indicator stays when a boss pings itself.
- citadel_ping_wheel_activation_radius LEGACY. See: citadel_show_chat_wheel_angle_threshold. Increase this to change how much you have to move your mouse to make the mousewheel visible.
- citadel_play_page_fake_data
- citadel_play_page_finished_tutorial
- citadel_play_stats_laning_end_time
- citadel_player_aim_at_hero_query_angle
- citadel_player_aim_at_hero_query_distance
- citadel_player_aim_at_hero_query_half_width
- citadel_player_aim_at_hero_query_interval
- citadel_player_anim_debug Draws debug animation state when enabled.
- citadel_player_attack_enemy_npc_fow_reveal_duration How long a player is visible to enemy FOW after attacking an enemy trooper or boss
- citadel_player_attack_enemy_player_fow_reveal_duration How long a player is visible to enemy FOW after attacking an enemy player
- citadel_player_crit_multiplier How much to scale damage when landing crits against Players
- citadel_player_damage_from_trooper_scale
- citadel_player_dash_breakable_debug
- citadel_player_dash_breakable_lookahead
- citadel_player_dash_breakable_radius
- citadel_player_dash_down_stamina_cost
- citadel_player_dash_stamina_cost
- citadel_player_data_velocity_bucket_fast
- citadel_player_data_velocity_bucket_normal
- citadel_player_data_velocity_bucket_slow
- citadel_player_death_no_heroes_respawn_penalty
- citadel_player_debug_animgraph_movement Visually show the movement data for the player from the AnimGraph
- citadel_player_fov_default Default player FOV
- citadel_player_glow_disabled
- citadel_player_glow_from_teammate_vision_max_range
- citadel_player_glow_when_in_combat
- citadel_player_glow_when_in_combat_linger
- citadel_player_gold_comeback_assister_ratio
- citadel_player_gold_comeback_killer_fraction
- citadel_player_gold_comeback_multiplier
- citadel_player_gold_comeback_npc_max_mutliplier_delta
- citadel_player_gold_comeback_npc_max_mutliplier_value
- citadel_player_gold_difficulty_multiplier
- citadel_player_gold_killer_to_assist_ratio
- citadel_player_gold_per_level_postmax Gold per 'level' after maxing out rewards
- citadel_player_gold_reward_first_kill_bonus
- citadel_player_gold_reward_max
- citadel_player_gold_reward_min
- citadel_player_gold_reward_time
- citadel_player_ground_dash_max_percent Max ground dash scale
- citadel_player_ground_dash_min_percent Min ground dash scale
- citadel_player_level_hiding_extra_duration
- citadel_player_move_speed_min Min walk speed
- citadel_player_move_speed_scale Scales how fast players can move
- citadel_player_neutral_gold_drop_min
- citadel_player_neutral_gold_drop_min_increase_per_minute
- citadel_player_neutral_gold_duration
- citadel_player_neutral_gold_fallrate
- citadel_player_outline_allies
- citadel_player_outline_enemies
- citadel_player_outline_fade_at_min
- citadel_player_outline_fade_range_max
- citadel_player_outline_fade_range_min
- citadel_player_override_spawn_time
- citadel_player_pawn_ag2_enable Enable AG2 for heroes who define an AG2 graph
- citadel_player_ping_duration
- citadel_player_regen_zone_bonus_base When standing in a regen zone, how much extra do we regen per second?
- citadel_player_regen_zone_bonus_pct When standing in a regen zone, how much extra do we regen per second based on max health percentage?
- citadel_player_regen_zone_stamina_regen When standing in a regen zone, how much extra do we stamina percentage
- citadel_player_slide_breakable_debug
- citadel_player_slide_breakable_lookahead
- citadel_player_slide_breakable_radius
- citadel_player_slide_min_percent
- citadel_player_spawn_distance_from_other
- citadel_player_spawn_time_in_base_penalty
- citadel_player_spawn_time_max_ramp_1
- citadel_player_spawn_time_max_ramp_1_time
- citadel_player_spawn_time_max_ramp_2
- citadel_player_spawn_time_max_ramp_2_time
- citadel_player_spawn_time_max_ramp_3
- citadel_player_spawn_time_max_ramp_3_time
- citadel_player_spawn_time_max_respawn_time
- citadel_player_spawn_time_min_ramp_1
- citadel_player_spawn_time_min_ramp_1_time
- citadel_player_spawn_time_min_ramp_2
- citadel_player_spawn_time_min_ramp_2_time
- citadel_player_spawn_time_min_ramp_3
- citadel_player_spawn_time_min_ramp_3_time
- citadel_player_spawn_time_rich_nw_penalty_max_ramp_behind_nw_pct
- citadel_player_spawn_time_rich_nw_penalty_max_ramp_extratime
- citadel_player_spawn_time_rich_nw_penalty_max_ramp_gametime
- citadel_player_spawn_time_rich_nw_penalty_max_ramp_pct
- citadel_player_spawn_time_rich_nw_penalty_min_ramp_behind_nw_pct
- citadel_player_spawn_time_rich_nw_penalty_min_ramp_extratime
- citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime
- citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct
- citadel_player_starting_death_penalty_gold Initial deaht penalty gold for players.
- citadel_player_starting_gold Initial gold for players.
- citadel_player_starting_hero Which hero to auto-select the first time in the game.
- citadel_player_starting_team Which team to auto-select the first time in the game.
- citadel_playofthegame_allow_showing_last_timeframe
- citadel_playofthegame_debug_always_show_last_timeframe
- citadel_playofthegame_debug_never_expire_events
- citadel_playofthegame_disable_eval Allow evaluation of new plays
- citadel_playofthegame_draw_eval
- citadel_playofthegame_fake
- citadel_playofthegame_hud_fake_callout Show POTG hud callout
- citadel_playofthegame_hud_fake_hide Hide POTG hud
- citadel_playofthegame_hud_fake_intro Show POTG hud intro
- citadel_playofthegame_hud_fake_outro Show POTG hud outro
- citadel_playofthegame_hud_fake_show_replay Show POTG hud replay
- citadel_playofthegame_interval_bias
- citadel_playofthegame_intro_duration
- citadel_playofthegame_length
- citadel_playofthegame_live_evalinterval
- citadel_playofthegame_log
- citadel_playofthegame_min_leadup
- citadel_playofthegame_min_winddown
- citadel_playofthegame_outro_duration
- citadel_playofthegame_pre_first_callout_duration
- citadel_playofthegame_prewarm_duration
- citadel_playofthegame_test_eval Run evaluation and display results, but don't stop game
- citadel_playtest_fake_coopbot_player_count
- citadel_playtest_fake_schedule
- citadel_playtest_fake_unranked_player_count
- citadel_playtest_kick_disconnected_players Reassign any network disconnected players to the unnassigned team
- citadel_port_muzzles Port old muzzle defs to the new
- citadel_portrait_unit_ag2_enable Enable AG2 use in portrait units
- citadel_portrait_world_renderer_off
- citadel_post_game_fake_local_account_id
- citadel_post_game_fake_local_hero Name of the hero that should be faked as the local player
- citadel_post_game_force_hero_id
- citadel_post_game_local_player_screen_enabled
- citadel_post_game_mvp_screen_enabled
- citadel_post_game_progress -1 = force disabled, 0 = default, 1 = force enabled
- citadel_post_game_progress_use_test_data
- citadel_post_game_ranked_screen_enabled
- citadel_post_game_reset_commend_state Temporarily resets the commend state for testing (will get set to false after a commend is triggered)
- citadel_postgame_duration How long postgame lasts until play of the game
- citadel_powerup_initial_spawn_time_override If positive, override initial spawn time (in seconds) for all powerup camps
- citadel_powerup_spawn_enabled
- citadel_powerup_spawn_interval_override If positive, override initial spawn interval (in seconds) for all powerup camps
- citadel_powerup_spawner_show_event_timer
- citadel_pregame_fake_game_state
- citadel_pregame_fake_match_intro_duration
- citadel_pregame_fake_match_intro_state
- citadel_pregame_fake_team_reveal_heroes_1 Comma separated hero names or hero ids for the team reveal screen.
- citadel_pregame_fake_team_reveal_heroes_2 Comma separated hero names or hero ids for the team reveal screen.
- citadel_pregame_hero_draft_force_enabled Turn on pre-game hero draft for testing
- citadel_pregame_hero_draft_notification_time
- citadel_pregame_hero_draft_num_changes Number of per-player hero changes allowed during pregame hero draft
- citadel_pregame_hero_draft_ranked Turn on pre-game hero draft in ranked mode
- citadel_pregame_hero_draft_test Test pregame draft
- citadel_pregame_hero_draft_unranked Turn on pre-game hero draft in unranked mode
- citadel_pregame_hero_reveal_duration
- citadel_pregame_hero_reveal_full_sequence
- citadel_pregame_ranked_summary_force_enabled
- citadel_pregame_ranked_summary_test_state
- citadel_pregame_ranked_summary_time
- citadel_pregame_use_intro_spawn Whether to use the special intro team spawn locations during pregame
- citadel_pregame_wait_duration How long pre-match is until we start the match
- citadel_previous_umuted_audio_level
- citadel_priority_token_fake_count Override the priority token count. -1 uses the real value.
- citadel_priority_token_fake_progress Override the priority token progress. -1 uses the real value.
- citadel_private_lobby_allow_no_players Allow for a private lobby to not have players to help test with spectating
- citadel_private_lobby_bot_difficulty
- citadel_private_lobby_cheats_enabled
- citadel_private_lobby_duplicate_heroes_enabled
- citadel_private_lobby_is_publicly_visible
- citadel_private_lobby_randomize_lanes
- citadel_private_lobby_server_region
- citadel_profile_card_cache_duration Number of seconds before re-requesting data for a profile card
- citadel_profile_card_fake_data Use fake dummy data for profile cards instead of the real data from the GC.
- citadel_profile_card_full_details Use fake dummy data for profile cards instead of the real data from the GC.
- citadel_profile_tooltip_enabled
- citadel_projectile_los_scale How much exposure of the Capsule is needed for LoS. 1 means a pixel, 0 means requires center
- citadel_projectile_radius_debug
- citadel_punkgoat_debugdraw
- citadel_punkgoat_max_charge_unlag_players
- citadel_punkgoat_show_tether_snap_range
- citadel_punkgoat_slam_output_time
- citadel_purchase_quickbuy Purchase the next quickbuy item
- citadel_purchasing_damage_time_s How long after taking damage can you purchase mods.
- citadel_quick_cast_select_effects_delay
- citadel_quick_response_display_time
- citadel_quickbuy_auto_buy_default Default for whether auto-buy is enabled in normal games.
- citadel_quickbuy_enable If enabled, show quickbuy in the HUD
- citadel_quit_delay
- citadel_radial_ability_suggestion_weight How much extra weight to give a segment when it's the next recommended ability.
- citadel_radial_distortion 0: Off 1: Distorts the visible distribution of arcs based on the mouse pointer.
- citadel_radial_distortion_growth_factor When the cursor enters a radial arc fully, how much should it grow by (in terms of weight)
- citadel_radial_testing 0: Normal. 1: Inhibit showing the hud abilities' upgrade panel when the scoreboard is open.
- citadel_ranked_allow_overrides
- citadel_ranked_hero_roster A comma separated list of hero IDs that hold the currently selected brawl roster heroes
- citadel_ranked_hero_roster_banned A comma separated list of hero IDs that hold the currently banned brawl roster heroes
- citadel_ranked_hero_roster_high_priority A comma separated list of hero IDs that hold the currently high priority brawl roster heroes
- citadel_ranked_hero_roster_preferred A comma separated list of hero IDs that hold the currently preferred brawl roster heroes
- citadel_ranked_hero_roster_random Is the brawl hero roster set to random
- citadel_ranked_progress_fake_calibration_games
- citadel_ranked_progress_fake_demotion_protection_games
- citadel_ranked_progress_fake_match_count
- citadel_ranked_progress_fake_max_rank
- citadel_ranked_progress_fake_missing
- citadel_ranked_progress_fake_rank
- citadel_ranked_progress_fake_win_mask
- citadel_ranked_progress_fake_win_streak
- citadel_ranked_season_match_history_fake_rank_changes Turn to show fake versions of the rank history
- citadel_ranked_season_match_history_unfiltered Turn on to show all matches in the ranked season view, not just matches from that ranked season.
- citadel_rapid_stamina_regen
- citadel_recent_boss_damage_for_assist_time
- citadel_recent_comms_recording_window
- citadel_recent_comms_session_attempt_throttled_count
- citadel_recent_comms_throttling_limit
- citadel_recent_comms_throttling_penalty
- citadel_record_hero_animgraph Record the animgraph for a specified hero
- citadel_region_override Override the region of the client
- citadel_reload_rank_data Request rank confidence score from GC.
- citadel_render_minimap Render the minimap
- citadel_replay_manager_download_chunk_size
- citadel_replay_manager_download_simultaneous_requests
- citadel_replay_marker_time_offset How many seconds to start the replay before the event marker.
- citadel_replay_prev_marker_threshold
- citadel_replay_toggle_pause Toggle a replay being paused
- citadel_report_card_dismissal_timeout How long do we wait for them to dismiss the popup dialog in lane training?
- citadel_report_card_tasks_complete
- citadel_require_server_bullet_impacts_on_important_hits
- citadel_reset_camera_speed Aggressiveness of Camera Reset Curve. Smaller = quicker. Larger = more gradual.
- citadel_reset_new_player Resets the new player experience back to the initial state
- citadel_reset_survey_responses Clears out all survey questions from this account and resets the state
- citadel_respond_to_ping_time The amount of time you have to respond to a ping from another player
- citadel_restore_components_only_during_sellback
- citadel_roster_select_force_enable_priority_token
- citadel_roster_select_force_select_any
- citadel_roster_select_hover_delay
- citadel_rp_show_dev_messages
- citadel_rr_killstreak_for_death_line If >0, kill streak RR will play for the victim's team from the player with killstreak instead of victim's death line.
- citadel_sat_volume_desat_amount
- citadel_sat_volume_desat_color
- citadel_sat_volume_outline_color
- citadel_sat_volume_sat_color
- citadel_secondary_language_builds
- citadel_secure_gold_fixed
- citadel_secure_gold_fixed_growth
- citadel_secure_gold_percent
- citadel_secure_gold_rate
- citadel_send_gc_match_info_s Determines the rate that we should submit match info up to the GC, 0 disables this functionality
- citadel_send_text_chat_to_player_pings
- citadel_server_all_players_disconnected_grace_period_s How long a server should run after all players have disconnected before notifying that all players have left
- citadel_server_long_frame_threshold_ms How long a frame must stall before we make a log message.
- citadel_server_max_spectator_slots The maximum number of spectator slots we allow. This is so that the GC can restrict this remotely if we need to. -1 disables this limit
- citadel_server_mm_ignore_engine_version Ignore engine build version. Useful for testing release locally
- citadel_set_mmr <Account ID> <MMR> Sets the MMR of the specified account
- citadel_set_server_convar [convar] [value] Set a server convar on the server that the player is currently connected to
- citadel_settings_dismissed_new_settings New Settings which have already been dismissed by the user
- citadel_settings_new_setting_newness_duration Maximum age a new setting will be shown without dismissing
- citadel_settings_reset_dismissed_settings
- citadel_settings_seen_new_settings New Settings which have already been seen by the user
- citadel_settings_show_popup
- citadel_shield_generator_shield_scale
- citadel_shoot_forward_offset How far forward from the plane of hero and camera forward to move the shoot position
- citadel_shoot_lean_extra_offset When leaning, how far over to offset the obstructed shot test start point
- citadel_shoot_lean_test_distance How far in front of the shoot position to check if the eyes can see for turning on the shoot lean
- citadel_shooting_test_target_attachment
- citadel_shooting_test_tracker_window
- citadel_shop_default_tab
- citadel_shop_items_appear_enhanced Makes all of the items in the shop appear enhanced if they can be enhanced
- citadel_shop_reset_time
- citadel_show_account_ids When set, account IDs will be shown on player tooltips
- citadel_show_active_slot_popup
- citadel_show_all_purchase_toasts If enabled, show purchase toasts for all item transactions, not just ones in your quickbuy queue
- citadel_show_bullet_lag_compensation if > 0.0, show lag compensated hitboxes (value is seconds) whenever a bullet is lag compensated and hits something.
- citadel_show_chat_wheel_angle_threshold (degrees) Increase this to change how much you have to move your camera angle to make the Chat Wheel instantly visible while holding Ping.
- citadel_show_chat_wheel_debug Increase this to change how much you have to move your camera angle to make the mousewheel visible (degrees)
- citadel_show_chat_wheel_time How long it takes after pressing the +ping command for the chat wheel to appear.
- citadel_show_disabled_heroes Shows disabled heroes in hero selection
- citadel_show_falloff_in_world
- citadel_show_global_leaderboard Show Global Leaderboards
- citadel_show_hero_debut_popup [hero id] [allow swap]
- citadel_show_hero_select_popup
- citadel_show_hidden_public_builds
- citadel_show_localization_errors
- citadel_show_minimap_reveal_indicators
- citadel_show_modifier_history Turns on/off debug display of modifiers
- citadel_show_movement_speed_in_units Show the movement speed in units instead of m/s
- citadel_show_movespeed_on_hud Turns on/off Movespeed indicator on the HUD
- citadel_show_new_mod_tooltips
- citadel_show_new_topbar Show new topbar
- citadel_show_new_ziplines Turns on/off the new ziplines on the new minimap
- citadel_show_npe_modal Show the NPE modal when navigating to the roster select.
- citadel_show_old_neutral_camp_icons Show the old neutral camp icons on the minimap
- citadel_show_page_reload_button Show beta db controls in the upper left corner
- citadel_show_personal_best_duration
- citadel_show_playerintents
- citadel_show_playerintents_bothteams
- citadel_show_ranked_history_page
- citadel_show_ranked_season_page
- citadel_show_reportcard
- citadel_show_reportcard_finished
- citadel_show_reportcard_initial
- citadel_show_roster_select_popup
- citadel_show_seasonal_kill_toast
- citadel_show_stats_tooltips_on_scoreboard
- citadel_show_survey A way to force the survey UI on even outside of matchmaking
- citadel_show_telemetry_settings Show HUD Telemetry Settings.
- citadel_shuffle_draft_order Shuffles the order in which players are drafting heroes
- citadel_skip_client_ping_caluclation_in_dev_universe Skips ping calculation (only enabled if you're in dev universe)
- citadel_slide_debug
- citadel_slide_delay
- citadel_slide_one_button_falling_max_lookahead_distance
- citadel_slow_air_drag_penalty_scale Fraction of an active movement slow that is also applied as additional air drag
- citadel_snowball_level_override Change the snowball level
- citadel_solo_bot_match
- citadel_spawn_all_heroes_in_a_line Spawn all of the heroes as bots in a line in front of you
- citadel_spawn_combine_only Only spawn creeps on one team
- citadel_spawn_escort Spawns the escort with an optional delay
- citadel_spawn_nearby_neutrals Spawns any neutral camps within 800 units (~20m)
- citadel_spawn_pickup_item Spawns an item pickup for a specific item. You can specify the item, or else you'll get a random one
- citadel_spawn_practice_bots
- citadel_spawn_practice_bots_count
- citadel_spawn_rebels_only Only spawn creeps on one team
- citadel_spawn_trooper Creates a new trooper NPC and spawn them in front of the player
- citadel_spawn_trooper_grid Creates a NxN trooper grid in front of the player. Supports same trooper types as citadel_spawn_trooper
- citadel_spawn_trooper_zipline Spawn a trooper on a zipline
- citadel_spawn_urn Spawn an urn for testing
- citadel_spec_lock_to_accountid As an observer, lock the spectator target to the given accountid.
- citadel_spectate_account_id [lobby id] Attempts to spectate the specified player
- citadel_spectate_directed_mode_enabled
- citadel_spectate_lobby_id [lobby id] Attempts to spectate the specified lobby ID
- citadel_spectator_mode Toggles the spectator mode: 0=Directed - 1=Free Cam - 2=Hero Chase - 3=PlayerView
- citadel_spectator_voice_mode Spectator voice transmit mode: 0 spectators and players, 1 spectators only
- citadel_spectator_voice_mode_toggle Toggle the value of citadel_spectator_voice_mode
- citadel_spew_active_movement_controller Spews what is the active movement controller on the local player
- citadel_spew_cast_results
- citadel_spew_ping_recipients
- citadel_spew_player_modifiers Spews all modifiers on the local player
- citadel_spew_rate_limited_suppressed_sounds
- citadel_spoof_connection_status
- citadel_spoof_invalid_client_version When set to true, this will cause the client to act like it has an invalid client version, useful for UI testing
- citadel_spoof_match_in_progress
- citadel_spoof_matchmaking_status
- citadel_spoof_persona_name Allows overriding persona names with this value for testing UI
- citadel_spoof_profile_account
- citadel_spray_max_range Maximum range (in inches) in which a spray is valid
- citadel_start_new_player_placement_bot_match Starts a new_player_placement match
- citadel_start_players_on_zipline
- citadel_stat_override_official_match When set to true, the account stat cache system will act like it is in an official match when updated. Used for testing without being in official matches
- citadel_steamlearn_disable
- citadel_steamlearn_mechanical_behavior_allowed_game_modes_bitfield This is a bitfield of elements in ECitadelGameMode that we want to record behavior for. eg: (1 << k_ECitadelGameMode_Normal) | (1 << k_ECitadelGameMode_1v1Test)
- citadel_steamlearn_mechanical_behavior_allowed_match_modes_bitfield This is a bitfield of elements in ECitadelMatchMode that we want to record behavior for. eg: (1 << k_ECitadelMatchMode_Unranked) | (1 << k_ECitadelMatchMode_Ranked)
- citadel_steamlearn_new_player_threshold
- citadel_steamlearn_new_player_thresholds Thresholds for mapping a player's played matches with a minimum allowed 'new player' score. If a new player with n games has a new player score less than to the value in this curve, log as a smurf.Map from games played (x) to min allowed new player score (y)
- citadel_steamtimeline_show_dev_messages
- citadel_streaming_mode_enabled Enable to alter various game UI elements
- citadel_street_brawl_ability_range_multiplier
- citadel_street_brawl_advance_state Advance the state of a street brawl game
- citadel_street_brawl_match_length_limits_enabled
- citadel_street_brawl_match_length_override
- citadel_street_brawl_medic_heal_multi
- citadel_street_brawl_reset Resets a street brawl match
- citadel_street_brawl_round_length_limits_enabled
- citadel_street_brawl_round_time_override
- citadel_street_brawl_test_drafts Simulates and spews the results of all draft rounds in street brawl
- citadel_stuck_camera_trace_extra_length
- citadel_stuck_normal_find_trace_fallback_elevation
- citadel_stunme Stun the local player
- citadel_sub_nav_outer_radius_scaler
- citadel_subnav_select_time
- citadel_suggest_claim_reqs Print a crude recommended required bullets to claim an orb for every hero
- citadel_super_neutral_gold_reward
- citadel_super_neutral_gold_reward_bonus_per_minute
- citadel_super_neutral_inner_attack_range
- citadel_super_neutral_middle_attack_range
- citadel_super_neutral_old_behavior
- citadel_super_neutral_outer_attack_range
- citadel_super_trooper_gold_mult Mult Gold Bounty from Super Troopers by this amount
- citadel_t1_boss_aggro_radius
- citadel_t1_boss_aggro_time
- citadel_t1_boss_attackable_height_diff
- citadel_t1_boss_hero_initial_weapon_reduction_pct
- citadel_t1_boss_ignore_damage
- citadel_t1_boss_max_attack_range
- citadel_t1_boss_melee_damage
- citadel_team_size
- citadel_tech_damage_vdata_tagging Command to Tag abilities with 'm_bIsAbilityDamageProperty = true'
- citadel_tech_power_scaling_vdata_tweak Command to tweak all ability tech power scaling, including ability upgrades. Pass in scale factor, with 1.0 being no change.
- citadel_teleporter_enabled_time
- citadel_test_abandon Test new abandon feature
- citadel_test_banned_heroes_message Draws the banned heroes message
- citadel_test_cinematic_intro Restart the cinematic intro sequence
- citadel_test_flex_unlocked_message Draws a test message: citadel_test_flex_unlocked_message [1-4]
- citadel_test_game_over_message Draws the game over message: citadel_test_game_over_message <WINNING_TEAM>
- citadel_test_hud_game_announcement Shows a test game announcement: [title] [description] [classname]
- citadel_test_level_up_msg Draws a test level up message
- citadel_test_pause_msg Draws a test pause message: citadel_test_team_msg <Message ID> <Value>
- citadel_test_player_ping Test pinging a player
- citadel_test_popup_news_post [URL]
- citadel_test_portal_trace Trace a sphere through portals and draw the results
- citadel_test_streetbrawl_scoring_message Draws the street brawl scoring message: citadel_test_streetbrawl_scoring_message <ScoringTeam>
- citadel_test_survey_popup Tests bringing up the survey popup
- citadel_test_team_msg Draws a test team message: citadel_test_team_msg <EVENT_TYPE> <ISPOSITIVE> <LANECOLOR> <TEAM_NUMBER> <PLAYER_SLOT>
- citadel_tether_pull_speed
- citadel_tether_pull_speed_scale_per_meter
- citadel_text_chat_enabled
- citadel_throwsand_projectile_show_debug
- citadel_tick_gold_comeback_redirect_payout Fraction of the redirected comeback souls pool paid out to the two lowest net worth players each period
- citadel_tick_gold_payout_for_lowest
- citadel_tick_gold_payout_for_second_lowest
- citadel_tick_gold_period_duration_s Duration of a period of accumulated tick gold. Larger values will result in longer between a team getting gold and a player getting the benefit.
- citadel_tick_gold_periods Number of periods of accumulated tick gold. Combine with citadel_tick_gold_period_duration_s to configure resolution and total duration.
- citadel_tick_gold_pulse_per_period Frequency of distributing available tick gold
- citadel_tick_gold_start_time
- citadel_tier1_minimap_icon_radius
- citadel_tier3_phase1_kill_respawn_reduction
- citadel_tier3_phase1_kill_respawn_reduction_limit
- citadel_tightcamera_alternative Tight-camera test mode alternative.
- citadel_time_after_damage_to_show_hints Time after the local player has taken damage from another player before we show hints again.
- citadel_time_for_recent_heal_event
- citadel_time_for_recent_kill_event
- citadel_time_scale Set to something >= 0 to test setting every unit's timescale to that value
- citadel_toggle_mute Toggles muting/unmuting the audio.
- citadel_toggle_server_pause Toggle a server side pause.
- citadel_track_player_vs_player_accuracy
- citadel_tracked_stats_dump [all|player|team|match] Dump currently tracked stats.
- citadel_trailingteam_bias_threshold_max Max Difference between teams to get full trailing bonuses for Koth/Urn
- citadel_trailingteam_bias_threshold_min Min Difference between teams to start getting trailing bonuses for Koth/Urn
- citadel_trigger_rope_size
- citadel_trooper_aggro_radius
- citadel_trooper_boss_melee_knockback
- citadel_trooper_boss_ping_interval
- citadel_trooper_boss_shield_disable_duration
- citadel_trooper_celebration_delay
- citadel_trooper_crit_multiplier How much to scale damage when landing crits against Troopers
- citadel_trooper_do_neardeath_behavior
- citadel_trooper_force_idle
- citadel_trooper_friendly_glow_disabled Disable glow on friendly troopers except for through walls during laning
- citadel_trooper_glow_disabled
- citadel_trooper_gold_reward
- citadel_trooper_gold_reward_bonus_per_minute
- citadel_trooper_health_model_scale
- citadel_trooper_health_mult
- citadel_trooper_health_mult_gametime
- citadel_trooper_instant_gold_as_dropped_orbs 0=instant gold 1=orbs in experimental only 2=orbs always
- citadel_trooper_instant_gold_ratio_laning
- citadel_trooper_instant_gold_ratio_postlaning
- citadel_trooper_lane_node_max_spacing Set to -1 to disable
- citadel_trooper_laning_gold_rules_end_time
- citadel_trooper_max_per_lane How many troopers can be active in a single lane (including canisters). Set to 0 to disable.
- citadel_trooper_medic_drops_health_pack
- citadel_trooper_medics_use_heal_ability
- citadel_trooper_minion_sight_range
- citadel_trooper_neutral_aggro_time
- citadel_trooper_neutral_health_growth_pct_per_min
- citadel_trooper_neutral_scorer_time_window How long after damaging a neutral are players in the window to be considered scorers.
- citadel_trooper_neutral_sight_range
- citadel_trooper_new_movement
- citadel_trooper_offscreen_indicator_range
- citadel_trooper_outline_enabled
- citadel_trooper_reinforcement_gold_scale
- citadel_trooper_run_test_path
- citadel_trooper_shooting_enabled
- citadel_trooper_siege_instant_gold_ratio
- citadel_trooper_spawn_enabled set to false to prevent any troopers from spawning
- citadel_trooper_spawn_initial Initial trooper wave spawn time
- citadel_trooper_spawn_interval_early # of seconds between trooper spawn waves.
- citadel_trooper_spawn_interval_late # of seconds between trooper spawn waves.
- citadel_trooper_spawn_interval_late_time # of minutes before we start using the late trooper spawn interval.
- citadel_trooper_spawn_interval_very_late # of seconds between trooper spawn waves.
- citadel_trooper_spawn_interval_very_late_time # of minutes before we start using the late trooper spawn interval.
- citadel_trooper_spawn_wave_spread # of seconds between troopers on a zipline in a single wave.
- citadel_trooper_squad_size How many troopers spawn together in a squad
- citadel_trooper_stuck_detection_duration
- citadel_trooper_suicide_instant_gold_ratio What percent of gold is transfered instantly if a trooper suicides.
- citadel_trooper_suicide_orb_gold_ratio What percent of gold is transfered into an orb if a trooper suicides.
- citadel_trooper_use_ziplines
- citadel_trooper_waypoint_threshold
- citadel_trooper_zipline_leap_speed
- citadel_tutorial_ability1_state
- citadel_tutorial_ability2_state
- citadel_tutorial_ability3_state
- citadel_tutorial_ability4_state
- citadel_tutorial_ability_learn_finished
- citadel_tutorial_ability_purchased_finished
- citadel_tutorial_ability_upgrade_finished
- citadel_tutorial_ability_use_finished
- citadel_tutorial_air_dash_finished
- citadel_tutorial_auto_teleport_dist
- citadel_tutorial_close_shop
- citadel_tutorial_dash_finished
- citadel_tutorial_enabled
- citadel_tutorial_guardian_destroyed
- citadel_tutorial_heavy_melee_finished
- citadel_tutorial_hide_mods
- citadel_tutorial_jump_finished
- citadel_tutorial_kill_troopers_finished
- citadel_tutorial_light_melee_finished
- citadel_tutorial_mantle_finished
- citadel_tutorial_match_on_dedicated_server
- citadel_tutorial_mods_purchased_finished
- citadel_tutorial_movement_finished
- citadel_tutorial_near_guardian_finished
- citadel_tutorial_parry_finished
- citadel_tutorial_reload_finished
- citadel_tutorial_shoot_finished
- citadel_tutorial_show_intro_modal
- citadel_tutorial_show_outro_modal
- citadel_tutorial_slide_finished
- citadel_tutorial_test Sets you to a specific spot in the tutorial
- citadel_tutorial_troopers_remaining
- citadel_tutorial_ultimate_used
- citadel_tutorial_wasd_finished
- citadel_tutorial_zipline_attach_finished
- citadel_tutorial_zoom_finished
- citadel_tweak_hero_base_health Command to tweak base health. Pass in scale factor and constant increase
- citadel_tweak_hero_level_boons Command to tweak level boons. Pass in scale factor
- citadel_tweak_hero_level_boons_health Command to tweak level boons for health. Pass in scale factor and fixed increase
- citadel_tweak_weights Tweaks the hero item bucketing.
- citadel_ui_allow_feature_bot_test When true, we can feature bot test matches
- citadel_ui_damage_impact_duration
- citadel_ui_damage_impact_duration_fadeindelay
- citadel_ui_damage_impact_duration_fadeoutdelay
- citadel_ui_damage_impact_kill_duration
- citadel_ui_damage_impact_min_max_shield_width
- citadel_ui_damage_impact_show_for_everything
- citadel_ui_damage_impact_status_minimum_duration
- citadel_ui_fake_active_matches Set to > 0 to add dummy matches to the active match list, useful for testing UI around these
- citadel_ui_fake_invite_parties Set to > 0 to add dummy parties that have invites
- citadel_ui_hero_badge_debug_xp Force XP value for all badges (client only)
- citadel_ui_show_hero_progression Show hero progression UI (i.e. hero levels)
- citadel_ui_spoof_active_match_bot_account When set to non-zero, it will use this account as the account for bots to test UI on the active match
- citadel_ui_test_ranked_highlight_time
- citadel_ui_watch_active_game_refresh_s The number of seconds to wait between refreshes of the active matches while on the watch page
- citadel_unit_status_allies_see_thru_walls
- citadel_unit_status_allies_see_thru_walls_max_distance How far to make allied players' unit status show through walls. Use values <= 0 for no limit.
- citadel_unit_status_delta_decay_delay
- citadel_unit_status_delta_decay_rate
- citadel_unit_status_dpi
- citadel_unit_status_draw_local
- citadel_unit_status_enabled
- citadel_unit_status_fadeout_dist How far out of the players effective gun range do we show the health bar
- citadel_unit_status_health_per_minor_pip
- citadel_unit_status_health_per_pip
- citadel_unit_status_health_pips_per_row
- citadel_unit_status_healthbar_highlight_speed
- citadel_unit_status_height
- citadel_unit_status_hide_names
- citadel_unit_status_max_distance_distance
- citadel_unit_status_max_distance_scale
- citadel_unit_status_max_health_per_bar
- citadel_unit_status_max_health_segment_increment
- citadel_unit_status_max_health_segments
- citadel_unit_status_max_total_bars
- citadel_unit_status_min_distance_scale
- citadel_unit_status_minor_pip_per_major_pip
- citadel_unit_status_old_dpi
- citadel_unit_status_old_draw_local
- citadel_unit_status_old_fadeout_dist How far out of the players effective gun range do we show the health bar
- citadel_unit_status_old_health_pips_per_row
- citadel_unit_status_old_height
- citadel_unit_status_old_hide_names
- citadel_unit_status_old_opaque_dist_sq
- citadel_unit_status_old_show_stats
- citadel_unit_status_old_transparent_dist_sq
- citadel_unit_status_old_update_rate How many times per second the unit status can update (0 = every frame).
- citadel_unit_status_old_width
- citadel_unit_status_opaque_dist_sq
- citadel_unit_status_recent_damage_time
- citadel_unit_status_show_stats
- citadel_unit_status_single_bar_mode Allow only a single health bar, no stacking.
- citadel_unit_status_stamina_consume_linger
- citadel_unit_status_transparent_dist_sq
- citadel_unit_status_use_new
- citadel_unit_status_use_v2
- citadel_unit_status_use_v2_for_nonplayers
- citadel_unit_status_v2_height
- citadel_unit_status_v2_width
- citadel_unit_status_width
- citadel_unit_target_button_hint_mode
- citadel_unlock_flex_slots <team number> - Unlock the flex slots for a team (or both teams if you omit the team number)
- citadel_unpause_countdown Countdown duration to the unpause after a user unpauses
- citadel_unpredictable_movement_window
- citadel_update_gc_connection_check_count How many tries we check if the GC is still connected before terminating due to no response
- citadel_update_gc_connection_check_time How often the server should check the GC is still connected (in seconds)
- citadel_update_gc_connection_check_time_variance How much variance to allow the GC check time to avoid swamping the GC (in seconds)
- citadel_upload_metadata_enabled Controls if match metadata uploading is enabled. Mainly used as a kill switch if something goes wrong
- citadel_upload_replay_enabled Controls if replay uploading is enabled. Mainly used as a kill switch if something goes wrong
- citadel_upload_servertest_replays When set, this will upload replays for server test matches, otherwise they will be discarded
- citadel_use_character_proxy
- citadel_use_contextual_ping_wheel_option
- citadel_use_csgo_style_recoil_follow_crosshair
- citadel_use_fake_lobby_signout_details If enabled, fake the details to enable match signout to flow
- citadel_use_hold_sprint Use hold sprint ability?
- citadel_use_new_abandon_rules_force_enabled
- citadel_use_new_abandon_rules_ranked
- citadel_use_new_abandon_rules_unranked
- citadel_use_new_minimap Turns on/off the new minimap
- citadel_use_pvs_for_players
- citadel_use_shop_component_groupings Use new component Grouping
- citadel_use_spectator_team_colors Forces HUD and game to draw team colors as if you are a spectator
- citadel_use_ui_keybindings Use UI key bindings otherwise use engine keybindings.
- citadel_use_vertical_healthbars
- citadel_use_wip_models When true, uses the WIP models defined in the hero vdata
- citadel_vanguard_enabled
- citadel_vanguard_instant_capture
- citadel_video_preset Rendering performance level.
- citadel_viewed_book_prototype Track if they have opened up the book prototype or not yet
- citadel_viewpunch_damping Bigger number makes the response more damped, smaller is less damped
- citadel_viewpunch_spring_constant Bigger number increases the speed at which the view corrects
- citadel_viscous_bowling_radius_debug
- citadel_viscous_telepunch_trace_debug
- citadel_visibility_queue_rate
- citadel_visualize_tethers
- citadel_voice_all_talk If 1, all players can hear all other players.
- citadel_waiting_for_map_load_min_duration Force a certain duration in the waiting for map to load state
- citadel_wall_detection_debug 1: Show all wall normal planes detected
- citadel_wall_detection_skin Maximum distance to a wall in order to wall jump.
- citadel_wall_jump_fatigue_recovery Modifies how much we allow the wall jump fatigue to recover during other moves (i.e. heavy melee, air dash). 0.0 = Pause recovery totally. 1.0 = ignore and recover at the normal rate.
- citadel_wall_jump_num_free_wall_jumps How many consecutive wall jumps before we start to require stamina.
- citadel_wall_jump_stamina_cost How much stamina is required, and costs, to perform a wall jump.
- citadel_wall_ride_enabled Obsolete (temporarily)?
- citadel_wall_slide_terminal_velocity While wall gripping, gravity will be cancelled out at this speed down the wall
- citadel_weak_point_damage_scale
- citadel_weapon_damage_multiplier Multiply the damage on guns
- citadel_weapon_damage_multiplier_team_filter Filter which team gets a multiplier on their gun damage. -1 = no filter (all teams get multiplier), 2 = amber, 3 = sapphire, etc
- citadel_weapon_damage_reduction_for_melee What percent do we want weapon damage reduced for melee damage?
- citadel_weapon_normalize_recoil_with_firerate Keep recoil constant even with fire rate changes.
- citadel_weapon_spread_debug
- citadel_weapon_zoom_style 0: Original Linear Interpolation. 1: Smooth Approach
- citadel_world_bullet_impacts_for_npcs Turns on bullet impacts and decals on world from troopers and neutrals shooting
- citadel_zip_debug Prints debug info about the closest zip line node
- citadel_zipline_allow_direction_choice 0: Chose direction based solely on camera angle. 1: Chose direction at the moment of attachment, using the player's movement direction.
- citadel_zipline_animgraph_cuvature_max
- citadel_zipline_arrow_boost_brightness Changes the zipline arrow boost brightness
- citadel_zipline_arrow_scale Changes the zipline arrow scale
- citadel_zipline_arrow_scoll_speed Changes the zipline arrow scroll speed
- citadel_zipline_attachment_debug
- citadel_zipline_baselane_speed_mult
- citadel_zipline_capture Captures the closest zipline node
- citadel_zipline_capture_all sets all ziplines nodes to the specified team
- citadel_zipline_capture_trigger_max_thickness
- citadel_zipline_capture_trigger_min_thickness
- citadel_zipline_capture_trigger_width
- citadel_zipline_curve_sampling_size
- citadel_zipline_debug_draw
- citadel_zipline_debug_draw_capture
- citadel_zipline_debug_draw_node_entity if non-zero, only draw zipline curves extending from this node.
- citadel_zipline_debug_draw_segments
- citadel_zipline_movement_debug
- citadel_zipline_nonbaselane_speed_mult
- citadel_zipline_pendulum_damping
- citadel_zipline_pendulum_debug
- citadel_zipline_pendulum_force
- citadel_zipline_pendulum_gravity
- citadel_zipline_pendulum_length
- citadel_zipline_pendulum_timescale
- citadel_zipline_percent_override_blue Changes the percent distance of the blue lane
- citadel_zipline_percent_override_green Changes the percent distance of the green lane
- citadel_zipline_percent_override_purple Changes the percent distance of the purple lane
- citadel_zipline_percent_override_yellow Changes the percent distance of the yellow lane
- citadel_zipline_rebuildpaths Rebuilds all zipline splines
- citadel_zipline_render_mode 0=Model, 1=Particle, 2=Model+Particle
- citadel_zipline_show_enemy_boosting 0 = no, 1 = yes, 2 = preview effect
- citadel_zipline_show_lane_colors_for_spectators
- citadel_zipline_targeting_dot
- citadel_zipline_velocity_debug
- citadel_zipline_width Changes the zipline width
- citadel_zoomed_in_minimap Test zoomed in minimap
- citdael_targeting_aoe_desat_color The color of the desat area while targeting an AoE.
- citdael_targeting_aoe_outline_color The color of the outline area while targeting an AoE.
- citdael_targeting_aoe_sat_color The color of the sat area while targeting an AoE.
- citdael_targeting_range_desat_color The color of the desat area while targeting with range or cone attack.
- citdael_targeting_range_outline_color The color of the outline area while targeting with range or cone attack
- citdael_targeting_range_sat_color The color of the sat area while targeting with range or cone attack
- cl_ShowBoneSetupEnts Show which entities are having their bones setup each frame.
- cl_ag2_record_entity_graph Automatically start AG2 recording when an entity with this name (wildcard) or id is created.
- cl_aggregate_particles
- 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_animgraph_history_force_temporal_consistency
- 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_audio_debug_bullet_material Visualize bullet material info.
- cl_audio_debug_pawn_surface_data Visualize pawn surface data.
- cl_audio_display_soundstack_debug_base_3d Displays citadel_base_3d sound stack debug.
- cl_audio_display_soundstack_debug_dialog Displays citadel_dialog sound stack debug.
- cl_audio_draw_enclosure_debug Draws debug associated with amount interior vs exterior
- cl_audio_log_citadel_audio_filter Logs sound event information for CCitadelAudioFilter.
- cl_audio_log_participant_start_messages Prints when a participant sound message was sent.
- cl_auto_cursor_scale Automatic cursor size scaling.
- cl_axis Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
- 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_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_bullet_travel_debug_path Debug: visualization time for lazily calculated bullet paths (0 = disable)
- cl_bullet_travel_debug_trace Debug: visualization time for active bullet traces (0 = disable)
- 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_citadel_ability_alt_cast_hold_time
- cl_citadel_ability_alt_cast_instant_cast_double_tap_timeout
- cl_citadel_ability_alt_cast_mode
- cl_citadel_ability_test_fail_all
- cl_citadel_bebop_beam_draw_points
- cl_citadel_camera_ops_debug
- cl_citadel_camera_sequences_debug
- cl_citadel_cancel_with_ability_key_enabled
- cl_citadel_debug_player_look_target Draw player look target data. White is server, cyan is client.
- cl_citadel_deployment_preview_debug_draw Enable debug draw for deployment preview. Draws a sphere at the location for 0.1 seconds
- cl_citadel_deployment_targeting_debug_draw Enable debug draw for deployment targeting. Debug draw is a one show that persists for n seconds
- cl_citadel_deployment_targeting_debug_log Enable debug log for deployment targeting
- cl_citadel_dump_bullets dump all bullet info to the console
- cl_citadel_force_on_upgrade_for_all_abilities Force all abilities to call OnUpgrade()
- cl_citadel_forceangles Force third person camera angles
- cl_citadel_hornet_blast_debug_physics
- cl_citadel_items_quickcast_mode
- cl_citadel_player_voting_poster_current_hero_id Hero ID to spray
- cl_citadel_quickcast_ability1
- cl_citadel_quickcast_ability2
- cl_citadel_quickcast_ability3
- cl_citadel_quickcast_ability4
- cl_citadel_record_hero_animgraph Record the animgraph for a specified hero
- cl_citadel_wrecker_ultimate_debug_physics
- cl_citadel_zipline_rebuildpaths Rebuilds all zipline splines
- cl_citadel_zoom_is_toggle
- 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_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_cursor_scale Cursor size scaling factor.
- 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_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_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_disable_ragdolls
- 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_game_events
- cl_dormant_spew Spew state on when client entities become dormant or active.
- 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_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_enable_eye_occlusion
- 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_animgraph_record Toggles recording of animgraph replay of the given entity(s) Arguments: entityName automaticallyOpenInAnimgraphEditor 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_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_eye_occlusion_debug
- cl_eye_sin_wave
- cl_eye_target_override
- cl_eye_yaw_multiplier
- cl_fasttempentcollision
- cl_flushentitypacket For debugging. Force the engine to flush an entity packet.
- cl_force_next_signon_to_reset
- 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_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_ignore_timestamp
- 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_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_impacteffects
- cl_in_forcebuttonstate Forces a button to be a particular state - WHEN PROCESSING USERCOMMANDS
- cl_input_enable_raw_keyboard Enable raw keyboard input
- 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 Sets the client simulation interpolation amount, in terms of server updates (final amount is cl_interp_ratio / cl_updaterate).
- 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_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 Perform server side lag compensation of weapon firing events.
- cl_language Language
- cl_latch_report Enable to output stats about latching
- cl_leveloverview
- cl_lightquery_debug
- cl_lock_camera
- cl_log_tick Log when a tick is received
- cl_log_tick_skips Log when the tick delta >= this
- cl_massreport
- cl_max_particle_pvs_aabb_edge_length
- cl_meep_mop_volume_trigger_max_count Number of triggers before meemop reaches full volume
- cl_modifier_debug
- cl_modifier_dump Display all modifiers for the unit: <entityindex/name>
- cl_modifier_dump_list Dumps all modifiers that exist in the game
- cl_modifier_dump_visible Print out non-hidden modifiers.
- cl_modifier_parallel_gather_status_effect_updates
- cl_modifier_spew_states Call to have the client spew their unit states affecting them,
- cl_modifier_stringtable_dump Displays the contents of the modifier string table
- 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_network_quality2
- 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_pitchdown
- cl_pitchspeed
- cl_pitchup
- cl_playback_screenshots Allows the client to playback screenshot and jpeg commands in demos.
- 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_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 Perform client side prediction.
- cl_prediction_savedata_postentitypacketreceived Experimental optimization. If you are reading this in 2026, please delete this convar.
- cl_predictioncopy_describe Describe datamap_t for entindex
- cl_predictioncopy_print Print simple description of prediction copy fields for entindex
- cl_predictioncopy_runs
- cl_printfps Print information from cl_showfps.
- 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_ragdoll_default_scale
- cl_ragdoll_limit Maximum number of ragdolls to show (-1 disables limit)
- cl_ragdoll_lru_debug
- cl_ragdoll_reload
- 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_rr_reloadresponsesystems Reload all response system scripts.
- cl_save_animgraph_recording Saves all active animgraph recordings to disk Arguments: automaticallyOpenInAnimgraphEditor
- cl_scale_function_dump Print out all scale functions.
- cl_sceneentity_debug Display all thinking scene entities and its data.
- 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_sendtable_cache_filename Send tables cache file
- cl_sequence_debug
- cl_sequence_debug2
- cl_sequence_model_substring
- 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_showlagcompensation Draw hitboxes of entities we are shooting at to compare against lag compensated server entities
- 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_simulate_dormant_entities
- cl_skel_constraints_enable
- 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_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_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_spewserializers Spew serializers
- cl_spewworldgroups Spew world groups (client)
- cl_ss_origin print origin in script format
- 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_whiz_distance
- cl_tracer_whiz_infront_distance
- cl_trueview_show_status 0=Never; 1=Only if there is a problem; 2=always
- cl_updaterate Number of packets per second of updates you are requesting from the server
- cl_updatevisibility Updates visibility bits.
- 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_viewtarget_clamp
- cl_voice_transmit_lobby
- cl_voiceenabled
- 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_yawspeed
- clear Clear console output.
- 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}
- client_metrics_upload_batch_seconds
- client_metrics_upload_immediate
- 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_iv_dump
- cloth_iv_store_back
- cloth_sim_on_tick
- cloth_update
- 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_asserts_for_gc Whether or not asserts should be collected for sending to the GC
- 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
- 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
- connect Connect to a remote server.
- connect_hltv Connect to a remote HLTV server.
- console_test Output text to test console
- consoletool Open a VConsole subtool.
- 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_flare Create a flare on the local player's team
- create_orb Create an orb on the local player's team
- create_radius_damage Causes radius damage where you're looking, at the passed in radius.
- create_test_portal creates a portal
- creditsdone
- crosshair_spread_scale
- 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_split_log_scalar
- csm_sst_max_visible_dist
- csm_sst_pushback_distance default pushback
- csm_sst_shadow_focus_region_maxz
- csm_sst_shadow_focus_region_minz
- csm_viewdir_shadow_bias
- csm_viewmodel_farz
- csm_viewmodel_max_shadow_dist
- csm_viewmodel_max_visible_dist
- csm_viewmodel_nearz
- csm_viewmodel_shadows
- ctadel_camera_clear_ops Clear any camera operations that are active
- cv_collect_assert_stack_for_gc When enabled and collecting asserts for the GC, this will generate stacks for the asserts
- cvarlist Show the list of convars/concommands.
- cyclevar Cycle through specified convar values.
- d3d_max_feature_level Report the maximum D3D feature level available.
- damage_indicator_safe_area
- 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
- deadlock_chat_mode Default communication preference for players
- deadlock_disable_post_match_survey Disable the early post match survey
- deadlock_early_development_warning_disabled Disable the early dev build message
- deadlock_hero_debuts_seen
- deadlock_mm_preference What style of player do we want to try and match with in matchmaking
- deadlock_steam_input_debug Show Steam Input Error Messages and Spew in console
- deadlock_steam_input_on_disc_manifest Use local cfg\steam_input_manifest.vdf as opposed to cloud manifest
- debug_ai_heat_sensing
- 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_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_size Font size for the debug font
- debug_hltv Print out hltv events
- debug_overlay_fullposition
- debug_physimpact
- debug_radial_damage
- debug_shared_random
- debug_squad_surround
- debug_takedamage_summaries
- debug_visibility_monitor
- 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_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
- 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_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_pause Pauses demo playback.
- 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_step_tick Play for N ticks (default=1) and then pause.
- demo_timescale Sets demo replay speed.
- demo_togglepause Toggles demo playback.
- 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.
- destructible_parts_destroy_parts_when_gibbing
- dev_create_sensitivity_report
- 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.
- 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_game_events
- dlight_debug Creates a dlight in front of the player
- 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.
- draw_footstep_occlusion draws footstep/foley events that are heard or not heard
- 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
- 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_full_caches <type> Dumps the contents of the currently subscribed caches of a particular type
- dump_globals Dump all global entities/states
- dump_hero_names Lists all heroes by their technical names
- dump_lobby Dumps the lobby that we are connected to
- dump_loc_token List information on the given token
- dump_local_caches Dumps a list of caches that the GC currently has information about
- dump_localization_files List all loaded localization files
- dump_modifier_message_count dump_modifier_message_count
- 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_play_stats
- dump_response_symbols print all response symbols to the console
- dump_secondary_scene_worlds Lists secondary scene worlds and ref counts
- dump_user_cache Dumps the SO cache for the current user
- 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_show_items_with_tag Lists the item definitions that have a specified tag.
- enable_boneflex
- enable_priority_boost Disable focus based priority boost
- endmovie Stop recording movie frames.
- 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_meets_min_dx_110 Rendersystem meets min DX110 feature level (changing this does not change the shader model).
- engine_rendersystem_meets_min_dx_110_simple Rendersystem meets min DX110 feature level (changing this does not change the shader model).
- 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_animgraph_record Toggles recording of animgraph replay of the given entity(s) Arguments: entityName automaticallyOpenInAnimgraphEditor Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_animgraph_setvar Sets a variable on the animgraph of the given entity(s) Arguments: <varname>=<value> <{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] [value] [delay]
- ent_fire_output Usage: ent_fire_output <target> [output name] [value] [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_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_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_skeleton_snapshot
- 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_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
- 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
- experimental_citadel_tick_rate_override
- 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.
- fathom_force_spotted
- 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_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_hibernate Force toggle hibernation state
- 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.
- free_pass_peek_debug
- 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.
- friend_menu_group_party_members Controls whether or not the friend list has grouping for party members or not
- 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_debug
- func_mover_debug_all
- func_mover_debug_follower
- func_mover_debug_verbose
- func_mover_get_speed_override
- func_mover_imgui_log_count
- func_rotator_debug
- 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_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
- 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.
- 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
- gc_secret_key Secret key for authenticating with the GC
- 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..
- gl_clear
- global_set global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
- glow_use_tolerance
- god Toggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.
- gpu_level GPU Level - Default: High
- gpu_mem_level Memory Level - Default: High
- 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>
- guide_bot_talk Force guide bot to talk with reason.
- hairsim_force_fixed_timestep
- hairsim_reset
- hammer_bevel_leave_edges
- hammer_dota_path_falloff
- hammer_dota_path_fixup
- hammer_dota_path_opacity
- hammer_dota_path_sharpness
- hammer_dota_path_use_material_settings
- hammer_dota_path_width
- hammer_draw_bounds
- hammer_draw_dirty_bounds
- hammer_draw_model_raytrace_data
- hammer_draw_model_skeleton
- hammer_draw_overlay_triangles_in_box
- hammer_face_debug_info
- 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_isosurface_merge_tolerance
- hammer_isosurface_remove_interior
- hammer_isosurface_sample_offset
- hammer_isosurface_subtract
- hammer_overlay_draw_projection_triangles
- hammer_parallel_terrain_update
- hammer_raytrace_debug_draw Draw ray tracing environment debug visualization in Hammer
- hammer_render_model_bounding_spheres
- hammer_show_light_truncation_error
- hammer_spawn_area_base_alpha
- hammer_spawn_area_outline_alpha
- hammer_tile_border_size
- hammer_use_minimum_element_count_for_loop
- hammer_vis_opacity
- hammer_world_trace_multisample
- hammer_world_trace_pack_rays
- healme Heals the player. Arguments: <health to gain>
- help Find help about a convar/concommand.
- hero_data_inspect Citadel/Hero Stats
- hide_party_code When set, this will hide the party code in the client
- hideconsole Hide the console.
- hideout_search_key Allows specifying a search key for hideout server allocation (dev only)
- hideout_single_player Allows creating a hideout for a party even if a single player (dev only)
- hideout_toggle_camera
- 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_writeconfig Saves out the user config values.
- 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_damagemeter
- hud_damagemeter_ooctimer How many seconds after the last damage event before we consider the player out of combat.
- hud_damagemeter_report Display end-of-combat DPS result (from first damage even to last before OOC timer hit).
- hud_fastswitch
- hud_free_cursor If -1 use the hud default, otherwise 0 is disabled, 1 is enabled
- hud_free_cursor_toggle Toggles free cursor convar.
- hud_minimap_spectator_fow_team_view_amber While a spectator, view team amber's minimap view
- hud_minimap_spectator_fow_team_view_both_teams While a spectator, view both teams' minimap view
- hud_minimap_spectator_fow_team_view_sapphire While a spectator, view team sapphire's minimap view
- hud_minimap_spectator_fow_team_view_target_team While a spectator and viewing a player, view team their minimap view
- hud_mouselook_always
- hud_reloadscheme Reloads hud layout and animation scripts.
- 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_citadel_movement Citadel/Player/Movement
- imgui_temp_enable if imgui should display temporarily
- 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.
- 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
- 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_history_limit_low Maximum amount of minutes to save history on low memory (32 bit) systems (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.
- interesting_events_draw_debug When enabled, draws a sphere representing active events
- ip Overrides IP for multihomed hosts
- item_debug
- 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].
- kelvin_ice_path_base_shards
- kelvin_ice_path_base_size
- kelvin_ice_path_connector_distance
- kelvin_ice_path_connector_length
- kelvin_ice_path_debug_render_physics
- kelvin_ice_path_health Normalized against base firerate, 100 is 1 second
- kelvin_ice_path_lagcomp_move_linger_time Extra time for ice path movement controller to linger to prevent mispredictions
- kelvin_ice_path_max_pitch_connector
- kelvin_ice_path_shard_offset_max
- kelvin_ice_path_shard_offset_min
- kelvin_ice_path_shard_scale_duration
- kelvin_ice_path_shard_vert_per_quarter
- kelvin_ice_path_surf_size
- kelvin_ice_path_thickness
- kelvin_ice_path_uv_scale
- kelvin_ice_shard_lagcomp_startdelay_time Delay before ice shard's physics kick in to account for client latency
- 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.
- 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
- kill_all_shrines Kills all shrines
- 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
- last_viewed_announce_id Tracks the last announcement ID viewed so we can know when new announcements are available
- lb_allow_shadow_rotation SceneSystem/LightBinner/Shadow Rotation
- lb_allow_time_sliced_shadow_map_rendering Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
- 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_newsum SceneSystem/LightBinner/Enable New Sum
- 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_timesliced_shadows_dynamic_size
- lb_use_ellipsoid_bounds
- lb_use_illumination_silhouette SceneSystem/LightBinner/Use Illumination Bounds
- leaderboards_cache_duration
- legacy_models_supported Whether to support legacy (pre-modeldoc) models
- lifesteal_ability_non_hero_multiplier
- lifesteal_bullet_non_hero_multiplier
- lightbinner_precompute
- lightbinner_test_computespheresilhouette
- lightbinner_test_computesumsilhouette
- lightquery_debug_direct_lighting
- lightquery_debug_indirect_lighting
- 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.
- load Usage: load [save file name]
- load_master_item_schema Reloads the item master schema.
- locator_topdown_style Topdown games set this to handle distance and offscreen location differently.
- 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.
- 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_showspawnpoints Shows player spawn points (red=invalid)
- 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_async_shader_load
- 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_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
- match_signout_book_loss_xp How much book XP to award for a loss
- match_signout_book_win_xp How much book XP to award for a win
- 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.
- mesh_calculate_curvature_smooth_invert
- mesh_calculate_curvature_smooth_pass_count
- mesh_calculate_curvature_smooth_weight
- 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_add_glow_modifier
- minimap_update_rate_hz
- minimap_zoom_in Ping button pressed
- minimap_zoom_out Ping button released
- mm_idle_enabled Kill switch for the idle detection system
- mm_idle_show_warning_at_s How many seconds to wait before showing the idle warning dialog
- mm_idle_warning_duration_s How long should the warning be up before it boots the user from the MM queue
- mm_prefer_solo_only Prefer being matched with other solo players when not in a party
- mmpri <Clear|Hero> [target account ID] Indicates that you want to be prioritized in matchmaking with optionally a specific hero. Clear will clear your status
- mobile_fps_increase_during_charging MOBILE_FPS_CONTROL: If true we increase framerate limit while charging
- mobile_fps_increase_during_hfr_animations MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.
- mobile_fps_increase_during_touch MOBILE_FPS_CONTROL: If true we increase framerate limit during touch
- mobile_fps_limit MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60
- mod_status <Account ID>
- model_default_preview_sequence_name
- model_dump_convert_info Print model load-time conversion info
- modifier_aura_debug Set to 1 to draw the radii of all active auras
- modifier_broadcast_event Debug broadcasts an event will all empty fields
- modifier_capture_data_descs
- modifier_create Creates a test modifier on unit: modifier_create <entityindex> <modifiername> <duration>
- modifier_debug
- modifier_dump Display all modifiers for the unit: <entityindex/name>
- modifier_dump_list Dumps all modifiers that exist in the game
- modifier_dump_visible Print out non-hidden modifiers.
- modifier_remove Removes the first modifier that matches the name from a unit: modifier_remove <entityindex> <modifiername>
- modifier_spew_states Call to have the client spew their unit states affecting them,
- modifier_stringtable_dump Displays the contents of the modifier string table
- modifier_test_scripted_event Tests firing a scripted event
- modifier_test_scripted_event_end Tests firing ending a scripted event
- mortar_sentry_angle_offset_above
- mortar_sentry_angle_offset_below
- mortar_sentry_destroy
- mortar_sentry_forced_pitch
- mortar_sentry_no_target_distance
- mortar_sentry_noise_factor_x
- mortar_sentry_noise_factor_y
- mortar_sentry_use_npc_projectile_calc
- 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_allowspectators toggles whether the server allows spectator mode or not
- mp_disable_autokick Prevents a userid from being auto-kicked
- mp_fadetoblack fade a player's screen to black when he dies
- mp_forcecamera Restricts spectator modes for dead players
- mp_forcerespawn
- mp_friendlyfire Allows team members to injure other members of their team
- mp_restartgame If non-zero, game will restart in the specified number of seconds
- mp_teamplay
- mp_tournament
- multigpu_skip_semaphores
- multigpu_skip_transfers
- multvar Multiply specified convar value.
- music_arpeggiator_beat_subdivision 1- quarter, 2- 8th, 3- triplet, 4- 16th.
- music_debug Displays music state information screen messages.
- music_hideout_afk_timer_duration_seconds Time spent at 0.0 speed before fade.
- music_hideout_afk_timer_fade_in_duration_seconds Fade in time once returning from AFK.
- music_hideout_afk_timer_fade_out_duration_seconds Fade out time once AFK duration is exceeded.
- music_hideout_debug_enabled Displays music manager debug info for hideout.
- music_log_abandoned_priorities Prints a log message whenever low priority cues are discarded.
- music_resume_fade_time_seconds When resuming, fades music in over this duration of time.
- music_resume_window_seconds Seeks into music if resumed during this period of time.
- muzzle_flash_debug
- name
- nano_rollermine_brake_factor
- nano_rollermine_stuck_threshold
- nano_rollermine_stuck_time
- nano_rollermine_target_max_range
- nano_rollermine_turn_speed
- nano_rollermine_vision
- nano_rollermine_waypoint_threshold
- nano_use_los_ultimate
- 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_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_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_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_dormant_movable_meshes Draw dormant movable meshes.
- nav_draw_externally_created
- nav_draw_flow_map
- 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_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_gm_enable
- 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_vis_delta_list_length
- nav_msr_test_add_agent
- nav_msr_test_add_goal
- nav_msr_test_freeze
- nav_msr_test_select_agent
- nav_msr_test_select_goal
- nav_navlink_debug_connections
- nav_navlink_enable_splits Split wide nav links into narrower ones to increase lanes and alleviate 'crossing' effect.
- nav_navlink_save_movable_connections TEMP: Save nav link connections to movable meshes?
- nav_navlink_split_max_width The maximum desired width of a nav link split.
- nav_navlink_split_scale_with_length Nav link splits' widths are proportional to the nav link's 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_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_constrain_spline
- nav_smooth_constrain_spline_relax
- nav_smooth_constrain_spring
- nav_smooth_constrain_spring_relax
- 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_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_detour
- 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_expansion_search Extend nav_test_path by doing an expansion search on that path. Convar value defines dist.
- 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_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_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.
- navlocal_constrain
- navlocal_debug
- navlocal_debug_constraint
- navlocal_debug_isect
- navlocal_debug_island_calc
- navlocal_debug_island_calc_solid_exit
- navlocal_debug_mantles
- navlocal_debug_obstructions
- navlocal_debug_path_still_valid
- navlocal_lead_in_dist
- navlocal_lead_out_dist
- navlocal_parallel_trace_path_for_obstacle
- navlocal_path_tight_buffer
- navlocal_start_solid_calc_path
- navspace_create_water_smooth_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_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_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_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_delta_property_fastpath
- 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.
- 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_ability_range_debug Draws range indicators for abilities for the given NPC(s). Uses the NPCs enemy for range drawing. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_bodylocations Displays labelled body locations of NPCs. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_cancel_handshake
- npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_conditions_text Outputs text debugging information to the console about the all condition gathering for the selected NPC current schedule Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
- npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}
- npc_create_or_teleport_warn_on_nonav Warn if the created or teleported npc is off nav.
- npc_damage Deals the target damage by the given amount
- npc_destroy Removes the given NPC(s) from the universe Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected
- npc_enemies Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: <start x y z> <goal x y z>
- npc_go_allow_interrupt_by_ai_conditions Set whether the path should be interruptible by significant AI conditions
- npc_go_do_run Set whether should run on NPC go
- npc_go_last Go to the last position you told an NPC to go.
- npc_go_loop Toggles whether the selected NPC(s) will loop between the last set of waypoints you used 'npc go' on.
- npc_go_loop_clear_waypoints Clear waypoints for npc_go_loop.
- npc_go_loop_max_waypoints
- npc_go_max_distance How far is the trace we shoot when using NPC Go
- npc_go_no_arrow Don't draw the go arrow of selected NPCs
- npc_go_random Sends all selected NPC(s) to a random node. Arguments: -none-
- npc_go_testmode Set mode of nav to test with for npc_go. Left empty, it'll just SetGoal(). Other options: 'random', 'radial', 'radialalt', 'directional', 'wander', and 'vector'.
- npc_go_update_path Selected NPC(s) will go to the location that the player is looking (shown with a purple box), WITHOUT CHANGING SCHEDULE! Arguments: [dest_fly]
- npc_heal Heals the target back to full health
- npc_hist_draw
- npc_hist_dump Dump the NPC history to the console.
- npc_hist_filter_npc_index
- npc_hist_filter_npc_name
- npc_hist_filter_schedule_name
- npc_hist_filter_task_name
- npc_hist_filter_type
- npc_history_record_snapshot
- npc_kill Kills the given NPC(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_kill_unselected Properly kills all NPCs from the universe that aren't currently selected
- npc_record_snapshot_data
- npc_relationships Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_reportstate Outputs the current state of the NPC
- npc_reset Reloads schedules for all NPC's from their script files Arguments: -none-
- npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_scripted_commands Displays the state of scripted commands on the NPC Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_sethealth Sets the target's health, even above max. Optionally matches based on npc name to set multiple npc's health. Args: [npc] <amount>
- npc_speakall Force the npc to try and speak all their responses
- npc_squads Obsolete. Replaced by npc_combat
- npc_start_handshake
- npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance)
- npc_steering_scalar
- npc_stop_moving Selected NPC(s) will stop moving. Arguments: [asap]
- npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_task_text_verbosity Verbosity level for output coming from npc_task_text.
- npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
- npc_teleport_phys_clear When true, npc_teleport will look for clear space and fail if none is found.
- npc_thinknow Trigger NPC to think
- npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- 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
- npctester_path_lookahead_time
- 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.
- option_duck_method Input toggle control
- opus_decode_test_signal
- opus_encode_test_signal
- opus_unittest_test_signal
- orb_display_claim_offset
- orb_timing_debug Spew a bunch of timing info about when orbs are hit and claimed into the log.
- 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_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_command_reordering
- 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_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_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_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_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_fps
- panorama_max_oof_overlay_up_fps
- panorama_max_overlay_fps
- 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_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_transform_parents_no_layer_for_perspective
- panorama_transforms_no_comp_layer
- 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_use_backbuffer_directly
- 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_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. 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}
- party_accept_invite Accepts an invite
- party_allow_sandbox Dev convar to allow for parties to use sandbox
- party_create Creates a party
- party_fake_invite_in_mm When set, this will make all invites appear as if in a MM state
- party_invite_show_popup When enabled, a popup will be shown indicating that you have received an invite
- party_invite_user Invites in a user
- party_join_code Joins a party
- party_leave Leaves current party
- party_start_match Starts matchmaking for a party
- password Current server access password
- path Show the filesystem path.
- path_closest_point_debug
- pause Toggle the server pause state.
- pawn_mimic_all
- pestilence_drone_brake_factor
- pestilence_drone_healthbar_pos
- pestilence_drone_max_torque
- pestilence_drone_scale
- pestilence_drone_stuck_threshold
- pestilence_drone_stuck_time
- pestilence_drone_torque_accel
- pestilence_drone_vision
- pestilence_drone_waypoint_threshold
- pet_preview_gravity
- pet_preview_underwater
- 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_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_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_powered_ragdoll_debug
- phys_pushscale
- 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_visualize_traces
- phys_wakeup Wake all physics objects in the Main physics up
- phys_wind_force_scale Scale on the force wind applies to physics bodies
- 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
- ping_indicator_safe_area_x
- ping_indicator_safe_area_y
- ping_quick_response Responds to the last ping message received
- ping_target_reset_time
- ping_trace_radius
- ping_trace_radius_expanded
- ping_trace_radius_minimap
- ping_wheel_phrase_0
- ping_wheel_phrase_1
- ping_wheel_phrase_2
- ping_wheel_phrase_3
- ping_wheel_phrase_4
- ping_wheel_phrase_5
- ping_wheel_phrase_6
- ping_wheel_phrase_7
- pingkeypress Ping keybind pressed
- pixelvis_debug Dump debug info
- play Play a sound.
- playcast Play a broadcast
- playdemo Play a recorded demo file (.dem ).
- player0_using_joystick
- player_ammobalancing_debug
- player_debug_off_nav
- player_debug_print_damage When true, print amount and type of all damage received by player to console.
- player_ping_indicator_boss_offset
- player_ping_indicator_default_offset
- player_ping_indicator_enabled
- player_ping_indicator_local_player
- player_ping_indicator_player_offset
- player_ping_indicator_scale_max_distance
- player_ping_indicator_scale_max_scale
- player_ping_indicator_scale_min_distance
- player_ping_indicator_scale_min_scale
- 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
- presettle_cloth_iterations
- print_changed_convars Prints all convars that have changed from their default value
- 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.
- private_lobby_create Creates a private lobby party
- private_lobby_set_bot_difficulty Sets the bot difficulty for a private lobby
- private_lobby_shuffle_lanes Randomly shuffle players within teams
- private_lobby_shuffle_teams Randomly shuffle players among the various teams
- private_lobby_swap Swaps team members within the private lobby
- 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_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_aoproxy_cull_dist Distance to cull the AO proxy as a factor of size
- r_aoproxy_min_dist
- r_aoproxy_min_dist_box
- r_arealights
- r_aspectratio
- r_async_compute_fog
- 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_citadel_antialiasing
- r_citadel_clip_sphere_cone_angle
- r_citadel_clip_sphere_dist
- r_citadel_clip_sphere_distance_max
- r_citadel_clip_sphere_min_opacity
- r_citadel_clip_sphere_skin
- r_citadel_cloak_blur_amount cloak
- r_citadel_cloak_blur_factor_max_roughness cloak
- r_citadel_cloak_blur_factor_min_roughness cloak
- r_citadel_cloak_blur_noise_amount cloak
- r_citadel_cloak_color_tint cloak
- r_citadel_cloak_fresnel_effect cloak
- r_citadel_cloak_intensity cloak
- r_citadel_cloak_refract_amount cloak
- r_citadel_cosmic_veil_fade_dist cosmic veil
- r_citadel_depth_prepass_cull_threshold
- r_citadel_depth_prepass_dynamic_objects
- r_citadel_depthoffield_aperture_diameter Depth of field aperture diameter in inches
- r_citadel_depthoffield_debug Enable depth of field debug drawing
- r_citadel_depthoffield_enable Enable/Disable Depth of Field
- r_citadel_depthoffield_focus_distance Depth of field focus distance in inches
- r_citadel_depthoffield_mode Depth of field mode, 0: Normal 1: Near field only 2: Far field only
- r_citadel_depthoffield_sensor_size Depth of field sensor size in inches
- r_citadel_disable_npr_lighting
- r_citadel_distancefield_ao_quality Distance Field AO quality
- r_citadel_distancefield_blur Enable/Disable distance field blur
- r_citadel_distancefield_blur_depth_threshold Distance field blur depth threshold
- r_citadel_distancefield_down_sample Distance field down sample factor
- r_citadel_distancefield_farfield_enable Distance field far field enable
- r_citadel_distancefield_farfield_occlusion_length Distance field far field occlusion length
- r_citadel_distancefield_farfield_occlusion_start_offset Distance field far field occlusion start offset
- r_citadel_distancefield_farfield_resolution Distance field far field resolution
- r_citadel_distancefield_farfield_size Distance field far field size
- r_citadel_distancefield_max_distance Maximum distance before culling
- r_citadel_distancefield_min_screen_space_size Minimum screen space size before culling
- r_citadel_distancefield_occlusion_length Distance field occlusion length
- r_citadel_distancefield_ray_origin_bias_max Distance field ray origin bias max
- r_citadel_distancefield_ray_origin_bias_min Distance field ray origin bias min
- r_citadel_distancefield_shadows
- r_citadel_dlss_settings_mode
- r_citadel_enable_pano_world_blur Enable world-blur style
- r_citadel_fog_quality Fog Quality
- r_citadel_fsr2_sharpness
- r_citadel_fsr3_min_reactiveness minimum reactiveness for the FSR3 shader
- r_citadel_fsr_enable_mip_bias Apply negative mip bias when rendering with FSR.
- r_citadel_fsr_rcas_sharpness RCAS sharpness when using FSR + RCAS upsample.
- r_citadel_glow_health_bar_debug
- r_citadel_glow_health_bars
- r_citadel_gpu_culling Citadel/Graphics/GPU Culling
- r_citadel_gpu_culling_shadows Citadel/Graphics/GPU Cull Shadow Views
- r_citadel_gpu_culling_two_pass Citadel/Graphics/GPU Culling (Two Pass)
- r_citadel_gpu_debug_draw
- r_citadel_gpu_preview_baked_shadows
- r_citadel_gpu_preview_denoise
- r_citadel_gpu_preview_denoise_depth_phi
- r_citadel_gpu_preview_denoise_normal_phi
- r_citadel_gpu_preview_denoise_passes
- r_citadel_gpu_preview_denoise_shadow_passes
- r_citadel_gpu_preview_denoise_signal_phi
- r_citadel_mboit_bias
- r_citadel_mboit_enabled enable moments oit
- r_citadel_mboit_overestimation
- r_citadel_mboit_quality MBOIT quality, 0: 4 Moments
- r_citadel_npr_force_solid_outline
- r_citadel_npr_outlines Enable/Disable NPR Outlines
- r_citadel_npr_outlines_max_dist Maximum distance at which NPR outlines are rendered
- r_citadel_portrait_allow_particle_only
- r_citadel_portrait_highlight_particle_only
- r_citadel_render_game Should you render the main game world
- r_citadel_screenspace_particles_full_res Render screen space particles at full resolution
- r_citadel_see_thru_walls_opacity Opacity scale for see-thru UI
- r_citadel_selection_outline2_alpha Selection Outline Alpha
- r_citadel_selection_outline2_fade_pow Selection Outline Fade Pow
- r_citadel_selection_outline2_offset Selection Outline Offset: -1 for interior, 0 for centered, 1 for exterior.
- r_citadel_selection_outline2_width Selection Outline Width
- r_citadel_shadow_caching
- r_citadel_shadow_caching_stats Print information about shadow caching
- r_citadel_shadow_quality Shadow Quality
- r_citadel_shadowdb
- r_citadel_ssao_quality
- r_citadel_ssao_thin_occluder_compensation
- r_citadel_sun_shadow_slope_scale_depth_bias
- r_citadel_upscaling
- r_citadel_use_exposure_control_in_panorama_scenes
- r_cubemap_debug_colors
- r_cubemap_normalization
- r_dashboard_render_quality
- r_debug_draw_safe_area_insets Render safe area insets as wireframe.
- r_debug_precipitation Show precipitation volumes
- r_decals
- r_decals_additional_offset
- r_decals_default_fade_duration
- r_decals_default_start_fade
- r_decals_max_on_deformables
- r_decals_overlap_threshold
- r_depth_of_field
- r_directional_lightmaps
- r_directlighting Set to use direct lighting
- r_distancefield_enable Graphics/Enable Distance Field rendering
- r_dlss_preset
- r_dof1_d0
- r_dof1_d1
- 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_ranges
- r_dof_override_tilt_to_ground
- r_dopixelvisibility
- r_draw3dskybox
- r_draw_first_tri_only
- r_draw_instances
- r_draw_overlays
- 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_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_effects_bloom
- r_enable_cubemap_fog Citadel/Graphics/Fog/Enable Cubemap Fog
- r_enable_gradient_fog Citadel/Graphics/Fog/Enable Gradient Fog
- r_enable_rigid_animation
- r_enable_volume_fog Citadel/Graphics/Fog/Enable Volume Fog
- r_environment_map_roughness_range Fade region for sampling environment maps on lightmapped nonmetals. Smoother values than the first param sample envmaps. Rougher values than the second sample only lightmap SH. r_environment_map_roughness_range 1 1 to always sample envmaps for comparison.
- 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_flush_on_pooled_ib_resize
- 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_force_zprepass 0: Force z prepass off. 1: Force on. -1: Don't force
- 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_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_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_light_sensitivity_mode
- r_lighting_only
- r_lightmap_bicubic_filtering
- 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_portal_render_targets
- 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_opaque
- r_particle_allowprerender
- r_particle_batch_collections
- 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_test render particles 100 times and show perf
- 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_post_bloom
- r_post_bloom_strength
- r_postprocess_enable
- 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_deferred_opaque
- r_render_forward_opaque
- r_render_hair
- r_render_portals
- r_render_to_cubemap_debug
- r_render_world_node_bounds Render world node bounds
- 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_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_gpu_memory_visualizer SceneSystem/Vulkan GPU Memory Visualizer
- r_showdebugoverlays Set to render debug overlays
- r_showdebugrendertarget Set the debug render target to show, 0 == disable
- r_showsceneobjectbounds Show scenesystem object bounding boxes
- r_showsunshadowdebugrendertargets Set to render sun shadow render targets
- r_showsunshadowdebugsplitvis Set to render sun shadow split visibility debugger
- 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_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_suppress_redundant_state_changes
- 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
- 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_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
- r_zprepass_normals 0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
- ragdoll_biped_settle_duration
- ragdoll_biped_settle_force
- ragdoll_biped_settle_lift_force
- ragdoll_biped_settle_start_time
- ragdoll_biped_settle_vertical_limit
- 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_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.
- ranked_set_active_season <interval> Sets the override of the currently active ranked season to be the specified interval
- 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.
- 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
- reload_model Force a reload of a vmdl resource
- 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.
- 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_camera Pitch the camera back toward the horizon over time. Use citadel_reset_camera_duration_ms to tweak the speed.
- 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
- resourcesystem_multiframe_finalize_time_msec Max time to spend finalizing resources per frame in miliseconds.
- respawn_player Respawns the player from death!
- restart Poor man's restart: reload the current map from disk.
- 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.
- rpg_camera_yaw
- 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_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_reloadresponsesystems Reload all response system scripts.
- 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_texture_resolution Sets the texture resolution the raytracer will mark to stream in
- run_perftest Execute perftest.cfg
- run_voicecontainer_async
- save Save Game
- save_animgraph_recording Saves all active animgraph recordings to disk Arguments: automaticallyOpenInAnimgraphEditor
- save_async
- save_clear_subdirectory
- 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_version 0: (V0) Legacy save format, 1: (V1) KeyValues3 save format, 2: (V2) KV3Transfer saves
- 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_chat Opens chat menu to chat with everyone
- say_chat_team Opens chat menu to chat with Allies
- 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_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_gpu_vis_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_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_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_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_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_mesh_shader Toggles mesh shader rendering for instanced meshes
- 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_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_backface_culling
- 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_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
- scale_function_dump Print out all scale functions.
- scene_clientflex Do client side flex animation.
- scene_coordinator_add_request Add a request to the scene coordinator
- scene_maxcaptionradius Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
- scene_panel_rotate_drag
- scene_panel_rotate_frametime_multiplier
- scene_panel_rotate_grab_scale
- scene_panel_rotate_scale
- 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_showfaceto When playing back, show the directions of faceto events.
- scene_showmoveto When moving, show the end location.
- 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'
- sensitivity Mouse sensitivity.
- sensitivity_y_scale Multiplies the mouse Y axis for finer pitch vs yaw aim
- server_dump_lobby Prints server lobby object
- server_dump_signout Dumps informaiton about the current signout system
- server_dump_state Prints current server state
- server_game_time Gives the game time in seconds (server's curtime)
- server_gc_status Check status of connection to the GC
- server_max_signout_duration_no_steam_connection_s
- server_max_signout_duration_s
- server_mem_record_after_time_min The number of minutes required to have elapsed before recording a memory sample
- server_mem_record_interval_min The number of minutes required between memory samples. Set to 0 to disable memory sampling
- server_mem_record_threshold_mb The amount of outstanding memory required to trigger a memory report. 0 disables.
- server_signout_backoff_max
- server_signout_backoff_min
- server_signout_backoff_scale_s
- server_signout_record_custom_user_stats
- server_test_crash Crashes the server to test crash detection and minidumps
- servercfgfile
- servervoice_clear servervoice_clear
- servervoice_dump servervoice_dump
- 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).
- shadowcachedebugger_showdebugwindow Citadel/Graphics/Shadow Cache Debugger
- 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_botmatch_warning Force showing the botmatch warning during pause.
- show_steam_id Prints out the local user's Steam ID. Handy for getting account ID for a player
- show_tool Show or launch the specified engine tool
- 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.
- smartprop_print_timings
- smoothstairs Smooth player eye z coordinate when traversing stairs.
- snapto
- snd_arrangement_start Starts the specified arrangement.
- 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_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_compare_KV_convert
- snd_compare_soundevents Compare the compiled and loaded contents of 2 soundevents.
- 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_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_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_group_cluster_debug
- snd_group_occlusion_debug
- snd_group_priority_debug
- snd_group_priority_max_tolerance
- 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_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_musicvolume Music volume
- snd_mute_losefocus
- 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_point_debug
- snd_opvar_set_point_update_interval
- snd_opvar_set_point_update_interval_fast
- snd_print_activetracks List all active tracks
- snd_print_arrangements List all available sequence arrangments
- snd_print_current_mixer_mixgroup Get data related to mix group matching string
- snd_print_samplers List all available samplers
- snd_print_sequences List all available midi sequences
- 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_remove_all_soundevents Remove all soundevents
- snd_remove_soundevent Remove the specified soundevent
- snd_report_audio_nan
- snd_report_verbose_error If set to 1, report more error found when playing sounds.
- snd_samplers_play_note Play a note from a specified sampler
- snd_samplers_stop_note Stop a note from a specified sampler
- snd_sequence_set_track_bpm Sets the tempo of the specified track
- snd_sequence_set_track_transpose Sets the transposition of the specified track
- snd_sequence_stop_all_tracks Stops all currently playing sequences
- snd_sequence_stop_track Stops the specified track
- snd_sequencer_show_bpm
- snd_sequencer_show_events
- snd_sequencer_show_quantize_queue
- 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_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_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_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_baked_data_stats Display baked data stats for the current mod.
- 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_default_hrtf_volume_gain Adjust overall volume of the default HRTF by the specified gain (dB).
- 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_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_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_probe_caching_for_missing_probes Continue using previous prrobes 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_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_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_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_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_toolvolume Volume of sounds in tools (e.g. Hammer, SFM)
- snd_ui_positional
- snd_ui_spatialization_spread
- snd_use_baked_occlusion
- snd_vmidi_flush Purge and reload all vmidi data and files.
- snd_vmix_override_mix_decay_time If set > 0, overrides how long the decay time is on all mix graphs (in seconds).
- snd_vmix_show_input_updates If set to 1, show all incoming updates to vmix inputs.
- snd_voipvolume Voice volume
- 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.
- spawn_citadel_tutorial_controller Spawns an entity that activates tutorial mode controls.
- spawn_hero_testing_controller Spawns an entity that activates sandbox mode controls.
- spawngroup_ignore_timeouts
- speaker_config
- spec_autodirector Auto-director chooses best view modes while spectating
- spec_centerchasecam Looks at the target player's center, instead of his eye position, in chase came mode
- spec_chase Changes the spectate mode to chase
- spec_chasedistance Chase cam's ideal distance from target
- spec_chasedistancespeed Chase cam's ideal distance from target
- spec_goto Changes the spectate mode to roaming and go to the location
- spec_in_eye Changes the spectate mode to in-eye
- 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_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_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_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_target Changes the target being spectated
- spec_track Tracks an entity in spec mode
- spew_fonts Spew information about font manager fonts
- spew_gold_sources
- 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.
- 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_inputhandler_analog_data_to_enable_controller Amount of analog data needed to switch to controller mode
- steam_inputhandler_enabled Enable steaminput
- steam_inputhandler_fake_steamdeck Pretend to be a steam deck for purposes of automatically turning on the controller
- steam_inputhandler_glyph_lock_mode 0: Automatic (Default) - switch glyphs when a keyboard bind or controller bind activates. 1: Keyboard and Mouse only. 2: Controller Only
- steamaudio_customdata_dimensions_numrays Number of rays to trace for estimating inside outside status of a probe.
- steaminput_glyph_neutral Fallback values for unspecified style in steam input Glyphs. 0: Use Colors, 1: Solid
- steaminput_glyph_solid Fallback values for unspecified style in steam input Glyphs. 0: Not Solid, 1: Solid
- steaminput_glyph_style Fallback values for unspecified style in steam input Glyphs. 0: Knockout, 1: Light, 2: Dark
- steaminput_glyph_use_svg Use SVG vs PNG
- steaminput_glyph_use_universal_face_buttons When enabled, Face Buttons use a diamond of circles, rather than controller specific glyphs for faces
- steamlearn_data_submit_enable Whether we should be submitting data to SteamLearn
- steamlearn_inference_http If we should use HTTP for inference queries
- steamlearn_max_in_flight Maximum number of steamlearn requests that we can have in flight at once
- steamlearn_override_inference_access_tokens Keys for overriding inference keys
- steamlearn_override_inference_versions Versions for overriding inference keys
- steamlearn_override_register_access_token Key for overriding datasource registration key
- steamlearn_request_timeout_s Timeout in seconds for backend requests
- steamlearn_spew_um_times If we should spew how long inferences take to complete
- steamvrevent_quit steamvrevent_quit
- sticky_tooltips Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts.
- stop Finish recording demo.
- stopdemos Stop looping demos (current demo will complete).
- stopsound
- stopsoundscape Stops all soundscape processing and fades current looping sounds
- street_brawl_healing_multiplier
- 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.
- subtick_buttons_enabled
- surfaceprop Reports the surface properties at the cursor
- survey_chance Percentage chance of showing the survey questions when entering matchmaking
- survey_force_question_type Force a specific survey question type for survey questions
- survey_min_games_played Don't allow for showing the survey unless a minimum number of games have been played
- sv_accelerate
- sv_ag2_low_skel_lod
- sv_ag2_record_entity_graph Automatically start AG2 recording when an entity with this name (wildcard) or id is created.
- sv_airaccelerate
- sv_allchat Players can receive all other players' text chat, no death restrictions
- sv_alltalk Players can hear all other players' voice communication, no team restrictions
- sv_audio_debug_bullet_material Visualize bullet material info.
- sv_audio_debug_pawn_surface_data Visualize pawn surface data.
- sv_audio_draw_enclosure_debug Draws debug associated with amount interior vs exterior
- sv_audio_log_citadel_audio_filter Logs sound event information for CCitadelAudioFilter.
- sv_audio_log_participant_start_messages Prints when a participant sound message was sent.
- 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_bounce Bounce multiplier for when physically simulated objects collide with other objects.
- sv_bullet_travel_debug_path Debug: visualization time for lazily calculated bullet paths (0 = disable)
- sv_bullet_travel_debug_trace Debug: visualization time for active bullet traces (0 = disable)
- sv_cheats Allow cheats on server
- sv_citadel_ability_test_fail_all
- sv_citadel_bebop_beam_draw_points
- sv_citadel_camera_ops_debug
- sv_citadel_camera_sequences_debug
- sv_citadel_debug_player_look_target Draw player look target data. White is server, cyan is client.
- sv_citadel_hornet_blast_debug_physics
- sv_citadel_log_ability_use
- sv_citadel_log_server_fow_entities
- sv_citadel_random_strength
- sv_citadel_wrecker_ultimate_debug_physics
- 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_client_predict This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
- sv_clientrates Show client rates.
- 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_cluster Data center cluster this server lives in.
- sv_condense_late_buttons When condensing late commands. Should we compress multiple moves of button presses into the target move?
- sv_connectionless_legacy_events_allowed
- 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_crash_sentinel_filename Filename of crash detection sentinel
- sv_debug_client_not_in_pvs If set, draw failed client PVS checks with red box
- sv_debug_kali_straffing_aim
- sv_debug_overlays_bandwidth Broadcast server debug overlays traffic
- sv_debug_overlays_broadcast Broadcast server debug overlays
- sv_debug_slork_gun
- 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_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_querycache debug - disable trace query cache
- 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_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_delta_packing When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
- 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_hideout When registering for MM, we can be assigned hideouts
- sv_enable_lost_lobby Kill switch for the lost lobby functionality
- sv_enable_match When registering for MM, we can be assigned normal matches
- sv_enable_removearrayelementsoutsidemetadatabounds
- sv_ent_showonlyhitbox
- sv_ents_write_alarm Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds
- sv_extra_client_connect_time Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
- sv_filterban Set packet filtering by IP mode
- sv_footsteps Play footstep sound for players
- 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_friction World friction.
- sv_friendly_dmg_immune For npc's so marked, don't take damage caused by friendly (D_LI) npc's
- sv_fullupdate Force a full update for all clients.
- sv_gameinstructor_disable Force all clients to disable their game instructors.
- sv_gameinstructor_enable Force all clients to enable their game instructors.
- sv_gravity World gravity.
- 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_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_infinite_ammo Player's active weapon will never run out of ammo
- sv_instancebaselines Enable instanced baselines. Saves network overhead.
- 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_lightquery_debug
- 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_log_change_offsets Log change offsets to game/varchangeinfoN.log files.
- sv_log_onefile Log server information to only one file.
- 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_massreport
- sv_matchmaking_enabled Register with the GC for matchmaking
- sv_matchperfstats_maxclientperfsamples Don't retain more than N perf samples for any given client
- sv_matchperfstats_send_to_steam Set to false to disable sending match perf stats to steam
- sv_max_change_offsets How many network changes to track before requiring full diff check.
- 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_maxupdaterate Maximum updates per second that the server will allow
- 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_minrate Min bandwidth rate allowed on server, 0 == unlimited
- sv_minupdaterate Minimum updates per second that the server will allow
- 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_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_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_networkvar_validate Validate each StateChanged against known offsets.
- 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_outofpvsentityupdates
- 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_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_per_player_spray_limit_count How many total sprays each player can have in the map at the same time
- sv_per_player_spray_limit_count_restricted How many total sprays each player can have in the map at the same time (but in restricted modes)
- 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_play_stats_CitadelHitMismatch_enabled Enable / Disable Play Stat CitadelHitMismatch.
- sv_play_stats_CitadelLaneMatchup_enabled Enable / Disable Play Stat CitadelLaneMatchup.
- sv_play_stats_CitadelLaneSwap_enabled Enable / Disable Play Stat CitadelLaneSwap.
- sv_play_stats_CitadelLaneTrooperOrbs_enabled Enable / Disable Play Stat CitadelLaneTrooperOrbs.
- sv_play_stats_CitadelMatch_enabled Enable / Disable Play Stat CitadelMatch.
- sv_play_stats_CitadelObjective_enabled Enable / Disable Play Stat CitadelObjective.
- sv_play_stats_CitadelPlayer_enabled Enable / Disable Play Stat CitadelPlayer.
- sv_play_stats_CitadelServerLobby_enabled Enable / Disable Play Stat CitadelServerLobby.
- sv_play_stats_CitadelTrooperUnstick_enabled Enable / Disable Play Stat CitadelTrooperUnstick.
- sv_play_stats_S2MatchPerf_enabled Enable / Disable Play Stat S2MatchPerf.
- sv_player_search_range
- sv_player_spray_collision_radius How big of a collision sprays should have
- sv_pushaway_clientside_size Minimum size of pushback objects
- 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_querycache_stats Display status of the query cache (client only)
- 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_recipients_check When packing entities, check that recipient bits match for fast path packing.
- 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_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_rollangle Max view roll angle
- sv_rollspeed
- sv_script_think_interval
- sv_search_key
- sv_sendtables Force full sendtable sending path.
- sv_sequence_debug
- sv_sequence_debug2
- sv_sequence_model_substring
- 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_showdamage Shows base damage below what sv_showimpacts would show, and if a player was hit he'll show the damage he took above it (as healthdamage (armorabsorbed)). 1 = show hits. 2 = show hits and misses
- sv_showimpacts Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
- sv_showladders Show bbox and dismount points for all ladders (must be set before level load.)
- sv_showlagcompensation If > 0, show lag compensated hitboxes whenever a player is lag compensated. Value is for how long.
- 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_skyname Current name of the skybox texture
- 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_soundscape_printdebuginfo print soundscapes
- sv_specaccelerate
- sv_specnoclip
- sv_specspeed
- sv_spewmeta Spew serializer meta
- sv_spewworldgroups Spew world groups (server)
- sv_stats Collect CPU usage stats
- 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_stepsize
- sv_stopspeed Minimum stopping speed when on ground.
- 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_suppress_friendlyfire_decals
- sv_suppress_viewpunch
- sv_tags Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.
- sv_temp_baseline_string_table_buffer_size Buffer size for writing string table baselines
- sv_tick_parallel_with_client Runs the final server tick of the frame in parallel with client work
- sv_tick_snapshot_sort_entities
- sv_timeout After this many seconds without a message from fully connected client, the client is dropped
- sv_timeout_hideout_lobby The amount of time to keep a server active for a hideout in minutes
- sv_timeout_matchactive To prevent zombie matches, if a match has been active longer than this many minutes, it should be timed out and the server restarted
- sv_timeout_matchforming The GC has told this server that it is providing it a match but the server hasn't received the lobby in this many minutes so it should restart
- sv_timeout_nogcconnection How many minutes if the server fails to make an initial connection to the GC before the server tries to restart
- sv_timeout_nommupdate If the GC hasn't sent an idle keep alive from the match maker in this many minutes, the server will restart
- sv_timeout_random_range The number of seconds to randomize the timeouts to help avoid the risk of all servers restarting at the same time
- 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_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_visiblemaxplayers Overrides the max players reported to prospective clients
- 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_watchtransmit Watch NetworkStateChanged info for this entity index.
- sv_wateraccelerate
- sv_waterdist Vertical view fixup when eyes are near water plane.
- sv_waterfriction
- 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
- team_chat_auto_join Auto-join Team Chat when joining a match. Will be overridden by any party settings.
- team_chat_hold_join_time
- 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_play_stats_send
- 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
- thumper_use_plane_reflection
- 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
- timewarp_projectile_timescale_override Override timescale for objects that touch a times warp not handled by the wall itself
- toast_manager_override_duration
- toggle Toggles specified convar value on and off.
- toggleconsole Show/hide the console.
- 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
- trigger_fan_debug
- trigger_fan_player_windblock_debug
- trooper_kill_all Kills all living troopers
- trooper_kill_non_bosses Kills all non-boss living troopers
- trooper_zipline_distance_to_drop_from_enemy How many units away from an enemy captured zipline that troopers will exit
- 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_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_citadel_auto_record If enabled, a demo will automatically be recorded for every game
- tv_citadel_max_transition_distance How far we will really try to transition from player to player
- 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_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_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_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_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_show_allchat
- tv_snapshotrate Snapshots broadcast per second
- tv_snapshotrate1 Snapshots broadcast per second, GOTV[1]
- 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_friends_list
- ui_hud_dist distance from the player to the hud
- 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.
- vehicle_debug_impact_damage
- viewmodel_fov
- 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_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_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_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_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)
- 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
- warp_onto_zipline warp onto the nearest point of the zipline lane passed in. provides the zipline intro modifier as well
- weapon_switch Use a particular weapon Arguments: <weapon_name>
- wind_system_debug_volumes
- wind_system_default_resolution_xy
- wind_system_default_resolution_z
- wind_system_default_sample_min_spacing
- wind_system_temporal_smoothing
- 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
- wrecking_ball_muddy The extent to which the Wrecker's boulder behaves 'muddy', meaning how much its jumps up are dampened
- 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.
- zipline_knockdown_protection_delay
- zipline_use_new_latch Use the new latch motion for getting on a zipline. 0: Dont use 1: Just those with b_UseNewZipLineSetup 2: Everyone use
- zoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in.