- +bugvoiceengine2defensivedevelopmentonlydontrecordStart recording bug voice attachment.
- +camdistanceclientdefensivedevelopmentonly
- +cammousemoveclientdefensivedevelopmentonly
- +chatwheelclientdefensivedevelopmentonlyOpens chatwheel menu while held
- +chatwheel2clientdefensivedevelopmentonlyOpens the second chatwheel menu while held
- +dota_ability_executeclientdefensivedevelopmentonly
- +dota_camera_center_on_heroclientdefensivedevelopmentonly
- +dota_camera_followclientdefensivedevelopmentonly
- +dota_control_groupclientdefensivedevelopmentonly
- +dota_filter_allyclientdefensivedevelopmentonly
- +dota_filter_enemyclientdefensivedevelopmentonly
- +dota_filter_heroclientdefensivedevelopmentonly
- +dota_filter_non_heroclientdefensivedevelopmentonly
- +dota_hud_overlaymap_inputkeyclientdefensivedevelopmentonly
- +dota_hud_toggle_overlaymapclientdefensivedevelopmentonly
- +dota_stopclientdefensivedevelopmentonly
- +dota_unit_movetodirectionclientdefensivedevelopmentonly
- +herochatwheelclientdefensivedevelopmentonlyOpens hero chatwheel menu while held
- +midi_noteclientdefensivedevelopmentonly
- +showitemsclientdefensivedevelopmentonly
- +showscoresclientdefensivedevelopmentonly
- -bugvoiceengine2defensivedevelopmentonlydontrecordFinish recording bug voice attachment.
- -camdistanceclientdefensivedevelopmentonly
- -cammousemoveclientdefensivedevelopmentonly
- -chatwheelclientdefensivedevelopmentonlyExecutes the highlighted chatwheel menu item
- -chatwheel2clientdefensivedevelopmentonlyExecutes the highlighted chatwheel menu item
- -dota_ability_executeclientdefensivedevelopmentonly
- -dota_camera_center_on_heroclientdefensivedevelopmentonly
- -dota_camera_followclientdefensivedevelopmentonly
- -dota_control_groupclientdefensivedevelopmentonly
- -dota_filter_allyclientdefensivedevelopmentonly
- -dota_filter_enemyclientdefensivedevelopmentonly
- -dota_filter_heroclientdefensivedevelopmentonly
- -dota_filter_non_heroclientdefensivedevelopmentonly
- -dota_hud_overlaymap_inputkeyclientdefensivedevelopmentonly
- -dota_hud_toggle_overlaymapclientdefensivedevelopmentonly
- -dota_stopclientdefensivedevelopmentonly
- -dota_unit_movetodirectionclientdefensivedevelopmentonly
- -herochatwheelclientdefensivedevelopmentonlyExecutes the highlighted hero chatwheel menu item
- -midi_noteclientdefensivedevelopmentonly
- -showitems
- -showscores
- StackStats_Dump Dump a named stackstats structure to disk. Usage: stackstats_dump "structname" ["filename"]
- Test_Checkpoint Indicate to a test script that a checkpoint has been reached
- Test_ExitProcess Test_ExitProcess <exit code> - immediately kill the process.
- Test_Loop Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
- Test_LoopCount Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- Test_LoopForNumSeconds Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- Test_RandomChance Test_RandomChance <percent chance, 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percentage chance.
- Test_StartLoop Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- Test_StartScript Start a test script running..
- _fov Automates fov command to server.
- _record Record a demo incrementally.
- achievement_debug Turn on achievement debug msgs.
- achievement_disable Turn off achievements.
- activategameui
- addip Add an IP address to the ban list.
- addons list current addon info.
- adjacent_levels List adjacent levels
- adjacent_preload Preload adjacennt level data - will override regular changelevel code -- PROTOTYPE/WIP
- adsp_alley_min
- adsp_courtyard_min
- adsp_debug
- adsp_door_height
- adsp_duct_min
- adsp_hall_min
- adsp_low_ceiling
- adsp_opencourtyard_min
- adsp_openspace_min
- adsp_openstreet_min
- adsp_openwall_min
- adsp_room_min
- adsp_street_min
- adsp_tunnel_min
- adsp_wall_height
- ag2_network_recipeshape_cache_size Cache size for recently-used pose recipe shapes.
- ag2_preserve_params_on_reload When an animgraph is reloaded, should the underlying system restore all params?
- ag2_use_networked_serialization_context_demo Use networked compatibility serialization context in demo playback.
- ag2_use_networked_serialization_context_game Use networked compatibility serialization context in games.
- ai_debug_dyninteractions Debug the NPC dynamic interaction system.
- ai_debug_los NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
- ai_debug_ragdoll_magnets
- ai_debug_scripted_sequence
- ai_debug_shoot_positions
- ai_debug_speech
- ai_disabled
- ai_force_serverside_ragdoll
- ai_off_nav_show_nearest
- ai_sequence_debug
- ai_use_visibility_cache Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.
- ai_use_visibility_cache_reciprocation Sets whether or not the visibility check cache should be reciprocal.
- alias Alias a command.
- allow_clientside_entities
- always_animate_clientside_worldgroups Experimental fix for world panel animation issues
- always_perform_full_spatial_partition_update
- anim_decode_forcewritealltransforms Force BatchAnimationDecode to write transformations for all bones
- anim_disable
- anim_dump_update_list Displays stats about which animations are updating
- anim_eval_stats Displays stats about how many EvaluatePose calls are unused
- anim_noposeparameters If set, all pose parameters on client/server are forced to neutral value
- anim_resource_validate_on_load Validates the animation group channel list against the animations on load for every animation
- anim_showmainactivity Show the idle, walk, run, and/or sprint activities.
- animated_material_attributes
- animevent_debug Print info about each animevent fired
- animevents_dump List all the currently registered anim events.
- animgraph2_enable_parallel_update
- animgraph2_serialize_pose_recipe_in_pre_pack_entities
- animgraph_debug Debug animation graph
- animgraph_debug_animevents Print info about animevents emitted by AnimGraph
- animgraph_debug_entindex The entity to specifically debug
- animgraph_debug_filterent Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.
- animgraph_debug_max_poseop_count
- animgraph_debug_set_filter_params Comma separated list of params to filter against when drawing debug text overlays
- animgraph_debug_set_filter_tags Comma separated list of tags to filter against when drawing debug text overlays
- animgraph_debug_show_unreferenced_params
- animgraph_debug_show_unreferenced_tags
- animgraph_debug_tags
- animgraph_debug_variables Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.
- animgraph_debug_variables_ignore_missing If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.
- animgraph_debug_variables_ignore_nonchanges If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.
- animgraph_draw_traces
- animgraph_dump_update_list Displays stats about which animations are updating
- animgraph_enable Enable animation graph
- animgraph_enable_dirty_netvar_optimization
- animgraph_footlock_auto_ledge_detection Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom
- animgraph_footlock_auto_stair_detection Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step
- animgraph_footlock_calculate_tilt
- animgraph_footlock_debug_foot_index
- animgraph_footlock_debug_type
- animgraph_footlock_draw_footbase
- animgraph_footlock_enabled A master convar that effectively disables the entire footlock node.
- animgraph_footlock_ground_roll
- animgraph_footlock_hip_offset_enable
- animgraph_footlock_ik_enable Enable IK.
- animgraph_footlock_tilt_mode
- animgraph_footlock_trace_ground_enabled Convar for toggling foot lock ground tracking.
- animgraph_footlock_use_hip_shift
- animgraph_footstep_node_supresses_events
- animgraph_force_full_network_updates
- animgraph_ik_debug
- animgraph_motionmatching_print_compressionstats
- animgraph_network_enable Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.
- animgraph_parallel_postdataupdate
- animgraph_slope_draw_raycasts
- animgraph_slope_enable
- animgraph_slowdownonslopes_enabled
- animgraph_trace_ignore_prop_physics
- animgraph_trace_static_only
- animgraph_verify_dirty_netvar_optimization
- ar_fade_in Fade In AR
- asset_thumbnails_server_download
- asset_thumbnails_server_url
- asset_thumbnails_timeout_sec
- assetbrowser Show the global asset browser.
- assetbrowser_name_filter_delay Millisecond delay between typing in the assetbrowser filter and the filter being applied
- assetsystem_check_compile_state Perform a detailed check of an asset's compile state
- assetsystem_clear_thumbnail_cache Clear thumbnail cache
- assetsystem_count Find the number of assets registered with the asset system
- assetsystem_debug_substring Spew info for assets that match the specified substring
- assetsystem_dump_all_dirs Print assetsystem dir tree.
- assetsystem_dump_one_dir Print assets in the specified dir.
- assetsystem_dump_string_threshold Max length of strings to dump in assetsystem_dump_table
- assetsystem_dump_table Print internal assetsystem data.
- assetsystem_fail_compile_on_dependants
- assetsystem_legacy_explicit_reload_child_resources Whether to explicitly reload child resources of a QueueReloadIfLoaded
- assetsystem_legacy_process_file_changes_after_compile Use old behavior of calling ProcessFileChanges() immediately after recompiling a resource
- assetsystem_old_loop_algorithm Set to true to revert to old behavior
- assetsystem_quiet_inputs_before_recompile Before triggering a resource recompile, wait for input dependencies to stop being written
- assetsystem_quiet_inputs_before_recompile_max_pause Max amount of time to wait (in ms) for input dependencies to stop being written before abandoning the compile
- assetsystem_quiet_inputs_before_reload Before triggering a resource reload, wait for input dependencies to stop being written
- assetsystem_reload_queue_requeue_pause Time (sec) to pause assetsystem reload behavior if a requeue is requested
- assetsystem_stats Information about the current assetsystem database.
- assetsystem_test_resort (Dev command - regenerate the asset sort indicies)
- assetsystem_verbose_fingerprints Enable to print detailed info every time an assetfingerprint is calculated
- assetthumbnail_old_fingerprint_style Set to true to revert to old behavior
- attached_output_stall_ms
- audio_input_test_signal For testing the audio input pathway with a sine tone instead of SDL3.
- audio_input_use_sdl_roles
- auto_bug auto_bug : create non-interactive bug report.
- 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>
- banid Add a user ID to the ban list.
- banip Add an IP address to the ban list.
- benchframe Takes a snapshot of a particular frame in a time demo.
- bind Bind a key.
- binddefaults Bind all keys to their default values.
- bindss Bind a key for a particular splitscreen player.
- bindtoggle Performs a bind <key> "increment var <cvar> 0 1 1".
- blink Blink specified convar value between two values at the specified duration.
- bot_mimic
- bot_mimic_spec_buttons +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
- bounty_completed_test <killer_id> <victim_id>
- bounty_toast_test <toast_type> <killer_id> <victim_id>
- 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
- broadcaster_addfacts
- broadcaster_annotatefacts
- broadcaster_build_ability_movie_loc
- broadcaster_openmenu
- broadcaster_openquickstats
- broadcaster_quickstats_baselen
- broadcaster_quickstats_image_mode
- broadcaster_quickstats_len
- broadcaster_quickstats_maxl
- broadcaster_quickstats_minl
- broadcaster_quickstats_minmovielen
- broadcaster_quickstatsleague
- broadcaster_reloadfacts
- broadcaster_setsecondaryquickstats
- broadcaster_togglegreenscreen
- 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
- 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_datadriven_debug
- camera_datadriven_disable_cache
- camerazoomin
- camerazoomout
- cameron_test For Cameron
- camortho Switch to orthographic camera.
- cancelselect
- 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
- cavern_crawl_config_current_variant
- cavern_crawl_config_current_variant_event
- cavern_crawl_draw_paths
- cavern_crawl_draw_rewards
- cavern_crawl_force_refresh Debug utility for cavern crawl
- cavern_crawl_pregame_intro_shown
- cavern_crawl_reload_layout Debug utility for cavern crawl
- cavern_crawl_test_claim_map_variant
- cavern_crawl_test_pre_game
- cavern_crawl_toggle_debug Debug utility for cavern crawl
- cavern_crawl_ui_debug_flare Debug utility for flare
- cavern_crawl_ui_debug_inventory Debug utility for inventory
- cavern_crawl_ui_debug_swap Debug utility for swap
- cavern_crawl_ui_generate_path_pos Generates Path Positions
- cavern_post_game_progress_fake_variant
- cc_captiontrace Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
- cc_delay_time Close caption delay before showing caption.
- cc_emit Emits a closed caption
- cc_force_combine_chatter
- cc_lang Current close caption language (emtpy = use game UI language)
- cc_linger_time Close caption linger time.
- cc_log Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)
- cc_spectator_only
- cc_subtitles If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
- cc_vr_caption_catchup_interval Duration it takes for attached caption to ideal point
- cc_vr_caption_speed 0 = slow, 1 = medium (default), 2 = fast
- cc_vr_debug Debug visualization of VR closed caption placement
- cc_vr_depth_test Have closed caption Panorama panel perform depth testing against the scene
- cc_vr_epsilon Epsilon to trigger movement of VR subtitle panel in world space
- cc_vr_font_size 0 = small, 1 = med (default), 2 = large
- cc_vr_forward_offset Subtitle offset distance (forward, in front of player)
- cc_vr_vertical_offset Subtitle vertical offset distance (positive is up)
- cc_vr_width 0 = narrow, 1 = med (default), 2 = wide
- changelevel changelevel <mapname> :Multiplayer change level.
- chat_channel_debug Print members of a chat channel
- chat_debug_add_members Adds dummy members to a chat channel
- chat_force_ceb_level
- chat_force_team_spray
- chat_force_ti11_battlepass_chat_wheel_level
- chat_join Join a chat channel
- chat_join_hltv Join an hltv chat channel
- chat_leave Leave a chat channel
- chat_say Send a message to the specified channel
- chat_sound If enabled, play sound when receiving chat messages
- chat_wheel_emoticon_0
- chat_wheel_emoticon_1
- chat_wheel_emoticon_10
- chat_wheel_emoticon_11
- chat_wheel_emoticon_12
- chat_wheel_emoticon_13
- chat_wheel_emoticon_14
- chat_wheel_emoticon_15
- chat_wheel_emoticon_2
- chat_wheel_emoticon_3
- chat_wheel_emoticon_4
- chat_wheel_emoticon_5
- chat_wheel_emoticon_6
- chat_wheel_emoticon_7
- chat_wheel_emoticon_8
- chat_wheel_emoticon_9
- chat_wheel_phrase_0
- chat_wheel_phrase_1
- chat_wheel_phrase_10
- chat_wheel_phrase_11
- chat_wheel_phrase_12
- chat_wheel_phrase_13
- chat_wheel_phrase_14
- chat_wheel_phrase_15
- chat_wheel_phrase_2
- chat_wheel_phrase_3
- chat_wheel_phrase_4
- chat_wheel_phrase_5
- chat_wheel_phrase_6
- chat_wheel_phrase_7
- chat_wheel_phrase_8
- chat_wheel_phrase_9
- chatwheel_say Send a chatwheel message. Usage: chatwheel_say <messagenum>
- check_collision_saveload
- check_collision_saveload_dir
- check_game_mode Checks game mode is up to date
- check_nofilefd Print the current number of FDs reported by getrlimit
- check_transmit_dump_ents
- cheers_batch_delay
- 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_bugfix_stop_on_seq_change
- cl_anim_dump_update_list Displays stats about which animations are updating
- cl_anim_eval_stats Displays stats about how many EvaluatePose calls are unused
- cl_anim_queue_changes
- cl_anim_sequence_transitioner Enable animation sequence transitioner.
- cl_animgraph_dump_update_list Displays stats about which animations are updating
- cl_async_restore_server_authoritative_state
- cl_async_usercmd_send
- cl_async_usercmd_send_recvmargin_min Min size of the recv margin queue when async usercmd send is disabled
- cl_auto_cursor_scale Automatic cursor size scaling.
- cl_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_cache_sendtable Cache sendtables
- cl_cameraoverride_fade_in_amount
- cl_cameraoverride_shadow_depth_bias
- cl_cameraoverride_shadow_end
- cl_change_callback_limit change callback msec warning limit
- cl_chat_active
- cl_checkdeclareclasses Check game code serializers
- cl_clock_buffer_ticks Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired
- cl_clock_buffer_ticks_spectator Additional margin (in ticks) to apply when spectating.
- cl_clock_correction Enable/disable clock correction on the client.
- cl_clock_recvmargin_adjust_limit_slowdown Clock sync will not slow down time slower than N%
- cl_clock_recvmargin_adjust_limit_speedup Clock sync will not speed up time faster than N%
- cl_clock_recvmargin_desired Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks
- cl_clock_recvmargin_spew_interval
- cl_clock_recvmargin_timeconstant_slowdown Clock sync will remove 63.2% of the error in N seconds
- cl_clock_recvmargin_timeconstant_speedup Clock sync will remove 63.2% of the error in N seconds
- cl_clock_recvmargin_window Clock sync will use past N seconds
- cl_clockdbg
- cl_clockdrift_max_ticks Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.
- cl_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_debug_precipitation_surface_graph When true, use the surface graph to pass in positions for rainfall.
- 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_dota_alt_unit_movetodirection Does holding alt enable move to direction mode?
- cl_dota_ambient_tree_shake
- cl_dota_ambient_tree_shake_cooldown
- cl_dota_ambient_tree_shake_duration
- cl_dota_ambient_tree_shake_peak_time
- cl_dota_ambient_tree_shake_range
- cl_dota_ambient_tree_shake_strength
- cl_dota_cache_hitboxes_model_bind_pose
- cl_dota_cd_captain_pick_time
- cl_dota_contextual_tips_reload Reload the contextual tips definition file
- cl_dota_contextual_tips_reset_history Resets the contextual tips clouded history file
- cl_dota_dc_crow_expire_probability
- cl_dota_disable_scenefile_cache
- cl_dota_dump_econ_item_stringtable cl_dota_dump_econ_item_stringtable
- cl_dota_dump_modifier_stringtable cl_dota_dump_modifier_stringtable
- cl_dota_gridnav_show
- cl_dota_gridnav_show_size Control the size of the gridnav display. 1 = small, 2 = medium, 3 = large
- cl_dota_mk_tree_shake_duration
- cl_dota_mk_tree_shake_peak_time
- cl_dota_mk_tree_shake_strength
- cl_dota_preview_hero_vision
- cl_dota_preview_hero_vision_hold_time
- cl_dota_projectile_debug
- cl_dota_projectile_disable_attachment_points
- cl_dota_recent_games_include_custom_games
- cl_dota_recent_games_include_event_games
- cl_dota_recent_games_include_practice_matches
- cl_dota_rubick_arcana_reload Reload the rubick arcana descriptor file
- cl_dota_showents Dump entity list to console.
- cl_dota_speech_announcer_voice Specify which new-style announcer pack you want to use. For debugging only.
- cl_dota_speech_spec_ancientattack Set to 0 to prevent hearing 'your ancient is under attack' lines.
- cl_dota_speech_spec_barracksattack Set to 0 to prevent hearing 'your rax is under attack' lines.
- cl_dota_speech_spec_barracksfalls Set to 0 to prevent hearing 'your rax has fallen' lines.
- cl_dota_speech_spec_enemybasefalls Set to 0 to prevent hearing 'enemy's tower/rax has fallen' lines.
- cl_dota_speech_spec_idles Set to 0 to prevent hearing announcers' idle lines.
- cl_dota_speech_spec_towerattack Set to 0 to prevent hearing 'your tower is under attack' lines.
- cl_dota_speech_spec_towerfalls Set to 0 to prevent hearing 'your tower has fallen' lines.
- cl_dota_unified_tree_hitboxes
- 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_modifier_list Dumps all modifiers that exist in the game
- 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_ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_actornames Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
- cl_ent_animgraph2_open_graph Opens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_animgraph2_record Starts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_attachment_filter_substrings If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- cl_ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_call ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
- cl_ent_clear_debug_overlays Clears all debug overlays
- cl_ent_find Find and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>
- cl_ent_find_index Display data for entity matching specified index. Format: find_ent_index <index>
- cl_ent_grab grabs the object in front of the player. Options: -loose -multiple -toggle
- cl_ent_hierarchy Prints the entity hierarchy tree rooted at the specified ent(s)
- cl_ent_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_joint_axis_size
- cl_ent_joint_filter_name If a joint's entire name matches (case insensitive), it will be displayed.
- cl_ent_joint_filter_substrings If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- cl_ent_joint_lines Draw a line between a rendered joint and its parent.
- cl_ent_joint_names Draw the name of a rendered joint.
- cl_ent_joint_only_ik_joints
- cl_ent_joint_use_bind_pose
- cl_ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_messages Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_name Displays the entity name
- cl_ent_picker Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full - enables all debug information
- cl_ent_pivot Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_pivot_size
- cl_ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- cl_ent_scale Scales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- cl_ent_scenehierarchy Prints the entity scenenode hierarchy tree rooted at the specified ent(s)
- cl_ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_setang Set entity angles
- cl_ent_setname Sets the targetname of the given entity(s) Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- cl_ent_setpos Move entity to position
- cl_ent_show_contexts Show entity contexts in ent_text display
- cl_ent_show_damage Sets damage display mode. When on, you will see the amount of damage dealt over the target's head.
- cl_ent_showonlyattachment
- cl_ent_showonlyhitbox
- cl_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_skeleton_only_ik_joints
- cl_ent_spew_derived_classes Prints out all entity classes which inherit from a specified base class
- cl_ent_text Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text256 Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_clear Hide text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_filter Set which ent_text filters you want:
- cl_ent_text_flags_active
- cl_ent_text_no_name_really_i_mean_it
- cl_ent_text_radius Displays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
- cl_ent_text_sticky_add Adds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_sticky_clear Clears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_sticky_dump Spews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_text_sticky_remove Removes from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_ungrab un-grabs all objects
- cl_ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ent_visibility_traces Displays visibility traces for the given entity Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- cl_ents List client entities, sorted by spawn group
- cl_error_report_time Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.
- cl_extrapolate Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount Set how many seconds the client will extrapolate entities for.
- cl_fasttempentcollision
- cl_flushentitypacket For debugging. Force the engine to flush an entity packet.
- cl_force_missing_vcds Force vcds to appear missing, and fall back to soundevents of the same name.
- cl_force_next_signon_to_reset
- cl_fow_viz FoW viz commands
- 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_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_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_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_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_npc_test_autostyle Debugging helper to try out different autostyle configurations Arguments: <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}> <var name> <value>
- cl_panel_freeze_time_after_press time to freeze mouse/pointer motion after a mouse button press
- cl_panorama_script_help Display Panorama JavaScript bindings
- cl_panorama_script_help_2 Display all registered Panorama JavaScript bindings in wiki syntax
- cl_panorama_typescript_declarations Display Panorama JavaScript bindings as TypeScript declarations
- 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_portrait_bg_translucent_test Renders the hero on a gray background for translucency blending testing
- cl_portrait_deferred Use deferred rendering for portraits.
- 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 PredictionMap_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_prop_fadeout_alpha
- cl_prop_fadeout_height
- cl_prop_fadeout_mode
- cl_prop_fadeout_portrait_max_distance
- cl_prop_fadeout_portrait_min_distance
- cl_prop_fadeout_radius
- cl_prop_fadeout_radius_end
- cl_prop_fadeout_specator_zoom_end
- cl_prop_fadeout_specator_zoom_start
- cl_prop_fadeout_time
- 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_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_debug_verbose
- cl_sequence_model_substring
- cl_show_mouseclick_effects
- cl_show_splashes
- cl_showanimstate Show the (client) animation state for the specified entity (-1 for none).
- 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_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_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_spectator_interp_ratio When connected to hltv or playing a demo, multiply the interp time by this.
- cl_spewserializers Spew serializers
- cl_spewworldgroups Spew world groups (client)
- cl_ss_origin print origin in script format
- cl_svc_usercmds_delta_validate Validate consistency of delta-encoded user commands. Requires server to have sv_cq_validate_encoded_svc_usercmds enabled.
- 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_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_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_wateroverride Specify a material to override the water material.
- cl_weather
- cl_yawspeed
- claim_event_action Claim an event action
- claim_event_level_rewards Claim rewards for an event level
- 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_interp_rot
- 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
- col_viz Collision visualizer commands
- collect_entity_model_name Collect model names of the entities you're pointing at
- colviz_flags ColViz flags.
- comic_viewer_popup_show_internal_page Show the internal page number in the comic viewer popup
- 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_radius_damage Causes radius damage where you're looking, at the passed in radius.
- creditsdone
- csm_bias_override_0
- csm_bias_override_1
- csm_bias_override_2
- csm_bias_override_3
- csm_cascade0_override_dist
- csm_cascade1_override_dist
- csm_cascade2_override_dist
- csm_cascade3_override_dist
- csm_cascade_viewdir_shadow_bias_scale
- csm_max_dist_between_caster_and_receiver default pushback
- csm_max_num_cascades_override Number of cascades in sunlight shadow
- csm_max_shadow_dist_override
- csm_max_visible_dist
- csm_res_override_0
- csm_res_override_1
- csm_res_override_2
- csm_res_override_3
- csm_shadow_worldview_align_x_to_u
- csm_shadow_worldview_shear_align_z_to_v
- csm_sst_max_visible_dist
- csm_sst_pushback_distance default pushback
- csm_sst_shadow_focus_region_maxz
- csm_sst_shadow_focus_region_minz
- csm_sst_shadow_focus_region_thin_compensation
- csm_viewdir_shadow_bias
- csm_viewmodel_max_shadow_dist
- csm_viewmodel_max_visible_dist
- csm_viewmodel_nearz
- csm_viewmodel_shadows
- custom_game_detail_max_friend_lobbies Max number of friend lobbies shown on custom game detail page.
- custom_game_lobby_fake_entries Add fake entries to the custom lobby UI
- custom_game_overview_fake_friend_lobbies Fake friend lobbies in custom game overview UI.
- custom_game_overview_fake_friends_in_game Fake friends in custom game overview UI.
- custom_game_overview_friend_lobbies_to_hide_ingame_friends When there are this many friend lobbies, the friends ingame display is hidden.
- custom_game_overview_max_friend_lobbies Max number of friend lobbies shown in custom game overview UI.
- custom_game_overview_suppress_friend_data Suppress friend active and historical data on custom game overview UI
- custom_game_vote_popup Test vote popup for specified custom game ID
- customgamesetup_auto_assign_players Automatically assign all curently unassigned player to teams.
- customgamesetup_enable_auto_launch Enable or disable automatically launching the game when all players are assigned to a team.
- customgamesetup_lock_team_selection Lock or unlock the team selection, when locked players cannot change teams.
- customgamesetup_select_team Player selecting a team during custom game setup.
- customgamesetup_set_auto_launch_delay Set the amount of time in seconds that will be set as the remaining time when all players are assigned to a team.
- customgamesetup_set_remaining_time Set the number of seconds remaining before the game starts.
- customgamesetup_shuffle_players Shuffle the team assignments of all players currently assigned to a team.
- customgamesetup_test_parties
- cvarlist Show the list of convars/concommands.
- cyclevar Cycle through specified convar values.
- 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
- 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_dashboard_cell_end_timer
- debug_dashboard_overlay_opacity
- debug_dashboard_overlay_path
- debug_destructible_parts Draw debug information for destructible parts.
- debug_destructible_parts_enabled Toggle enabling/disabling the destructible parts system for debug.
- debug_destructible_parts_radius_damage
- debug_destructible_parts_ttl How long the debug draws stick around for, unless they're per-tick.
- debug_draw_enable
- debug_error_model
- debug_font_name Debug font name
- debug_font_size Font size for the debug font
- debug_hltv Print out hltv events
- debug_overlay_fullposition
- debug_physimpact
- debug_radial_damage
- debug_shared_random
- debug_takedamage_summaries
- debug_visibility_monitor
- debugoverlay_circle_verts
- debugoverlay_cycle_domain Toggles visibility of the debug overlay system.
- debugoverlay_cycle_state Toggles visibility of the debug overlay system.
- debugoverlay_dashboard Makes the debug overlay dashboard visible.
- debugoverlay_enable_dotted_dashed Toggle the use of dotted/dashed debugoverlay lines to indicate source
- debugoverlay_force_respect_ttl Force respect TTL even when clearing scopes
- debugoverlay_hide_imgui Hides the overlay.
- debugoverlay_show_text_outline Toggle display of box around text
- debugoverlay_text_scale Scale of the text used for 3d display, but see also debug_font_{size,name}
- debugoverlay_toggle Toggles visibility of the debug overlay system.
- decalfrequency
- default_fov
- demo_allow_game_mismatch Allow playback of demo even if game directories are not matched [may crash or fail to load].
- demo_debug Turn on demo debug spew.
- demo_flush Flush writing the demo file every network update
- demo_goto Skips to location in demo.
- demo_gotomark Skips the current demo playback to the marked tick
- demo_gototick Skips to a tick in demo.
- demo_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_auto_draft_test runs pick test on multiple players
- 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_show_event_dungeon_leaderboards Show the Dungeon event leaderboards
- 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_convars_onscreen_in_big_text Display the convars on the screen in big text. Use semicolons to separate multiple convars
- display_game_events
- dlight_debug Creates a dlight in front of the player
- dota_10th_anniversary_use_fake_data Use fake 10th anniversary data
- dota_1v1_skip_strategy
- dota_731_teaser_enabled
- dota_aa_test_reduce_playtime_remaining Limit available remaining playtime. Requires -antiaddiction_test.
- dota_ability_amphibian_rhapsody_hear_click_track Whether you hear a click track for the beat.
- dota_ability_autocast
- dota_ability_contribution_assert_minimum Minimum threshold for ability contribution delta before triggering asserts.
- dota_ability_debug
- dota_ability_draft_dump_heroes wtf
- dota_ability_draft_force_gamemode_flag
- dota_ability_draft_shuffle_players
- dota_ability_dump_refcounts Dumps the modifier refcounts of all hero abilities
- dota_ability_enable_client_prediction Client predicts what the ability bar and ability states should be before receiving response from server
- dota_ability_execute
- dota_ability_frogrock_show_fixed_hud
- dota_ability_frogrock_show_overhead_hud
- dota_ability_learn_mode Enter the mode where ability points can be spent
- dota_ability_legacy_mode_quick_cast Enables quickcast for legacy keys.
- dota_ability_projection_data_file
- dota_ability_quick_cast
- dota_ability_quickcast
- dota_ability_refcount_modifiers
- dota_ability_schema_force_save_ids
- dota_ability_schema_require_locked_ids
- dota_ability_self_cast_timeout
- dota_ability_think_always
- dota_ability_use_original_cast_mode_for_stolen_spell
- dota_activate_window_on_hero_picking_start If set, brings Dota to the foreground when hero picking starts
- dota_activate_window_on_match_found If set, brings Dota to the foreground when match found
- dota_activate_window_on_ready_check If set, brings Dota to the foreground on a ready check
- dota_activate_window_on_unpause If set, brings Dota to the foreground when unpaused
- dota_active_play_section_new
- dota_add_map_override Specify a map override to test, then use the map command to load the map with the override
- dota_aghanims_pudge_fx
- dota_aghanims_pudge_fx_overhead
- dota_aghanims_pudge_fx_sound
- dota_aghsfort_watch_tower_allow_completion
- dota_aghslab_test_hero_unlocks_in_local_game
- dota_alarm_ring_size
- dota_all_sets_animated Show set tiles always as animated unless high quality dashboard is off.
- dota_all_vision
- dota_allow_clientside_entities
- dota_allow_clientside_particles
- dota_allow_invalid_orders
- dota_allow_muting_bots
- dota_allow_orders_multiple_nextbot_updates
- dota_allow_orders_while_paused
- dota_allow_pause_in_match Allow players to pause in matchmade games
- dota_allow_single_player_minigames Allows minigames to work on single player games
- dota_alt_creep_distance_z_offset
- dota_alt_lane_creep_distance_threshold
- dota_alt_neutral_creep_enable_stack_penalty
- dota_alt_right_range_hint
- dota_alt_show_lane_creep_gold_bounty
- dota_alt_show_neutral_creep_gold_bounty
- dota_alt_show_neutral_stack_times_and_arrow
- dota_alt_show_rune_spawn_times
- dota_alt_show_ward_suggestions
- dota_alt_shows_neutral_spawn_boxes
- dota_alt_shows_tower_attack_range
- dota_always_show_hero_finder Always display the hero finder.
- dota_ambient_cloth
- dota_ambient_creatures
- dota_ambient_creatures_pop
- dota_ancient_decoration_debug
- dota_ancient_decoration_override_client_model_asset
- dota_animation_debug
- dota_animation_force_modifier
- dota_animation_run
- dota_animation_run_ancient
- dota_announcer_idle_speech_deathwait This many seconds must pass after a hero dies for an announcer to consider saying idle lines.
- dota_announcer_idle_speech_debug If true print debug information about why announcers do or do not idle.
- dota_announcer_idle_speech_herodamage_limit If any hero has taken more than this many hitpoints of damage recently, no idles play.
- dota_announcer_idle_speech_herodamage_window If any hero has taken more than dota_announcer_idle_speech_herodamage_limit hitpoints of damage in this many seconds, no idles play.
- dota_announcer_idle_speech_interval After an announcer has said an idle line, another can't play for at least this many seconds.
- dota_announcer_idle_speech_minwait Announcers won't say idle speech unless at least this many seconds passed since the last time they said something.
- dota_announcer_idle_speech_starttime This many seconds must have passed since start of game before announcers poll for idle speech.
- dota_anonymous_mode If set, you won't see other people's persona names, guild names or avatars
- dota_aphotic_shield_scale_divisor
- dota_aphotic_shield_scale_max
- dota_aphotic_shield_scale_min
- dota_apm
- dota_apm_update_interval
- dota_arcana_disable_hud_display
- dota_arcana_votes_cache_duration
- dota_armory_CustomTagDisplayName_1
- dota_armory_CustomTagDisplayName_2
- dota_armory_CustomTagDisplayName_3
- dota_armory_CustomTagDisplayName_4
- dota_armory_CustomTagDisplayName_5
- dota_armory_CustomTagDisplayName_6
- dota_armory_CustomTagDisplayName_7
- dota_armory_CustomTagDisplayName_8
- dota_armory_all_items_group_by_type
- dota_armory_all_items_sort_option
- dota_armory_animated_immortals Show hero immortal items as animated tiles rather then static ones.
- dota_armory_automatically_add_new_item_to_collection
- dota_armory_debug_set_capacity_percent
- dota_armory_last_selected_hero_id
- dota_armory_load_all_unavailable Load all available items.
- dota_armory_stack_unusuals
- dota_armory_sticker_view_new
- dota_armory_stickers_event_filter_option
- dota_armory_stickers_group_option
- dota_armory_stickers_quality_filter_option
- dota_armory_stickers_quality_type_option
- dota_armory_use_alphabetical_dividers Show alphabetical dividers in the hero list.
- dota_arty_cam_far
- dota_arty_cam_height_mult
- dota_arty_cam_near
- dota_arty_cam_pitch
- dota_arty_cam_roll
- dota_arty_cam_width_mult
- dota_arty_cam_x
- dota_arty_cam_y
- dota_arty_cam_yaw
- dota_arty_cam_z
- dota_assisted_camera_operator_pure_interp_multiplier
- dota_attack_timer_buffer_ticks
- dota_audio_language_storage
- dota_auto_connect Automatically connect to the specified server forever
- dota_auto_courier_auto_burst Whether courier automatically uses Speed Burst when auto-mode is on.
- dota_auto_courier_deliver_visible_only Whether courier delivers only while you're visible when auto-mode is on.
- dota_auto_courier_divert_near_shop_dist If a mark-for-buy item becomes available (or is bought) and the courier is still this close to a shop, it will return to get it
- dota_auto_courier_max_divert_length How much extra (straight-line) distance is allowed when diverting. Must pass this or the mult check
- dota_auto_courier_max_divert_mult The maximum multiplier to the distance to the unit allowed when diverting. Must pass this or the length check
- dota_auto_courier_min_dot_for_divert Controls the maximum permitted angle between the direction to the shop and the direction to the unit when diverting
- dota_auto_courier_nondivert_range If the courier is this close to its target unit, it won't divert to a shop
- dota_auto_courier_wait_time_item_mark Time for courier to wait after player marks an item for buy
- dota_auto_courier_wait_time_item_purchase Time for courier to wait after player purchases an item
- dota_auto_courier_wait_time_manualorder Time for courier to wait after a manual order completes
- dota_auto_courier_wait_time_manualorder_stop Time for courier to wait after a stop order
- dota_auto_create_proxy Automatically create a proxy
- dota_auto_mark_for_buy Whether items added to quickbuy default to marked for buy.
- dota_auto_surrender_all_disconnected_timeout If all players have been disconnected for at least N seconds, end the game immediately
- dota_autograph_force_lv10
- dota_autograph_force_lv20
- dota_autograph_force_lv50
- dota_autoselect_bots If set, new bots will be autoselected. This is for the item icon editor.
- dota_autoselect_entity If set, new bots of the given type will be autoselected. This is for the item icon editor.
- dota_background_last_match_force_hero Set to a hero's name to force showing that hero on the last match background.
- dota_background_last_match_force_missing_data Force the dashboard background to assume that data is missing.
- dota_background_last_match_show_debug_button Show the reset debug button.
- dota_battle_report_force_featured_hero_id
- dota_battle_report_force_featured_role
- dota_battle_report_highlight_calculate_local
- dota_battle_report_highlight_debug
- dota_battle_report_print_match_history [account id] [timestamp] [duration] Print battle report match history
- dota_battle_report_show_new_popup [timestamp] [duration] Show the battle report popup
- dota_battle_report_show_page [account id] - shows the battle report page for the given account id.
- dota_battle_report_show_popup [account id] [timestamp] [duration] Show the battle report popup
- dota_battlereport_aggregate_hero_stats_cache_duration
- dota_bingo_2024_debug_use_stat_tracker_names
- dota_bingo_2024_force_all_phases_unlocked
- dota_bingo_2024_show_debug_button
- dota_bingo_force_all_phases_unlocked
- dota_bingo_points_animation_duration_max_change
- dota_bingo_points_animation_duration_max_seconds
- dota_bingo_points_animation_duration_min
- dota_bingo_points_animation_duration_min_change
- dota_bingo_show_debug_button
- dota_bingo_use_fake_stats
- dota_black_screen_debug_messages
- dota_bloodstone_aoe_size Size of the bloodstone AOE increase.
- dota_bot_allow_human_control
- dota_bot_assert_on_invalid_ability_usage
- dota_bot_assert_on_invalid_build
- dota_bot_avg_fps Reports the average fps for this dota game
- dota_bot_challenge_submode
- dota_bot_chat_throttle_duration
- dota_bot_client_debug Draw some basic client-side debug info for each hero.
- dota_bot_debug_assign_hero_roles
- dota_bot_debug_clear Disables all bot debugging.
- dota_bot_debug_clear_all Disables all bot debugging.
- dota_bot_debug_force_lotus_pool
- dota_bot_debug_force_pregame_fight
- dota_bot_debug_force_push_tower
- dota_bot_debug_force_retreat
- dota_bot_debug_force_roshan
- dota_bot_debug_force_team_defend_lane
- dota_bot_debug_force_team_roam
- dota_bot_debug_grid
- dota_bot_debug_grid_cycle Cycles through grid modes.
- dota_bot_debug_lanes
- dota_bot_debug_minimap
- dota_bot_debug_minimap_cycle Cycles through different minimap debug modes.
- dota_bot_debug_path
- dota_bot_debug_path_avg
- dota_bot_debug_path_draw
- dota_bot_debug_pathing
- dota_bot_debug_planning_only_heroes
- dota_bot_debug_planning_tests
- dota_bot_debug_potential_location
- dota_bot_debug_reset_tasks Force all bots to reselect their current task.
- dota_bot_debug_team
- dota_bot_debug_team_power
- dota_bot_debug_team_ward_spots
- dota_bot_debug_ward_spots
- dota_bot_difficulty_mask Difficulties of bots to matchmake for.
- dota_bot_disable
- dota_bot_disable_test
- dota_bot_disconnect_player Disconnects the player owner of all bots
- dota_bot_enable_tasks
- dota_bot_enable_trial
- dota_bot_failed_pathfind_warnings
- dota_bot_fake_afk
- dota_bot_force_pick Force bots to pick one of these heroes before falling back to random selection (should be a comma-separated list with no spaces)
- dota_bot_force_pick_slot Force picks to be mapped to specific player ids.
- dota_bot_give_gold Gives all bots the specified amount of gold.
- dota_bot_give_item Creates an item for all bots.
- dota_bot_give_level Gives all bots the specified number of levels.
- dota_bot_give_minutes Gives all bots gold and XP as if they had played some additional number of minutes.
- dota_bot_level If set, bots will be set to the level specified with appropriate gold on game start
- dota_bot_long_frame_limit
- dota_bot_match_solo
- dota_bot_mode
- dota_bot_populate Populates the remaining slots with bots
- dota_bot_populate_seeded Populates the remaining slots with hard bots given a random seed
- dota_bot_potential_debug Displays potential locations for this bot.
- dota_bot_practice_difficulty Default difficulty for quick bot practice games
- dota_bot_practice_gamemode Default game mode for bot practice games, AP = 1
- dota_bot_practice_script Bot script ID to use for local games.
- dota_bot_practice_select_hero Force selection of a hero for the human player in practice games.
- dota_bot_practice_start Whether to start a local game when the map loads
- dota_bot_practice_team Default team for quick bot practice games
- dota_bot_practice_team_desired
- dota_bot_purchase_item_enable
- dota_bot_reload_scripts Reloads all the bot scripts
- dota_bot_script_index_mask Valid dedicated server script indexes for bots.
- dota_bot_select_debug Displays general bot debugging information.
- dota_bot_select_debug_attack Displays debugging info on potential attack targets.
- dota_bot_set_difficulty Sets all bots to a particular difficulty (0 = easy, 1 = medium, 2 = hard, 3 = unfair.
- dota_bot_spam_modes
- dota_bot_takeover_disconnected
- dota_bot_tutorial_boss
- dota_bot_use_machine_learned_weights
- dota_bounty_rune_spawn_time
- dota_bp_fake_friend_count Fake the count of Battle Pass friends
- dota_bp_frontpage_takeover_test_live_matches Setup the frontpage takeover with some match data things.
- dota_bp_gift_level
- dota_bp_override_action <event action> [action score] - Calls dota_event_override_action for the current event
- dota_bp_override_clear Calls dota_event_override_clear for the current event
- dota_bp_override_level [level] - Calls dota_event_override_level for the current event
- dota_bp_override_owned [owned] - Calls dota_event_override_owned for the current event
- dota_bp_override_points [points] - Calls dota_event_override_points for the current event
- dota_bp_override_premium_points [premium points] - Calls dota_event_override_premium_points for the current event
- dota_bp_override_takeover [takeover_active] - Toggle the takeover for BP2022 events. 0 off, 1 on
- dota_bp_team_fandom_last_seen
- dota_bracket_predictions_dump <league id>
- dota_broadcast_is_live_cache_duration_s
- dota_broadcaster_camera_interp
- dota_broadcaster_channel_country_name Broadcaster Channel Country Name
- dota_broadcaster_channel_description Broadcaster Channel Description
- dota_broadcaster_channel_language Broadcaster Channel Language
- dota_broadcaster_channel_save_settings
- dota_broadcaster_dismiss_all_stats
- dota_building_defended_radius
- dota_building_health_loss_warn_interval Minimum seconds between announcer warning a particular building is under attack
- dota_cache_duration_all_hero_challenge_s
- dota_cache_duration_available_private_coaching_sessions_s
- dota_cache_duration_available_private_coaching_sessions_summary_s
- dota_cache_duration_bingo_league_stats_s
- dota_cache_duration_charge_cost_item_purchase_s
- dota_cache_duration_coach_history_s
- dota_cache_duration_custom_game_counts_s
- dota_cache_duration_fantasy_craft_s
- dota_cache_duration_fantasy_raw_stats_s
- dota_cache_duration_fantasy_roster_s
- dota_cache_duration_favoriteplayers_s
- dota_cache_duration_friend_needed_tokens_s
- dota_cache_duration_guild_data_s
- dota_cache_duration_guild_persona_data_s
- dota_cache_duration_guild_summary_s
- dota_cache_duration_leaderboard_s
- dota_cache_duration_league_admin_list_s
- dota_cache_duration_league_dpc_standings_s
- dota_cache_duration_league_info_s
- dota_cache_duration_league_list_s
- dota_cache_duration_league_live_dpc_games_s
- dota_cache_duration_league_live_games_s
- dota_cache_duration_league_lobby_nodes_s
- dota_cache_duration_league_node_results_s
- dota_cache_duration_league_prediction_results_s
- dota_cache_duration_league_predictions_s
- dota_cache_duration_league_prize_pool_s
- dota_cache_duration_limited_item_purchase_s
- dota_cache_duration_partysearch_s
- dota_cache_duration_player_accomplishments_s
- dota_cache_duration_team_info_s
- dota_call_gg
- dota_camera_accelerate
- dota_camera_allow_freecam
- dota_camera_always_snap_height
- dota_camera_assisted_camera_operator_bias_constant_oneteam
- dota_camera_assisted_camera_operator_bias_constant_twoteams
- dota_camera_assisted_camera_operator_bias_frame_multiplier
- dota_camera_assisted_camera_operator_bias_scale
- dota_camera_assisted_camera_operator_bias_scale_frame_multiplier
- dota_camera_assisted_camera_operator_blend_multiplier
- dota_camera_assisted_camera_operator_debug
- dota_camera_assisted_camera_operator_inner_radius_at_zoomed_in
- dota_camera_assisted_camera_operator_input_cooldown
- dota_camera_assisted_camera_operator_interp_speed_bias_param
- dota_camera_assisted_camera_operator_interp_speed_dist_max
- dota_camera_assisted_camera_operator_interp_speed_dist_min
- dota_camera_assisted_camera_operator_interp_speed_multiplier
- dota_camera_assisted_camera_operator_interp_speed_speed_max
- dota_camera_assisted_camera_operator_interp_speed_speed_min
- dota_camera_assisted_camera_operator_max_instanteous_ent_velocity
- dota_camera_assisted_camera_operator_mouseclick_duration
- dota_camera_assisted_camera_operator_movement_multiplier
- dota_camera_assisted_camera_operator_null_zone_enabled
- dota_camera_assisted_camera_operator_null_zone_velocity_max
- dota_camera_assisted_camera_operator_null_zone_velocity_min
- dota_camera_assisted_camera_operator_outer_radius_at_zoomed_in
- dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_in
- dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_out
- dota_camera_assisted_camera_operator_radius_scale_at_zoomed_out
- dota_camera_assisted_camera_operator_unit_fade_duration
- dota_camera_broadcaster_mousewheel_direction_multiplier Multiplier on direction, used for broadcasters only.
- dota_camera_broadcaster_mousewheel_frametime_multiplier Multipler on frametime, used for broadcasters only.
- dota_camera_center
- dota_camera_center_on_entity
- dota_camera_deatheffect
- dota_camera_dev_fake_team_spec
- dota_camera_disable_yaw
- dota_camera_disable_zoom
- dota_camera_distance
- dota_camera_distance_min
- dota_camera_distance_teamspec
- dota_camera_dotatv_smooth_drag
- dota_camera_dotatv_smooth_drag_drag
- dota_camera_dotatv_smooth_drag_inverse
- dota_camera_dotatv_smooth_drag_max_speed
- dota_camera_drag_factor_zoomed_out
- dota_camera_edgemove
- dota_camera_edgemove_tolerance
- dota_camera_enable_terrain_sample_debug
- dota_camera_farplane
- dota_camera_focus_player
- dota_camera_fog_end
- dota_camera_fog_end_scalar
- dota_camera_fog_end_zoomed_in
- dota_camera_fog_end_zoomed_out
- dota_camera_fog_start
- dota_camera_fog_start_scalar
- dota_camera_fog_start_zoomed_in
- dota_camera_fog_start_zoomed_out
- dota_camera_follow_doublepress_time
- dota_camera_fov_max
- dota_camera_fov_min
- dota_camera_fov_min_teamspec
- dota_camera_get_lookatpos Prints the main camera's look-at position.
- dota_camera_get_pos Prints the camera position. If you are trying to set DOTA's main camera position, you probably want to use dota_camera_get_lookatpos and dota_camera_set_lookatpos.
- dota_camera_hero_inspector_bob_amount
- dota_camera_hero_inspector_camera_height_percentage % of the hero's hitbox height.
- dota_camera_hero_inspector_camera_lookat_height_percentage % of the hero's hitbox height.
- dota_camera_hero_inspector_dist_max
- dota_camera_hero_inspector_dist_min
- dota_camera_hero_inspector_drag_scale
- dota_camera_hero_inspector_drag_speed_const
- dota_camera_hero_inspector_drag_yaw_max
- dota_camera_hero_inspector_drag_yaw_min
- dota_camera_hero_inspector_duration
- dota_camera_hero_inspector_fog_end_max
- dota_camera_hero_inspector_fog_end_min
- dota_camera_hero_inspector_fog_start_max
- dota_camera_hero_inspector_fog_start_min
- dota_camera_hero_inspector_fov_buffer_multiplier
- dota_camera_hero_inspector_fov_default
- dota_camera_hero_inspector_fov_max
- dota_camera_hero_inspector_fov_min
- dota_camera_hero_inspector_grass_skew_multiplier
- dota_camera_hero_inspector_mousewheel_direction_multiplier
- dota_camera_hero_inspector_mousewheel_frametime_multiplier
- dota_camera_hero_inspector_mousewheel_process_interval
- dota_camera_hero_inspector_speed_const
- dota_camera_hero_inspector_use_third_person Locks the showcase behind the hero
- dota_camera_hero_inspector_zfar_max
- dota_camera_hero_inspector_zfar_min
- dota_camera_hold_select_to_follow If set, pressing the select hero button will actively follow and keep you on screen
- dota_camera_legacy Use old settings for Dota camera.
- dota_camera_legacy_enabled
- dota_camera_lerp_duration
- dota_camera_lerp_position Blend the camera lookat position.
- dota_camera_listener_distance
- dota_camera_lock
- dota_camera_lock_lerp
- dota_camera_lock_mouse_lead
- dota_camera_lock_view_helper
- dota_camera_lock_view_helper_ratio
- dota_camera_map_bounds_shrink_at_max_zoom
- dota_camera_mousewheel_delay_reset_interval The mousewheel delay timer is reset after this interval. Does not apply to spectator zooming.
- dota_camera_mousewheel_direction_multiplier Multiplier on direction
- dota_camera_mousewheel_frametime_multiplier Multipler on frametime.
- dota_camera_mousewheel_process_interval How far in the future should the camera continue to process mousewheel events after they occur. In seconds.
- dota_camera_mousewheel_start_delay The delay (in seconds) before mousewheeling will begin to actually zoom. Only used for players in-game. Does not apply to spectator zooming.
- dota_camera_movement_amount
- dota_camera_movement_frametime_multiplier Multipler on frametime.
- dota_camera_nearplane
- dota_camera_pitch_max
- dota_camera_pitch_max_teamspec
- dota_camera_pitch_min
- dota_camera_reverse
- dota_camera_saved_position
- dota_camera_set_lookatpos Sets the main camera's look-at position from (x,y) coordinates.
- dota_camera_set_position Set the camera lookat position.
- dota_camera_smart_follow_drag_distance
- dota_camera_smart_follow_edge_distance
- dota_camera_smart_follow_offset_reset
- dota_camera_smart_follow_offset_time
- dota_camera_smooth_count
- dota_camera_smooth_distance
- dota_camera_speed
- dota_camera_stage_fov
- dota_camera_stage_pitch
- dota_camera_stage_rotate
- dota_camera_stage_x
- dota_camera_stage_y
- dota_camera_stage_yaw
- dota_camera_stage_z
- dota_camera_temporary_freecamera_time
- dota_camera_terrain_sample_timer_duration
- dota_camera_toggle_select_to_follow
- dota_camera_yaw
- dota_camera_yaw_rotate_hold_time
- dota_camera_yaw_rotate_speed
- dota_camera_z_interp_speed
- dota_camera_zfar_zoomed_in
- dota_camera_zfar_zoomed_out
- dota_camera_zoom_return_to_default_speed
- dota_camera_zoom_return_to_default_time
- dota_camera_zoom_return_to_default_time_spectator_enabled
- dota_cameraman_queryunit_slave Query unit controls for camera man. 0=none, 1=copy main broadcaster query unit, but allow local override, 2=always slave from main broadcaster, no local control over query unit
- dota_cancel_GG Cancel GG call
- dota_candy_shop_generate_recipes Generate 4 recipes.
- dota_candy_shop_print_recipes Generate all recipes.
- dota_cd_captain_pick_time
- dota_cd_minimum_pick_time
- dota_chat_allow_global Allow chat channels to be set to global, causing their chat to show up in other channel's tabs.
- dota_chat_broadcast_whispers Show whispers in all chat tabs, not just the tab for the individual user.
- dota_chat_disable_refresh_user_list
- dota_chat_enable_whispers Show steam messages as whispers inline in chat.
- dota_chat_filter_settings What chat filtering level the user wants (EDotaChatFilter)
- dota_chat_filter_settings_apply_to_spectators Whether chat filtering applies to spectating as well or not.
- dota_chat_lines_always_create_new_label
- dota_chat_mute_enemies Set to 1 to mute all enemy chat
- dota_chat_mute_everyone Set to 1 to mute all incoming chat
- dota_chat_scroll_step
- dota_chat_wheel_duplicate_minimum_time
- dota_chat_wheel_print_hero_summary
- dota_chat_wheel_reload Reload the chat wheel definition files
- dota_chat_wheel_standardize
- dota_chat_wheel_use_panel
- dota_cheap_water
- dota_check_localization Look over unit and ability data to verify that all the expected localization strings are present
- dota_cheers_enable_scene_reload
- dota_cl_projection_enabled
- dota_claim_item_action_async_rewards_timeout_duration
- dota_clear_popup_queue dota_clear_popup_queue
- dota_clear_viewed_hero_updates Clears list of viewed updates
- dota_client_filesystem_warnings Set fs_warning_level and fs_warning_mode to warn on synchronous file warnings.
- dota_client_first_session
- dota_client_ping_max_allowance
- dota_client_ping_max_allowance_period_seconds
- dota_client_send_network_stats_seconds
- dota_clientside_wearables
- dota_clip_builder_bitrate Bitrate of the resulting clip
- dota_clip_builder_format
- dota_clip_builder_framerate
- dota_clip_builder_hide_game_ui
- dota_clip_builder_high_quality_rendering
- dota_clip_builder_max_duration
- dota_clip_builder_output_folder
- dota_clip_builder_seconds_graduation
- dota_clip_unreachable_paths
- dota_cm_captain_pick_time
- dota_cm_minimum_pick_time
- dota_coach_controls_always_allow_requesting
- dota_coach_fake_history
- dota_coach_friend_disable_client_validation
- dota_coaching_page_force_eligible
- dota_collapsed_bundled_item_list
- dota_collapsed_new_item_list
- dota_collapsed_recent_item_list
- dota_collections_first_time_visitor
- dota_collections_stack_duplicates
- dota_collectors_cache_show_popup [account id] Show the collector's cache popup
- dota_combat_log_update_interval
- dota_combatlog_dump_replay_fights Whether or not to dump the replay fights on load
- dota_combatlog_fight_idle_time The amount of time needed to determine a fight is over (no one involved in a fight did anything to anyone else involved in the fight).
- dota_combatlog_file A file you want to write combatlog events to as they happen.
- dota_combatlog_location_interval
- dota_combatlog_scan Scans for fights
- dota_combatlog_size Calculates the total allocations for a combatlog
- dota_combatlog_size_server
- dota_combatlog_summary
- dota_combatlog_update Send combat log to a client
- dota_combatlog_write_test Writes combatlog to disk if you have dota_combatlog_file set
- dota_combine_models
- dota_commander_report Prints a snapshot of the commander's state
- dota_comp_ti10_fake_state_all
- dota_comp_ti10_fake_time
- dota_compendium_2023_predictions_advance_time
- dota_compendium_2023_predictions_override_league
- dota_compendium_2023_predictions_unlock_all
- dota_compendium_2023_predictions_use_bracket_historical_data
- dota_compendium_2023_predictions_use_group_stage_historical_data
- dota_compendium_2024_predictions_advance_time
- dota_compendium_2024_predictions_clear
- dota_compendium_2024_predictions_results_popup_state
- dota_compendium_2024_predictions_show_debug_node_names
- dota_compendium_2024_predictions_unlock_all
- dota_compendium_2024_predictions_use_test_data
- dota_compendium_2024_predictions_winner_reveal_state
- dota_compendium_2025_predictions_main_event_results_shown
- dota_compendium_2025_predictions_rtti_results_shown
- dota_compendium_2025_predictions_show_debug_node_names
- dota_compendium_2025_predictions_test_state 0: Normal, 1:RTTI Available Main Unavailable, 2: RTTI Locked Main Unavailable, 3: RTTI Locked Main Available, 4: RTTI Locked Main Locked
- dota_compendium_2026_predictions_main_event_results_shown
- dota_compendium_2026_predictions_rtti_results_shown
- dota_compendium_2026_predictions_show_debug_node_names
- dota_compendium_2026_predictions_test_state 0: Normal, 1:RTTI Available Main Unavailable, 2: RTTI Locked Main Unavailable, 3: RTTI Locked Main Available, 4: RTTI Locked Main Locked
- dota_compendium_levelup_interval_accel
- dota_compendium_levelup_interval_min
- dota_compendium_levelup_pitch_adjust_high
- dota_compendium_levelup_pitch_adjust_low
- dota_compendium_levelup_starting_interval_high
- dota_compendium_levelup_starting_interval_low
- dota_competitive_game_modes Bit masks of game modes to search for in ranked matchmaking
- dota_conduct_scorecard_latest_ack_seq_num Sequence number of latest conduct summary that has been acknowledged.
- dota_consume_event_point_items Consumes all event point items in your inventory in one GC message
- dota_contest_schema_do_contest_validation
- dota_context_aware_voice_change_window_minutes
- dota_context_aware_voice_networth_change_threshold
- dota_context_aware_voice_networth_threshold
- dota_contextual_tips_ability_point_available_tip_wait_time
- dota_contextual_tips_bountyrune_range
- dota_contextual_tips_bountyrune_scan_duration
- dota_contextual_tips_campblock_timer
- dota_contextual_tips_cooldown_override
- dota_contextual_tips_damage_hiding_ignores_bots
- dota_contextual_tips_debug_tip_id
- dota_contextual_tips_dev
- dota_contextual_tips_dust_search_radius
- dota_contextual_tips_enemies_missing_tip_wait_time
- dota_contextual_tips_gold_surplus_min
- dota_contextual_tips_gold_surplus_rate
- dota_contextual_tips_highground_forward_amount
- dota_contextual_tips_in_game_display_count_limit_disable
- dota_contextual_tips_itemcast_health_percent
- dota_contextual_tips_itemcast_mana_percent
- dota_contextual_tips_itemcast_range
- dota_contextual_tips_lifetime_display_count_limit_disable
- dota_contextual_tips_powerrune_nearesthero_range
- dota_contextual_tips_powerrune_range
- dota_contextual_tips_powerrune_scan_duration
- dota_contextual_tips_queue_custom_tip Queues a specific custom client tip to be displayed
- dota_contextual_tips_queue_tip_id Queues a specific tip ID to be displayed
- dota_contextual_tips_reload Reload the contextual tips definition file
- dota_contextual_tips_scanenemy_herocountthreshold
- dota_contextual_tips_scanenemy_pollduration
- dota_contextual_tips_smokeofdeceit_waitinminutes
- dota_contextual_tips_time_restriction_disable
- dota_continue_click_movement_after_cast_cancel
- dota_courier_autodeliver Whether courier auto-mode is on.
- dota_courier_burst Activate speed burst on courier
- dota_courier_deliver Order courier to deliver my items
- dota_courier_shield Activate speed shield on courier
- dota_craftworks_test_quest_toast test in-game quest toast
- dota_crate_treasure_use_alt_listview
- dota_create_ability Create an ability for the player's hero at the first unused ability index
- dota_create_bot_wearing_item Creates a bot wearing a given item def index.
- dota_create_bot_wearing_set Creates a bot wearing a given set of items from a bundle object.
- dota_create_courier Creates a courier. Usage: dota_create_courier <r|d> <econ id> <style index> [flying]
- dota_create_fake_clients Populates the remaining slots with fake clients
- dota_create_item Creates an item for the selected unit
- dota_create_neutral_hero Creates an unit
- dota_create_unit Creates an unit
- dota_create_ward Creates a ward. Usage: dota_create_ward <o(bserver)|s(entry)> <r(adiant)|d(ire)> <econ id> <style index>
- dota_credits_show_page Show the dota credits page.
- dota_creep_distance_interval
- dota_creep_stack_nearby_hero_radius
- dota_creeps_no_spawning
- dota_crownfall_artillery_alert_state
- dota_crownfall_artillery_debug_draw
- dota_crownfall_artillery_score_data Score data for Castle Carnage
- dota_crownfall_candy_shop_show_page
- dota_crownfall_collectors_cache_vote_shuffle_enabled
- dota_crownfall_credits_debug
- dota_crownfall_encounter_artillery
- dota_crownfall_encounter_fighting
- dota_crownfall_encounter_fishing
- dota_crownfall_encounter_flappy_skywrath
- dota_crownfall_encounter_match_3
- dota_crownfall_encounter_minesweeper
- dota_crownfall_encounter_survivors
- dota_crownfall_encounter_techiemen
- dota_crownfall_encounter_test_choose_hero
- dota_crownfall_encounter_test_choose_hero_data
- dota_crownfall_encounter_token_treasure
- dota_crownfall_fishing_aim_fov
- dota_crownfall_fishing_bar_max_size
- dota_crownfall_fishing_bite_max_delay
- dota_crownfall_fishing_bite_min_delay
- dota_crownfall_fishing_cast_rod_anim_time
- dota_crownfall_fishing_catch_bar_increase_per_miss
- dota_crownfall_fishing_catch_bar_size
- dota_crownfall_fishing_catch_energy_fish_escape
- dota_crownfall_fishing_catch_energy_grace_time
- dota_crownfall_fishing_catch_energy_initial
- dota_crownfall_fishing_catch_energy_needed
- dota_crownfall_fishing_caught_fish_anim_time
- dota_crownfall_fishing_cheat_big_fish_only
- dota_crownfall_fishing_fish_escape_max_time
- dota_crownfall_fishing_fish_escape_min_time
- dota_crownfall_fishing_fish_tire_time
- dota_crownfall_fishing_max_cast_distance
- dota_crownfall_fishing_max_cast_strength
- dota_crownfall_fishing_min_cast_distance
- dota_crownfall_fishing_num_lures
- dota_crownfall_fishing_post_catch_anim_time
- dota_crownfall_fishing_score_multiplier
- dota_crownfall_fishing_show_tips_point_threshold
- dota_crownfall_fishing_spear_hit_radius
- dota_crownfall_fishing_spear_throw_time
- dota_crownfall_flappy_debug_draw
- dota_crownfall_flappy_debug_fast_movement
- dota_crownfall_flappy_debug_no_death
- dota_crownfall_intro_state
- dota_crownfall_intro_state_act_2
- dota_crownfall_intro_state_act_3
- dota_crownfall_intro_state_act_4
- dota_crownfall_map_disable_camera_events
- dota_crownfall_map_fow
- dota_crownfall_minesweeper_next_stage
- dota_crownfall_most_recent_active_season_id
- dota_crownfall_node_tooltip_show_delay
- dota_crownfall_overworld_map_test_comet
- dota_crownfall_overworld_map_test_drag_zoom
- dota_crownfall_overworld_map_test_gate_explosion
- dota_crownfall_pit_fighter_disable_checks
- dota_crownfall_reset_intro
- dota_crownfall_show_archive_page
- dota_crownfall_show_credits_page
- dota_crownfall_sticky_tooltip_time_required
- dota_crownfall_store_fake_coins Fake the number of coins shown in the UI. -1 disables it.
- dota_crownfall_suppress_popups_when_completing_nodes
- dota_crownfall_survivors_cheats_menu Enable cheats UI
- dota_crownfall_visual_novel_auto_advance_delay
- dota_crownfall_visual_novel_dialogue
- dota_crownfall_visual_novel_text_audio_interval
- dota_custom_game_difficulty_mask Difficulties of the event game to matchmake for.
- dota_custom_game_library_filter Custom game library filter type
- dota_custom_game_library_sort Custom game library sort type
- dota_custom_game_local_lobbies_max_ping Maximum ping for custom game overview.
- dota_custom_game_overview_max_lobby_age_seconds Maximum lobby age to be visible in overview.
- dota_custom_games_enable_browse_tab
- dota_custom_games_exclude Comma separated list of IDs to exclude from custom games overview page
- dota_custom_games_overview_sort_mode_mode Sort method used for the custom games overview page
- dota_custom_invoker_spell_keys
- dota_custom_ui_debug_panel Usage: dota_custom_ui_debug_panel <panel_type_index>
- dota_cycle_prev_selected
- dota_cycle_selected
- dota_damage_flash Flash when enemies take damage from the player
- dota_dark_carnival_candy_shop_show_page
- dota_dark_carnival_click_rooms_to_focus
- dota_dark_carnival_darken_path_ends
- dota_dark_carnival_debug_playtest
- dota_dark_carnival_disable_room_characters
- dota_dark_carnival_encounter_blimp_jump
- dota_dark_carnival_encounter_crate_drop
- dota_dark_carnival_encounter_lockpicking
- dota_dark_carnival_encounter_slark_jailbreak
- dota_dark_carnival_encounter_slark_jailbreak_debug
- dota_dark_carnival_encounter_whack_a_mole
- dota_dark_carnival_fake_current_time_days
- dota_dark_carnival_fortune_teller_time_between_welcome_backs
- dota_dark_carnival_max_pan_away_before_zoom_out
- dota_dark_carnival_node_tooltip_show_delay
- dota_dark_carnival_onboarding_state
- dota_dark_carnival_overworld_center_to_rooms
- dota_dark_carnival_portrait_preview_in_node_debug
- dota_dark_carnival_reveal_interior_rooms_when_hovered
- dota_dark_carnival_room_path_alpha
- dota_dark_carnival_sticky_tooltip_time_required
- dota_dark_carnival_store_fake_coins Fake the number of coins shown in the UI. -1 disables it.
- dota_dark_carnival_visual_novel_auto_advance_delay
- dota_dark_carnival_visual_novel_dialogue
- dota_dark_carnival_visual_novel_enable_auto_advance
- dota_dark_carnival_zoomed_in_mouse_pan_factor
- dota_darkcarnival_map_disable_camera_events
- dota_darkcarnival_map_fow
- dota_dashboard_clear_page_cache Unloads all pages from history/cache.
- dota_dashboard_enable_mouse_history Enables Mouse4/Mouse5 to navigate dashboard history.
- dota_dashboard_force_background
- dota_dashboard_force_background_refresh
- dota_dashboard_launch_count
- dota_data_teams_max_network_changes
- dota_dawnbreaker_attack_combo_cooldown_time Adjust the amount of time the combo animation state persists after an attack starts. Set to -1 to disable attack combos entirely.
- dota_dawnbreaker_attack_combo_step_time We won't advance the combo state faster than this time, so stutter stepping doesn't advance the combo anim.
- dota_daynightcycle_pause 0 = resume day/night cycle; 1 = pause day/night cycle; default = 0;
- dota_daynightcycle_toggle Toggle the day-night cycle.
- dota_db_fake_ascention_unlock
- dota_db_fake_mmr_reset_time
- dota_db_frontpage_takeover_set_stream <control_num> <stream_name> [t1_wins] [t2_wins] Overrides an entry in the list to have specific match data.
- dota_dead_unit_delete_time
- dota_dead_unit_disappear_time
- dota_death_effect_particle_post
- dota_death_effect_particle_post_dissappear_time
- dota_death_effect_particle_pre
- dota_debug_breakable
- dota_debug_change_cursor_during_pending_order
- dota_debug_cleave
- dota_debug_force_ping_particle_player_color Forces ping particle colors to use a certain player color, given an player ID. (0-9)
- dota_debug_global_light
- dota_debug_hero_attribute_level
- dota_debug_last_hit_particle_count
- dota_debug_lasthit_timing
- dota_debug_location_x
- dota_debug_location_y
- dota_debug_npc_controller_entity_index Entity index to report NPC Controller logging information for.
- dota_debug_onstage_seats
- dota_debug_ping_cycle_pings
- dota_debug_so_cache Log SO cache messages
- dota_debug_steam_duration_control Log debug messages when interacting with Steam duration control API
- dota_debug_stuck
- dota_debug_trophy_case Turn on to display all possible trophies instead of a user's trophies. Useful to debug visuals for new trophies.
- dota_debut_movie_volume
- dota_default_gold
- dota_default_spoilers_blocked Avoid spoilers for league matches
- dota_delete_all_player_cards <event id> - Delete all player cards for an event
- dota_demo_hero Enter demo mode with given hero. Usage: dota_demo_hero <hero_name> <optional: demo|fullmap>
- dota_destroy_player_effigy
- dota_dev DotA dev commands
- dota_dev_fake_weekend_tourney_free_weekend Force enable (=1) or disable (=0) all divisions to be marked as free.
- dota_dev_fake_weekend_tourney_owns_champion_cup_ticket
- dota_dev_weekend_hub_status
- dota_director_record_combat_log
- dota_director_shoulder_view_chance
- dota_diretide_treasure_display_override_item_def
- dota_disable_acknowledged_item_auto_equip
- dota_disable_add_fractional_attack_time
- dota_disable_afk_checks If true, never mark a player as AFK.
- dota_disable_attack_regulator
- dota_disable_autoattack_during_stop
- dota_disable_bot_lane
- dota_disable_controller_support
- dota_disable_experimental_gameplay
- dota_disable_external_application_hotkeys Disable external application hotkeys.
- dota_disable_kill_streak_messages
- dota_disable_lan_lobby_broadcast Don't send UDP broadcast packets for LAN lobby discovery
- dota_disable_loading_patchnotes_resources
- dota_disable_mid_lane
- dota_disable_particle_lights Disable the rendering of particle local lights.
- dota_disable_showcase_view_button Disable the Showcase View button unless sv_cheats is enabled.
- dota_disable_showing_tooltips
- dota_disable_top_lane
- dota_disable_tower_autoattacks
- dota_disable_unit_ring
- dota_dpc_favorite_teams_cache_duration
- dota_dpc_live_games_dpc_only Adjust whether the live dpc games query should instead show all live league games for debugging purposes.
- dota_dpc_reset_spoilers clear dpc spoiler data
- dota_draft_trivia_enabled
- dota_draw_portrait
- dota_draw_simple_selection_box
- dota_drow_ranger_arcana_disable_display
- dota_drow_ranger_arcana_event_popup_cutoff
- dota_drow_ranger_arcana_event_popup_fade_in
- dota_drow_ranger_arcana_event_popup_force_on
- dota_drow_ranger_arcana_force_revenge_kills
- dota_drow_ranger_arcana_progress_delay
- dota_drow_ranger_arcana_progress_linger_duration
- dota_drow_ranger_arcana_slash_delay
- dota_drow_ranger_arcana_slash_interval
- dota_dump_ability_and_item_contributions Ability contributions logging mode. 0 = off, 1 = bad records only, 2 = all records
- dota_dump_ability_and_item_contributions_error_rate_limit Minimum time between ability contributions error log entries
- dota_dump_behavior Dump Behavior score info.
- dota_dump_bot_state
- dota_dump_buff_message_count dota_dump_buff_message_count
- dota_dump_client_asset_modifiers Dump asset modifiers on the client.
- dota_dump_coach_state
- dota_dump_connection_stats Dump current connection stats
- dota_dump_creep_stats Displays stats on creep denies/lasthits/kills.
- dota_dump_hero_history Dump items and abilities that a hero has bought/leveled
- dota_dump_inventory
- dota_dump_keybindings
- dota_dump_scene_panel_state
- dota_dump_server_asset_modifiers Dump asset modifiers on the server.
- dota_dump_server_inventory
- dota_dynamic_weather_debug
- dota_dynamic_weather_max_duration
- dota_dynamic_weather_min_duration
- dota_dynamic_weather_override_intensity
- dota_dynamic_weather_scale_time
- dota_dynamic_weather_toggle Toggle dynamic weather on/off
- dota_earthshaker_arcana_combo_collapse_duration
- dota_earthshaker_arcana_combo_damage_tick_interval
- dota_earthshaker_arcana_combo_linger_duration
- dota_earthshaker_arcana_combo_summary_delay
- dota_earthshaker_arcana_combo_summary_duration
- dota_earthshaker_arcana_combo_update_interval
- dota_earthshaker_arcana_disable_combo_display
- dota_earthshaker_arcana_min_combo_to_show
- dota_easybuy Everything is free, all shops are in range, and you can purchase for other heroes
- dota_echoslam_max_projectiles
- dota_econ_item_animation_speed The animation speed of the full set tiles.
- dota_econ_item_high_market_price_threshold
- dota_econ_item_immortal_animation_speed The animation speed of the immortal item tiles.
- dota_econ_item_particle_sim_speed The simulation speed of particles in full set tiles.
- dota_effective_creep_spawn_time If non-zero, the time the creep spawner uses for deciding what to spawn
- dota_enable_direct_quickcast_bindings Enables ability to directly bind keys to quickcast.
- dota_enable_dpc_team_custom_styles
- dota_enable_end_game_cinematic_letterbox Whether or not to show the black bars at top and bottom at end of match.
- dota_enable_event_attack_fx
- dota_enable_illusion_recycling
- dota_enable_killstreak_fx
- dota_enable_new_player_shop Enables simple shop mode
- dota_enable_panorama_hero_picking
- dota_enable_range_finder
- dota_enable_regeneration
- dota_enable_reload_game_keyvalues_on_save On saving keyvalues in dota/scripts/npc, reload_game_keyvalues will be triggered
- dota_enable_same_user_chat_wheel_pitch_increase
- dota_enable_spatial_audio Flag to enable spatial audio in Dota 2.
- dota_enable_xp_gain
- dota_endgame_cinematic_disable
- dota_enemy_color
- dota_enemy_color_cb
- dota_english_hero_names Use the original English (non-localized) hero names
- dota_enigma_gravity_max
- dota_enigma_gravity_min
- dota_enigma_gravity_scale_divisor
- dota_entity_count_grace_threshold Number of entities to reserve when we're getting close to the limit. Stops some entities from spawning.
- dota_event_goal_update_delay
- dota_event_override_action <event id> <action id> [action score] - Set a clientside override of an event action. -1 to remove the override.
- dota_event_override_clear <event id> - Clear any clientside overrides for an event
- dota_event_override_level <event id> [level] - Set a clientside override of the level value for an event. -1 to remove the override.
- dota_event_override_owned <event id> [owned] - Set a clientside override of whether an event is owned. -1 for not owned, 1 for owned, 0 for no override.
- dota_event_override_points <event id> [points] - Set a clientside override of the point value for an event
- dota_event_override_premium_points <event id> [premium points] - Set a clientside override of the premium points for an event. -1 to remove the override.
- dota_event_rankings_cache_duration
- dota_event_set_active_seasonid Sets the current season id for an event (zero will use current timestamp)
- dota_event_stage
- dota_event_tips_cache_duration
- dota_event_tips_graph_minimum_nodes
- dota_experimental_enable_particles_named_values
- dota_experimental_stats_interval Seconds between each experimental stat update.
- dota_experimental_target_filter_is_toggle
- dota_export_steam_inventory_layout Save the inventory layout to the Steam servers.
- dota_export_steam_inventory_layout_flow Save the inventory layout to the Steam servers.
- dota_externalwebapi_debug_leagueid Set this to test the external web API as if the game were a specific league.
- dota_faceless_void_arcana_disable_display
- dota_faceless_void_arcana_force_display
- dota_faceless_void_arcana_force_progress
- dota_faceless_void_arcana_progress_linger_duration
- dota_faceless_void_arcana_progress_time_between_points
- dota_fake_accept_deny_count
- dota_fake_accept_match
- dota_fake_accept_slots
- dota_fake_accept_state
- dota_fake_announcer_teamid
- dota_fake_battle_bonus
- dota_fake_battle_cup_live_game
- dota_fake_broadcaster_info_live
- dota_fake_broadcaster_info_server_steam_id
- dota_fake_broadcaster_info_upcoming_broadcast_timestamp
- dota_fake_charge_cost_item_charges_in_flight <itemdef> <quantity> - overrides the UI to display as if you have the given value of charges for an item def in flight. Set to -1 to disable.
- dota_fake_front_page_cell_ti10_live Display fake data for the TI10 live game front page cell
- dota_fake_front_page_cell_top_game Creates fake game data for a top game on the front page cells. 0 = disabled, 1 = regular game, 2 = league game
- dota_fake_gc_connection_state
- dota_fake_gc_est_time
- dota_fake_gc_queue_pos
- dota_fake_gift_permissions
- dota_fake_guild_banner_replacement whether or not to spawn guild banners in non-guild matches
- dota_fake_leaver_actions
- dota_fake_limited_purchase_quantity <itemdef> <quantity> - overrides the UI to display as if you have purchased the given value of an item def. Set to -1 to disable.
- dota_fake_lobby_browser_data
- dota_fake_lobby_count
- dota_fake_match_private_metadata_not_ready_yet
- dota_fake_mvp_vote
- dota_fake_neutral_dotaplus_data
- dota_fake_no_match_metadata
- dota_fake_player_play_time
- dota_fake_reporter_updates
- dota_fake_role_handicap_hardsupport
- dota_fake_role_handicap_midlane
- dota_fake_role_handicap_offlane
- dota_fake_role_handicap_safelane
- dota_fake_role_handicap_support
- dota_fake_salute_player <source player id> <target player id> <event id> - fakes a client sending a salute to another player
- dota_fake_show_questionnaire
- dota_fake_spectator_lobbies
- dota_fake_spectator_lobby_replay
- dota_fake_ti10_schedule Display fake data for the TI10 front page schedule
- dota_fake_ti10_schedule_time Display the TI10 front page schedule as if you were at provided time
- dota_fake_update_play
- dota_fanfare_disable
- dota_fantasy_2024_force_results_period
- dota_fantasy_2024_tutorial_state
- dota_fantasy_2025_force_results_period
- dota_fantasy_2025_tutorial_state
- dota_fantasy_2026_force_results_period
- dota_fantasy_2026_tutorial_state
- dota_fantasy_craft_tutorial_state
- dota_fantasy_force_results_period
- dota_fantasy_league_region Set a valid league region.
- dota_fantasy_override_league Override for fantasy league. Used for scraping data to populate fantasy stats.
- dota_fantasy_override_league_craft_league_id Which FantasyLeagueID_t to use for the override.
- dota_fantasy_popup_help_dpc
- dota_fantasy_popup_help_ti10
- dota_fantasy_spew_scoring
- dota_fantasy_stat_update_interval_s How often the server updates the GC with player fantasy stats
- dota_fantasy_test_league_id When we are on main app, what fantasy league to use as a fallback.
- dota_featured_game_mode_splash_time
- dota_fg_arcade_debug_score
- dota_fg_arcade_map_frame_duration
- dota_fg_cam_far
- dota_fg_cam_height
- dota_fg_cam_near
- dota_fg_cam_pitch
- dota_fg_cam_roll
- dota_fg_cam_shake_bg
- dota_fg_cam_shake_duration
- dota_fg_cam_shake_ortho
- dota_fg_cam_width
- dota_fg_cam_x
- dota_fg_cam_y
- dota_fg_cam_yaw
- dota_fg_cam_z
- dota_fg_challenge_timeout
- dota_fg_combo_counter_duration
- dota_fg_debug_draw
- dota_fg_debug_force_first_time
- dota_fg_debug_hero
- dota_fg_debug_hero2
- dota_fg_debug_rollback
- dota_fg_debug_score_announcements
- dota_fg_delay_frames
- dota_fg_effects_cam_pitch
- dota_fg_effects_cam_roll
- dota_fg_effects_cam_x
- dota_fg_effects_cam_y
- dota_fg_effects_cam_yaw
- dota_fg_effects_cam_z
- dota_fg_effects_x
- dota_fg_effects_y
- dota_fg_effects_z
- dota_fg_force_install
- dota_fg_guard_break_damage_multiplier
- dota_fg_hero_ai_level
- dota_fg_hero_ai_level2
- dota_fg_hero_world_scale
- dota_fg_hitspark
- dota_fg_infinite_block
- dota_fg_intro_duration
- dota_fg_ko_stop_frames
- dota_fg_match_end_duration
- dota_fg_max_hero_distance
- dota_fg_net_ignore_all_challenges
- dota_fg_net_last_received_time_out
- dota_fg_net_match_start_time_out
- dota_fg_particle_world_scale
- dota_fg_practice_block_mode 1 = always block, 2 = block after attack, 3 = block, then jab.
- dota_fg_practice_mode
- dota_fg_pre_round_start_duration
- dota_fg_round_duration
- dota_fg_round_start_duration
- dota_fg_score_announcement_duration
- dota_fg_solo_hero_layer
- dota_fg_spew_net_input
- dota_fg_stage_margin
- dota_fg_stage_width
- dota_fg_test_cloth
- dota_fg_test_guard_break
- dota_fg_test_intros
- dota_fg_time_out_stop_frames
- dota_fg_timescale
- dota_fg_use_local_items
- dota_fg_validate_divergence
- dota_fight_recap_button_stay_time
- dota_fight_recap_force_show
- dota_fight_recap_terse
- dota_fighting_game_show_challenge_popup <challenger account id> Show the popup pretending you received a fighting game challenge.
- dota_fighting_game_show_challenge_sent_popup <recipient account id> Show the popup pretending you sent a fighting game challenge.
- dota_find_missing_hero_sets
- dota_flip_home_team
- dota_fog_offset
- dota_force_acknowledged_item_auto_equip Force auto-equip on all items acknowledged.
- dota_force_banner_team
- dota_force_battle_cup_winner
- dota_force_bot_cycle Set automatically by matchmaking to fill slots with bots
- dota_force_default_death_stinger
- dota_force_default_respawn_stinger
- dota_force_gamemode Force the game mode to a specific one. AP = 1, CM = 2, RD = 3, SD = 4. INTRO = 6. 7 = HW. 8 = REVERSE CM. 9 = XMAS
- dota_force_minigame
- dota_force_neutral_drop_tier
- dota_force_pick_allow
- dota_force_plus
- dota_force_preview_itemdef
- dota_force_right_click_attack
- dota_force_rune Always spawn the same rune.
- dota_force_server_play Force games to play on dedicated servers.
- dota_force_show_contextual_tips
- dota_force_steamlearn_snapshots
- dota_force_tp_quality
- dota_force_tp_team
- dota_force_treasure_page_oversized
- dota_force_upload_match_stats If enabled, server will upload match stats even when there aren't human players on each side
- dota_fort_highground_radius
- dota_fountain_idle_minimum_time How long into the game we need to be before we boot players for being intentionally Idle.
- dota_fountain_protection
- dota_fow_circle_test
- dota_fow_disable Disable fog of war completely.
- dota_fow_grid_size
- dota_fow_is_disabled
- dota_fow_restrict_view_angle
- dota_free_ids Shows next free ID for items, abilities and heroes.
- dota_friendly_color
- dota_friendly_color_cb
- dota_friends_favorites_expanded If true expands favorites sub nav, if false minimizes it.
- dota_friends_friends_playing_expanded If true expands friends playing dota sub nav, if false minimizes it.
- dota_friends_guild_members_expanded If true expands guild members sub nav, if false minimizes it.
- dota_friends_offline_expanded If true expands friends online sub nav, if false minimizes it.
- dota_friends_online_expanded If true expands friends online sub nav, if false minimizes it.
- dota_friends_open_party_expanded If true expands open party sub nav, if false minimizes it.
- dota_friends_pending_expanded If true expands friends pending sub nav, if false minimizes it.
- dota_frogling_aatest_threat
- dota_frogling_allow_infront
- dota_frogling_creepdist_maxthreat
- dota_frogling_creepdist_minthreat
- dota_frogling_debug
- dota_frogling_decay_rate
- dota_frogling_disable_flee
- dota_frogling_disable_threats
- dota_frogling_dist_cone
- dota_frogling_dist_max
- dota_frogling_dist_min
- dota_frogling_dist_range
- dota_frogling_dmg_threshold_panic
- dota_frogling_emote_maxtime
- dota_frogling_emote_mintime
- dota_frogling_fleedir_persist_time
- dota_frogling_herodist_maxthreat
- dota_frogling_herodist_minthreat
- dota_frogling_herodist_radius
- dota_frogling_itemcarry
- dota_frogling_priorthreat_to_vanish
- dota_frogling_reposition_maxtime
- dota_frogling_reposition_mintime
- dota_frogling_return_threshold
- dota_frogling_return_threshold_time
- dota_frogling_threat_rate
- dota_frogling_threat_time
- dota_frogling_vanish_distance
- dota_frontpage_dpc_live_update_interval
- dota_frontpage_ti10_live_update_interval
- dota_frontpage_ti10_replay_update_interval
- dota_frontpage_ti10_upcoming_update_interval
- dota_frostivus2024_story_page_turn_time
- dota_game_account_client_debug Prints game account client info
- dota_game_account_plus_debug Prints game account plus info
- dota_game_end_fake_battkle_cup_grand_finals
- dota_game_end_match_details_delayed_time After showing game end message, if server hasn't told us it signed out with the GC, then turn on warning text
- dota_game_end_match_details_time_out Max time client waits for server to let it know that it has signed out with GC.
- dota_game_end_match_details_time_out_weekend_tourney Max time client waits for server to let it know that it has signed out with GC, in weekend tourney match
- dota_gamemode_ability_draft_new_patch_flag Shows pip if you haven't seen AD patch note, compares to k_nADPatchVersion
- dota_gamemode_ability_draft_per_player_time Total time in seconds a player has to draft an ability
- dota_gamemode_ability_draft_pre_round_time Break between rounds
- dota_gamemode_ability_draft_pre_time
- dota_gamemode_ability_draft_set_draft_hero_and_team Manually select which heroes will be assigned during Ability Draft lobby game. Usage: dota_gamemode_ability_draft_set_draft_hero_and_team <hero> <team:radiant/dire/extra>
- dota_gamemode_ability_draft_set_draft_hero_and_team_clear dota_gamemode_ability_draft_set_draft_hero_and_team : CLEAR
- dota_gamemode_ardm_hero_count
- dota_gamemode_ardm_sellback_percent
- dota_gamestate Print current game state
- dota_gametime_notch_slider_overlay_items_merge_threshold
- dota_generate_potential_purchase_item_list Generates a list of items that should be considered for purchase.
- dota_get_rp Retrieves the rich presence of the user (leave blank for local or specify user with SteamID.Render() format).
- dota_get_team_info
- dota_gg_call_time
- dota_gift_permissions_cache_duration
- dota_gift_permissions_request_timeout
- dota_global_hero_stats_cache_duration
- dota_global_item_shuffle_enabled_slots
- dota_global_item_shuffle_enabled_slots_upconverted
- dota_glyph trigger the Glyph of Fortification for your team
- dota_gold_redistribute_time
- dota_gold_summary Print out gold info
- dota_grant_consumable_charges Grants a player a change in consumables
- dota_grant_event_action Grant all event
- dota_grant_event_points Reset all state on your account relating to the given event id
- dota_graph_player_items_inset
- dota_graph_player_items_min_quality
- dota_graph_player_items_right_margin
- dota_graph_player_items_show_consumables
- dota_greevil_black_essence
- dota_greevil_blue_essence
- dota_greevil_green_essence
- dota_greevil_orange_essence
- dota_greevil_purple_essence
- dota_greevil_red_essence
- dota_greevil_white_essence
- dota_greevil_yellow_essence
- dota_gridnav_direction_cost
- dota_gridnav_disable_sectors
- dota_gridnav_perf_test
- dota_gridnav_show
- dota_gridnav_show_size Control the size of the gridnav display. 1 = small, 2 = medium, 3 = large
- dota_grinder_snap_to_damage
- dota_guide_enable_publish_all Enable publish all feature for guides
- dota_guide_prioritize_recent
- dota_guild_banner_disable_cache
- dota_guild_banner_force_tier
- dota_guild_banner_replacement_radius how far from the fountain to replace banners with guild ones ( < 0: disable, == 0: all)
- dota_guild_challenge_debug Debug for guild challenges
- dota_guild_challenge_override Set to override challenge states
- dota_guild_contract_slot_override_state Set to override contract slot states
- dota_guild_details_force_show_chat_type
- dota_guild_fake_feed_events Set to 1 to fake feed events
- dota_guild_fake_local_guild_level Set to desired guild level for local UI testing. Decimals supported for partial levels.
- dota_guild_fake_primary_color_on_client 0-9, Set on client to fake the primary guild color for UI testing
- dota_guild_ignore_invites
- dota_guild_ignore_nonfriend_invites If set, guild invites from non-friends are automatically rejected
- dota_guild_level_formula_test Test the formulas for guild levels
- dota_guild_persona_batch_interval
- dota_guild_persona_use_webapi
- dota_guild_show_create_page
- dota_guild_show_invite_popup <guild id> Show the popup pretending you received a guild invite from yourself to a specific guild
- dota_guild_show_welcome_popup <guild id> Show the popup pretending you received a guild Welcome from yourself to a specific guild
- dota_guild_timestamp_override Set to override challenge and contract timestamp, !=0 time offset from now, 0 = off
- dota_guilds_guild_tier_fake_data_current_week_percentile_offset
- dota_guilds_guild_tier_fake_data_last_week_percentile
- dota_guilds_leaderboard_fake_claim_available
- dota_guilds_leaderboard_fake_data
- dota_hack_delay_start
- dota_health_bar_death_animation
- dota_health_bar_death_effect_duration
- dota_health_bar_death_effects
- dota_health_bar_dispell_effect
- dota_health_bar_healing_effect
- dota_health_bar_hurt_effect
- dota_health_bar_ice_blast_shatter_threshold
- dota_health_bar_madness
- dota_health_bar_madness_vertical_scale
- dota_health_bar_pips
- dota_health_bar_shields
- dota_health_bar_soul_ring_mana
- dota_health_heal_decay_time_max
- dota_health_heal_decay_time_min
- dota_health_heal_delay
- dota_health_heal_threshold
- dota_health_high_marker_major_alpha
- dota_health_high_marker_minor_alpha
- dota_health_high_threshold
- dota_health_hurt_decay_time_max
- dota_health_hurt_decay_time_min
- dota_health_hurt_delay
- dota_health_hurt_threshold
- dota_health_marker_major_alpha
- dota_health_marker_minor_alpha
- dota_health_per_vertical_marker How much health between each vertical line in the health bars
- dota_height_fog_scale
- dota_help_tips_active_per_category
- dota_help_tips_enabled
- dota_help_tips_reset Removes records of any already dismissed help tips.
- dota_help_tips_reset_intro Removes records of intro tips.
- dota_hero_adjectives_dump [adjective] [value] Dumps out which heroes have which adjectives
- dota_hero_auto_graball
- dota_hero_demo_allow_connections
- dota_hero_demo_default_enemy
- dota_hero_demo_default_enemy_variant
- dota_hero_demo_is_hosting
- dota_hero_demo_join_permissions Determines how someone can join this demo mode session. 0 means invite only, 1 means any friend can join.
- dota_hero_demo_map
- dota_hero_demo_spawn_creeps_enabled
- dota_hero_demo_towers_enabled
- dota_hero_force_respawn_time
- dota_hero_god_mode
- dota_hero_grid_monster_hunter_hero_atlas_filter_mode_toggle
- dota_hero_grid_role_threshold_percent
- dota_hero_indicators_hide_distance
- dota_hero_indicators_max_distance
- dota_hero_indicators_max_radius
- dota_hero_indicators_min_radius
- dota_hero_largo_ultimate_double_song_wait_time Amount of time to wait for input for the 2nd song before just executing the 1st song.
- dota_hero_largo_ultimate_music_correction_margin Amount that Amphibian Rhapsody socks have to be off-sync before they start self correcting.
- dota_hero_largo_ultimate_pose_param_early_ms When Amphibian Rhapsody anticipation pose param becomes 1 relative to actual time
- dota_hero_largo_ultimate_pose_param_fade_in_ms Time it takes for Amphibian Rhapsody anticipation pose param to fade in.
- dota_hero_largo_ultimate_pose_param_fade_out_decrement Amount that Amphibian Rhapsody anticipation pose param decrements every frame after the beat.
- dota_hero_muerta_add_supernatural_stack
- dota_hero_muerta_dead_shot_debug Show debugging info for Muerta's dead_shot.
- dota_hero_muerta_dead_shot_tolerance Tolerance for the Dead Shot ignoring the user's vector target and just shooting straight.
- dota_hero_muerta_double_shot_debug Show debugging info for Muerta's double shot aiming.
- dota_hero_muerta_double_shot_debug_offset Vertical offset for Muerta's double shot debug render.
- dota_hero_muerta_double_shot_debug_sphere_size Sphere size for Muerta's double shot debug render.
- dota_hero_multiple_kill_time
- dota_hero_overhead_names
- dota_hero_relic_debug_visuals
- dota_hero_ringmaster_dark_carnival_souvenir_add_charge
- dota_hero_ringmaster_dark_carnival_souvenir_force_illusion_scale_set
- dota_hero_ringmaster_dark_carnival_souvenir_force_item Force the output of the Carnival Souvenir ability to a specific item.
- dota_hero_selection_announcer_use_rr If enabled, use response rules for hero selection announcer lines
- dota_hero_selection_time
- dota_hero_sets_force_uncache Force hero sets to not cache internally for more convenient debugging.
- dota_hero_statue_fake_tournament_mode
- dota_hero_undying_max_zombies Maximum amount of zombies that can be spawned.
- dota_heropickdebug_localplayer_id
- dota_heropicker_ad_select_time
- dota_heropicker_alldraft_banning_time
- dota_heropicker_alldraft_random_time
- dota_heropicker_alldraft_select_time
- dota_heropicker_ap_select_time
- dota_heropicker_ar_select_time
- dota_heropicker_ardm_select_time
- dota_heropicker_fh_select_time
- dota_heropicker_sd_select_time
- dota_heropicker_select_penalty_cost
- dota_heropicker_select_penalty_time
- dota_heropicker_tutorial_select_time
- dota_hide_cursor If set, mouse cursor is always hidden
- dota_hide_dashboard_ui Hide all non non-core page UI. Useful when trying to take screenshots or footage.
- dota_hide_fight_recap Hide the fight recap.
- dota_hide_frontpage_video Don't load the frontpage streaming video.
- dota_hide_spectator_player_names
- dota_hide_tips_on_loading_screens
- dota_hide_trees Mark all the trees on the map as hidden.
- dota_hide_wearables If set, wearables (default body parts) will be hidden. This is for the item icon editor.
- dota_highest_seen_item_id
- dota_highlight_reel
- dota_highlight_reel_debug
- dota_highlight_reel_leadin_seconds
- dota_highlight_reel_leadout_seconds
- dota_highlight_reel_matchid
- dota_highlight_reel_playerid
- dota_highlight_reel_running_time
- dota_hltv_camera_override_pos
- dota_hltv_camera_use_override_pos
- dota_hold
- dota_hud_chat_enable_all_emoticons
- dota_hud_chat_fade_time
- dota_hud_chat_history_lines Number of history lines to save for in-game chat.
- dota_hud_chat_wheel
- dota_hud_colorblind Which color mode to use for HUD elements (name is legacy)
- dota_hud_combine_move_speed Combine base and bonus move speed numbers on the HUD
- dota_hud_contextual_tips_disable Disable in-game contextual tips
- dota_hud_custom_css_class Add a custom class to the root of the HUD for testing purposes.
- dota_hud_custom_label_offset
- dota_hud_debug_name_all_entities If set, shows debug names for all entities.
- dota_hud_debug_test_aegis Enable to test the Aegis UI.
- dota_hud_debug_test_hero_badge_tier Test the badge tier on the healthbar.
- dota_hud_disable_damage_numbers Hide the incoming and outgoing damage numbers.
- dota_hud_enable_dispel_effect Show the overhead dispel effect.
- dota_hud_extra_large_minimap Set minimap to extra large size
- dota_hud_fake_accept_match
- dota_hud_flip No longer used. Use dota_minimap_position_option instead.
- dota_hud_force_killcam
- dota_hud_force_query Left clicking a unit will force query selection to that unit.
- dota_hud_force_rank_wagering
- dota_hud_force_wagering
- dota_hud_gameend
- dota_hud_gameend_dev
- dota_hud_gameend_dev_winning_team
- dota_hud_healthbar_disable_status_display Hide the overhead status text for hero status effects.
- dota_hud_healthbar_hoveroutline_alpha Mouse hover outline brightness on healthbars
- dota_hud_healthbar_local_flat_color
- dota_hud_healthbar_local_player_high_visibility
- dota_hud_healthbars Show unit health bars, etc.
- dota_hud_hide_mainhud
- dota_hud_hide_minimap
- dota_hud_hide_overlaymap
- dota_hud_hide_topbar
- dota_hud_ingame_predictions_hide
- dota_hud_killcam_delay
- dota_hud_ministun_duration Stuns lower than this will add UnitMiniStunned class to the HUD
- dota_hud_netgraph Display net statistics on the hud
- dota_hud_new_healthbar_ally_b
- dota_hud_new_healthbar_ally_cb_b
- dota_hud_new_healthbar_ally_cb_g
- dota_hud_new_healthbar_ally_cb_r
- dota_hud_new_healthbar_ally_g
- dota_hud_new_healthbar_ally_r
- dota_hud_new_healthbar_enemy_b
- dota_hud_new_healthbar_enemy_g
- dota_hud_new_healthbar_enemy_r
- dota_hud_new_healthbar_level_local_bot_brightness
- dota_hud_new_healthbar_level_local_top_brightness
- dota_hud_new_healthbar_local_b
- dota_hud_new_healthbar_local_g
- dota_hud_new_healthbar_local_r
- dota_hud_new_healthbar_streak_size
- dota_hud_new_healthbar_text_bot_saturation
- dota_hud_new_healthbar_text_top_saturation
- dota_hud_new_query_panel Enable new query panel
- dota_hud_onstage_reload Recreates HUD Onstage panel
- dota_hud_popup_battlecup_fade_delay
- dota_hud_portrait_force_alive
- dota_hud_portrait_inset_bottom
- dota_hud_portrait_inset_left
- dota_hud_portrait_inset_right
- dota_hud_portrait_inset_top
- dota_hud_portrait_killer_inset_bottom
- dota_hud_portrait_killer_inset_left
- dota_hud_portrait_killer_inset_right
- dota_hud_portrait_killer_inset_top
- dota_hud_projection_debug
- dota_hud_query_timeout Duration before query times out
- dota_hud_queued_orders_enable If set, show shift-queued orders in the HUD.
- dota_hud_queued_orders_max_orders
- dota_hud_queued_orders_timeout
- dota_hud_reduced_flash Reduce flashing in various gameplay effects.
- dota_hud_reload Recreates HUD panel
- dota_hud_replay_scrubber_update_msecs replay scrubber thumb max update rate, msec
- dota_hud_shop_show_filter
- dota_hud_shop_v2
- dota_hud_show_creep_spawn_camp_names
- dota_hud_show_crosshair_hero_tooltip Show/Hide the tooltip box that appears when you hover another hero.
- dota_hud_show_minimal_shop
- dota_hud_show_overhead_events Show Crit, Gold, XP, etc. Overhead Event Messages
- dota_hud_skins_enabled Enable HUD skins on the panorama HUD
- dota_hud_team_icon_y_offset Y offset for the hero icon
- dota_hud_unit_info Show health bars when the game or camera mode would ordinarily hide them.
- dota_hud_use_mmr_token
- dota_hud_victory_message_delay Delay before showing victory message in game end
- dota_hud_victory_message_duration Duration victory message is shown in game end
- dota_hud_voicechat_fake Set to 0, 1, or 2 to show fake voice chat panels
- dota_hud_voicechat_loud_value
- dota_hud_wager_spoof Spoof a wager for a specific player
- dota_hud_wagering_ignore_lobby_type
- dota_hud_wagering_pretend_ranked_and_calibrated
- dota_ice_grip
- dota_ice_grip_skates
- dota_ice_slide
- dota_idle_acquire
- dota_idle_neutral_think_always
- dota_idle_rare_interval_max
- dota_idle_rare_interval_min
- dota_idle_rare_tower_scale
- dota_idle_time How long a player needs to be idle before he counts as disconnected.
- dota_idle_time_buffer
- dota_idle_time_turbo How long a player needs to be idle before they count as disconnected in turbo.
- dota_ignore_invites If set, guild invites and team invites will be automatically rejected
- dota_ignore_nonfriend_invites If set, party and lobby invites from non-friends are ignored
- dota_import_steam_inventory_layout Load the inventory layout from the Steam servers.
- dota_inhibit_query_after_cast
- dota_international2019_force_teaser
- dota_international2019_hide_intro_page
- dota_international2023_rewards_level_animation_duration_max_change
- dota_international2023_rewards_level_animation_duration_max_seconds
- dota_international2023_rewards_level_animation_duration_min_change
- dota_international2023_rewards_level_animation_duration_min_seconds
- dota_international2024_rewards_first_time
- dota_international2024_rewards_level_animation_duration_max_change
- dota_international2024_rewards_level_animation_duration_max_seconds
- dota_international2024_rewards_level_animation_duration_min_change
- dota_international2024_rewards_level_animation_duration_min_seconds
- dota_international2025_force_ineligible
- dota_international2026_force_ineligible
- dota_international_2025_fandom_level_override
- dota_international_2025_favorite_team_override
- dota_international_2026_fandom_level_override
- dota_international_2026_favorite_team_override
- dota_intro_movie_volume
- dota_inventory_combine_ground_items_radius
- dota_inventory_neutral_item_teleport_throw
- dota_invite_debug Prints local invite objects
- dota_item_autocast
- dota_item_double_tap_self_cast
- dota_item_execute
- dota_item_free_buyback_end_time
- dota_item_free_disassemble_interval
- dota_item_fullprice_buyback_interval
- dota_item_play_generic_aoe_effect
- dota_item_quick_cast
- dota_item_received_treasure_details_in_popup
- dota_item_search_error_chars Max number of character to allow to be wrong in fuzzy search
- dota_item_search_error_divisor Max proportion of search term allowed to be wrong in fuzzy search
- dota_item_suggestion_time Window for item suggestions.
- dota_join_new_player_chat_channel If enabled, will automatically join the New Player chat channel for your language on startup.
- dota_join_regional_chat_channel If enabled, will automatically join a chat channel for your region on startup.
- dota_joy_axis_deadzone
- dota_joy_camera_drag_self
- dota_joy_camera_lock_tether_distance
- dota_joy_camera_nudge_towards_facing
- dota_joy_camera_pan_acceleration
- dota_joy_camera_pan_nudge_speed
- dota_joy_camera_pan_speed
- dota_joy_camera_recenter_on_idle_camera_time
- dota_joy_camera_recenter_on_teleport_max_threshold
- dota_joy_camera_recenter_on_teleport_min_threshold
- dota_joy_camera_undock_distance
- dota_joy_cast_target_fuzzy_range_tree
- dota_joy_cursor_drag_enemy
- dota_joy_cursor_drag_friendly
- dota_joy_cursor_drag_ui
- dota_joy_cursor_speed
- dota_joy_direct_move_order_distance
- dota_joy_direct_move_order_relative
- dota_joy_direct_target_advance_time
- dota_joy_direct_target_angle_threshold
- dota_joy_direct_target_max_distance
- dota_joy_direct_target_threshold
- dota_joy_disable_mode_switch
- dota_joy_display_sampled_input
- dota_joy_doubletap_cast_time
- dota_joy_dpad_auto_repeat_delay
- dota_joy_enable_vibration
- dota_joy_inner_radial_deadzone
- dota_joy_nav_edge_epsilon
- dota_joy_outer_radial_deadzone
- dota_joy_pow
- dota_joy_undocked_target_max_distance
- dota_keybindings_cloud_disable
- dota_kill_all_bots Destroys all bots
- dota_kill_buildings Kill buildings.
- dota_kill_creeps Kill creeps.
- dota_kill_effect_particle
- dota_kill_streak_expire_time
- dota_kill_unit_by_name Kill a specific unit by unit name.
- dota_killcam_history_time
- dota_killgraph_damage_block_height
- dota_killgraph_damage_block_width
- dota_killgraph_graph_accent_width
- dota_killgraph_graph_desaturate
- dota_killgraph_graph_width
- dota_lag_compensate_tracking_projectiles Advance tracking projectiles when their spawn is known to have been delayed by lag or packet loss.
- dota_lag_compensation_test
- dota_lag_compensation_window
- dota_lan_lobby_port Port to use for LAN lobby broadcast. (Used for both sending and receiving.)
- dota_lane_detection_distance
- dota_lane_detection_duration
- dota_lane_detection_interval
- dota_lane_selection_hard_support
- dota_lane_selection_midlane
- dota_lane_selection_offlane
- dota_lane_selection_safelane
- dota_lane_selection_soft_support
- dota_last_acknowledged_plus_status
- dota_last_event_id
- dota_last_hit_multiple_kill_time
- dota_last_primary_event_id
- dota_lastmatch_cycle
- dota_launch_custom_game Launch a custom game
- dota_launch_event_game Launch an event game
- dota_league_cm_strategy_time
- dota_league_force_all_public
- dota_league_force_public A comma separated list of league ids to force public usage
- dota_league_info_batch_interval_s
- dota_league_postgame_time How long to wait after in state disconnect for league games, so DVR delayed folks can keep watching.
- dota_league_refresh_localization Refreshes the english localization file with all the latest league strings
- dota_league_shared_dump Dumps the shared league data to the console
- dota_learn_stats Show talents popup
- dota_leaver_status List leaver status of players
- dota_leftclick_cameragrip_new Enables mode which requires left-click to start camera motion in addition to the camera grip keybind.
- dota_legacy_demo_combine
- dota_legacy_keys_opt_out
- dota_legacy_kill_test Tests killing legacy keys idk
- dota_lenient_idle_time How long a player needs to be idle before he counts as disconnected during the end stages of the game.
- dota_lenient_idle_time_turbo How long a player needs to be idle before they count as disconnected during the end stages of the game in turbo.
- dota_letterbox_mode_fade_duration
- dota_lightning_fixed_angle
- dota_lightning_lerp_exponent
- dota_load_all_hero_sounds Loads all hero sound entries, for diagnostics
- dota_load_demo_mode_scenario [input_file]
- dota_loading_screen_battle_cup_dev
- dota_loadout_camera_pan_speed How long it takes for camera to pan in the loadout
- dota_loadout_test_pet_offset
- dota_loadout_wearable_transition_effect Transition effect when previewing wearables. dissolve / dither
- dota_lobby_browser_selected_gamemode
- dota_lobby_browser_selected_region
- dota_lobby_settings_advanced_visible
- dota_local_bot_match_difficulty Difficulty to play local bot matches against
- dota_local_bot_match_script_index
- dota_local_map_strategy_time
- dota_localization_create <type> <english file path> - creates a new localization file at the given path including all of the language variants.
- dota_localization_rearrange <english file> [language]
- dota_localize_hero_chat_wheel Automatically localize hero chat wheel messages in chat_wheel_staging.txt using the sound subtitles files.
- dota_lockpicking_unlock_marker_display_buffer
- dota_lockpicking_use_frame_update
- dota_lotus_respawn_time
- dota_lotuses_available
- dota_lotuses_max
- dota_mana_per_vertical_marker How much mana between each vertical line in the mana bars
- dota_map_lines_max_allowance
- dota_map_lines_max_allowance_period_seconds
- dota_map_ping_multi_key_press If true, we can ping the map even if we have multiple keys pressed on the keyboard. Otherwise map pinging will only occur if alt is the only key pressed.
- dota_map_ping_waypoint_path_allowance
- dota_map_ping_waypoint_path_allowance_period_seconds
- dota_map_stats_cache_duration_seconds
- dota_map_stats_fake_stats_delta Delta between fake stat snapshots
- dota_map_stats_tracking_enable Enable map stats tracking on the client
- dota_map_stats_use_fake_stats Use fake map stats
- dota_market_main_uses_public_pricing Always use public market pricing for Main Branch builds, even in other Steam universes
- dota_match3_attack_projectile_speed
- dota_match3_auto_match
- dota_match3_auto_match_delay
- dota_match3_disappear_duration
- dota_match3_free_drag
- dota_match3_increment_level [increment]
- dota_match3_merge_duration
- dota_match3_piece_model_scale
- dota_match3_piece_pitch
- dota_match3_piece_roll
- dota_match3_piece_yaw
- dota_match3_popup_help
- dota_match3_suspend_matching
- dota_match3_time_scale
- dota_match_game_modes Bit masks of game modes to search for in unranked matchmaking
- dota_match_languages Bit masks of languages to search for in matchmaking
- dota_match_signout_timeout
- dota_match_solo_fast_queue Search for solo queue competitive games for ranked roles.
- dota_match_steam_group_account_id Steam Group to use when searching for matchmaking
- dota_match_type Override for the match type that you're searching for.
- dota_matchgroups_automatic Bit mask of match groups to search in for matchmaking if automatic detection is enabled
- dota_matchgroups_new Bit masks of match groups to search in for matchmaking
- dota_matchgroups_random_data
- dota_matchgroups_version Last known match groups version. GC will bump this version to trigger confirmation of any manual user selections
- dota_max_disconnected_time How long a player needs to be disconnected before he counts as a leaver and gets punished.
- dota_max_disconnected_time_turbo How long a player needs to be disconnected before he counts as a leaver and gets punished in turbo.
- dota_max_haste
- dota_max_hero_select_time How long a player has to choose their hero before being marked as AFK.
- dota_max_pets Number of pets allowed in a single match.
- dota_max_physical_items_drop_limit Maximum allowed physical items on ground per player for split items (tango/wards)
- dota_max_physical_items_purchase_limit Maximum allowed physical items per player (purchasing disallowed when reached)
- dota_max_videomode_matches Max number of video resolutions to show in UI.
- dota_metadata_min_games_for_avg_stats Games required on a hero for average KDA to be valid and calibrated
- dota_min_aura_linger_duration
- dota_min_haste
- dota_minesweeper_max_board_setup_retries
- dota_minesweeper_minimum_board_open_threshold
- dota_minimap_always_draw_hero_icons No longer used, please use dota_minimap_primary_option and dota_minimap_secondary_option instead.
- dota_minimap_background_option Background options for minimap. 0 = None, 1 = Simple, 2 = Realistic
- dota_minimap_create Does a bunch of work to create a minimap
- dota_minimap_create_output_size Size of minimap texture generated with dota_minimap_create (512 default)
- dota_minimap_creep_scale
- dota_minimap_disable_rightclick Disables right clicking on the minimap.
- dota_minimap_draw_cocaster_camera
- dota_minimap_draw_fow
- dota_minimap_filter_amount
- dota_minimap_hero_name_shadowsize
- dota_minimap_hero_scalar
- dota_minimap_hero_scalar_distance
- dota_minimap_hero_scalar_minimum
- dota_minimap_hero_size
- dota_minimap_hero_spread
- dota_minimap_hero_spread_distance Defined in world units.
- dota_minimap_hide_background No longer used, please use dota_minimap_background_option instead.
- dota_minimap_mango_tree_size
- dota_minimap_misclick_time Minimum time after the mouse enters the minimap before we accept a move command. Used to prevent misclicks.
- dota_minimap_naming_noteam_buffer_distance
- dota_minimap_options_migrated If false, will migrate from previous minimap options to new ones. Should not be set manually because it can override your minimap settings.
- dota_minimap_ping_anim_extra_time
- dota_minimap_ping_chat_message_cooldown
- dota_minimap_ping_show_waypoint_path
- dota_minimap_ping_tag_duration
- dota_minimap_position_option Minimap on Left = 0, Minimap on Right = 1.
- dota_minimap_power_rune_scale
- dota_minimap_primary_option Display options for primary minimap mode. 0 = Hero icon with arrow, 1 = Arrow with player colors, 2 = Arrow with team colors, 3 = Hero icon only
- dota_minimap_rune_size
- dota_minimap_secondary_option Display options for secondary (alt) minimap mode. 0 = Hero icon with arrow, 1 = Arrow with player colors, 2 = Arrow with team colors, 3 = Hero icon only
- dota_minimap_show_cast_range
- dota_minimap_show_cast_range_min_radius
- dota_minimap_show_hero_icon If set, will show hero icons when you hold alt down. No longer used, please use dota_minimap_primary_option and dota_minimap_secondary_option instead.
- dota_minimap_simple_background If true, the minimap will show a simplified background image. No longer used, please use dota_minimap_background_option instead
- dota_minimap_simple_colors No longer used, please use dota_minimap_primary_option and dota_minimap_secondary_option instead.
- dota_minimap_tower_defend_distance
- dota_minimap_use_dynamic_mesh
- dota_modelpreview_highlight_darken_factor
- dota_modelpreview_highlight_desaturation_factor
- dota_modelpreview_highlight_flatten_factor
- dota_modelpreview_highlight_transparency_factor
- dota_modifier_debug
- dota_modifier_dump Dump all modifiers on all entities.
- dota_modifier_test Creates a test modifier on unit: dota_modifier_test <entityindex> <modifiername> <duration>
- dota_monster_hunter_assists_count_towards_hunts
- dota_monster_hunter_debug_generate_investigations_in_all_lobbys
- dota_monster_hunter_debug_material_quantity
- dota_monster_hunter_debug_style_anims
- dota_monster_hunter_enable_investigations Enable showing monster hunter investigations at game start.
- dota_monster_hunter_hero_codex_intro_state
- dota_monster_hunter_investigation_banner_expire_time
- dota_monster_hunter_investigation_rewards_loss_percentage What percent of the rewards do you get for a loss
- dota_monster_hunter_lock_investigations
- dota_monster_hunter_num_investigations Number of Monster Hunter Investigations created for each player
- dota_monster_hunter_part_highlight_hover_time_s
- dota_monster_hunter_play_hunt_deny_effect
- dota_monster_hunter_play_hunt_deny_failed_effect
- dota_monster_hunter_play_hunt_duel_failed_effect
- dota_monster_hunter_play_hunt_duel_victory_effect
- dota_monster_hunter_play_hunt_victory_effect
- dota_monster_hunter_play_hunted_effect
- dota_monster_hunter_preview_event_end
- dota_monster_hunter_rare_chance The likelihood of seeing an investigation with a rare drop
- dota_monster_hunter_reset_success_state
- dota_monster_hunter_reward_rare_chance_turbo The likelihood of seeing an investigation with a rare drop in turbo
- dota_monster_hunter_second_common_chance The likelihood of seeing an investigation with a second common drop
- dota_monster_hunter_second_uncommon_chance The likelihood of seeing an investigation with a second uncommon drop
- dota_monster_hunter_send_investigations_to_client
- dota_monster_hunter_show_investiation_banner
- dota_monster_hunter_showcase_time How long the versus screen should stay around during the event.
- dota_monster_hunter_super_rare_chance The likelihood of seeing an investigation with a super rare
- dota_monster_hunter_tracked_items Monster Hunter tracked items
- dota_monster_hunter_tracking_tutorial_dismissed
- dota_mouse_spectator_window_lock If enabled, mouse will be locked to the window when in game and spectating in a mode that doesn't give camera control
- dota_mouse_window_lock If enabled, mouse will be locked to the window when ingame
- dota_muerta_ofrenda_reveal_sequence_current_state
- dota_muerta_release_dont_show_ingame_event_description
- dota_muerta_release_event_enable_custom_versus_screen
- dota_muerta_release_event_fake_event_active
- dota_muerta_release_event_simulate_minigame_score
- dota_music_battle_debug
- dota_music_battle_distance
- dota_music_battle_duration
- dota_music_battle_enable
- dota_music_battle_pre_time
- dota_music_battle_rest_time
- dota_music_battle_weight_trigger
- dota_music_enable_spectator_mode
- dota_music_gank_enemy_timer
- dota_music_spectator_battle_average
- dota_music_spectator_battle_min
- dota_music_spectator_debug_enable
- dota_mute_cobroadcasters
- dota_mute_on_my_way_hero_speech
- dota_mute_other_coaches
- dota_mystery_box_artifical_results_delay
- dota_mystery_box_attempt_cooldown
- dota_mystery_box_bp_progress_delay
- dota_mystery_box_debug_attempts
- dota_mystery_box_input_block_from_scene_load
- dota_mystery_box_minimum_open_duration
- dota_mystery_box_open_delay
- dota_mystery_box_results_grace_period
- dota_mystery_box_trigger_frame_delay
- dota_neutral_color
- dota_neutral_color_cb
- dota_neutral_initial_spawn_delay Time after 0:00 to spawn the first wave of creeps.
- dota_neutral_spawn_fx_timing Time before neutral spawns to play effects.
- dota_neutral_spawn_interval Time between neutral creep camp respawns, starting at 1:00.
- dota_neutral_spawn_type_upgrade_interval Time when upgradeable camps upgrade.
- dota_neutral_timer_alarm_pull_numbers_b
- dota_neutral_timer_alarm_pull_numbers_g
- dota_neutral_timer_alarm_pull_numbers_r
- dota_neutral_timer_alarm_pull_ring_b
- dota_neutral_timer_alarm_pull_ring_g
- dota_neutral_timer_alarm_pull_ring_r
- dota_neutral_timer_alarm_stack_numbers_b
- dota_neutral_timer_alarm_stack_numbers_g
- dota_neutral_timer_alarm_stack_numbers_r
- dota_neutral_timer_alarm_stack_ring_b
- dota_neutral_timer_alarm_stack_ring_g
- dota_neutral_timer_alarm_stack_ring_r
- dota_new_loadout_armory_pregame
- dota_new_player
- dota_new_player_chat_filter_set
- dota_new_player_movie_volume
- dota_new_player_pool_gold_scale
- dota_new_player_pool_matches_played
- dota_new_player_pool_mode_creeps
- dota_new_player_pool_mode_creeps_melee_interval_minutes
- dota_new_player_pool_mode_creeps_melee_num_intervals
- dota_new_player_pool_mode_creeps_melee_start_minutes
- dota_new_player_pool_mode_creeps_ranged_interval_minutes
- dota_new_player_pool_mode_creeps_ranged_num_intervals
- dota_new_player_pool_mode_creeps_ranged_start_minutes
- dota_new_player_pool_mode_creeps_siege_interval_minutes
- dota_new_player_pool_mode_creeps_siege_num_intervals
- dota_new_player_pool_mode_creeps_siege_start_minutes
- dota_new_player_pool_rubber_band_logging_enabled
- dota_new_player_pool_rubber_band_max_player_lead
- dota_new_player_pool_rubber_band_min_player_lead
- dota_new_player_pool_rubber_band_min_time_between_calculation
- dota_new_player_pool_xp_scale
- dota_new_player_seen_learn_tab
- dota_news_data_cache_duration How long the news data caches for before it requests again
- dota_news_data_ignore_before_date Anything before this date is not considered news anymore
- dota_news_data_retry_delay Retry delay when request fails
- dota_news_latest_pull_count Number of most recent news events to pull
- dota_nimbus_spawn_height
- dota_no_madstone_limit
- dota_no_minimap
- dota_notify_steam_when_client_update_required When we detect the client is out of date, notify SteamAPI to request an update
- dota_npc_creep_pushback_enabled
- dota_npc_creep_pushback_height_scale
- dota_npc_creep_pushback_max_damage_amount
- dota_npc_creep_pushback_max_damage_force
- dota_npc_creep_pushback_max_random_force
- dota_npc_creep_pushback_max_time
- dota_npc_creep_pushback_min_damage_amount
- dota_npc_creep_pushback_min_damage_force
- dota_npc_creep_pushback_min_random_force
- dota_npc_creep_pushback_min_time
- dota_npc_creep_pushback_random_yaw
- dota_npc_creep_pushback_scale
- dota_npx_buff_bots_get_buff
- dota_npx_buff_kill_mult
- dota_npx_buff_max_deaths
- dota_npx_buff_max_value
- dota_npx_home_widget_force_be_a_coach_visible
- dota_npx_home_widget_force_request_coach_visible
- dota_npx_home_widget_force_tutorial_tier
- dota_number_of_samples_for_lane_prediction Number of samples used to guess players lane selection
- dota_ogre_magi_arcana_disable_streak_display
- dota_ogre_magi_arcana_min_streak_to_show
- dota_ogre_magi_arcana_streak_collapse_duration
- dota_ogre_magi_arcana_streak_linger_duration
- dota_ogre_magi_arcana_streak_summary_delay
- dota_ogre_magi_arcana_streak_summary_duration
- dota_ogre_magi_arcana_streak_update_interval
- dota_onstage_toggle_cursor Toggles the cursor on the onstage panel, helpful for pano debugging
- dota_open_party_manual_accept_invites Set this to disable auto-accepting invites when the leader of an open party
- dota_orders_update_bots_immediately
- dota_overhead_damage_threshold_percent
- dota_overhead_on_received_item Emit an overhead particle effect on receiving an item from an ally.
- dota_overhead_on_received_item_use_model
- dota_overkill_threshold
- dota_overlaymap_inputmode
- dota_overlaymap_opacity Controls how opaque the overlay map will display
- dota_overlaymap_position Controls where the overlay map will be positioned
- dota_overlaymap_togglemode
- dota_override_coach_rating
- dota_override_dire_team_logo
- dota_override_dire_wins
- dota_override_mvp_map
- dota_override_plus_status
- dota_override_radiant_team_logo
- dota_override_radiant_wins
- dota_override_series_type
- dota_override_versus_scale
- dota_overworld_show_tokens_received
- dota_overworld_test_pre_game
- dota_pain_debug
- dota_pain_factor
- dota_pain_fade_rate
- dota_particle_camera_cull_distance
- dota_particle_fow_debug
- dota_particle_off_camera_freeze
- dota_particle_off_camera_simrate
- dota_particle_parallel_prerender
- dota_particles_force_no_asset_modifiers
- dota_party_debug Prints local party objects
- dota_path_disable_skip_ahead
- dota_path_disable_straightener
- dota_path_fuzztest
- dota_path_remove_goal_tree
- dota_path_report_time_ms
- dota_path_repro Repro case for a pathing bug
- dota_path_use_relative_projection
- dota_pause Send a game pause request.
- dota_pause_behavior_score_use_majority Whether a majority of connected players must have low behavior score before low behavior score players can unpause
- dota_pause_cooldown
- dota_pause_cooldown_time Number of seconds before a player is allowed to pause again
- dota_pause_count Number of times a player is allowed to pause the game
- dota_pause_countdown
- dota_pause_force_unpause_time Number of seconds after which the game will automatically unpause
- dota_pause_game_pause_silently
- dota_pause_limit
- dota_pause_minigame_muted
- dota_pause_minimum_time_spent_paused Number of seconds the game *must* remain paused before an unpause (to prevent accidental pause/unpause on the same team).
- dota_pause_minimum_time_spent_paused_bad_behavior Number of seconds the game *must* remain paused before someone with bad behavior can unpause it
- dota_pause_same_team_resume_time Number of seconds resuming is restricted to the same team, after that either team can pause
- dota_pause_same_team_resume_time_disconnected Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause
- dota_pending_replay_force_failure
- dota_pending_replay_num_retries
- dota_pending_replay_retry_seconds
- dota_per_unit_keybindings_disabled_during_custom_games Disables per unit keybindings during custom games
- dota_periodic_resource_cache_duration_s
- dota_pet_aatest_threat
- dota_pet_allow_infront
- dota_pet_creepdist_maxthreat
- dota_pet_creepdist_minthreat
- dota_pet_debug
- dota_pet_decay_rate
- dota_pet_disable_flee
- dota_pet_dist_cone
- dota_pet_dist_max
- dota_pet_dist_min
- dota_pet_dist_range
- dota_pet_dmg_threshold_panic
- dota_pet_emote_maxtime
- dota_pet_emote_mintime
- dota_pet_fleedir_persist_time
- dota_pet_herodist_maxthreat
- dota_pet_herodist_minthreat
- dota_pet_herodist_radius
- dota_pet_itemcarry
- dota_pet_priorthreat_to_vanish
- dota_pet_rare_idle_chance
- dota_pet_rare_idle_check_time
- dota_pet_reposition_maxtime
- dota_pet_reposition_mintime
- dota_pet_return_threshold
- dota_pet_return_threshold_time
- dota_pet_threat_rate
- dota_pet_threat_time
- dota_pick_hero Pick a hero for <player-id> <hero> [<random-seed>]
- dota_ping Print out latency information
- dota_ping_excess_ping_fade_time
- dota_ping_max_allowance
- dota_ping_max_allowance_period_seconds
- dota_ping_max_pings_per_type
- dota_ping_menu_delay Seconds to wait before showing the ping context menu.
- dota_ping_menu_skip_delay_min When moving the mouse quickly to a ping wheel direction, what's the minimum amount of time before opening the pingwheel.
- dota_ping_particle_target_color_factor
- dota_ping_particle_target_saturation
- dota_ping_particle_target_value
- dota_ping_use_contextual_ping
- dota_play_custom_server
- dota_play_custom_server_name
- dota_play_diretide_invert_daily_bonus
- dota_play_predict_hpq_state
- dota_player_add_summoned_to_selection
- dota_player_auto_repeat_right_mouse
- dota_player_cards_duplicate_display_ti10
- dota_player_cards_duplicate_display_ti9
- dota_player_channels_require_stop
- dota_player_draft_bots_pick_humans
- dota_player_draft_prefer_human_captains
- dota_player_draft_timebank_per_pick
- dota_player_draft_timebank_start
- dota_player_graphs_hide_last_time_dist
- dota_player_info_batch_interval_s
- dota_player_info_force_public Force the client to use public universe pro player info (Handy for sticker generation)
- dota_player_interaction_channels_require_stop
- dota_player_item_label_alt_delay
- dota_player_multipler_orders By setting this to 1, you will issue an order to all controllable units by holding down the CTRL key when you click
- dota_player_profile_stats_cache_duration
- dota_player_selection_cycle_ignores_groups
- dota_player_simplified_controls
- dota_player_smart_multiunit_cast
- dota_player_status Gives a status update on all players.
- dota_player_teleport_requires_halt
- dota_player_units_auto_attack_mode
- dota_playtest_recommended_heroes Required heroes in a playtest.
- dota_playtest_required_heroes Required heroes in a playtest.
- dota_plus_fake_hero_badge_levels
- dota_plus_generate_hero_event_actions
- dota_plus_items_collapse_spew
- dota_plus_items_constrain_spew
- dota_plus_items_options_spew
- dota_plus_items_slot_limit
- dota_plus_override_weekly_games_won
- dota_plus_override_weekly_reward_claimed
- dota_plus_timedstats_clientinterval Time in seconds at which Plus timed stats will be recorded locally
- dota_plus_timedstats_time_window Time window for timed stats to show (backwards from now)
- dota_plus_use_assistant When set, we default to Plus Assistant rather than the default guides
- dota_poogie_distance_from_ancient_to_follow_hero
- dota_poogie_distance_from_effigy_in_demo_mode
- dota_poogie_emote_animation_duration
- dota_poogie_enemies_near_base_timer_duration
- dota_poogie_greet_hero_cooldown_duration
- dota_poogie_high_five_acknowledge_range
- dota_poogie_high_five_cooldown_duration
- dota_poogie_high_five_distance_from_hero
- dota_poogie_position_offsets_timer
- dota_poogie_search_effigy_reference_duration
- dota_poogie_search_radius_from_ancient_for_enemies
- dota_poogie_stressed_position_offsets_timer
- dota_poogie_vanish_animation_duration
- dota_poor_network_detection_debug_level Spew verbosity for poor network condition detection
- dota_poor_network_detection_disconnects_total Total number of near-simultaneous disconnections required to declare poor network conditions
- dota_poor_network_detection_loss_pct Packet loss threshold (0...1) for declaring a QoS stat interval to be 'bad'
- dota_poor_network_detection_max_intervals_player Max number of bad intervals to count for a player
- dota_poor_network_detection_min_intervals_player Player must have at least N bad intervals to count
- dota_poor_network_detection_num_intervals_team Number of QoS stats intervals that must be 'bad' on each team.
- dota_poor_network_detection_num_intervals_total Number of QoS stats intervals that must be 'bad' over the whole match.
- dota_portrait_animate
- dota_portrait_debug_item_def_index Enables icon modification shader for specific item def index.
- dota_portrait_debug_no_modifier
- dota_portrait_editor_background_override
- dota_portrait_hide_background Disable portrait backgrounds. Mostly useful for rendering portrait movies with alpha.
- dota_portrait_hide_hero
- dota_portrait_reload Reload portrait data
- dota_portrait_reload_file Reloads portrait data.
- dota_portrait_test_pet Set to 1 to make the pet show up once.
- dota_portrait_world_renderer_off
- dota_post_game Show post game lobby with a historical matchid
- dota_post_game_debug_animate_progress
- dota_post_game_debug_heroes
- dota_post_game_debug_mmr
- dota_post_game_fake_dire_team_id
- dota_post_game_fake_neutral_item_id
- dota_post_game_fake_player_pic
- dota_post_game_fake_radiant_team_id
- dota_post_game_fake_replay_state
- dota_post_game_force_animate_progress
- dota_post_game_level_graph_major_size
- dota_post_game_level_graph_minor_size
- dota_post_game_lobby Show post game lobby with current lobby
- dota_post_game_player_graph_highlight
- dota_post_game_progress_cavern_move_to Test cavern post-game
- dota_post_game_progress_fake_account_id
- dota_post_game_progress_wraith_king_move_to Test wraith king arcana post-game
- dota_post_game_quick_commend
- dota_post_game_report_time Time after the signout completes that we can still report and commend players, given the lobby id
- dota_post_game_reward_tracking_duration
- dota_post_game_show_kills_selection Kills to show on post-game graph 0 = All, 1 = Units, 2 = Structures, 3 = None
- dota_postgame_finish_replay_time How long to wait after the end scoreboard panel to finish the replay
- dota_postgame_time
- dota_powerup_rune_spawn_time
- dota_powerup_rune_spawn_time_initial
- dota_prediction_result_dev
- dota_predictions_force_ui
- dota_pregame_intro_duration
- dota_pregame_time
- dota_preload_armory_images
- dota_preview_hero Pick hero for previewing
- dota_preview_hero_pitch_offset
- dota_preview_hero_roll_offset
- dota_preview_hero_x_offset
- dota_preview_hero_y_offset
- dota_preview_hero_yaw_offset
- dota_preview_hero_z_offset
- dota_preview_sticker <item_def_index> opens the preview page for a specified item def
- dota_preview_teleport_channel_time
- dota_previous_battle_pass
- dota_privatebeta_teamswap
- dota_pro_hide_sponsorships_for_ti
- dota_pro_player_hide_sub_team_tags
- dota_profile_battle_report_stats_columns
- dota_profile_battle_report_stats_match_columns
- dota_profile_battle_report_stats_sort_priorities
- dota_profile_cache_duration Number of seconds before re-requesting data for a profile
- dota_profile_card_cache_duration Number of seconds before re-requesting data for a profile card
- dota_profile_card_fake_data Use fake dummy data for profile cards instead of the real data from the GC.
- dota_profile_hero_stats_sort_priorities
- dota_profile_league_passes_cache_duration Number of seconds before re-requesting data for profile league passes
- dota_profile_league_passes_no_gc_retry_attempts Maximum number of retries when the GC connection is down.
- dota_profile_league_passes_no_gc_retry_delay Number of seconds before retrying when the GC connection is down.
- dota_profile_league_passes_retry_delay Number of seconds before re-requesting data for profile league passes that we failed to load the first time.
- dota_profile_teammate_stats_sort_priorities
- dota_profile_teammate_stats_sort_priorities_old
- dota_projectile_debug
- dota_projection_continue_offscreen_abilities
- dota_projection_embargo_enabled
- dota_projection_embargo_time
- dota_projection_enabled_ti6
- dota_projection_failsafe_timeout
- dota_projection_hero_pick_abilities
- dota_projection_hero_pick_max_time
- dota_projection_max_medium_layer
- dota_projection_max_top_layer
- dota_projection_multikill
- dota_projection_multikill_time
- dota_projection_note_away_team_highlight_base
- dota_projection_note_base_layer_day
- dota_projection_note_base_layer_day_flipped
- dota_projection_note_base_layer_dire_win
- dota_projection_note_base_layer_dire_win_flipped
- dota_projection_note_base_layer_night
- dota_projection_note_base_layer_night_flipped
- dota_projection_note_base_layer_pick
- dota_projection_note_base_layer_radiant_win
- dota_projection_note_base_layer_radiant_win_flipped
- dota_projection_note_first_blood_stage_left
- dota_projection_note_first_blood_stage_right
- dota_projection_note_first_blood_time
- dota_projection_note_game_paused
- dota_projection_note_godlike
- dota_projection_note_godlike_time
- dota_projection_note_home_team_highlight_base
- dota_projection_note_pick_highlight_stage_left
- dota_projection_note_pick_highlight_stage_right
- dota_projection_note_picks_transition
- dota_projection_note_picks_transition_flipped
- dota_projection_note_rampage
- dota_projection_note_strategy_time
- dota_projection_note_triple_kill
- dota_projection_note_ultra_kill
- dota_projection_picks_transition_time
- dota_projection_team_win_notes
- dota_projection_video_channel
- dota_puck_curve_orb_control_point_mod_value Use every N points of the simulated puck curve orb for the particle rope.
- dota_puck_curve_orb_debug_view Show debugging info for Puck's curve ball facet.
- dota_purchase_force_failure
- dota_purchase_quickbuy Attempt to purchase an item out of the quickbuy. Priority is left to right, skips over items not purchasable due to secret shop
- dota_purchase_random_hero_relic_animation_final_delay_time
- dota_purchase_random_hero_relic_animation_max_delay_time
- dota_purchase_random_hero_relic_animation_min_delay_time
- dota_purchase_random_hero_relic_shards_tick_duration
- dota_purchase_random_hero_relic_slowdown_time
- dota_purchase_random_hero_relic_steady_time
- dota_purchase_stickybuy Attempt to purchase an item out of the sticky slot. Skips over items not purchasable due to secret shop
- dota_qop_arcana_kill_credit_window
- dota_qop_arcana_melee_range
- dota_qop_arcana_speech_delay
- dota_qop_arcana_test_ui Allows arcana UI testing arcana in demo mode
- dota_qop_arcana_ui_delay
- dota_quartero_show_page
- dota_queen_of_pain_arcana_disable_display
- dota_queen_of_pain_arcana_summary_display_delay
- dota_queen_of_pain_arcana_summary_linger_duration
- dota_queen_of_pain_arcana_summary_test_level_2
- dota_query_inhibit_time
- dota_quest_challenge_selected
- dota_quest_selected
- dota_quickbuy_rightclick_marksforbuy Right-clicking on unpurchasable quick buy items toggles mark for buy.
- dota_quickcast_onkeydown Enables mode where quickcast triggers the ability on key down instead of key up.
- dota_quit_after_game Quit after a game is completed, do not hibernate
- dota_quit_on_hibernate_after_lobby Always terminate after receiving a lobby, do not rehibernate
- dota_radar Activate radar mode
- dota_random_strength
- dota_range_display Displays a ring around the hero at the specified radius
- dota_ranked_role_queue
- dota_ranked_role_queue_automatically_select_all Automatically select all roles when out of role queue games.
- dota_rare_line_click_count
- dota_razor_arcana_disable_display
- dota_razor_arcana_force_display
- dota_razor_arcana_increment_delay
- dota_razor_arcana_melee_range
- dota_razor_arcana_popup_delay
- dota_razor_arcana_progress_limit_per_game
- dota_razor_arcana_progress_linger_duration
- dota_ready_check_duration_seconds How long does a ready check run for before it's considered complete.
- dota_ready_check_linger_duration_seconds After a ready check is complete, how long the UI should linger up to display final results.
- dota_realtime_stat_keyframe_interval_s How often the server generates a keyframe of realtime stats
- dota_realtime_stat_update_interval_s How often the server updates internal game state and checks whether it should update the GC with realtime stats
- dota_realtimeanalyzer_debug_query
- dota_realtimeanalyzer_debug_time_factor
- dota_recent_event
- dota_reconnect_idle_buffer_time How much extra time the player has after reconnecting before he gets marked as AFK.
- dota_record_blend_scale Scales rate of crossfade between 1st and 3rd idle cycles. A value of 10 means the 1st cycle is fully blended in by 1/10th of animation
- dota_record_hero Pick hero for recording
- dota_record_hero_next Switch to next hero
- dota_record_hero_prev Switch to prev hero
- dota_record_mode_webm Don't use this directly, use the dota_record_webm command.
- dota_record_webm Record a hero for a transparent webm movie.
- dota_recorder_auto_advance Automatically start recording the next hero when the current ends
- dota_recorder_cycles How many cycles of the animation to record
- dota_recorder_mode 0 = avi of idle anim, 1 = tga sequence of idle anim, 2 = single tga from start of idle anim, 3 = PNG sequence of anim
- dota_recorder_particle_settle_frames Number of frames to render the portrait for in order for particle systems to settle.
- dota_recorder_use_card_portrait Use the hero selector card portrait setup
- dota_recorder_use_default_items Use default items only when recording heroes.
- dota_recorder_use_fullbody_portrait Use the fullbody portrait setup. If 2, use Morphling's position for all heroes.
- dota_recorder_use_portrait_file Load camera setup from a specific portrait file
- dota_recorder_use_portrait_position Use camera position/activity from the portrait setup
- dota_recorder_use_webpage_portrait Use the hero selector webpage portrait setup
- dota_redeem_item_code Redeem a legacy Dota item code.
- dota_redirect_allies_voice_to_private_coaching_group
- dota_ref_winner_dire Causes the dire team to win
- dota_ref_winner_radiant Causes the radiant team to win
- dota_reload_event_schema
- dota_reload_podseats Reload ti_podseats.txt data
- dota_reload_text_chat_macros Reload chat macros
- dota_remove_ability Remove an ability from the player's hero. If no index is specified, remove all abilities except talents and stats.
- dota_remove_map_override Remove a test map override
- dota_render_bottom_inset
- dota_render_top_inset
- dota_replay_manager_download_chunk_size
- dota_replay_manager_download_simultaneous_requests
- dota_replay_skip_exits_cinematic_mode
- dota_report_order_latency
- dota_reset_camera_on_spawn If enabled, camera will reset to your hero when you respawn
- dota_reset_event_action <event id> <start action id> [remove audit]
- dota_reset_event_action_range <event id> <start action id> <end action id> [remove audit]
- dota_reset_event_state Reset all state on your account relating to the given event id
- dota_reset_muerta_ofrenda_state
- dota_reset_violators Resets the state of all violators.
- dota_respawn_roshan Respawn Roshan
- dota_restrict_partner_type_chat Disallow chat between certain partner types
- dota_reverse_alt_detail_tooltip If false (default), tooltip summaries will be displayed by default and holding Alt will show detailed versions. If true, detailed tooltips will be shown by default and holding Alt will show tooltip summaries.
- dota_river_type
- dota_road_to_ti_use_playtest_data Use SQL data from playtests to populate quests. Otherwise will use vdata from pro matches.
- dota_roadtoti_test_pre_game
- dota_roshan_initial_move_timer
- dota_roshan_upgrade_rate
- dota_rp_hide_party_unless_open If set, party status will not be sent to friends via rich presence, unless the party is open
- dota_rp_show_dev_messages
- dota_rubick_arcana_override_score
- dota_rubick_arcana_reload Reload the rubick arcana descriptor file
- dota_run_rare_chance
- dota_salute_force_custom_tip_style Custom tip style name to force being used
- dota_salute_rate_limit_seconds The amount of seconds that you must wait before you can salute again.
- dota_salute_recent_tip_window
- dota_salutes_max_per_match
- dota_save_scenario [output_file] [-binary] [-nopretty] save scenario of the game currently being spectated
- dota_save_sets_max_per_hero
- dota_save_sets_total
- dota_saved_camera_pos_1
- dota_saved_camera_pos_10
- dota_saved_camera_pos_2
- dota_saved_camera_pos_3
- dota_saved_camera_pos_4
- dota_saved_camera_pos_5
- dota_saved_camera_pos_6
- dota_saved_camera_pos_7
- dota_saved_camera_pos_8
- dota_saved_camera_pos_9
- dota_saved_camera_pos_doublepress_time
- dota_scale_unit Scales the unit to the target multiplier
- dota_scenario_autosave Enable autosaves while spectating a match from lobby
- dota_scenario_autosave_interval Interval in seconds between auto-saves
- dota_scenario_autosave_remotely Allow autosaving while in HLTV/replay. (Not saved in settings)
- dota_scenario_enable Enable scenario ui in private lobbies
- dota_scoreboard_force_visible
- dota_scoreboard_override_tip_event
- dota_screen_shake
- dota_script_function_help Get help on registered script API functions and tables.
- dota_scripted_replay
- dota_scripted_replay_camspeed
- dota_scripted_replay_file
- dota_search_econ_item_defs search econ items
- dota_season_toasts
- dota_seasonal_dialogue_mask
- dota_select_all
- dota_select_all_others
- dota_select_ally selects an ally
- dota_select_courier Select a courier, or snap camera to courier if already selected
- dota_select_neutral_item
- dota_select_scout Select a scout, or snap camera to courier if already selected
- dota_selected_broadcaster_player_id
- dota_selection_groups If set, certain units like spiderlings, eidolons and treants are considered groups for selection.
- dota_selection_test
- dota_send_courier_killed
- dota_send_poogie_fled_message
- dota_send_scout_killed
- dota_series_prediction_2024_use_placeholder_icon
- dota_series_prediction_use_placeholder_icon
- dota_server_add_chat_mute_entries
- dota_server_allow_custom_games Where this server makes itself available to host custom games: 0 = both regular and custom, 1 = regular only, 2 = custom only, 3 = event game only
- dota_server_allow_mvp
- dota_server_lobby_debug Prints server lobby object
- dota_server_long_frame_threshold_ms How long a frame must stall before we make a log message.
- dota_server_pause Tells the server to pause the game
- dota_server_projection_fow_check
- dota_server_projection_spectator_only
- dota_server_send_map_stats
- dota_server_wait_for_lobby
- dota_server_watchdog_match_timeout_minutes
- dota_server_watchdog_shutdown_after_signout_minutes
- dota_set_ability_level Set level of this ability
- dota_set_bp_gift_level Set the number of gifts set to this account. Argument: [0-5], -1 to turn off
- dota_set_hpbar_background Set the Health Bar background image; streak_blue_bg, streak_fire_bg or streak_gold_bg
- dota_set_hpbar_streak_particle Set the Health Bar streak particle manually
- dota_set_portrait_streak_particle Set the Portrait streak particle manually
- dota_set_streak_effect_lv
- dota_set_time
- dota_set_top_bar_streak_effect Set the particle for a top bar streak effect for testing purposes
- dota_settings_healthbar_boss_creep_height_offset
- dota_settings_healthbar_boss_creep_icon_size
- dota_settings_healthbar_boss_creep_width_offset
- dota_settings_quick_move
- dota_settings_quick_target_attack
- dota_settings_reborn_dismissed_new_settings New Settings which have already been dismissed by the user
- dota_settings_reborn_last_ability_direct_cast_type
- dota_settings_reborn_last_item_direct_cast_type
- dota_settings_reborn_last_selected_hero
- dota_settings_reborn_last_selected_neutral_unit
- dota_settings_reborn_last_selected_unit_type
- dota_settings_reborn_new_setting_newness_duration Maximum age a new setting will be shown without dismissing
- dota_settings_reborn_scroll_position
- dota_settings_reborn_seen_new_settings New Settings which have already been seen by the user
- dota_settings_reset_dismissed_new_settings
- dota_settings_targeted_attack_move
- dota_settings_targeted_attack_move_radius
- dota_settings_use_keybinder_v2
- dota_settings_vector_targeted_unit_search_radius
- dota_sf_force_ready_up_dialog 1 to force dialog immediately, 2 to force ready dialog when we lose focus
- dota_sf_game_end_delay Delay before the end game panel animation (XP + scoreboard) starts once a game is ended
- dota_sf_victory_message_duration Duration victory message is shown in game end
- dota_shards_button_shard_animation_duration_max_change
- dota_shards_button_shard_animation_duration_max_seconds
- dota_shards_button_shard_animation_duration_min
- dota_shards_button_shard_animation_duration_min_change
- dota_shop_allow_hotkeys_on_shift
- dota_shop_common_items_3 Common items list for the shop
- dota_shop_double_click_bypass_buyback_protection_time
- dota_shop_force_hotkeys
- dota_shop_mark_for_buy_secret_shop_item When you are not near the secret shop, clicking on an affordable secret shop item in Shop will pre-pend it to quick buy bar and mark it for buy.
- dota_shop_search_autofocus If enabled, focus will automatically be placed on the search box when opening the shop
- dota_shop_speech_timer
- dota_shop_watched_items_6 Team items list for the shop
- dota_short_path_backtracking_limit
- dota_short_path_iteration_limit
- dota_short_path_reversal_penalty
- dota_short_path_sidetracking_limit
- dota_shovel_baby_roshan_rise
- dota_shovel_baby_roshan_rise_height
- dota_shovel_baby_roshan_rot
- dota_show_2025_cta_collectors_cache_vote_page
- dota_show_ability_damage_contributions
- dota_show_ability_video_in_tooltips Show ability videos in tooltips while not in game.
- dota_show_accept_coaching_session_popup
- dota_show_all_items Allows hidden items being display around the client (mainly Armory). Main only.
- dota_show_battle_pass_purchase_page_fall2021 Show page allowing purchase of the battle pass. Argument: [gift]
- dota_show_battle_pass_purchase_page_international2022 Show page allowing purchase of the battle pass. Argument: [gift]
- dota_show_battle_pass_purchase_page_spring2021 Show page allowing purchase of the battle pass. Argument: [gift]
- dota_show_battle_pass_purchase_page_ti10 Show page allowing purchase of the battle pass. Argument: [gift]
- dota_show_battle_pass_purchase_page_ti9 Show page allowing purchase of the battle pass. Argument: [gift]
- dota_show_cast_range
- dota_show_chat_wheel_messages_unlocked_popup
- dota_show_chronocube_debug
- dota_show_coach_eligiblity_popup
- dota_show_combatlog
- dota_show_creep_spawn_box_wireframe
- dota_show_crosshair_cursor_height
- dota_show_crownfall_collectors_cache_vote_page
- dota_show_data_driven_camera <camera_file>
- dota_show_debug_popup
- dota_show_diretide_2020_cosmetics_page
- dota_show_econ_item_picker Show the econ item picker popup for a specific hero ID.
- dota_show_event_reward_toast <event id> <level> - shows the toast as if you had just claimed the level
- dota_show_facet_help
- dota_show_fall2021_collectors_cache_vote_page
- dota_show_fight_recap Show the most recent fight recap.
- dota_show_frostivus2024_popup
- dota_show_gift_restrictions_popup
- dota_show_heightmap
- dota_show_hero_compare_page Shows a page with two heroes side by side.
- dota_show_hero_finder If set, will show hero indicator when alt is held down
- dota_show_initial_skill_popup Show the initial skill popup
- dota_show_international2022_collectors_cache_vote_page
- dota_show_invalid_role_selection_popup
- dota_show_item_reward_toast
- dota_show_itempickups
- dota_show_killgraph
- dota_show_last_hit_particle
- dota_show_mini_showcase
- dota_show_monster_hunter_status
- dota_show_nav_obstructions
- dota_show_nearby_tower_attack_range
- dota_show_object_obstructions
- dota_show_plus_assistant_violator
- dota_show_popular_items
- dota_show_purchase_team_fan_content_popup
- dota_show_quick_stats_damage_breakdown_enabled
- dota_show_range_finder_on_quickcast_down
- dota_show_rank_calibration_popup Show the rank calibration popup
- dota_show_rate_coaching_session_popup [is coach] Shows the rate coaching session popup with fake data as a student or coach.
- dota_show_scan_particle
- dota_show_set_portrait_generator
- dota_show_sideshop Show Sideshop
- dota_show_spectated_unit_orders Log unit orders from other players while spectating/watching replays. 1 = player perspective player, 2 = all players
- dota_show_spectator_tournament_drops Set to 1 for spectators directly connected to the game server to be able to see tournament drop messages
- dota_show_splash_ad_by_name Show a specific splash ad
- dota_show_splash_ads Show splash ads
- dota_show_state_transitions Show gamestate round transitions.
- dota_show_teams_page
- dota_show_teleport_channel_time
- dota_show_test_item_def_page <item def> - show the page for testing a new item definition
- dota_show_test_item_set_page <set name> - show the page for testing a new item set
- dota_show_ti10_collectors_cache_vote_page
- dota_show_ti9_collectors_cache_vote_page
- dota_show_trees Mark all of the trees on the map as visible.
- dota_show_waiting_for_match_warning_timeout
- dota_showcase_admin_cache_duration_s
- dota_showcase_admin_moderation
- dota_showcase_admin_review_mini_profile
- dota_showcase_admin_review_profile
- dota_showcase_admin_review_reports
- dota_showcase_attachment_v2
- dota_showcase_show_report_popup <account id> <showcase type> - show the report dialog for a given showcase
- dota_silent_roshan Be quiet Rosh, the pros are trying to kill you
- dota_skip_behavior_comms_check Skip behavior score check for comms
- dota_skip_redundant_game_keyvalues_loads
- dota_skip_region_pings
- dota_slark_jailbreak_debug_collision
- dota_slark_jailbreak_debug_snapshots
- dota_slark_jailbreak_test_floating_text
- dota_smart_doubletap
- dota_social_feed_cache_duration
- dota_sort_steam_inventory Sort the steam inventory layout.
- dota_spatial_audio_mix Mix value to blend spatial and non-spatial audio in Dota 2.
- dota_spawn_creeps Force spawn of all lane creeps.
- dota_spawn_creeps_mid Force spawn of all mid lane creeps.
- dota_spawn_neutrals Force spawn of all neutrals.
- dota_spawn_rune Spawns a rune
- dota_spec_show_courierkills
- dota_spec_show_spellsteals
- dota_spec_talentchanges_show
- dota_spec_talentchanges_test Shows a test toast
- dota_special_attack_delay
- dota_spectate_next_ability_cast Go to next ability cast
- dota_spectate_pause_advance_frames
- dota_spectate_roshantimer_enable
- dota_spectator_auto_spectate_bot_games Automatically spectate the always-running bot game.
- dota_spectator_auto_spectate_games Automatically spectate available games. Set to a LeagueID to auto spectate games from that league.
- dota_spectator_autospeed Toggle Directed mode auto speed control.
- dota_spectator_autospeed_fast
- dota_spectator_autospeed_fastest
- dota_spectator_autospeed_slowmo
- dota_spectator_autospeed_slowmo_slow
- dota_spectator_autospeed_slowmo_slowest
- dota_spectator_broadcaster_mode Display hero selection in broadcaster mode.
- dota_spectator_camera_min_time_to_change_chase_unit
- dota_spectator_debug
- dota_spectator_decreasereplayspeed Decrease replay speed
- dota_spectator_directed_hero_timer
- dota_spectator_directed_maxdistance
- dota_spectator_directed_player_perspective
- dota_spectator_directed_spline_time
- dota_spectator_enable_edgepan_temporary_free_camera Enable spectator takeover camera when edge panning.
- dota_spectator_fog_of_war Set fog of war spectator mode. -1:All 2:Radiant 3:Dire
- dota_spectator_fowtoggle
- dota_spectator_golddelta_dontshowtotal
- dota_spectator_graph
- dota_spectator_graph_hide_win_probability
- dota_spectator_graph_networking_enabled 0 to disable graph data networking for perf comparisons.
- dota_spectator_graph_networking_override 1 to enable graph data networking for all clients.
- dota_spectator_graph_send_interval Seconds between each graph update and tranmission.
- dota_spectator_graph_toggle_win_probability Toggle the visibility of win probability on the spectator graph
- dota_spectator_hero_index
- dota_spectator_hudhide
- dota_spectator_hudshow
- dota_spectator_increasereplayspeed Increase replay speed
- dota_spectator_inventory_snapshot_interval Seconds between inventory snapshots
- dota_spectator_lobbies_cache_duration
- dota_spectator_lobby_game_details_timeout
- dota_spectator_minimum_spawn_delay Hero spawning takes at least this long so that we can move the camera and play the particle effect
- dota_spectator_mode Toggles the spectator mode: 0=Directed - 1=Free Cam - 2=Hero Chase - 3=PlayerView
- dota_spectator_options_autohide
- dota_spectator_options_enabled
- dota_spectator_pause_on_slow_frame_threshold
- dota_spectator_pausetoggle Toggle replay play/pause
- dota_spectator_pin_open
- dota_spectator_revertcameraview
- dota_spectator_select_under_mouse
- dota_spectator_selection_mode
- dota_spectator_selectnexthero
- dota_spectator_selectprevioushero
- dota_spectator_shoulder_view
- dota_spectator_skip Skip replay by a number of seconds.
- dota_spectator_skip_back_1 Skip replay back by 1st increment
- dota_spectator_skip_back_2 Skip replay back by 2nd increment
- dota_spectator_skip_fwd_1 Skip replay forward by 1st increment
- dota_spectator_skip_fwd_2 Skip replay forward by 2nd increment
- dota_spectator_soundtime
- dota_spectator_spawn_duration Duration that the camera should stay on the spawned hero before resetting back to normal
- dota_spectator_spawn_ui_delay Delay after the hero spawns before showing the name and playing the pick sound
- dota_spectator_stats_panel Current spectator stats panel. 1 = scoreboard, 2 = gold+xp, 3 = items, 4 = graph, 5 = fantasy
- dota_spectator_statstoggle
- dota_spectator_teamname_dire International 2012: for testing, override the team ID # for the dire.
- dota_spectator_teamname_overrides International 2012: enable override of 'radiant's turn to ban' with 'navi's turn to ban'.
- dota_spectator_teamname_radiant International 2012: for testing, override the team ID # for the radiant.
- dota_spectator_use_broadcaster_stats_panel Follow the broadcasters choice of stats display.
- dota_spectator_watching_broadcaster Indicates if you are watching a broadcaster in player view, so that the handling of selection can be treated differently. Meaningless when not in player view spectator mode.
- dota_spectre_arcana_disable_display
- dota_spectre_arcana_progress_delay
- dota_spectre_arcana_progress_linger_duration
- dota_spectre_arcana_progress_override_value
- dota_speech_emotes Set 0 to disable emotes.
- dota_speech_hardcoded_respeak_delay Certain speech concepts will not be said more than once per (n) seconds. Set to 0 to disable.
- dota_speech_level Mutes certain parts of the units speech: 0 = no speech, 1 = only events, 2 = all
- dota_speech_meepo_pitch Increase the pitch of every successive meepo voice by this many %
- dota_speech_missinglane_call_interval Bots will call 'missing' on a lane no more than once per this many seconds.
- dota_speech_missinglane_call_threshold Bots will call 'missing' on a lane if an opponent has been gone this many seconds.
- dota_speech_mute_time
- dota_speech_proximity_interval Once per (n) seconds, one hero will poll for TLK_ALLY_NEARBY. Because there are ten heroes this means each hero will poll once per n*10 seconds. Set 0 to disable altogether.
- dota_speech_proximity_radius Heroes nearer than this distance will poll for the TLK_ALLY_NEARBY concept.
- dota_speech_proximity_radius_enemy Enemy heroes nearer than this distance will poll for the TLK_ENEMY_NEARBY concept.
- dota_speech_shop_dawdle_interval Play 'dawdling' line from shopkeeper after hero has been in shop this long.
- dota_speech_shop_enter_interval At least this many seconds must pass between shopkeeper greeting someone to his shop.
- dota_speech_shopkeeper Enable or disable shopkeepers' speech.
- dota_speech_test Play an arbitrary speech VCD as if it were coming out of the local player.
- dota_spew_connected_players If enabled, server will spew connected player GC updates
- dota_spidergraph_bg_color
- dota_spidergraph_bg_innercolor_1
- dota_spidergraph_bg_innercolor_2
- dota_spidergraph_bg_linecolor_1
- dota_spidergraph_bg_linecolor_2
- dota_spidergraph_bg_linecolor_3
- dota_spidergraph_bg_midcolor_1
- dota_spidergraph_bg_midcolor_2
- dota_spidergraph_bg_outercolor_1
- dota_spidergraph_bg_outercolor_2
- dota_spidergraph_bg_outercolor_2_playercard
- dota_spidergraph_comparisoninnercolor
- dota_spidergraph_comparisonoutlinecolor
- dota_spidergraph_statinnercolor
- dota_spidergraph_statoutlinecolor
- dota_splash_ad_acknowledged_id
- dota_splash_ad_show_after_minimum_launches
- dota_start_ai_game
- dota_start_new_player_pool
- dota_start_party_ready_check Start a party ready check.
- dota_start_tormentor_transition_animation Start Tormentor Location Transition Animation
- dota_state_disconnect Transition to disconnect state on a listen server
- dota_steam_china_url_use_https Should Steam China clients use HTTPS
- dota_steamcontroller_view_acceleration_exponent
- dota_steamcontroller_view_cardinal_bias
- dota_steamcontroller_view_cardinal_bias_diagonal
- dota_steamcontroller_view_distance_scale
- dota_steamcontroller_view_haptic_intensity
- dota_steamcontroller_view_mode
- dota_steamcontroller_view_sensitivity
- dota_steamlearn_match_state_interval interval in seconds that we send match state to SteamLearn
- dota_steamtimeline_show_dev_messages
- dota_steamtimeline_tower_distance_threshold
- dota_stencil_glows Enable stencil of glows.
- dota_sticker_collection_tutorial_state
- dota_sticky_ping_wheel
- dota_store_available_items_duration
- dota_store_data_cache_duration
- dota_store_data_retry_delay
- dota_store_show_item_availability Given an item def, show the ways this is available in the store
- dota_store_show_item_unavailability Given an item def, show the reason why it's unavailable
- dota_strategy_time
- dota_suggest_disable
- dota_suggest_learn_disable
- dota_suggest_learn_disable_topn_requests
- dota_suggest_learn_error_backoff_s
- dota_suggest_learn_error_retry_s
- dota_suggest_learn_item_required_late
- dota_suggest_learn_item_sequence_allow_threshold
- dota_suggest_learn_item_sequence_beam_length
- dota_suggest_learn_item_sequence_beam_repeat
- dota_suggest_learn_item_sequence_beam_width
- dota_suggest_learn_item_sequence_disliked_multiplier
- dota_suggest_learn_item_sequence_dupe_multiplier
- dota_suggest_learn_item_sequence_empty_multiplier
- dota_suggest_learn_item_sequence_empty_multiplier_min
- dota_suggest_learn_item_sequence_end_multiplier
- dota_suggest_learn_item_sequence_other_option_multiplier
- dota_suggest_learn_item_sequence_preferred_component_multiplier
- dota_suggest_learn_item_sequence_preferred_multiplier
- dota_suggest_learn_item_sequence_threshold_full
- dota_suggest_learn_item_sequence_threshold_start
- dota_suggest_learn_item_sequence_variant_avoid_weight
- dota_suggest_learn_item_threshold
- dota_suggest_learn_item_throttle_count
- dota_suggest_learn_item_throttle_window
- dota_suggest_learn_lane_trilane_penalty
- dota_suggest_learn_pregame_items_reduction
- dota_suggest_learn_pregame_items_threshold
- dota_suggest_learn_spew_abilities
- dota_suggest_learn_spew_items
- dota_suggest_learn_spew_lanes
- dota_suggest_learn_spew_pregame_items
- dota_suggest_learn_spew_rank_prediction
- dota_suggest_learn_spew_win_probability
- dota_suggest_learn_toobusy_backoff_s
- dota_suggest_learn_wards_disable
- dota_suggest_learn_win_probability_interval
- dota_suggest_learn_win_probability_interval_league
- dota_suggest_ranks_force_enable
- dota_suggest_wards_disable
- dota_suggestion_quick_buy_and_neutral_timeout
- dota_summoned_units_auto_attack_mode_2
- dota_suppress_invalid_orders Don't log invalid orders
- dota_surrender_on_disconnect If enabled, a team will surrender if all players on that team disconnect
- dota_survivors_actual_random_damage_range_percent
- dota_survivors_boss_playtest_level
- dota_survivors_cinematic_volume
- dota_survivors_default_game_mode
- dota_survivors_difficulty_setting
- dota_survivors_disable_dialogue
- dota_survivors_enable_powerup_aoe_indicators
- dota_survivors_enemy_turn_rate_override
- dota_survivors_exp_tier2_minimum
- dota_survivors_exp_tier3_minimum
- dota_survivors_fastmode
- dota_survivors_force_dialogue
- dota_survivors_force_first_time
- dota_survivors_force_lightning
- dota_survivors_godmode
- dota_survivors_has_been_created_from_dashboard_before
- dota_survivors_hero
- dota_survivors_hero_select_setting
- dota_survivors_keep_running_game_log
- dota_survivors_lightning_light_intensity
- dota_survivors_max_remaining_cooldown_after_upgrade
- dota_survivors_min_spawn_z
- dota_survivors_msg_game_log
- dota_survivors_pickup_particle_cull_radius
- dota_survivors_player_position_history
- dota_survivors_rain_intensity
- dota_survivors_randomize_damage_numbers
- dota_survivors_shadow_pass_dissolve
- dota_survivors_show_damage_numbers
- dota_survivors_skip_first_time
- dota_survivors_spawner_disabled
- dota_survivors_time_scale
- dota_survivors_token_filter Which tokens to filter on in hero pick and other token progression UI
- dota_survivors_unit_custom_interpolation
- dota_survivors_unit_pool_count
- dota_survivors_use_physics_query_for_units
- dota_survivors_win_transition_duration
- dota_sv_load_scenario_timeout Timeout to receive saved scenario from GC
- dota_sv_record_event_action_grant Event action grant
- dota_swap_mouse_spellcast
- dota_takeherophotos Take a single full body shot of each hero.
- dota_talent_upgrade_attribute Level up talent attribute.
- dota_talent_upgrade_stat_left Level up talent on the left.
- dota_talent_upgrade_stat_right Level up talent on the right.
- dota_taunt_base_cooldown The amount of time after a taunt is finished that you always have to wait before taunting again.
- dota_taunt_second_cooldown If trying to spam taunts, then amount of time you have to wait until that will be allowed again.
- dota_team_emoticon_team
- dota_team_fandom_last_seen
- dota_team_force_public
- dota_team_info_batch_interval_s
- dota_team_save_team_data
- dota_team_showcase_duration
- dota_teammate_max_invis
- dota_test_achievement_toast Create a toast for an achievement
- dota_test_add_toast Add a test toast to the dashboard's toast manager
- dota_test_bounty_ui
- dota_test_buyback
- dota_test_challenge
- dota_test_custom_game_save Test custom game saving, only available from dota_launch_custom_game
- dota_test_disconnect_icon Test disconnect icon
- dota_test_global_hero_scale_multiplier
- dota_test_glyph
- dota_test_hero_token_popup Show the hero token popup.
- dota_test_in_game_prediction Tests the in-game prediction system
- dota_test_loadout_arcana_score
- dota_test_move_attack
- dota_test_neutral_item_ack
- dota_test_npc Creates a testing npc
- dota_test_plus_challenge
- dota_test_popup dota_test_popup
- dota_test_pregame_hud
- dota_test_pseudo_random Tests results of a pseudo-random generator
- dota_test_purchase_battle_pass_levels Test the battle pass levels purchasing dialog
- dota_test_purchase_plus Test the plus purchasing dialog
- dota_test_steamchina_info Test the SteamChina info dialog
- dota_test_strange_gem Tests the strange gem system
- dota_test_strange_gem_display Tests displaying strange gem updates
- dota_test_teamshowcase
- dota_text_chat_mute_threshold_s Time threshold to flag a text chat as abusive if it's followed by a chat mute
- dota_threat_evaluator_calculation_duration
- dota_threat_evaluator_outer_radius
- dota_threat_evaluator_radius
- dota_ti11_bracket_predictions_dump <league id>
- dota_ti11_candy_shop_show_page
- dota_ti11_candy_shop_show_upcoming_page
- dota_ti11_diretide_show_page
- dota_ti2023_quests_how_to_play_dismissed
- dota_ti9_consumable_shovel_outcome
- dota_ti_onstage_fake_team_0
- dota_ti_onstage_fake_team_1
- dota_ti_onstage_overlay
- dota_ti_onstage_pods
- dota_ti_onstage_pods_away_back
- dota_ti_onstage_pods_away_front
- dota_ti_onstage_pods_buyback
- dota_ti_onstage_pods_buyback_available
- dota_ti_onstage_pods_buyback_duration
- dota_ti_onstage_pods_during_draft
- dota_ti_onstage_pods_force_video_0
- dota_ti_onstage_pods_force_video_1
- dota_ti_onstage_pods_home_back
- dota_ti_onstage_pods_home_front
- dota_ti_onstage_pods_id
- dota_ti_onstage_pods_item_pickup
- dota_ti_onstage_pods_item_time
- dota_ti_onstage_pods_level_up_time
- dota_ti_onstage_pods_player_pics
- dota_ti_onstage_pods_rapier
- dota_ti_onstage_pods_reversed_seats
- dota_ti_onstage_pods_secret_info
- dota_ti_override_home_team
- dota_ti_podseats_data_file
- dota_ti_winners_data_file
- dota_tier_treasure_display_override_item_def
- dota_time_of_day_rate Rate at which time of day changes relative to game seconds
- dota_toasts_show_courierleftfountain
- dota_toasts_show_foundneutralitems
- dota_toasts_show_itemgifts
- dota_toasts_show_itempickups
- dota_toasts_show_relicprogress
- dota_toasts_show_spellsteals
- dota_toasts_show_talentchanges
- dota_tod_slow_transition_speed
- dota_tod_transition_speed
- dota_toggle_assisted_camera_operator Toggle assisted camera operator mode. This is a hybrid of Directed mode with operator control.
- dota_toggle_autoattack
- dota_toggle_autoattack_automatically_during_orders
- dota_toggle_broadcaster_cameraman toggle cameraman
- dota_toggle_buyback_protection Turns buyback protection on/off
- dota_toggle_combatlog
- dota_toggle_free_camera Toggle free camera mode. Only available in DotaTV and replays.
- dota_toggle_hero_movie_mode Show item details pages with minimal UI, for recording hero movies
- dota_toggle_showing_tooltips Toggle enabling or disabling showing of tooltips.
- dota_tormentor_daynight_teleport_telegraph_duration
- dota_tormentor_desired_location_override Override tormentor location, 1 is bottom, 2 is top
- dota_tormentor_force_hit_sound_direction
- dota_tormentor_respawn_time_additional_max
- dota_tormentor_respawn_time_base
- dota_tormentor_spawn Spawn a tormentor if one doesn't exist
- dota_tormentor_spawn_time
- dota_tormentor_transition_playingdyinggesture_duration
- dota_tormentor_transition_playingtransitioneffect_duration
- dota_tormentor_upgrade_rate
- dota_tournament_override
- dota_track_ability_and_item_contributions Whether all attacks/heals attribute ability contributions into the damage contribution log
- dota_track_chat_mutes Track chat prior to a mute happening in sql?
- dota_tracked_stats_dump [all|player|team|match] Dump currently tracked stats.
- dota_treasure_details_popup
- dota_tree_destruction
- dota_tree_regrow_time
- dota_tree_try_to_make_solid
- dota_treerespawn Respawns all trees on the map.
- dota_trivia_autoplay_sounds Determines whether or not to autoplay trivia sounds.
- dota_trivia_chat_enabled2
- dota_trivia_enable_encryption Encrypt the question_value and correct_answer_index fields of trivia questions
- dota_trivia_force_question_category Force generated trivia questions to be of a specific category
- dota_trivia_require_queue
- dota_trophies_cache_duration
- dota_turbo_courier_default_auto_deliver Whether courier auto mode is on in Turbo.
- dota_turbo_custom_pickrules
- dota_turbo_matches_played
- dota_tutorial_actionpanel
- dota_tutorial_camera_location_dist
- dota_tutorial_debug
- dota_tutorial_disable_bot_situational_items
- dota_tutorial_force_bot_defend
- dota_tutorial_force_learn_ability
- dota_tutorial_game
- dota_tutorial_heroselection
- dota_tutorial_move_location_dist
- dota_tutorial_percent_bot_exp_decrease
- dota_tutorial_percent_damage_decrease Percentage decrease to apply on damage on the player character.
- dota_tutorial_prevent_exp_gain
- dota_tutorial_prevent_start
- dota_tutorial_see_enemy
- dota_tutorial_show_tower_damage
- dota_tutorial_skip_pregame
- dota_tutorial_start
- dota_tutorial_start_lesson
- dota_tutorial_state_change_delay
- dota_tutorial_stop_daynightcycle
- dota_tutorial_usemodifierforanim
- dota_twitch_top_streams_data_cache_duration
- dota_ui_armory_build_on_demand
- dota_ui_armory_is_category_view
- dota_ui_armory_item_duplicate
- dota_ui_force_custom_games_players
- dota_ui_give_item_indicator_max_range
- dota_ui_give_item_indicator_min_ping_distance
- dota_ui_give_item_indicator_no_destroy
- dota_ui_give_item_indicator_receiver_animation_duration
- dota_ui_give_item_indicator_receiver_animation_offset
- dota_ui_give_item_indicator_x_offset
- dota_ui_give_item_indicator_y_offset
- dota_ui_popup_collectors_cache_available_voted_items
- dota_ui_popup_collectors_cache_available_voted_items_timestamp
- dota_ui_show_give_item_indicator
- dota_underdraft_cache_duration
- dota_unit_alert_radius
- dota_unit_alert_range
- dota_unit_anger_cooldown_override
- dota_unit_anger_duration
- dota_unit_anger_radius_override
- dota_unit_attack_visibility
- dota_unit_blocked_angle_threshold
- dota_unit_blocked_look_ahead_angle_threshold
- dota_unit_blocked_wait_time
- dota_unit_blocked_wait_time_long
- dota_unit_blocked_wait_time_mid
- dota_unit_cache_npc_searches Whether to reuse a unit's search cache every frame to avoid obstruction manager queries.
- dota_unit_damage_event_window Window (in seconds) that we track damage events for future health value extrapolation.
- dota_unit_debug_acquisition_range Shows the acquisition range for selected units (Green circle)
- dota_unit_debug_attack
- dota_unit_debug_attack_range Shows the attack range for selected units (Red circle)
- dota_unit_debug_vision_range Shows the vision range for selected units (Teal circle)
- dota_unit_draw_paths
- dota_unit_health_bar_offset
- dota_unit_hero_glows
- dota_unit_interact_flash_duration
- dota_unit_lean_angle
- dota_unit_lean_enable
- dota_unit_lean_rate
- dota_unit_moveto_repath_on_target_move
- dota_unit_no_damage
- dota_unit_orders_rate
- dota_unit_orders_retransmit_rate
- dota_unit_pose_run_rate
- dota_unit_relative_move_bounce
- dota_unit_setvalue Set a value on a unit
- dota_unit_short_path_search_debug
- dota_unit_show_bounding_radius
- dota_unit_show_collision_radius
- dota_unit_show_missing_selection_boxes
- dota_unit_show_selection_boxes Draws selection hitboxes. 0 = off, 1 = non-trees, 2 = trees, 3 = all entities.
- dota_unit_sink_delay
- dota_unit_sink_speed
- dota_unit_use_player_color
- dota_unit_z_speed
- dota_unpause_countdown
- dota_unpause_mass_disconnect_cooldown
- dota_update_connected_players_check_time How often the server should check if it needs to update the GC in seconds
- dota_update_connected_players_send_time Minimum send interval: Don't check for lobby vs game state discrepancies if we've sent a message within N seconds
- dota_update_connected_players_team_change max send interval: player drafted to team
- dota_update_connected_players_urgency_building_state max send interval: tower state changed
- dota_update_connected_players_urgency_connect max send interval: player connect
- dota_update_connected_players_urgency_disconnect_consequences max send interval: player disconnects, relevant leaver actions are predicted
- dota_update_connected_players_urgency_disconnect_noconsequences max send interval: player disconnects, no relevant leaver actions predicted
- dota_update_connected_players_urgency_gamestate_timeout max send interval: We send a game state change, but lobby hasn't acknowledged it
- dota_update_connected_players_urgency_heartbeat max send interval: nothing has changed and lobby appears to be accurate
- dota_update_connected_players_urgency_herochanged max send interval: player changer their hero
- dota_update_connected_players_urgency_kills max send interval: kill counts changed
- dota_update_connected_players_urgency_mass_disconnect max send interval: mass disconnection has been detected
- dota_update_connected_players_urgency_spectator_count max send interval: spectator count changed
- dota_update_gc_connection_check_count How many tries we check if the GC is still connected before terminating due to no response
- dota_update_gc_connection_check_time How often the server should check the GC is still connected
- dota_update_gc_server_info How often the server should check if it needs to update the GC in seconds
- dota_update_p4_team_info_cache <league_ids> - loads all the team info from a set of league ids, and then saves it into team_info_cache.json
- dota_use_aghanims_postprocess_material
- dota_use_experimental_npc_controller
- dota_use_heightmap Set to 0 to disable using heightmap when tracing vertical rays
- dota_use_new_courier_logic Whether to use new courier logic (Courier Controller)
- dota_use_occluded_click_particle_effects
- dota_use_tiered_treasured_page_for_standard_treasures
- dota_use_winter2022_postprocess_material
- dota_validate_hero_sets
- dota_versus_scene_allow_multiple_actions Allow multiple actions in the vs screen
- dota_versus_scene_chat_bubble_player Player ID to force chat bubbles for
- dota_versus_scene_disable_heroes
- dota_versus_scene_featured_hero_force_hero_level set to the hero level you want them to be. -1 means use the actual data
- dota_versus_scene_featured_hero_force_hero_relics set to the number of relics you want to show up. -1 means use the actual data.
- dota_versus_scene_featured_hero_force_hero_sticker set to the sticker you want to show up. -1 means use the actual data.
- dota_versus_scene_featured_hero_force_plus_subscriber -1 to pretend they're not a plus subcriber, 1 to pretend they are, 0 for default.
- dota_versus_scene_override_heroes Comma separated list of hero names to show on the versus scene.
- dota_versus_scene_override_layout_file Specify an XML file for testing a new versus scene that doesn't have a corresponding item yet.
- dota_versus_screen_fake_accolades
- dota_versus_screen_flip_team_order
- dota_versus_screen_show_debug
- dota_victory_timer
- dota_view_store_item_details <itemdef>
- dota_visual_novel_disable_auto_advance
- dota_visual_novel_max_wait_for_images_seconds
- dota_visual_novel_minimum_dialogue_finished_wait_time
- dota_visual_novel_vo_auto_advance_delay
- dota_visual_novel_wait_for_images_loaded
- dota_wagering_info_cache_duration
- dota_wait_for_players_battle_cup_present_time Time to stay after waiting for players succeeds when displaying battle cup winners
- dota_wait_for_players_completed_delay How long to stay at the waiting-for-players UI after all players have loaded
- dota_wait_for_players_failed_delay How long to stay at the waiting-for-players UI after all players have loaded
- dota_wait_for_players_to_load If set, hero picking will be delayed until all players have loaded.
- dota_wait_for_players_to_load_streaming_timeout Game will start after this time, even if all players haven't loaded yet
- dota_wait_for_players_to_load_timeout Game will start after this time, even if all players haven't loaded yet
- dota_ward_placement_max_suggestions
- dota_ward_placement_min_weight
- dota_wards_recently_spawned_protection_duration
- dota_watch_broadcast_heartbeat_interval_s How often to send a message to the GC so they know we're spectating.
- dota_watch_force_main_event
- dota_watch_game_disable_client_validation Force disable client validation for spectating.
- dota_watch_live_friend_score_boost Amount that friends in live games boost the game's sort score
- dota_watch_live_league_id League ID for requested games
- dota_watch_live_match_data_refresh_interval
- dota_watch_live_match_list_auto_refresh_interval
- dota_watch_live_match_list_refresh_interval
- dota_watch_live_request_period Amount that friends in live games boost the game's sort score
- dota_watch_menu_force_live_match_visible
- dota_watch_menu_force_rosters_set
- dota_watch_menu_force_visible
- dota_watch_pause_at_the_end_of_all_replays Pause at the end of replays
- dota_watch_tab_violator_scheduled_update_interval_s
- dota_watch_ti_16_teams
- dota_water_fadetime
- dota_water_rune_spawn_time_initial
- dota_wearable_dissolve_duration How long the dissolve effect is in seconds.
- dota_wearable_dissolve_intensity 0.0 - 10.0, larger number gives more intense color
- dota_wearable_dissolve_noise 1.0 - 1000.0, larger number is noisier
- dota_wearable_dissolve_thickness 0.0 - 1.0, larger number is thicker
- dota_wearable_dither_duration How long the dither effect is in seconds.
- dota_wearables_clientside
- dota_weekend_tourney_buyin_member_max Max buyin allowed for a single member
- dota_weekend_tourney_buyin_team_max Max buyin allowed for entire team
- dota_weekend_tourney_debug Prints local weekend tourney object(s), if any
- dota_weekend_tourney_max_skill_increase Max number of tiers above the party's assigned level that you can compete at
- dota_weekend_tourney_participation_cooldown_hours Players may not participate in another weekend tourney scheduled for N hours after the most recent schedule time
- dota_weekend_tourney_selected_division Default division ID to show for weekend leagues and such
- dota_weekend_tourney_small_team_size If non-zero, then we will allow teams of N players to queue for a test that requires fewer participants
- dota_weekly_quest_challenge_debug Debug for weekly quest challenges
- dota_weekly_quests_disable_locks
- dota_weekly_quests_only_show_active_week
- dota_will_purchase_gold_remaining_max_remaining On the 'I will purchase <item>' alert, the maximum amount of gold remaining when showing the remaining gold cost
- dota_will_purchase_gold_remaining_min_cost On the 'I will purchase <item>' alert, the minimum cost of an item to show the remaining gold cost
- dota_windrunner_arcana_disable_hud_display
- dota_windrunner_arcana_enable_second_style
- dota_windrunner_arcana_hud_summary_delay
- dota_windrunner_arcana_hud_summary_duration
- dota_windrunner_focus_fire_fx_threshold
- dota_workshop_dump_item_kv
- dota_workshoptest
- dota_workshoptest_modelnew0
- dota_workshoptest_modelnew1
- dota_workshoptest_modelnew2
- dota_workshoptest_modelorg0
- dota_workshoptest_modelorg1
- dota_workshoptest_modelorg2
- dota_wraith_king_arcana_clear_claimed Unclaim everything
- dota_wraith_king_arcana_disable_display
- dota_wraith_king_arcana_hero_claim_bucket_1
- dota_wraith_king_arcana_hero_claim_bucket_2
- dota_wraith_king_arcana_hero_claim_bucket_3
- dota_wraith_king_arcana_hero_claim_bucket_4
- dota_wraith_king_arcana_hero_claim_bucket_5
- dota_wraith_king_arcana_hero_claim_bucket_6
- dota_wraith_king_arcana_map_show_all_alive Show every hero as alive
- dota_wraith_king_arcana_meepo_test
- dota_wraith_king_arcana_progress_delay
- dota_wraith_king_arcana_progress_linger_duration
- dota_wraith_king_arcana_show_hero_alive
- dota_write_ability_contributions_to_match Whether contribution data is sent to the GC as part of the private match metadata
- dota_xp_fountain_activate Activate all XP fountains without modifying their timers
- dota_xp_fountain_activation_interval
- dota_xp_rune_spawn_time
- dotadev_bind For development: Bind a key to in dota (ALT+key) allowed.
- dotadev_binds_show For development: List all developer binds.
- dotadev_unbind For development: Unbind a key to in dota (ALT+key) allowed.
- dotadev_usebinds
- download_ugc_image_handle Download a UGC image file by handle
- dp_pull
- dp_radius
- dp_spirits
- dpc_watch_schedule_set_favorite_team_state Set favorite state for a specific team
- 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
- duel_accept_toast_test <requestor_id>
- duel_request_toast_test <requestor_id>
- dump_audio_input
- dump_challenges dump_challenges
- dump_client_projectiles Spews a list of all client-side projectiles
- dump_emoticons_csv
- dump_entity_report List all client-side entities in the scene
- dump_globals Dump all global entities/states
- dump_loc_token List information on the given token
- dump_localization_files List all loaded localization files
- dump_modifier_list Dumps all modifiers that exist in the game
- dump_panorama_css_properties Prints out all valid panorama CSS properties and their documentation
- dump_panorama_events print panorama event types and their documentation
- dump_panorama_render_command_stats
- dump_portrait_world_info_with_debug_name_containing
- dump_quests dump_quests
- dump_response_symbols print all response symbols to the console
- dump_secondary_scene_worlds Lists secondary scene worlds and ref counts
- dump_visible_buffs Print out non-hidden buffs.
- 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_shader_model Rendersystem shader model in use (changing this does not change the shader model).
- engine_rendersystem_used Rendersystem option in use (changing this does not change the rendersystem).
- engine_show_frame_dispatch show frame dispatch names.
- engine_show_frame_pacing
- engine_show_frame_ticks
- engine_sse42 turn on sse4.2 optimizations in the engine
- engine_update_resource_system_during_low_latency_sleep
- english If set to 1, running the english language set of assets.
- ent_absbox Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_actornames Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
- ent_actornames_font ent_actornames font name
- ent_actornames_fontsize ent_actornames font size
- ent_animgraph2_open_graph Opens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_animgraph2_record Starts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_attachment_filter_substrings If an attachment's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_autoaim Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_bbox Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_bitvec_enable
- ent_bonemergeplayer Bonemerge the player onto the entity under the crosshairs
- ent_call ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
- ent_cancelpendingentfires Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_characterize Spew PVS debug info for entity
- ent_clear_debug_overlays Clears all debug overlays
- ent_create Creates an entity of the given designer or subclass name where the player is looking.
- ent_debug_anim Use the specified entity for animation debugging.
- ent_debug_draw_thinkers
- ent_debug_origin_changes turn on, off, or toggle origin changes on server for entity by index
- ent_find Find and list all entities with classnames or targetnames that contain the specified substrings. Format: find_ent <substring>
- ent_find_index Display data for entity matching specified index. Format: find_ent_index <index>
- ent_fire Usage: ent_fire <target> [action] [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_name If a joint's entire name matches (case insensitive), it will be displayed.
- ent_joint_filter_substrings If a joint's name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ',' or '|' character.
- ent_joint_lines Draw a line between a rendered joint and its parent.
- ent_joint_names Draw the name of a rendered joint.
- ent_joint_only_ik_joints
- ent_joint_use_bind_pose
- ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_kill Kills the given entity(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- ent_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.
- event_points_activate_timeout
- event_reward_claim_skip_requirements Allow claiming event rewards out of order for testing.
- exec Execute a cfg file
- exec_async Execute a cfg file over time
- execifexists Execute a cfg file if file exists
- execute_command_every_frame
- explode Kills the player with explosive damage
- explodevector Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fade_debug_splitscreen_slot
- fadein fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- fairy_shadow_realm_overlay_enabled Fairy Shadow Realm Overlay Effect
- fake_accept_state
- fake_account_disabled
- fake_account_disabled_end_time
- fake_chat_members Number of users in chat channel.
- fake_custom_lobbies Show additional lobbies in the lobby list
- fake_event_game_active
- fake_event_game_countdown
- fake_low_behavior_for_ranked
- fake_low_behavior_for_ranked_account_id
- fake_low_pri
- fake_team_crest
- fantasy_craft_decode_title_awards <league_id> <award_number> Convert a title awards uint64 into which titles were awarded
- fantasy_craft_populate_league_data <fantasy league id> adds teams to the fantasy crafting data for the given fantasy league id
- fantasy_craft_reset_2024_tutorial Resets the user back to the base tutorial state
- fantasy_craft_reset_2025_tutorial Resets the user back to the base tutorial state
- fantasy_craft_reset_2026_tutorial Resets the user back to the base tutorial state
- fantasy_craft_reset_tablets <fantasy league id> Rerolls all attributes on all tablets for the account
- fantasy_craft_reset_tutorial Resets the user back to the base tutorial state
- fantasy_craft_set_roll_tokens <fantasy league id> <period id> <token_amount> Sets available roll tokens for the account
- fantasy_craft_upgrade <fantasy league id> Upgrades the tablet to the appropriate level for the period
- 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.
- finish_tutorial Makes the tutorial end
- fire_use_modifier
- firetarget
- first_blood_test <killer_id> <victim_id>
- firstperson Switch to firstperson camera.
- fix_keyvalues_bad_newlines Attempt to fix up keyvalues files with bad UTF8 newline characters in UTF16 files
- fix_keyvalues_missing_quotes Attempt to fix up keyvalues files that have incorrect or missing quotes.
- 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_allow_team_matchmaking Forces play UI to show team matchmaking options. You must be on a team for this to work.
- 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_leave_game_button
- force_multicast
- fov_desired Sets the base field-of-view.
- fow_client_debug
- fow_client_debug_team
- fow_client_nofiltering 0 = normal, 1 = off
- fow_client_show_grid
- fow_client_show_grid_xy
- fow_client_show_occluders
- fow_client_show_stats
- fow_client_show_viewers
- fow_client_stats displays fog of war stats
- fow_client_visibility 0 = normal, 1 = off, 2 = never seen, 3 = seen
- fow_client_viz_flags
- fow_debug_draw_height_override
- fow_degree_fade_in_rate1 FoW area fade in rate #1 (greater than 1 is faster)
- fow_degree_fade_in_rate2 FoW area fade in rate #2 (greater than 1 is faster)
- fow_degree_fade_in_rate_midpoint FoW area fade out rate midpoint (0.0 - 1.0)
- fow_degree_fade_out_rate1 FoW area fade out rate #1 (greater than 1 is faster)
- fow_degree_fade_out_rate2 FoW area fade out rate #2 (greater than 1 is faster)
- fow_degree_fade_out_rate_midpoint FoW area fade out rate (0.0 - 1.0)
- fow_entity_reveal_unseen_radius Radius in world space to reveal around all viewers from unseen state, regardless of visibility.
- fow_entity_reveal_unseen_time Seconds over which an unseen area is revealed by radius checks, 0 is instant.
- fow_server_debug
- fow_server_debug_team
- fow_server_show_grid
- fow_server_show_grid_xy
- fow_server_show_occluders
- fow_server_show_stats
- fow_server_show_viewers
- fow_server_stats displays fog of war stats
- fow_server_test_tempviewer test a temp viewer
- fow_server_viz_flags
- fow_simd_unseen
- fow_tile_update_time FoW tile update time.
- fow_viz FoW viz commands
- 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.
- 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.
- frontpage_overwrite_twitch_stream
- fs_async_threads Number of IO threads in async filesystem (-1 == auto)
- fs_clear_open_duplicate_times Clear the list of files that have been opened.
- fs_dump_open_duplicate_times Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.
- fs_fake_read_delay_ms Add N ms of delay to every low-level read operation, to simulate a slow disk
- fs_report_async_io
- fs_report_long_reads 0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold
- fs_report_sync_opens 0:Off, 1:Always, 2:Not during load
- fs_spew_readfieldlist index <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytes
- fs_warning_mode 0:Off, 1:Warn main thread, 2:Warn other threads
- func_break_max_pieces
- func_break_reduction_factor
- func_breakdmg_bullet
- func_breakdmg_club
- func_breakdmg_explosive
- func_mover_async_movable_navmesh_updates
- func_mover_count
- func_mover_debug
- func_mover_debug_all
- func_mover_debug_follower
- func_mover_debug_parallel
- func_mover_debug_showtext
- func_mover_debug_verbose
- func_mover_enable_debug_all
- func_mover_force_transition_start_direction
- func_mover_get_speed_override
- func_mover_imgui_log_count
- func_mover_run_parallel
- func_rotator_debug
- func_rotator_run_parallel
- fx_drawmetalspark Draw metal spark effects.
- g_debug_angularsensor
- g_debug_constraint_sounds Enable debug printing about constraint sounds.
- g_debug_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
- gamma_to_linear
- generate_challenge_vdata generate_challenge_vdata
- generate_minidump_comment Generate a minidump comment and spew the results to the console
- generate_null_container Generated a nulled out container.
- generate_split_challenge_files generate_split_challenge_files
- generate_trash_synth Args: [Asset directory Path]
- getpos dump position and angles to the console
- getpos_exact dump origin and angles to the console
- getposcopy dump position and angles to the console and clipboard
- getposcopy_exact dump origin and angles to the console and clipboard
- gfx_calculate_skin_diffusion_profile_dipole Calculate a skin diffusion profile using scattering constants.
- gfx_generate_6point_ball Generates a reference 6-point lighting ball
- gfx_generate_ao_cone_response Generates a LUT for AO cone vs. sphere
- gfx_generate_ao_sphere_response Generates a LUT for AO proxy calculations
- gfx_generate_arhosek_solar_radiance_image Generate solar radiance image
- gfx_generate_color_temperature_table Computes a table of color temperatures
- gfx_generate_cone_cone_union_LUT Generates a LUT for cone-cone union
- gfx_generate_cone_cone_union_slice Generates a LUT for cone-cone union
- gfx_generate_ellipse_coneangle_LUT Generates a LUT to give a cone angle from parameterized ellipse
- gfx_generate_ggx_luts Generate LUTs for modified GGX
- gfx_generate_limb_darkening_datasets EXR containing sky model limb darkening datasets
- gfx_generate_poisson_disk Generate a poisson disk of N samples using best-candidate sampling.
- gfx_generate_preintegrated_brdf Generate a pre-integrated BRDF LUT
- gfx_generate_sh_ball Generates a reference spherical harmonics lighting ball
- gfx_generate_sh_skyboxes Generates SH skyboxes
- gfx_generate_sin_pulse_texture Generate a sine pulse texture
- gfx_generate_skin_diffuse_warp Generate the diffuse warp lookup texture used for pre-integrated skin shading.
- gfx_generate_skin_shadow_warp Generate the shadow warp lookup texture used for pre-integrated skin shading.
- gfx_generate_skin_shadow_warp_shadow_width Remapped width of the shadow penumbra
- gfx_generate_solar_datasets EXR containing sky model solar datasets
- gfx_generatemips_test Test generate mips 32 bits
- gfx_graph_cie_color_matching_approx_funcs Graphs CIE1931 functions to make sure they look right
- gfx_graph_lightmap_filter_kernels Graphs the old broken filter kernel and candidates for new ones
- gfx_hemioct_flat_normal_test Determine which constant(s) to use to preserve flat normals under HemiOctohedron normal map encoding
- gfx_load_skin_diffusion_profile Load a measured diffusion profile.
- gfx_load_skin_diffusion_profile_image Load a custom skin diffusion profile.
- gfx_load_skin_diffusion_profile_sum_of_gaussians Load sum-of-gaussians skin diffusion profile.
- gfx_make_gpu_scrambled_halton_code Make some code for me
- give Give item to player. Arguments: <item_name>
- give_oriented Give item oriented to player angles. Arguments: <item_name>
- givecurrentammo Give a supply of ammo for current weapon..
- gizmo_rot_max_dist
- gl_clear
- global_set global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
- glow_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
- graphcanvas_auto_repaint_tick_ms
- graphcanvas_auto_repaints_ticks_when_inactive
- graphcanvas_build_pregather_list
- graphcanvas_cache_curve_clip_to_viewport
- graphcanvas_cache_item_pixmap
- graphcanvas_cache_item_pixmap_max_render
- graphcanvas_cache_item_pixmap_max_render_debug
- graphcanvas_cache_item_pixmap_zoom_scale
- graphcanvas_cache_item_pixmap_zoom_step
- graphcanvas_debug_layout
- graphcanvas_hover_item_info
- graphcanvas_random_background_color
- graphcanvas_threaded_find_items_overlapping
- graphcanvas_threaded_gather_styles
- graphcanvas_threaded_resolve_styles
- graphcanvas_threaded_update_pseudo_classes
- graphcanvas_tooltip_keepalive
- graphcontroller_dumpparams Print all anim graph parameters for the specified entity. Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- grep grep line for pattern, print out matching lines only
- groundlist Display ground entity list <index>
- guidepanel_resetnag Resets the nag count on the guide panel
- hairsim_force_fixed_timestep
- hairsim_reset
- hammer_add_edge_fade_size
- hammer_analytic_grid
- hammer_analytic_grid_transparent
- hammer_bake_cubemap_debug_colors Bakes all cubemaps with distinct solid colors, for debugging purposes
- hammer_bake_light_bake_cubemaps Should we bake cubemaps?
- hammer_bake_light_bake_light_probe_volumes Should we bake light probe volumes?
- hammer_bake_light_bake_vertex_lighting Should we bake vertex lighting?
- hammer_bake_light_debug_path_trace_scene_info_from_build Load debug_path_trace_scene_info.dat for RT baked lighting visualization instead of using the current map.
- hammer_bake_light_sample_smoothing Smoothing amount, if != 0, smooths lighting at vertex.
- hammer_bake_light_samples_per_triangle_error Error tolerance for adaptive sampling.
- hammer_bake_light_samples_per_triangle_max Max number of samples per triangle. Higher is more quality/slower.
- hammer_bake_light_samples_per_triangle_min Min number of samples per triangle. Higher is more quality/slower.
- hammer_bake_light_triangle_batch_size Triangle batch size.
- hammer_bevel_leave_edges
- hammer_bridge_drag_pixels_per_step
- hammer_diff_gridnav
- hammer_dota_paint_flat_radius
- hammer_dota_path_falloff
- hammer_dota_path_fixup
- hammer_dota_path_opacity
- hammer_dota_path_preview
- hammer_dota_path_sharpness
- hammer_dota_path_use_material_settings
- hammer_dota_path_width
- hammer_dota_proxy_handle_spacing
- hammer_dota_rebuild_paths
- hammer_draw_bounds
- hammer_draw_dirty_bounds
- hammer_draw_model_raytrace_data
- hammer_draw_model_skeleton
- hammer_draw_overlay_triangles_in_box
- hammer_edge_debug_info
- hammer_enable_debug_overlays
- hammer_entity_report_refresh
- hammer_extended_box_gizmo_handles
- hammer_face_debug_info
- hammer_force_autosave
- hammer_force_io_param_widget 0: detect, 1: single param, 2: multi param
- hammer_gizmo_2dscale
- hammer_gizmo_axis_length
- hammer_gizmo_axis_scale
- hammer_gizmo_compute_matrix
- hammer_gizmo_line_thickness
- hammer_gizmo_rot_inflate
- hammer_gridnav_always_update
- hammer_gridnav_preview_radius
- hammer_gridnav_show_creature_blocking
- hammer_gridnav_show_hero_blocking
- hammer_gridnav_show_impassable
- hammer_gridnav_show_obstructions
- hammer_gridnav_show_ward_blocking
- hammer_hud_enable
- hammer_isosurface_merge_tolerance
- hammer_isosurface_remove_interior
- hammer_isosurface_sample_offset
- hammer_isosurface_subtract
- hammer_map_files
- hammer_open_edge_hash_length
- hammer_open_edge_hash_spacing
- hammer_overlay_draw_projection_triangles
- hammer_parallel_terrain_update
- hammer_prefab_tree
- hammer_raytrace_debug_draw Draw ray tracing environment debug visualization in Hammer
- hammer_render_model_bounding_spheres
- hammer_rotate_up_dot
- hammer_save_gridnav
- hammer_show_face_uvs
- hammer_show_input_debugger
- hammer_show_light_truncation_error
- hammer_spawn_area_base_alpha
- hammer_spawn_area_outline_alpha
- hammer_ssao_enable
- hammer_stroke_steps
- hammer_test_bake_preview_lighting Test baking preview lighting
- hammer_test_turn_on_gpu_preview_lighting Turns on gpu preview lighting for a view
- hammer_test_turn_on_gpu_raytracing Turns on gpu ray tracing for a view
- hammer_tile_border_size
- hammer_tileset_maps
- hammer_translucent_enable
- hammer_use_minimum_element_count_for_loop
- hammer_vertex_normal_paint_brush_screensize
- hammer_vertex_normal_paint_brush_size_max
- hammer_vertex_normal_paint_cached_mesh_evict_distance
- hammer_vertex_normal_paint_debug_triangulation
- hammer_vertex_normal_paint_initial_brush_radius
- hammer_vertex_normal_paint_initial_strength
- hammer_vis_opacity
- hammer_worklight_brightness
- hammer_worklight_range
- hammer_world_trace_multisample
- hammer_world_trace_pack_rays
- healme Heals the player. Arguments: <health to gain>
- help Find help about a convar/concommand.
- hero_grid_selected_config
- hero_grid_selected_rank_tier
- hero_relic_generate_drops Autogenerates a drop file
- hide_sf_shop hide shop
- hideconsole Hide the console.
- 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_fastswitch
- hud_max_minimap_distance
- hud_reloadscheme Reloads hud layout and animation scripts.
- hud_river_vial_ui_expanded
- hud_sticky_item_name
- hud_toggle_visibility Toggles the Hud on and off
- 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_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.
- ingame_predictions_allow_players_to_vote
- 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
- inspectheroinworld Zoom into a selected hero in the world for a closer view.
- instant_replay Enable instant replay recording.
- instant_replay_goto_tick Goto a direct timestamp of the replay
- instant_replay_goto_tick_relative Goto a direct timestamp of the replay
- instant_replay_history_limit Maximum amount of minutes to save history (0 is unlimited).
- instant_replay_live If in replay, jumps back to live
- instant_replay_pause Pauses instant replay.
- instant_replay_resume Resumes instant replay.
- instant_replay_skip Number of seconds to skip back to instant replay from current position
- instant_replay_skip_live Number of seconds to skip back to instant replay from live
- instant_replay_timescale Sets instant replay speed.
- instant_replay_togglepause Toggles instant replay.
- invnext
- invnextselect
- invprev
- invprevselect
- ip Overrides IP for multihomed hosts
- item_debug
- item_debug_thread_item_load
- 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
- jointeam Join a team
- joy_accel_filter
- joy_accelmax
- joy_accelscale
- joy_advanced
- joy_advaxisr
- joy_advaxisu
- joy_advaxisv
- joy_advaxisx
- joy_advaxisy
- joy_advaxisz
- joy_autosprint Automatically sprint when moving with an analog joystick
- joy_axisbutton_threshold Analog axis range before a button press is registered.
- joy_axisr_deadzone
- joy_axisr_relative
- joy_axisu_deadzone
- joy_axisu_relative
- joy_axisv_deadzone
- joy_axisv_relative
- joy_axisx_deadzone
- joy_axisx_relative
- joy_axisy_deadzone
- joy_axisy_relative
- joy_axisz_deadzone
- joy_axisz_relative
- joy_circle_correct_mode
- joy_circle_correct_mode_vehicle
- joy_display_input
- joy_forward_sensitivity
- joy_lowend
- joy_lowmap
- joy_movement_stick Which stick controls movement (0 is left stick)
- joy_name
- joy_pegged
- joy_pitch_sensitivity
- joy_pitchsensitivity
- joy_response_look
- joy_response_move
- joy_response_move_vehicle
- joy_sensitive_step0
- joy_sensitive_step1
- joy_sensitive_step2
- joy_side_sensitivity
- joy_sidesensitivity
- joy_vehicle_turn_lowend
- joy_vehicle_turn_lowmap
- joy_virtual_peg
- joy_xcontroller_cfg_loaded If 0, the 360controller.cfg file will be executed on startup & option changes.
- joy_yaw_sensitivity
- joy_yawsensitivity
- joystick True if the joystick is enabled, false otherwise.
- jpeg_quality Set jpeg screenshot quality. [1..100]
- jpeg_screenshot Take a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].
- key_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_streak_test <killer_id> <killer_streak> <killer_multikill> <victim_id> <victim_streak> <gold>
- 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
- language_fake_unsupported_primary
- lastinv
- lb_allow_shadow_rotation SceneSystem/LightBinner/Shadow Rotation
- lb_barnlight_shadow_use_precomputed_vis
- lb_barnlight_shadowmap_scale Scale for computed barnlight shadowmap size
- lb_bin_slices
- lb_convert_to_barn_lights_falloff_match_point
- lb_csm_cascade_size_override Override width/height of individual cascades in the CSM
- lb_csm_cross_fade_override Override CSM cross fade amount
- lb_csm_distance_fade_override Override CSM distance fade
- lb_csm_draw_alpha_tested
- lb_csm_draw_translucent
- lb_csm_fov_override
- lb_csm_override_bulb_radius Override bulb radius for CSM
- lb_csm_override_staticgeo_cascades Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value
- lb_csm_override_staticgeo_cascades_animated_verts If lb_csm_override_staticgeo_cascades, ensure only objects without animated verts, i.e. SCENEOBJECTFLAG_CAN_RENDER_INTO_SST flag will be excluded (as opposed to all static objects).
- lb_csm_override_staticgeo_cascades_value If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects
- lb_csm_receiver_plane_depth_bias Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0)
- lb_csm_receiver_plane_depth_bias_transmissive_backface Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0)
- lb_cubemap_normalization_max
- lb_cubemap_normalization_roughness_begin
- lb_debug_light_bounds SceneSystem/LightBinner/Debug Light Bounds
- lb_debug_shadow_atlas SceneSystem/LightBinner/Debug Shadow Atlas
- lb_debug_shadowtile_atlas SceneSystem/LightBinner/Debug ShadowTile Atlas
- lb_debug_silhouette SceneSystem/LightBinner/Debug Silhouettes
- lb_debug_silhouette_sum If we should draw normal silhouette or minkowski sum silhouette
- lb_debug_tiles SceneSystem/LightBinner/Debug Tiles
- lb_debug_visualize_fog_shadowed_lights SceneSystem/LightBinner/Debug Visualize Fog Shadowed Lights
- lb_debug_visualize_lights SceneSystem/LightBinner/Debug Visualize Lights
- lb_debug_visualize_shadowed_light_details
- lb_debug_visualize_shadowed_lights SceneSystem/LightBinner/Debug Visualize Shadowed Lights
- lb_dynamic_shadow_penumbra Adjust shadow penumbra based on light size
- lb_dynamic_shadow_resolution Dynamically adjust shadow resolution
- lb_dynamic_shadow_resolution_base Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light
- lb_dynamic_shadow_resolution_base_cmp_shadowmapsize take min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsize
- lb_dynamic_shadow_resolution_delay Update delay for shadow size
- lb_dynamic_shadow_resolution_hysteresis Update hysteresis for shadow size
- lb_dynamic_shadow_resolution_quantization Quantization of dynamically computed shadow size
- lb_enable_baked_shadows SceneSystem/LightBinner/Enable Baked Shadows
- lb_enable_binning SceneSystem/LightBinner/Enable Binning
- lb_enable_dynamic_lights Allows rendering dynamic lights
- lb_enable_envmaps SceneSystem/LightBinner/Enable EnvMaps
- lb_enable_fog_mixed_shadows SceneSystem/LightBinner/Enable Fog Mixed Shadows
- lb_enable_lights SceneSystem/LightBinner/Enable Lights
- lb_enable_shadow_casting Allow stationary/dynamic lights to cast shadows.
- lb_enable_stationary_lights Allows rendering stationary/mixed lights
- lb_enable_sunlight SceneSystem/LightBinner/Enable Sunlight
- lb_low_quality_shader_fade_region_rescale For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.
- lb_max_visible_barn_lights_override Override maximum visible barn lights
- lb_max_visible_envmaps_override Override maximum visible envmaps
- lb_mixed_shadows SceneSystem/LightBinner/Enable Mixed Shadows
- lb_override_barn_light_fade_sizes
- lb_override_barn_light_fade_sizes_enable
- lb_override_barn_light_shadow_fade_sizes
- lb_precomputed_shadowmap_depth_bias
- lb_precomputed_shadowmap_enable
- lb_shadow_map_cull_empty_mixed Don't render shadows for mixed shadowmaps with no dynamics objects in view
- lb_shadow_map_culling
- lb_shadow_texture_height_override Override height of shadow atlas texture
- lb_shadow_texture_width_override Override width of shadow atlas texture
- lb_ssss_importance_sample
- lb_ssss_samples Subsurface sample count
- lb_sun_csm_size_cull_threshold_texels Size, in texels, where we will cull an object in the shadowmap
- lb_tile_pixels
- lb_time_sliced_shadow_map_reallocation_age Age of cached allocation to be considered for re-allocation
- lb_time_sliced_shadow_map_reallocation_pct Likelyhood we'll re-allocate a timesliced shadowmap (to try to improve packing)
- lb_time_sliced_shadow_map_rendering_enable Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
- lb_timesliced_shadows_dynamic_size
- lb_use_ellipsoid_bounds
- lb_use_illumination_silhouette SceneSystem/LightBinner/Use Illumination Bounds
- lb_use_illumination_volume Disables use of illumination volume (may cause precomputed lighting errors)
- leaderboards_cache_duration
- learn_refresh_item_sequence Manually causes a refresh of the item sequence
- legacy_models_supported Whether to support legacy (pre-modeldoc) models
- lightbinner_precompute
- lightbinner_test_computespheresilhouette
- lightbinner_test_computesumsilhouette
- lightquery_debug_direct_lighting
- lightquery_debug_indirect_lighting
- linear_to_gamma
- listRecentNPCSpeech Displays a list of the last 5 lines of speech from NPCs.
- listdemo List demo file contents.
- listid Lists banned users.
- listip List IP addresses on the ban list.
- load Usage: load [save file name]
- load_files_as_key_values Attempt to load files as keyvalues
- load_master_item_schema Reloads the item master schema.
- loadout_test_activity_modifiers
- 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_entity_analyzer_debug
- logic_npc_counter_debug
- loop_dump Print the listeners of the current loop mode
- lrucache_flush Flushes the specified cache
- lrucache_reset_stats Resets stats for the specified CUtlLRUCaches (or all if none specified)
- lrucache_set_size Sets the specified cache to the specified size
- lrucache_stats Spews information about all CUtlLRUCaches
- lservercfgfile
- lua_assert_on_error
- lua_is_currently_executing
- lua_report_memory
- lua_shipping_assert_on_error
- m_pitch Mouse pitch factor.
- m_yaw Mouse yaw factor.
- map map <mapname> :Load a new map.
- map_enable_portrait_worlds Enables/disables portrait worlds
- maps Displays list of maps.
- markup_group_ent_bbox markup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group
- markup_group_ent_text markup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group
- markup_group_spew Spew all current markup groups and their members
- markup_volume_ref_cone_angle
- mat_assert_on_error_shader_use
- mat_assert_on_shader_use Assert on shader used based on substring of shader name
- mat_cache_and_skip_commandbuffers
- mat_cache_renderablepasses
- mat_clearshadercache Clears the shader cache used for dynamic shader compile.
- mat_colcorrection_disableentities Disable map color-correction entities
- mat_colcorrection_editor
- mat_colcorrection_forceentitiesclientside Forces color correction entities to be updated on the client
- mat_colorcorrection
- mat_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
- mc_attack
- mc_move
- mc_patrol
- 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
- midi_auto_connect_port On init, attempt to connect to the device on this port
- midi_connect_port Attempt to open a connection on the passed port ( or 0 if not specfied ). Will close existing connection
- midi_release Release any connected MIDI device
- midi_reset_notes Send emergency Note OFF for all active notes on all channels
- midi_status Dump info about connected MIDI devices
- midi_test_off Send a test note OFF to the connected MIDI device
- midi_test_on Send a test note ON to the connected MIDI device
- minimap_create Does a bunch of work to create a minimap
- model_combiner_dumpstats Dump the stats for the model combiner manager.
- model_default_preview_sequence_name
- model_dump_convert_info Print model load-time conversion info
- modeldoc_config_doc_cache_enable Update config preview document for attribute changes on MODELDOC_NODE_RESOLVE_COST_NONE nodes rather than refinalizing and rebuilding it.
- modeldoc_rotate_max
- modeldoc_rotate_power
- modeldoc_rotate_scale
- 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
- multigpu_skip_semaphores
- multigpu_skip_transfers
- multiunit_frame_tall
- multiunit_frame_tall_three_col
- multiunit_frame_tall_two_col
- multiunit_frame_wide
- multiunit_frame_wide_three_col
- multiunit_frame_wide_two_col
- multiunit_page_next cycle to the next multiunit page
- multiunit_page_prev cycle to the previous multiunit page
- multiunit_x_gap
- multiunit_x_gap_three_col
- multiunit_x_gap_two_col
- multiunit_x_start
- multiunit_y_gap
- multiunit_y_gap_three_col
- multiunit_y_gap_two_col
- multiunit_y_start
- multvar Multiply specified convar value.
- muzzle_flash_debug
- name
- nav_add_to_selected_set Add current area to the selected set.
- nav_add_to_selected_set_by_id Add specified area id to the selected set.
- nav_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_color_by_game_attribute
- nav_draw_area_connections
- nav_draw_area_filled
- nav_draw_area_gravity
- nav_draw_area_ground
- nav_draw_area_hull_support
- nav_draw_area_ids
- nav_draw_area_inset_margin
- nav_draw_area_normal
- nav_draw_area_should_be_destroyed
- nav_draw_area_split_by_obstacle_mgr
- nav_draw_area_ztest
- nav_draw_attribute_dynamic Draw all nav areas with this dynamic attribute
- nav_draw_attribute_game Draw all nav areas with this game attribute
- nav_draw_attribute_space Draw only nav blocks with this attribute
- nav_draw_blocked
- nav_draw_blocked_connections
- nav_draw_boundary_areas
- nav_draw_connected_area_radius
- nav_draw_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_draw_navlinks
- nav_edit_use_camera
- nav_edit_validate Validate navmesh structures.
- nav_end_deselecting Stop continuously removing from the selected set.
- nav_end_drag_deselecting Stop dragging a selection area.
- nav_end_drag_selecting Stop dragging a selection area.
- nav_end_selecting Stop continuously adding to the selected set.
- nav_find_occluded_node_nozup_use_raycast
- nav_flow_map_enabled
- nav_gen_add_jumps
- nav_gen_agent_radius_buffer Buffer to add to agent radius before passing to nav gen
- nav_gen_clip_polys_to_clearance
- nav_gen_clip_polys_to_clearance_debug
- nav_gen_connect_allow_multiple
- nav_gen_connect_angle
- nav_gen_connect_angle_ignore_z
- nav_gen_connect_dist_a
- nav_gen_connect_dist_b
- nav_gen_connect_dist_z_mult
- nav_gen_connect_overlap
- nav_gen_degen_limit
- nav_gen_false Always false
- nav_gen_island_removal
- nav_gen_island_removal_all_hulls
- nav_gen_join_nonzup
- nav_gen_jump_connection_min_overlap_ratio Minimum edge overlap required for jump connection consideration as a percentage of agent radius
- nav_gen_markup_split_expand
- nav_gen_markup_split_tol_base
- nav_gen_markup_split_tol_nonav
- nav_gen_markup_split_tol_nonentity
- nav_gen_max_bottleneck_width
- nav_gen_max_bottleneck_width_do_clip
- nav_gen_max_edge_len
- nav_gen_max_edge_len_do_clip
- nav_gen_max_edge_len_split_tol
- nav_gen_opt_to_quads
- nav_gen_opt_to_quads_angle_limit
- nav_gen_opt_to_quads_num_steps
- nav_gen_opt_to_quads_planar_deviation_limit
- nav_gen_opt_to_quads_se_limit_end
- nav_gen_opt_to_quads_se_limit_start
- nav_gen_opt_to_quads_weld_limit_end
- nav_gen_opt_to_quads_weld_limit_start
- nav_gen_oriented_angle_tol Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).
- nav_gen_oriented_max_region_range Max orientation range allowed within a region before it gets further split.
- nav_gen_remove_vertical_polys
- nav_gen_split_boundary_polys
- nav_gen_split_multi_connection_polys
- nav_gen_split_multi_connection_polys_tol
- nav_gen_true Always true
- nav_gen_vertical_limit
- nav_genrt_debug
- nav_ignore_vpk_navdata For testing using legacy nav data
- nav_list_movable_meshes List the movable meshes registered with the movable meshes manager.
- nav_lower_drag_volume_max Lower the top of the drag select volume.
- nav_lower_drag_volume_min Lower the bottom of the drag select volume.
- nav_mark Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute Set nav attribute for all areas in the selected set.
- nav_max_vis_delta_list_length
- nav_obstacle_validate
- nav_obstruction_async_update
- nav_obstruction_draw
- nav_obstruction_draw_change
- nav_obstruction_draw_dist
- nav_obstruction_draw_island
- nav_obstruction_draw_island_hull
- nav_obstruction_draw_movefail_blocking
- nav_path_debug
- nav_path_draw_areas
- nav_path_draw_arrow
- nav_path_draw_climb_segments
- nav_path_draw_connected_areas
- nav_path_draw_ground_segments
- nav_path_draw_jump_segments
- nav_path_draw_ladder_segments
- nav_path_draw_link_segments
- nav_path_draw_tick
- nav_path_fixup_climb_up_segments
- nav_path_fixup_gap_segments
- nav_path_jump_process_debug
- nav_path_optimize
- nav_path_optimize_portals
- nav_path_optimizer_debug
- nav_pathfind_debug_log
- nav_pathfind_draw
- nav_pathfind_draw_blocked
- nav_pathfind_draw_costs
- nav_pathfind_draw_fail
- nav_pathfind_draw_total_costs
- nav_pathfind_inadmissable_heuristic_factor
- nav_pathfind_multithread
- nav_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_push_from_walls
- nav_smooth_relax
- nav_smooth_relax_use_timesteps
- nav_smooth_spring_const_override
- nav_smooth_spring_enable
- nav_smooth_spring_factor_deriv
- nav_smooth_spring_factor_dist
- nav_smooth_spring_factor_speed
- nav_smooth_spring_forward_dist_base
- nav_smooth_spring_forward_dist_time_limit
- nav_smooth_spring_max_dist
- nav_smooth_spring_tension_max_override
- nav_smooth_spring_timestep_factor_accel
- nav_smooth_spring_timestep_factor_speed
- nav_smooth_spring_timestep_max
- nav_smooth_spring_timestep_min
- nav_smooth_spring_yaw_rotation_speed
- nav_smooth_spring_yaw_threshold
- nav_space_select_dist
- nav_split To split an Area into two, align the split line using your cursor and invoke the split command.
- nav_split_show_line Show the free split line.
- nav_store_selected_set Stores the current selected set for later retrieval.
- nav_switch Switches to navmesh for the specified spawngroup
- nav_test_area_gravity
- nav_test_bfs_lattice_dist_0
- nav_test_bfs_lattice_dist_1
- nav_test_bfs_lattice_dist_2
- nav_test_bfs_lattice_hex Demonstrates searching hexagonal lattice over nav mesh.
- nav_test_bfs_lattice_mark
- nav_test_bfs_lattice_simple
- nav_test_bfs_lattice_spacing_0
- nav_test_bfs_lattice_spacing_1
- nav_test_bfs_lattice_spacing_2
- nav_test_bfs_simple
- nav_test_boundary_zone_circle
- nav_test_boundary_zone_force
- nav_test_boundary_zone_grid_dim
- nav_test_boundary_zone_path
- nav_test_boundary_zone_rays
- nav_test_boundary_zone_rays_margin
- nav_test_boundary_zone_rays_random
- nav_test_boundary_zone_sphere
- nav_test_curve_opt
- nav_test_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_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_rays_use_npc_move
- nav_test_search_on_path Test the 'on path' search mode for tactical searches. Requires a selected NPC with a current path.
- nav_test_search_on_path_boundary_edges_only Activate the 'boundary edges only' constraint when testing the 'on path' search mode for tactical searches.
- nav_test_search_on_path_setgoal Test the 'on path' search mode for tactical searches using SetGoal w/ possible path clipping (flips between 2 searches). Requires a selected NPC.
- nav_test_smooth
- nav_test_smooth_extern_push
- nav_test_smooth_in_speed
- nav_test_smooth_in_yaw
- nav_test_smooth_path_speed
- nav_test_smooth_separating_dist
- nav_test_smooth_spring_const
- nav_test_smooth_spring_tension_max
- nav_test_spline
- nav_test_split_obstacle
- nav_test_split_obstacle_dirty
- nav_test_split_obstacle_leave
- nav_test_split_obstacle_size
- nav_test_split_obstacle_update_pos
- nav_toggle_deselecting Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set Remove current area from the selected set.
- nav_toggle_selected_set Toggles all areas into/out of the selected set.
- nav_toggle_selecting Start or stop continuously adding to the selected set.
- nav_unmark Clears the marked Area or Ladder.
- nav_validate Level of validation for nav system. Higher will be slower.
- nav_volume_debug Draw or print debug information about nav volume queries.
- navspace_create_water_smooth_connections
- navspace_create_water_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
- nb_command Sends a command string to all bots
- nb_debug Debug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
- nb_debug_filter Add items to the NextBot debug filter. Items can be entindexes or part of the identifier of one or more bots.
- nb_debug_history If true, each bot keeps a history of debug output in memory
- nb_delete_all Delete all non-player NextBot entities. Equivalent to script 'NextBotManager.DeleteAll(...)'
- nb_force_look_at Force selected bot to look at the local player's position
- nb_freeze Stop all NextBots from moving only
- nb_lod_0_limit
- nb_lod_0_range
- nb_lod_1_limit
- nb_lod_1_range
- nb_lod_debug
- nb_lod_stats
- nb_move_to_cursor Tell all NextBots to move to the cursor position
- nb_select Select the bot you are aiming at for further debug operations.
- nb_stop Stop all NextBots
- nb_update_debug
- nb_update_framelimit
- nb_update_maxslide
- nb_warp_selected_here Teleport the selected bot to your cursor position
- 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_force_steamdatagram If SDR connectivity is possible with gameserver, then always use it, even if GC selected to use ordinary UDP for this match.
- 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_permutation_info show permutation information for serializer
- net_print_sdr_ping_times Print current ping times to SDR points of presence, and selected route
- net_public_adr For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" )
- net_qosinterval_spew Spew QoS interval data as we gather it
- net_qospacketloss_percentage_threshold Spew a warning if packet loss percentage is above this threshold
- net_reloadgameevents Reload the game events
- net_restrict_showmsg_socket If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.
- net_serializedentitymemory Spew CSerializedEntity memory
- net_serializedentitymetadatainfo Spew CSerializedEntity metadata information
- net_showdrop Show dropped packets in console
- net_showeventlisteners Show listening addition/removals
- net_showevents Dump game events to console (1=client only, 2=all).
- net_showmsg Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP
- net_showoob Show connectionless UDP traffic.
- net_showpeaks Show messages for large packets only: <size>
- net_showreliable Like net_showmsg, but only spew reliable messages
- net_showudp Dump UDP packets summary to console
- net_showudp_remoteonly Dump non-loopback udp only
- net_skip_redundant_change_callbacks
- net_spewcounts Spew serializer counts, client only by default, specify server to spew server counts
- net_spewserializer Spew serializer info
- net_stats_json Output server networking statistics in json format
- net_status Shows current network status
- net_use_packet_compression Compress network traffic
- net_validatemessages Activates/deactivates net message validation
- net_why_field_excluded <classname> <fieldname>: spew why field was excluded from networking for classname.
- neutral_camp_arrow_offset
- nextdemo Play next demo in sequence.
- nian_cast_ability All nians on the map will cast the specified ability
- nian_fight_duration
- nian_stun Stuns all nians with the specified stun type (flinch|knockdown|scared)
- 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_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_go_do_run Set whether should run on NPC go
- npc_go_max_distance How far is the trace we shoot when using NPC Go
- npc_kill Kills the given NPC(s) Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
- npc_record_snapshot_data
- 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_test_autostyle Debugging helper to try out different autostyle configurations Arguments: <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}> <var name> <value>
- npcsolve_attract_draw
- npcsolve_constraint_nav
- npcsolve_constraint_npc
- npcsolve_drag_linear
- npcsolve_forward
- npcsolve_forward_const
- npcsolve_forward_dist
- npcsolve_forward_margin
- npcsolve_path_close_const
- npcsolve_path_close_max_tension
- npcsolve_path_lookahead_const
- npcsolve_path_lookahead_dist
- npcsolve_path_vel_const
- npcsolve_separation
- npcsolve_separation_const
- npcsolve_separation_dist
- npcsolve_separation_draw
- npcsolve_separation_jitter
- npcsolve_separation_r2
- open_asset Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.
- open_current_map_in_hammer opens the current map in hammer.
- open_current_map_pulse_in_tool Opens the specified pulse used in this map in the editor. Arguments: <pulse_file>
- openshop_category opens shop from clicks on the world shop model, specific tab request
- option_duck_method Input toggle control
- opus_decode_test_signal
- opus_encode_test_signal
- opus_unittest_test_signal
- override_badge_level Set to force all badges in the UI to the specified level. Set to -1 to randomize badges.
- override_trophy_badge_points Set to force badge points shown on trophy page
- overwatch_help_shown_once
- overwatch_marker_padding extra time added to markers
- overwatch_show_report_popup Shows the report popup
- p2p_listpeers List currently known peers.
- p2p_ping Ping a peer.
- panorama_2d_translate_no_comp_layer
- panorama_alignment_fixes Fix alignment issues
- panorama_allow_texture_composition_layer_fast_path
- panorama_allow_transitions
- panorama_apply_styles_for_invisible_parents Specifies whether to short circuit applying styles when a parent is invisible.
- panorama_assert_loading_panel_type Force style invalidation of the entire panel subtree when adding / removing classes.
- panorama_async_compute_mipgen use asynchronous compute for mipmap generation.
- panorama_box_shadow_no_comp_layer
- panorama_cache_command_list_repaint_threshold
- panorama_cache_command_list_size_threshold
- panorama_classes_force_invalidate Force style invalidation of the entire panel subtree when adding / removing classes.
- panorama_clear_frames_on_device_restore
- panorama_comp_layer_lru_lifetime
- panorama_composition_atlas
- panorama_console_max_autocomplete
- panorama_console_max_history
- panorama_console_max_lines
- panorama_console_position_and_size
- panorama_console_reset_size_and_position Resets the panorama console to its default size and position
- panorama_content_size_fixes Fix content size issues
- panorama_daisy_wheel Daisy wheel input mode: RS | ABXY
- panorama_dash_gap_ratio
- panorama_dash_len
- panorama_debug_movies
- panorama_debug_overlay_opacity
- panorama_debug_overlay_opacity_max
- panorama_debug_overlay_opacity_min
- panorama_debug_ready_for_display
- panorama_debugger_theme
- panorama_disable_blur
- panorama_disable_box_shadow
- panorama_disable_descendant_filtering Disable descendant selector filtering
- panorama_disable_draw_fancy_quad
- panorama_disable_draw_text
- panorama_disable_draw_text_shadow
- panorama_disable_layer_cache
- panorama_disable_layer_clear
- panorama_disable_render_callbacks
- panorama_disable_render_target_cache
- panorama_disallow_hover_styles
- panorama_dispatch_event Dispatch the event defined by the argument string. No creating panel is specified.
- panorama_dragscroll_affordance Minimum mouse movement in pixels before a move is treated as a drag scroll
- panorama_dragscroll_maxflickvelocity Maximum velocity for a drag scroll flick
- panorama_dragscroll_minflickvelocity Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick
- panorama_dragscroll_mintime Minimum time that the mouse button must be down before a move is treated as a drag scroll
- panorama_dragscroll_velocitymultiplier Multiplier for flick velocity off of actual measured velocity
- panorama_draw_fast_path_img_shadow
- panorama_draw_text_fast_path
- panorama_draw_text_fast_path_text_shadow
- panorama_dump_symbols <ESymbolType> Dump all of the symbols in the Panorama symbol table
- panorama_enable_secondary_layout_pass
- panorama_focus_world_panels when set request key focus when a world panel is enabled
- panorama_force_active_controller_type
- panorama_force_desired_layout_traverse Force desired layout traverse, even if the cached values are up to date.
- panorama_generate_layout_xsd Generate the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is running).
- panorama_highlight_bad_opacity_masks
- panorama_highlight_composition_layers
- panorama_highlight_slow_operations
- panorama_hsbc_through_fast_path
- panorama_joystick_axis_repeat_curve_time
- panorama_joystick_axis_repeat_interval_end
- panorama_joystick_axis_repeat_interval_start
- panorama_joystick_button_repeat_curve_time
- panorama_joystick_button_repeat_interval_end
- panorama_joystick_button_repeat_interval_start
- panorama_joystick_enabled Enable panorama joystick input
- panorama_js_minidumps Enable sending minidumps on JS Exceptions.
- panorama_label_draw_rects When labels paint, draw the rectangles for the character ranges. 0 = none, 1 = all, 2 = text only, 3 = inline objects only
- panorama_label_wrap_before_shrink Should labels try to wrap text before using text-overflow: shrink
- panorama_large_dispatch_event_queue
- panorama_max_text_shadow_strength
- panorama_might_scroll_no_comp_layer
- panorama_min_comp_layer_cache_cost
- panorama_movie_async_load_size_bytes
- panorama_movie_force_not_ready_behavior
- panorama_panel_occlusion
- panorama_print_cache_status Print internal panorama refcounts for every file
- panorama_print_render_tree Print the RenderOperation_t tree for the given root window; set to * to print all
- panorama_print_svg_stats
- panorama_reload_animations
- panorama_render_target_cache_max_size
- panorama_script_cache_enabled Enable script caching to speed up recompiling scripts multiple times.
- panorama_show_fps
- panorama_show_fps_scale
- panorama_simple_borders_no_comp_layer
- panorama_skip_composition_layer_content_paint
- panorama_skip_composition_layer_content_paint_tint
- panorama_spew_async_event_substring If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.
- panorama_spew_layout_invalidates
- panorama_stats_log_time
- panorama_streaming_load_local_images
- panorama_style_flag_force_invalidate Force style invalidation of the entire panel subtree when adding / removing style flags.
- panorama_suspend_animation
- panorama_suspend_paint
- panorama_temp_comp_layer_min_dimension
- panorama_toggledebugger_mode Toggledebugger key operation : 0 = open/inspect, 1 = open/close
- panorama_track_render_commands
- panorama_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_unlink_from_render_tree
- panorama_use_backbuffer_directly
- panorama_use_composite_cmd_for_cached_layers
- panorama_use_new_occlusion_invalidation
- panorama_worldpanel_update_cull_distance
- panorama_worldpanel_update_cull_size_threshold
- panorama_worldpanel_update_culling
- parallel_perform_invalidate_physics
- parallel_update_surrounding_bounds_in_spatial_partition_update
- particle_cluster_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_system_start start the specified particle system
- particle_system_stop stop the specified particle system
- 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}
- password Current server access password
- path Show the filesystem path.
- path_closest_point_debug
- path_mover_enable_high_resolution_debug_rendering
- path_node_evaluation_debug
- pause Toggle the server pause state.
- pawn_mimic_all
- pet_disable_test_mode
- pet_named_value_cache_debug
- pet_preview_gravity
- pet_preview_underwater
- pet_preview_wind
- phonemedelay Phoneme delay to account for sound system latency.
- phonemefilter Time duration of box filter to pass over phonemes.
- phonemesnap Lod at level at which visemes stops always considering two phonemes, regardless of duration.
- phys_batch_ray_test
- phys_continuous_kinematic_update
- phys_create_test_character_proxy Create test character proxy
- phys_cull_internal_mesh_contacts
- phys_debug_draw Set up debug-draw of physics internal state
- phys_dump_intersection_controller Dump intersection controller status
- phys_dump_main_world Dump physics main world to file
- phys_dump_memory Dump memory usage
- phys_dynamic_scaling
- phys_expensive_shape_threshold
- phys_force_controller_debug
- phys_get_model_materials Get physics surface property of models.
- phys_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_set_model_materials Updates physics surface property of models from default to the ones associated in their material files.
- phys_shoot Shoots a phys object.
- phys_shoot_angular_speed
- phys_shoot_speed
- phys_show_stats
- phys_sleep Put all physics in all the worlds to sleep
- phys_step_threaded
- phys_stressbodyweights
- phys_threaded_cloth_bone_update
- phys_threaded_kinematic_bone_update
- phys_threaded_transform_update
- phys_timescale Scale time for physics
- phys_upimpactforcescale
- phys_use_block_solver Use block solving for constraint entities
- phys_vehicleimpactforcescale
- phys_visualize_awake_dynamic_only
- phys_visualize_awake_unattached_only
- phys_wakeup Wake all physics objects in the Main physics up
- 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_wheel_0
- ping_wheel_1
- ping_wheel_2
- ping_wheel_3
- ping_wheel_4
- ping_wheel_5
- ping_wheel_6
- ping_wheel_7
- ping_wheel_8
- ping_wheel_9
- ping_wheel_dev_force_reload
- pixelvis_debug Dump debug info
- play Play a sound.
- playcast Play a broadcast
- playdemo Play a recorded demo file (.dem ).
- playdemo_scripted Play a demo with an associated markup script.
- player0_using_joystick
- player_debug_off_nav
- player_debug_print_damage When true, print amount and type of all damage received by player to console.
- player_item_merge_dots_dist
- 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
- popups_force_close Force close all the popups, useful when popup layout breaks after live editing
- portrait_red
- practice_password Password used to filter private practice lobbies.
- pred_cloth_pos_max
- pred_cloth_pos_multiplier
- pred_cloth_pos_strength
- pred_cloth_rot_high
- pred_cloth_rot_low
- pred_cloth_rot_multiplier
- predictions_spoof_league_id
- predictions_spoof_league_id_ti10
- predictions_spoof_league_id_ti11
- 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.
- print_ti8_challenges print_ti8_challenges
- print_video_card_config
- progress_enable
- projection_reload_ability_data Reload ability_projection.txt
- 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_print Usage: pulse_debug_print <vpulse_resource>
- pulse_fgd_debug_path
- 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_all_objects_to_refract
- r_allow_low_gpu_memory_mode Allow Low GPU Memory mode (i.e. when building maps).
- r_allow_onesweep_gpusort
- r_allow_refracted_particles
- 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_default_ambient_strength
- r_aoproxy_default_light_cone_angles
- r_aoproxy_default_light_cone_strengths
- r_aoproxy_default_light_position_0
- r_aoproxy_default_light_position_1
- r_aoproxy_default_light_position_2
- r_aoproxy_default_light_position_3
- r_aoproxy_min_dist
- r_aoproxy_min_dist_box
- r_aspectratio
- r_async_shader_compile_notify_frequency
- 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_cubemap_debug_colors
- r_dac_particle_desat_amount
- r_dac_particle_desat_color
- 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_deferred_additive_pass
- r_deferred_height_fog
- r_deferred_simple_light 0=off, 1=on, 2=debug visualization
- r_deferred_specular
- r_deferred_specular_bloom
- r_depth_of_field 0 = off, 1 = Infinity Ward GPU Gems 3 ch 28, 2 = Gustafsson 2018 Reference, 3 = Gustafsson 2018 Precomputed Coc, 4 = Gustafsson 2018 Precomputed Coc and Depth
- r_directional_lightmaps
- r_directlighting Set to use direct lighting
- 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_tilt_to_ground
- r_dopixelvisibility
- r_dosta_allow_spotlight_shadows
- r_dota_allow_colorwarp
- r_dota_allow_desaturate_layers
- r_dota_allow_highquality_shadows
- r_dota_allow_parallax_mapping
- r_dota_allow_particle_only_portraits
- r_dota_allow_wind_on_trees
- r_dota_always_reflect_refract 1 = force setup of refrect / refact pipelines even when using cheap water
- r_dota_bloom_compute_shader Use compute shader for Bloom downsample
- r_dota_caustic_fog_exclusion_radius
- r_dota_caustic_fog_plane_min
- r_dota_clouds
- r_dota_color_correction
- r_dota_debug_reflection_rects
- r_dota_default_post_process_fade
- r_dota_default_post_process_fade_ui
- r_dota_depthbias
- r_dota_disable_portrait_world_renderer
- r_dota_draw_overlays
- r_dota_draw_water
- r_dota_enabled_3d_skybox_postprocess
- r_dota_force_forward
- r_dota_framebuffer_refraction
- r_dota_fsr_enable_mip_bias Apply negative mip bias when rendering with FSR.
- r_dota_fsr_rcas_sharpness RCAS sharpness when using FSR + RCAS upsample.
- r_dota_fsr_upsample 0 == bilinear upsampe, 1 == FSR upscample, 2 == FSR + RCAS upsample
- r_dota_fxaa
- r_dota_height_fog_exclusion_radius
- r_dota_height_fog_plane_height
- r_dota_highlight_particle_only_portraits
- r_dota_local_light_compute
- r_dota_lowend_objects 0 = Force disable, 1 = use video settings, 2 = force enable
- r_dota_normal_maps
- r_dota_reflection_min_far_plane
- r_dota_refract_heroes
- r_dota_render_2d_skybox
- r_dota_render_3d_skybox
- r_dota_render_ground_last
- r_dota_shadow_ambient_light
- r_dota_shadows
- r_dota_shadows_debug
- r_dota_shadows_scissor
- r_dota_slopescaledepthbias
- r_dota_spotlight_shadows_resolution
- r_dota_tonemap
- r_dota_tools_full_renderer
- r_dota_ultra_slopescaledepthbias
- r_dota_unseen_fow
- r_dota_water_reflection
- r_dota_water_refraction
- r_dota_white_skybox
- r_dota_wind_min_high_freq_strength
- 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_draw_selected_ring hides the selected_ring particle
- 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_enable_rigid_animation
- r_experimental_lag_limiter
- r_extra_render_frames
- r_fallback_texture_lod_scale Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure
- r_farz Override the far clipping plane. -1 means to use the value in env_fog_controller.
- r_flashlightambient
- r_flashlightbacktraceoffset
- r_flashlightbrightness
- r_flashlightconstant
- r_flashlightfar
- r_flashlightfov
- r_flashlightladderdist
- r_flashlightlinear
- r_flashlightlockposition
- r_flashlightmuzzleflashfov
- r_flashlightnear
- r_flashlightnearoffsetscale
- r_flashlightoffsetforward
- r_flashlightoffsetright
- r_flashlightoffsetup
- r_flashlightquadratic
- r_flashlightshadowatten
- r_flashlighttracedistcutoff
- r_flashlighttracedistwatercutoff
- r_flashlightvisualizetrace
- r_force_engine_render_frame Force a single render of the engine viewport.
- r_force_no_present Force the render device to not present frames.
- r_force_render_frame_count The number of frames to render when a
- r_force_thick_hair
- r_frame_sync_enable
- r_freeze_sceneobjects
- r_freezeparticles Pause particle simulation
- r_fullscreen_gamma Screen Gamma (only in fullscreen modes)
- r_fullscreen_quad_single_triangle
- r_gpu_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_hero_debug_render_mode Hero Debug Rendering: 0-off, 2-Grayscale full specular without normal maps, 3-Grayscale full specular with normal maps, 4-Grayscale with normal maps, 5-Desaturated, 6-Wireframe, 7-Shaded wireframe, 8-Wireframe overlay
- r_impacts_alt_orientation
- r_impacts_decal_grazing_incidence_cutoff
- r_impacts_decal_grazing_incidence_variance
- r_indirectlighting Set to use indirect lighting
- r_late_particle_job_sync
- r_legacy_vsync Use legacy vsync mode -- for testing for a couple user machines.
- r_light_flickering_enabled
- r_light_probe_volume_debug_colors
- r_light_probe_volume_debug_grid Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all
- r_light_probe_volume_debug_grid_albedo albedo for LPV debug grid
- r_light_probe_volume_debug_grid_bbox Show LPV bounding box when debug grid is on, 0: off, 1: on
- r_light_probe_volume_debug_grid_metalness metalness for LPV debug grid
- r_light_probe_volume_debug_grid_prim 0: spheres, 1: cubes
- r_light_probe_volume_debug_grid_roughness roughness for LPV debug grid
- r_light_probe_volume_debug_grid_samplesize sphere radius (world) for LPV debug grid
- r_lightmap_set Lightmap set to use, only works on map load
- r_lightmap_size Maximum lightmap resolution.
- r_lightmap_size_directional_irradiance Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size
- r_limit_particle_job_duration
- r_low_latency NVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost)
- r_low_latency_trigger_flash NVIDIA Low Latency Trigger Flash
- r_mapextents Set the max dimension for the map. This determines the far clipping plane
- r_max_texture_pool_size Upper limit on texture pool size.
- r_memory_aliasing Allow disabling memory aliasing in the device memory pool. This is just intended for testing/ruling out aliasing issues.
- r_mipgen_compute_shader Use compute shader for mipgen.
- r_mixed_shadows_fade_in_time
- r_mixed_shadows_fade_out_time
- r_morphing_enabled
- r_multigpu_num_gpus_found
- r_multigpu_num_gpus_used
- r_muzzleflashbrightness
- r_muzzleflashlinear
- r_nearz Override the near clipping plane. -1 means use the default.
- r_particle_allowprerender
- r_particle_batch_collections
- r_particle_batch_in_fullsort
- r_particle_cables_cast_shadows
- r_particle_cables_culling
- r_particle_cables_culling_bounds_scale
- r_particle_cables_dynamic_roundness
- r_particle_cables_dynamic_roundness_threshold
- r_particle_cables_render
- r_particle_cables_render_meshlets
- r_particle_cables_visualize_roundness
- r_particle_debug_filter Limit debug visualizations to substring match of effect name
- r_particle_debug_force_simulation -1 for all asleep, 1 for all awake
- r_particle_debug_randomseeds Use random seeds in debug
- r_particle_debug_show_attribute Show specific attribute when debugging particle systems
- r_particle_debug_show_control_points Show all used controlpoints
- r_particle_debug_show_rope_segments Show rope segments when debugging particle systems - specify a number to isolate to that segment id
- r_particle_debug_show_sort_position Show the sorting position when debugging particle systems
- r_particle_enable_fastpath
- r_particle_explicit_fetch
- r_particle_fixedrandomseeds Use fixed seeds for easier debugging
- r_particle_gpu_implicit
- r_particle_gpu_implicit_cull_columns
- r_particle_gpu_implicit_debug_bricks
- r_particle_gpu_implicit_debug_stats
- r_particle_gpu_implicit_debug_wireframe
- r_particle_gpu_implicit_lds_cache
- r_particle_max_detail_level The maximum detail level of particle to create
- r_particle_max_draw_distance The maximum distance that particles will render
- r_particle_max_size_cull Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.
- r_particle_max_texture_layers
- r_particle_min_timestep A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
- r_particle_mixed_resolution_viewstart
- r_particle_model_new
- r_particle_model_new8
- r_particle_model_per_thread_count
- r_particle_multiplier Render each particle system N times for perf testing
- r_particle_newinput Enable input path in particle ops
- r_particle_render_refreshes_sleep_timer Disable to get a better look at what's happening offscreen
- r_particle_render_sprites_issue_vizquery
- r_particle_render_test render particles 100 times and show perf
- r_particle_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_prefer_loop_unrolling Prefer shader loop unrolling.
- r_print_buffers Print Vertex/Index/GPU buffers.
- r_print_texture_stats Texture stats
- r_propsmaxdist Maximum visible distance
- r_render_coordination_state Prints out the current render coordination state.
- r_render_hair
- r_render_to_cubemap_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_showsceneobjectbounds Show scenesystem object bounding boxes
- r_size_cull_threshold Threshold of screen size percentage below which objects get culled
- r_size_cull_threshold_fade % above the screen size percentage where we will start fading out (==0 will disable fading).
- r_size_cull_threshold_shadow Threshold of shadow map size percentage below which objects get culled
- r_skinning_enabled
- r_skip_particle_light_bounds_in_forward
- 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_test_econ_item_isolate_view
- r_texture_budget_dynamic Dynamically adjust texture streaming budget based on GPU memory usage.
- r_texture_budget_threshold Reduce texture memory pool size when this percentage of the budget is full.
- r_texture_budget_update_period Time (in seconds) between updating texture memory budget.
- r_texture_eager_eviction
- r_texture_hookup_uses_threadpool Async Texture hookup uses its own threadpool instead of the global pool.
- r_texture_lod_scale Scale factor for requested texture size (texture streaming)
- r_texture_nonstreaming_load Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.
- r_texture_pool_increase_rate Increase texture memory pool size by this many MB / s when under budget.
- r_texture_pool_reduce_rate Reduce texture memory pool size by this many MB / s when over budget.
- r_texture_pool_size Total size of the texture pool in MB
- r_texture_stream_max_resolution Maximum resolution for top mip level in streaming textures
- r_texture_stream_mip_bias Biases the mip level the texture streaming system choses to stream for each texture.
- r_texture_stream_resolution_bias_decrease_rate
- r_texture_stream_resolution_bias_increase_rate
- r_texture_stream_resolution_bias_min
- r_texture_stream_resolution_bias_update_period
- r_texture_stream_throttle_amount
- r_texture_stream_throttle_count
- r_texture_stream_throttle_count_over_budget
- r_texture_streaming_timesliced
- r_texture_streamout_unthrottle_ms After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.
- r_texturefilteringquality 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
- r_textures_evict_all Evict all resident texture.
- r_threaded_particle_creation
- r_threaded_particles
- r_threaded_scene_object_update
- r_timestamp_query_multiplier Set the TIMESTAMP query cycle multiplier, for drivers that lie
- r_toggleviewportsize Toggles viewport size between small + full window.
- r_translucent Enable rendering of translucent geometry
- r_ui_update_parallel_with_server
- r_update_particles_on_render_only_frames
- r_use_memory_budget_model Use a model of GPU memory use to determine budget rather than querying the OS.
- r_validate_texture_streaming Dumps state of texture streaming at the next frame boundary.
- r_vconsole_foregroundforcerender When VConsole is in the foreground, force all engine & tools to render
- r_viewport Slams viewport size to a specified value.
- r_vma_defrag_algorithm Defrag algorithm 0=Fast 1=Balanced 2=full 3=Extensive
- r_vma_defrag_enabled
- r_vma_defrag_max_allocation_count_per_pass During a VMA defrag, number of moves per pass.
- r_vma_defrag_max_allocation_size_per_pass During a VMA defrag, number of MB in moves per pass.
- r_vma_defrag_moves_per_frame During a VMA defrag, number of moves to process for a pass in a single frame update.
- r_vma_defrag_threshold_mb
- r_vulkan_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
- 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.
- 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_challenges reload_challenges
- reload_game_keyvalues Reloads hero and ability keyvalues files
- reload_model Force a reload of a vmdl resource
- reload_neutral_camp_pull Dev reload the camp pull data
- reload_portrait_background_maps reloads all portrait background maps
- 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
- request_top_streams Get a list of top dota streams on twitch
- reset_gameconvars Reset game convars to default values
- reset_notifications_viewed Resets the list of notifications viewed
- reset_voice_on_input_stallout If true, resets the input device when there was a long enough hitch between callbacks.
- resource_leaks resource_leaks <resource_name>: Show resource leaks for the named resource
- resource_list List loaded resources matching a substring
- resource_log_allocate_timing Log time spent in Allocate for all resource types
- resource_manifest_validate_modules Scan all of the loaded modules and validate any resource manifests found
- resource_repeated_reload resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)
- resource_reset_allocate_timing Reset tracked time spent in Allocate (see resource_log_allocate_timing)
- resourcecompiler_log_compile_stats
- respawn_player Respawns the player from death!
- restart Poor man's restart: reload the current map from disk.
- return_to_tools_from_engine Return back to the last active tool from the engine.
- rope_averagelight Makes ropes use average of cubemap lighting instead of max intensity.
- rope_collide Collide rope with the world
- rope_shake
- rope_smooth_enlarge How much to enlarge ropes in screen space for antialiasing effect
- rope_smooth_maxalpha Alpha for rope antialiasing effect
- rope_smooth_maxalphawidth
- rope_smooth_minalpha Alpha for rope antialiasing effect
- rope_smooth_minwidth When using smoothing, this is the min screenspace width it lets a rope shrink to
- rope_subdiv Rope subdivision amount
- rope_wind_dist Don't use CPU applying small wind gusts to ropes when they're past this distance.
- rr_debugclassname If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.
- rr_debugresponseconcept If set, rr_debugresponseconcept will print only responses testing for the specified concept
- rr_debugresponses Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
- rr_debugrule If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
- rr_dump_rules Print all response rules
- rr_followup_maxdist 'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
- rr_forceconcept fire a response concept directly at a given character. USAGE: rr_forceconcept <target name or index> <concept> "criteria1:value1,criteria2:value2,..." criteria values are optional.
- rr_thenany_score_slop When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
- rs_dump_stats rs_dump_stats - Dump resourcesystem stats.
- rtx_allow_blas_compact
- rtx_allow_blas_create
- rtx_dynamic_blas Allow dynamic BLAS creation for geometry going through the compute shader skinning path.
- rtx_dynamic_blas_caching Cache dynamic BLAS if geometry has not changed
- rtx_force_default_hitgroup Forces all ray traced geometry to use default hit shaders instead of specialized ones.
- rtx_perf_stats Report RTX perf stats at N bounces. -1 means no report
- rtx_show_bounce Show only bounce N in path-tracing views. -1 means show all bounces
- rtx_texture_resolution Sets the texture resolution the raytracer will mark to stream in
- run_perftest Execute perftest.cfg
- run_voicecontainer_async
- save Save Game
- save_async
- save_clear_subdirectory
- save_debug_snapshots Save/Load debug snapshot data
- save_fake_hitch Force a busy wait for the specified number of milliseconds during save to simulate a hitch
- save_finish_async
- save_history_count Keep this many old copies in history of autosaves and quicksaves.
- save_maxarray_spew Max number of array entries to spew when using SaveRestoreIO spewing.
- save_parallel
- save_screenshot 0 = none, 1 = non-autosave, 2 = always, 3 = bug_only
- save_set_subdirectory
- save_showelapsedtime display up-to-date elapsed play time
- save_spew
- save_watchclass Restrict spew to entities with matching classname
- save_watchentity Restrict spew to entity index
- save_write_kv3 Write the KV3 entity data as a text file in the save directory
- saving_enabled
- say Display player message
- say_team Display player message to team
- sc_aggregate_bvh
- sc_aggregate_bvh_threshold
- sc_aggregate_debug_draw_meshlets SceneSystem/Aggregates/Visualize Meshlets
- sc_aggregate_debug_draw_meshlets_bounds Visualize meshlet bounds and cone axis. Mesh shader only.
- sc_aggregate_debug_visualizer SceneSystem/Aggregates/Debug Visualizer
- sc_aggregate_fragment_merging
- sc_aggregate_gpu_culling Toggles GPU culling of aggregate meshes
- sc_aggregate_gpu_culling_conservative_bounds
- sc_aggregate_gpu_culling_show_culled SceneSystem/Aggregates/Show GPU Culled Meshes
- sc_aggregate_gpu_occlusion_culling
- sc_aggregate_indirect_draw_compaction Use multidrawindirect...count if the driver/hardware supports it
- sc_aggregate_indirect_draw_compaction_threshold Threshold of indirect draws when we will do compaction
- sc_aggregate_instance_streams Enable instance streams
- sc_aggregate_material_solo
- sc_aggregate_render_mesh_shader Using mesh shaders if available instead of drawcalls
- sc_aggregate_rtproxy_debug_visualizer SceneSystem/Aggregates/RT Proxy Debug Visualizer
- sc_aggregate_rtproxy_instanced_geo
- sc_aggregate_rtproxy_unique_geo
- sc_aggregate_rtproxy_visualize
- sc_aggregate_show_outside_vis
- sc_allow_dithered_lod Allow use of dithered lod transitions
- sc_allow_dynamic_constant_batching
- sc_allow_precomputed_vismembers
- sc_allow_write_depth_before_blend
- sc_barnlight_enable_precomputed_vis Enable use of precomputed vis membership for lights (requires map restart)
- sc_batch_layer_cb_updates
- sc_cache_envmap_lpv_lookup
- sc_clutter_density_full_size Screen-size where clutter will be full density
- sc_clutter_density_none_size Screen-size where clutter will be gone
- sc_clutter_desity_override
- sc_clutter_enable SceneSystem/Clutter/Draw Clutter
- sc_disableThreading
- sc_disable_baked_lighting
- sc_disable_culling_boxes
- sc_disable_procedural_layer_rendering
- sc_disable_shadow_fastpath
- sc_disable_spotlight_shadows
- sc_disable_world_materials
- sc_distancefield_visualize_atlas
- sc_dithered_lod_transition_amt Percentage of the transition between two lods we will apply a dither
- sc_draw_aggregate_meshes SceneSystem/Aggregates/Draw Aggregates
- sc_dump_lists
- sc_dumpworld Dump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)
- sc_dumpworld3d Dump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)
- sc_enable_discard
- sc_extended_stats
- sc_fade_distance_scale_override
- sc_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_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_mesh_gpu_occlusion_culling
- sc_mesh_gpu_volume_culling
- sc_mesh_mesh_shaders
- sc_mesh_shadows_batch_across_materials
- sc_mesh_use_pmb
- 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
- sc_visualize_sceneobjects_meshlets SceneSystem/Visualize Base SceneObject Meshlets
- scene_clientflex Do client side flex animation.
- scene_playvcd Play the given VCD as an instanced scripted scene.
- scene_print When playing back a scene, print timing and event info to console.
- scene_vcdautosave Create a savegame before VCD playback
- schema_all_list_bindings schema_all_list_bindings <substring> - List all scopes registered schema bindings (classes & enums). If no substring, list them all.
- schema_detailed_class_layout schema_detailed_class_layout <class_name> - Print a detailed memory layout of the class (including inline structs).
- schema_dump_binding schema_dump_binding <class_or_enum_name> - Print information about the named class or enum.
- schema_list_bindings schema_list_bindings <substring> - List registered global-scope schema bindings (classes & enums). If no substring, list them all.
- schema_meta_stats schema_meta_stats [<options>]- Print a summary of schemasystem metadata statistics.
- schema_stats schema_stats - Print a summary of various schemasystem statistics.
- screenmessage_notifytime How long to display screen message text
- screenmessage_show Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
- screenshot Take a screenshot: screenshot [filename]
- screenshot_height Screenshot height. -1 for screen height.
- screenshot_prefix Set the screenshot auto naming prefix.
- screenshot_subdir Set the screenshot directory.
- screenshot_width Screenshot width. -1 for screen width.
- script_add_debug_filter Add a filter to the game debug overlay
- script_add_watch Add a watch to the game debug overlay
- script_add_watch_pattern Add a watch to the game debug overlay
- script_attach_debugger Connect the vscript VM to the script debugger
- script_attach_debugger_at_startup
- script_break_in_native_debugger_on_error
- script_clear_watches Clear all watches from the game debug overlay
- script_debug Toggle the in-game script debug features
- script_dump_all Dump the state of the VM to the console
- script_find Find a key in the VM
- script_help Output help for script functions
- script_help2 Output help for script functions suitable for auto-completion
- script_reload Reload scripts
- script_reload_code Execute a vscript file, replacing existing functions with the functions in the run script
- script_reload_entity_code Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
- script_remove_debug_filter Remove a filter from the game debug overlay
- script_remove_watch Remove a watch from the game debug overlay
- script_remove_watch_pattern Remove a watch from the game debug overlay
- script_resurrect_unreachable Use the garbage collector to track down reference cycles
- script_trace_disable Turn off a particular trace output by file or function name
- script_trace_disable_all Turn off all trace output
- script_trace_disable_key Turn off a particular trace output by table/instance
- script_trace_enable Turn on a particular trace output by file or function name
- script_trace_enable_all Turn on all trace output
- script_trace_enable_key Turn on a particular trace output by table/instance
- scripted_demo_restart Play a demo with an associated markup script.
- scrubber Scrub system off - not a dev build
- sdr An old command that has been renamed to 'net_option'
- send_match_metadata
- sensitivity Mouse sensitivity.
- sensitivity_y_scale Multiplies the mouse Y axis for finer pitch vs yaw aim
- server_game_time Gives the game time in seconds (server's curtime)
- server_gc_status Check status of connection to the GC
- servercfgfile
- servervoice_clear servervoice_clear
- servervoice_dump servervoice_dump
- set_notifications_viewed_date Sets most recent time that you viewed notifications
- 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).
- sf_loadout_rotate_drag
- sf_loadout_rotate_frametime_multiplier
- sf_loadout_rotate_grab_scale
- sf_loadout_rotate_scale
- sfm_bone_display_center_color color for the center of the sfm skeleton display
- sfm_bone_display_highlight_color color for highlighting of the sfm skeleton display
- sfm_bone_display_left_color color for the left side of the sfm skeleton display
- sfm_bone_display_misc_color color for the misc bones of the sfm skeleton display
- sfm_bone_display_radius radius of the sfm skeleton display
- sfm_bone_display_right_color color for the right side of the sfm skeleton display
- sfm_bone_display_selection_color color for selection of the sfm skeleton display
- sfm_create_every_character Create an animationset for every character
- sfm_debug_draw draw debugging geometry
- sfm_draw_model_bone_axes draw bone axes for models
- sfm_draw_model_bounds draw bounding boxes for models
- sfm_draw_model_wireframe draw wireframe for models
- sfm_draw_sound_waveform draw sound waveforms in the SFM
- sfm_ensurefilmcliponframe Ensure that interactive film clip operations always stay on frame
- sfm_flushsfmsoundsamplecache Flushes sfm clip preview sample cache.
- sfm_memory Display memory used by the SFM, add shots to break down on per-shot basis
- sfm_only_opaque_objects_cast_shadows
- sfm_orbitspeed Camera orbit scale.
- sfm_panspeed Camera pan speed
- sfm_print_sound_debug_messages
- sfm_record_sound_events
- sfm_render_half_float
- sfm_show_ao_proxies
- sfm_sound_event_picker_delay
- sfm_vis_mode
- shake Shake the screen.
- shake_show Displays a list of the active screen shakes.
- shake_stop Stops all active screen shakes.
- shake_testpunch Test a punch-style screen shake.
- shop_nav_to_search with the shop open, makes the search box active
- shop_nav_to_tab switch to a particular shop tab ( 0 - 12 )
- shop_select_itemrow buy ( or set quickbuy with shift held ) a particular displayed row
- show_comic <comic_name> <optional page #> - Comic up the comic viewer
- show_sf_shop show shop
- show_tool Show or launch the specified engine tool
- show_visibility_boxes Enable or Disable debug display of visibility boxes
- showcase_debug
- 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.
- simulate_player_cards_ti9 Simulate the opening of card packs.
- 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.
- slot0
- slot1
- slot10
- slot2
- slot3
- slot4
- slot5
- slot6
- slot7
- slot8
- slot9
- smartprop_print_timings
- smoothstairs Smooth player eye z coordinate when traversing stairs.
- snapto
- snd__beatpattern_stop_track Stops the specified track
- snd_async_flush Flush all unlocked async audio data
- snd_async_showmem Show async memory stats
- snd_async_showmem_music Show async memory stats for just non-streamed music
- snd_async_showmem_summary Show brief async memory stats
- snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o.
- snd_autodetect_latency
- snd_beatpattern_flush Purge and reload all beat pattern data and files.
- snd_beatpattern_print_activetracks List all active tracks
- snd_beatpattern_print_patterns List all available beat patterns
- snd_beatpattern_set_track_bpm Sets the tempo of the specified track
- snd_beatpattern_set_track_transpose Sets the transposition of the specified track
- snd_beatpattern_show_bpm
- snd_beatpattern_show_events
- snd_beatpattern_show_quantize_queue
- snd_beatpattern_stop_all_tracks Stops all currently playing patterns
- snd_beatpattern_use_lookahead
- snd_boxverb_simd Enable SIMD code path for shoebox reverb processor.
- snd_boxverb_simd_svf 0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf
- snd_break_on_start_soundevent Use to debug break on any soundevent that is started matching this name
- snd_cast Casts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.
- snd_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_browser_default_stack
- snd_event_browser_default_vsnd_field
- snd_event_browser_focus_events
- snd_event_cone_debug
- snd_event_oriented_box_debug
- snd_event_oriented_lerp_max_distance
- snd_event_oriented_lerp_min_distance
- snd_filter
- snd_foliage_db_loss foliage dB loss per 1200 units
- snd_front_headphone_position Specifies the position (in degrees) of the virtual front left/right headphones.
- snd_front_stereo_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_front_surround_speaker_position Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_gain
- snd_gain_max
- snd_gain_min
- snd_gamevoicevolume Game v.o. volume
- snd_gamevolume Game volume
- snd_get_physics_surface_properties Get physics surface properties for all the materials.
- snd_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_current_mixer_mixgroup Get data related to mix group matching string
- snd_print_samplers List all available samplers
- snd_print_soundevent Print the data associated with the specified soundevent.
- snd_print_soundevent_default_public_properties Print the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see "snd_print_soundevent"
- snd_purge_vsnd_table Purges the VSnd table
- snd_rear_headphone_position Specifies the position (in degrees) of the virtual rear left/right headphones.
- snd_rear_stereo_scale
- snd_rear_stereo_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rear_surround_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_refdb Reference dB at snd_refdist
- snd_refdist Reference distance for snd_refdb
- snd_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_set_physics_surface_properties Set physics surface properties for materials. Usage: <heuristic #> <commit>
- snd_setmixer Set named Mixgroup of current mixer to mix vol, mute, solo.
- snd_setmixlayer Set named Mixgroup of named mix layer to mix vol, mute, solo.
- snd_showclassname
- snd_showstart
- snd_side_surround_speaker_position Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_sos_beatpattern_show_operator_updates
- snd_sos_block_global_stack
- snd_sos_block_stop_global_stack
- snd_sos_calc_angle_debug
- snd_sos_cl_soundevent_pause_last Test
- snd_sos_cl_soundevent_start Test
- snd_sos_cl_soundevent_stop_last Test
- snd_sos_cl_soundevent_unpause_last Test
- snd_sos_compare_operator_stacks Compares 2 operator stacks and spews any errors
- snd_sos_debug_trigger_opvar
- snd_sos_enable_nan_check
- snd_sos_flush_operators Flush and re-parse the sound operator system
- snd_sos_get_operator_field_info Currently gets info for a single operator field
- snd_sos_hide_simple_parameter_overwrite_warnings
- snd_sos_ingame_debug
- snd_sos_limit_self
- snd_sos_list_operator_updates
- snd_sos_max_event_base_depth
- snd_sos_opvar_debug
- snd_sos_pause_soundevent Pause the specified soundevent in the list
- snd_sos_pause_system
- snd_sos_print_addfield_dupes
- snd_sos_print_class_sizes Prints the sizes of relevant sos classes.
- snd_sos_print_field_name_strings Prints a list of currently cached field name strings
- snd_sos_print_field_references
- snd_sos_print_fps
- snd_sos_print_frametime
- snd_sos_print_full_field_info
- snd_sos_print_groups Prints the current state of the groups system
- snd_sos_print_operator_stack Prints a master list of currently exposed variables
- snd_sos_print_operator_stack_operator Prints an operator from a stack
- snd_sos_print_operator_stacks Prints a list of currently available stacks
- snd_sos_print_operators Prints a list of currently available operators
- snd_sos_print_stack_exec_list Prints the current stack execution list
- snd_sos_print_strings Prints a list of currently cached strings
- snd_sos_print_table_arrays
- snd_sos_print_tool_properties Prints the current state of tool properties.
- snd_sos_report_entity_deleted
- snd_sos_resolve_execute_operator Resolve the inputs and execute one specified operator from a specified stack
- snd_sos_set_operator_field Currently sets a single float operator field
- snd_sos_set_operator_field_by_guid Currently sets a single float operator field
- snd_sos_show_block_debug Spew data about the list of block entries.
- snd_sos_show_entry_match_free
- snd_sos_show_mixgroup_path_errors
- snd_sos_show_operator_event_and_stack
- snd_sos_show_operator_event_filter
- snd_sos_show_operator_field_filter
- snd_sos_show_operator_init
- snd_sos_show_operator_not_executing
- snd_sos_show_operator_operator_filter
- snd_sos_show_operator_pause_entry
- snd_sos_show_operator_shutdown
- snd_sos_show_operator_stop_entry
- snd_sos_show_operator_updates
- snd_sos_show_opfield_cache_updates
- snd_sos_show_opvar_updates
- snd_sos_show_opvar_updates_filter
- snd_sos_show_parameter_overwrite_value_comparisons
- snd_sos_show_parameter_overwrite_warnings
- snd_sos_show_queuetotrack
- snd_sos_show_soundevent_overwrites
- snd_sos_show_soundevent_param_overwrite
- snd_sos_show_soundevent_start
- snd_sos_show_track_list
- snd_sos_show_voice_elapsed_time
- snd_sos_soundevent_constellation_debug
- snd_sos_soundevent_constellation_replenish_max_fraction
- snd_sos_soundevent_deferred_interval_time
- snd_sos_soundevent_filter
- snd_sos_soundevent_max_deferred_time
- snd_sos_soundevent_profile Dump a record of current soundevents and profile data
- snd_sos_soundevent_show_deferral_warning
- snd_sos_start_soundevent Starts a specified soundevent
- snd_sos_start_soundevent_at_pos Starts a specified soundevent at the given position
- snd_sos_start_stack Starts a specified stack via an empty soundevent
- snd_sos_stop_all_soundevents Stops all soundevents currently on the execution list
- snd_sos_stop_soundevent_guid Stops a specified soundevent
- snd_sos_stop_soundevent_index Stops a specified soundevent
- snd_sos_stop_track Stop the specified track and it's queue.
- snd_sos_sv_soundevent_pause_last Test
- snd_sos_sv_soundevent_start Test
- snd_sos_sv_soundevent_stop_last Test
- snd_sos_sv_soundevent_unpause_last Test
- snd_sos_sv_test_gender Test
- snd_sos_test_soundmessage test
- snd_sos_tools_detailed_debugging
- snd_sos_unpause_soundevent UnPause the first soundevent in the list
- snd_sound_areas_debug
- snd_sound_areas_debug_interval
- snd_soundevent_clear_deferred Clear the list of deferred soundevents for loading.
- snd_soundmixer
- snd_soundmixer_flush Reload soundmixers.txt file.
- snd_soundmixer_list_mix_groups List all mix groups to dev console.
- snd_soundmixer_list_mix_layers List all mix layers to dev console.
- snd_soundmixer_list_mixers List all mixers to dev console.
- snd_soundmixer_set_trigger_factor Set named mix layer / mix group, trigger amount.
- snd_soundmixer_setmixlayer_amount Set named mix layer mix amount.
- snd_soundmixer_update_maximum_frame_rate
- snd_soundmixer_version
- snd_spatialize_lerp
- snd_steamaudio_active_hrtf Index of active HRTF.
- snd_steamaudio_ambisonics_correction_type 0: Use order-truncated Ambisonics HRTF without correction. 1: Use diffuse field equalization to correct order-truncated Ambisonics HRTFs.
- snd_steamaudio_baked_data_stats Display baked data stats for the current mod.
- snd_steamaudio_baked_occlusion_mode 0: distance ratio only. 1: deviation only (1/r). 2: deviation only (linear). 3: Mode 0 and Mode 1, 4: Mode 0 and Mode 2
- snd_steamaudio_baked_occlusion_pathing_deviation_slope Adjust how much occlusion goes does with deviation angle.
- snd_steamaudio_baked_occlusion_pathing_exponent Adjust scaling of pathing energy by exponentiall scaling with pathing delta.
- snd_steamaudio_baked_occlusion_reflection_factor Adjust scaling for reflection energy when combining it to calculate occlusion value.
- snd_steamaudio_default_hrtf_volume_gain Adjust overall volume of the default HRTF by the specified gain (dB).
- snd_steamaudio_display_dimension_data_inside When visualizing dimensions data at runtime, draw the inside direction.
- snd_steamaudio_display_dimension_data_outside When visualizing dimensions data at runtime, draw the outisde direction.
- snd_steamaudio_display_dimension_data_size When visualizing dimensions data at runtime, draw the size of the space.
- snd_steamaudio_display_probes Load all the probes from a file and display probes based on the passed on arguments.
- snd_steamaudio_dynamicpathing_max_samples
- snd_steamaudio_enable_compressed_reverb_lookup Use compressed reverb data if available.
- snd_steamaudio_enable_custom_hrtf Enable custom HRTF loading.
- snd_steamaudio_enable_editor_profiling Enables tracy profiling when baking steam audio data in Hammer.
- snd_steamaudio_enable_occlusion_caching Continue using previous occlusion if probe lookup for occlusion fails.
- snd_steamaudio_enable_ordertruncated_ambisonics_hrtf Enable order-truncated Ambisonics HRTF loading.
- snd_steamaudio_enable_pathing This variable is checked by soundstack to globally enabling pathing for audio processing.
- snd_steamaudio_enable_perspective_correction Enable perspective correction for 3D audio.
- snd_steamaudio_enable_probeneighborhood_caching Enable caching listener probe neighborhood for pathing.
- snd_steamaudio_enable_reverb Enable Steam Audio Reverb processor.
- snd_steamaudio_enable_reverb_caching Continue using previous reverb if probe lookup for reverb fails.
- snd_steamaudio_enable_spatial_blend_fix Toggles the speculative fix for low-frequency issues when using spatial blend.
- snd_steamaudio_halton_sequence Generate Halton Sequence for a given order and number of samples.
- snd_steamaudio_hammer_probes_always_render Render Steam Audio Probes even when probes are unselected.
- snd_steamaudio_hybrid_reverb_overlap Set the overlap fraction (0 to 1) for hybrid reverb.
- snd_steamaudio_hybrid_reverb_transition_time Set the transition time (in seconds) between convolution and parametric reverb.
- snd_steamaudio_invalid_path_length Path length of invalid path in inches. Set this to .0 to use direct distance as path length.
- snd_steamaudio_ir_duration The time delay between a sound being emitted and the last audible reflection in Steam Audio.
- snd_steamaudio_irradiancemindistance_reverb Minimum distance (in meters) of a source from a surface for the purposes of energy calculations.
- snd_steamaudio_load_dimensions_data If set, baked dimensions data is loaded.
- snd_steamaudio_load_materials_data If set, baked materials data is loaded.
- snd_steamaudio_load_occlusion_data If set, baked occlusion data is loaded.
- snd_steamaudio_load_pathing_data If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.
- snd_steamaudio_load_reverb_data If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.
- snd_steamaudio_max_ambisonics_order Maximum order for Ambisonics binaural rendering and Ambisonics panning.
- snd_steamaudio_max_convolution_sources The maximum number of simultaneous sources that can be modeled by Steam Audio.
- snd_steamaudio_max_hrtf_normalization_gain_db Maximum gain any HRTF could have during volume normalization.
- snd_steamaudio_max_occlusion_samples The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.
- snd_steamaudio_max_probes_customdata Maximum number of probes to create when baking custom data (occlusion).
- snd_steamaudio_max_probes_customdata_dimensions Maximum number of probes to create when baking custom data (dimensions).
- snd_steamaudio_max_probes_customdata_materials Maximum number of probes to create when baking custom data (occlusion).
- snd_steamaudio_max_probes_pathing Maximum number of probes to create when baking paths.
- snd_steamaudio_max_probes_reverb Maximum number of probes to create when baking reverb.
- snd_steamaudio_normalize_default_hrtf_volume Normalize volume of default HRTF dataset across all directions.
- snd_steamaudio_num_bounces The maximum number of times any ray can bounce when using Steam Audio.
- snd_steamaudio_num_diffuse_samples The number of directions considered for ray bounce by Steam Audio.
- snd_steamaudio_num_rays The number of rays to trace for reflection modeling by Steam Audio.
- snd_steamaudio_num_threads Sets the number of threads used for realtime reflection by Steam Audio.
- snd_steamaudio_pathing_caching_threshold
- snd_steamaudio_pathing_enable_caching
- snd_steamaudio_pathing_enable_source_probe_interp If set, all the probes near a source withing probe range are used to find paths instead of nearest probe.
- snd_steamaudio_pathing_order The amount of directional detail in the simulated by Steam Audio.
- snd_steamaudio_pathing_order_rendering The amount of directional detail in the rendered audio by Steam Audio.
- snd_steamaudio_perspective_correction_factor Perspective correction factor, ratio of screen size and view depth from screen, for 3D audio.
- snd_steamaudio_perspective_correction_front_only Use perspective correction for 3D audio only in the frontal directions.
- snd_steamaudio_reverb_level_db Adjust overall volume (dB) of the output from Steam Audio Reverb processor.
- snd_steamaudio_reverb_order Ambisonics order to use for simulating reverb.
- snd_steamaudio_reverb_order_rendering Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.
- snd_steamaudio_reverb_update_rate Set the maximum update rate (in Hz) for reverb.
- snd_steamaudio_source_pathing_debug Enable path visualization for steam_audio_source operator.
- snd_steamaudio_source_pathing_debug_duration Duration for which path remains visible. Should be close to update rate of the sound operator stack.
- snd_steamaudio_source_pathing_enable_validation Enable real-time pathing validation against dynamic geometry.
- snd_steamaudio_use_soundblocking_shapes_only If set, OBJ export and Hammer visualization only shows sound blocking geometry used for baking simulation and runtime queries.
- snd_stereo_speaker_pan_exponent Specifies the exponent for the pan xfade from speaker to speaker if the "exp" pan law is being used.
- snd_stereo_speaker_pan_radial_weight Apply cos(angle) * weight before pan law
- snd_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_vmix_override_mix_decay_time If set > 0, overrides how long the decay time is on all mix graphs (in seconds).
- snd_voipvolume Voice volume
- 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.
- 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_chasedistance Chase cam's ideal distance from target
- spec_chasedistancespeed Chase cam's ideal distance from target
- spec_goto Move the spectator camera to a specific location. `spec_goto x y z pitch yaw`
- 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_track Tracks an entity in spec mode
- spectator_lobby_create Create a dummy spectator lobby
- spectator_lobby_join Join specified spectator lobby
- spectator_lobby_leave Leave current spectator lobby
- spectator_lobby_list Request list of spectator lobbies from GC
- spectator_lobby_set_details Sets details on current spectator lobby
- spew_fonts Spew information about font manager fonts
- splitscreen_mode
- splitscreen_testreadconfigconflict
- srgb_to_xyz sRGB to CIEXYZ conversion
- ss_add Adds a splitscreen user.
- ss_mimic Split screen users mimic base player's CUserCmds
- ss_remove Removes a splitscreen user.
- ss_teleport Teleport other splitscreen player to my location.
- ss_voice_hearpartner Route voice between splitscreen players on same system.
- start_rec_mic Start recording to a desired wav.
- startdemos Play demos in demo sequence.
- startmovie Start recording movie frames.
- stash_grab_all grab all items from the stash
- stat_dropdown Select a category in the spectator stats dropdown
- stat_dropdown_cycle Cycle through the stat dropdown categories in a specified direction (-1 = back, 1 = forward)
- stat_dropdown_sort Cycle through the stat dropdown sort methods
- 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
- steamaudio_customdata_dimensions_numrays Number of rays to trace for estimating inside outside status of a probe.
- 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
- sticker_opening_force_quality
- sticker_opening_particle_emissionB_min
- sticker_opening_particle_emission_min
- sticker_opening_particle_velocity_min
- stickerbook_other_user_cache_time_s Numer of seconds to cache other users' stickerbooks
- stickerbook_self_cache_time_s Numer of seconds to cache other users' stickerbooks
- sticky_tooltips Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts.
- stop Finish recording demo.
- stop_rec_mic Stop recording to a desired wav.
- stop_rec_mic_all Stop recording all mic streams.
- stopdemos Stop looping demos (current demo will complete).
- stopsound
- stopsoundscape Stops all soundscape processing and fades current looping sounds
- 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.
- surfaceprop Reports the surface properties at the cursor
- sv_accelerate
- 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_anim_bugfix_stop_on_seq_change
- sv_anim_queue_changes
- sv_anim_sequence_transitioner Enable animation sequence transitioner.
- 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_cheats Allow cheats on server
- 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_cloth_interp_rot
- 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_cq_delta_encode_svc_usercmds Delta encode svc_UserCmds message
- sv_cq_min_queue Server min buffer size.
- sv_cq_trim_bloat_remainder When trimming a bloated CQ, leave at least N more commands than the minimum
- sv_cq_trim_bloat_space When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.
- sv_cq_trim_catchup_remainder When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum
- sv_cq_validate_encoded_svc_usercmds VERY EXPENSIVE: serialize non-delta-encoded commands along with delta-encoded for validation
- sv_debug_client_not_in_pvs If set, draw failed client PVS checks with red box
- sv_debug_overlays_bandwidth Broadcast server debug overlays traffic
- sv_debug_overlays_broadcast Broadcast server debug overlays
- sv_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_dota_crash_sentinel_filename Filename of crash detection sentinel
- sv_dota_custom_game_cache_download_stuck_mb We must download N megabytes within sv_dota_custom_game_cache_download_stuck_timeout seconds, or else we'll assume the download is stuck and give up
- sv_dota_custom_game_cache_download_stuck_timeout Every N seconds, we must make download progress of at least sv_dota_custom_game_cache_download_stuck_mb megabytes, or else we'll assume the download is stuck and give up
- sv_dota_custom_game_cache_download_timeout_total If we cannot finish downloading after N seconds, give up
- sv_dota_custom_game_cache_lock_file_timeout If we cannot acquire lock on shared cache in N seconds, give up and fail UGC install
- sv_dota_custom_game_cache_shared_folder Shared cache for downloaded custom game data. (Dedicated server only)
- sv_dota_custom_game_cache_test_download <custom game ID> [<expected_timestamp>]. Test code to cache UGC to dedicated server
- sv_dota_dump_econ_item_stringtable sv_dota_dump_econ_item_stringtable
- sv_dota_dump_modifier_stringtable sv_dota_dump_modifier_stringtable
- sv_dota_server_send_modifiers_using_buf_reliable
- sv_dota_speech_announcer_networking Set to 0 to prevent announcer speech from being matched on the client; match it on the server instead, like the old way.
- sv_dota_spoof_player_resource_request Spoofs a player resource request
- sv_early_network_message_processing Processes network messages on the server before entities think, instead of at the end of the tick.
- sv_enable_alternate_baselines Allow alternate baseline system, set to 2 for debugging spew.
- sv_enable_donttransmit When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.
- sv_enable_removearrayelementsoutsidemetadatabounds
- sv_ent_showonlyhitbox
- 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_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_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_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_matchperfstats_maxclientperfsamples Don't retain more than N perf samples for any given client
- 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_net_client_message_process_time_ms_drop_burst Drop a client if processing their messages consumes more than N ms of CPU time in a burst (token bucket capacity)
- sv_net_client_message_process_time_ms_drop_rate Drop a client if processing their messages consumes more than N ms of CPU time per second, sustained (token bucket fill rate)
- sv_net_client_message_process_time_ms_warn_burst Warn if processing messages from a client consumes more than N ms of CPU time in a burst (token bucket capacity)
- sv_net_client_message_process_time_ms_warn_rate Warn if processing messages from a client consumes more than N ms of CPU time per second, sustained (token bucket fill rate)
- sv_networkvar_log_fullchanges Log FUL_FULL_EDICT_CHANGED calls.
- sv_networkvar_perfieldtracking Track individual field offset changes, rather than a single dirty flag for the whole entity.
- sv_no_navmesh Block loading of the navmesh. Unplayable, only used for memory sampling.
- sv_noclipaccelerate
- sv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
- sv_noclipfriction Friction during noclip move.
- sv_noclipspeed
- sv_noclipspeedscaleonshift
- sv_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_phys_animated_hierarchy
- sv_phys_async_buoyancy_update If true, server buoyancy motion controllers are updated in an async job after the tick has completed.
- sv_phys_debug_callback_entities Print all entities that get touch callbacks. Each entity is printed only once.
- sv_phys_enabled Enable all physics simulation
- sv_phys_sleep_enable Enable sleeping for dynamic physics bodies.
- sv_phys_sound_disable_impact_sounds_under_hard_threshold if true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.
- sv_phys_stop_at_collision
- sv_phys_visualize_awake
- sv_player_search_range
- sv_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_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_debug_verbose
- 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_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_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_correct Correct behavior
- sv_steamauth_enforce By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
- sv_steamauth_ignore_localhost Ignore VAC and auth errors for client connected via localhost address or in-engine loopback
- sv_steamgroup The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.
- sv_steamgroup_exclusive If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
- sv_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_when_fully_connected Once fully connected, player will be kicked if he doesn't send a network message within this interval.
- sv_timeout_when_fully_connected_customgame Once fully connected in a custom game game, player will be kicked if they don't send a network message within this interval.
- sv_timeout_when_fully_connected_event Once fully connected in an event game, player will be kicked if they don't send a network message within this interval.
- sv_timeout_when_fully_connected_tournament Once fully connected in a tournament game, player will be kicked if he doesn't send a network message within this interval.
- 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_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
- telemetry_message Place a message in the telemetry timeline
- telemetry_toggle_timespan Starts/stops a timespan with an ever increasing name.
- teleport_trigger_debug
- temp_dota_legacy_keys_in_use
- test_arcana_initial_info
- test_arcana_vote_count
- test_arcana_vote_ui
- test_challenge_rank_up test_challenge_rank_up
- test_compendium_endgame_stats test_compendium_endgame_stats
- test_compendium_level_popup Test popup for receiving compendium level
- test_compendium_stats test_compendium_stats
- 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_gameend
- test_hud_skin Test panorama HUD skin
- test_list_entities test-list entities
- test_prediction_results
- test_seasonpass_cm_game
- test_seasonpass_cm_game_event
- test_shipping_assert Generate an assert to test shipping assertion code
- test_trophy_achieved Show trophy upgraded dialog
- 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
- ti11_show_frontpage_winner
- ti11_takeover_force_bilibili
- ti11_takeover_force_stream
- ti11_takeover_force_youtube
- ti11_takeover_spoilers_blocked Avoid spoilers for takeover matches
- ti11_takeover_time_override
- ti11_upcoming_events_time_override
- ti12_live_video_fake_steam_account Fake the steam account for live video
- ti12_live_video_fake_timestamp Fake the timestamp used for calculating the live video timestamp
- ti12_live_video_fake_twitch_channel Fake the twitch stream for live video
- ti12_live_video_spoilers_blocked Avoid spoilers for frontpage matches
- ti12_live_video_update_interval_s
- ti13_live_video_fake_steam_account Fake the steam account for live video
- ti13_live_video_fake_timestamp Fake the timestamp used for calculating the live video timestamp
- ti13_live_video_fake_twitch_channel Fake the twitch stream for live video
- ti13_live_video_spoilers_blocked Avoid spoilers for frontpage matches
- ti13_live_video_update_interval_s
- ti14_live_video_fake_steam_account Fake the steam account for live video
- ti14_live_video_fake_timestamp Fake the timestamp used for calculating the live video timestamp
- ti14_live_video_fake_twitch_channel Fake the twitch stream for live video
- ti14_live_video_spoilers_blocked Avoid spoilers for frontpage matches
- ti14_live_video_update_interval_s
- ti15_live_video_fake_steam_account Fake the steam account for live video
- ti15_live_video_fake_timestamp Fake the timestamp used for calculating the live video timestamp
- ti15_live_video_fake_twitch_channel Fake the twitch stream for live video
- ti15_live_video_spoilers_blocked Avoid spoilers for frontpage matches
- ti15_live_video_update_interval_s
- tier_treasure_mockup_item_offset_y
- tier_treasure_mockup_tier_offset_x
- tier_treasure_mockup_tier_offset_z
- 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
- toast_manager_override_duration
- toggle Toggles specified convar value on and off.
- toggleconsole Show/hide the console.
- toggleshoppanel toggles shop
- tool_request Usage: tool_request <tool_name> { request_kv3_data }
- tool_spawned_model_scales
- toolhud_enable
- tools_renderscenes
- tools_stall_monitor_break_on_unknown_cause Break on unknown stall cause
- toolscene_gizmo_algorithm
- top_bar_message test top bar status message. usage: top_bar_message ["message here"] [scary: 0/1]
- treasure_escalating_rares_popup_seen
- treasure_opening_particle_emissionB_max
- treasure_opening_particle_emissionB_min
- treasure_opening_particle_emission_max
- treasure_opening_particle_emission_min
- treasure_opening_particle_velocity_max
- treasure_opening_particle_velocity_min
- treasure_peek_details Displays details about the peek status of the currently open treasure
- trigger_fan_debug
- trigger_fan_player_windblock_debug
- truesight_force_ended
- truesight_force_live
- tutorial_cleanup_post
- tutorial_experience_closed
- tutorial_speech_end
- tutorial_start_lesson Jump to the passed tutorial lesson
- tutorial_testui
- tutorial_tip_dismissed
- 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_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_dota_auto_record If enabled, a demo will automatically be recorded for every game
- tv_dota_auto_record_stressbots If enabled, a demo will automatically be recorded for stressbot games
- 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_fragment_count Number of fragments we need to have in the buffer before slowing down playback. For use with tv_playcast_slow_playback_when_fragment_requests_fail
- tv_playcast_slow_playback_when_fragment_requests_fail Whether or not we slow playback rate if we start running out of buffered stream fragments.
- tv_port Host SourceTV[0] port
- tv_port1 Host SourceTV[1] port
- tv_rate_multiplier Multiply requested rate by this value to adjust Dota TV send rate
- tv_record Starts SourceTV demo recording.
- tv_record_immediate tv_record starting the moment tv_record was executed, not tv_delay earlier
- tv_relay Connect to SourceTV server and relay broadcast.
- tv_relay_hard_shutdown
- tv_relay_quit_after_game Quit after a game has been relayed, do not hibernate
- tv_relay_rate default rate for relays
- tv_relay_secret_code When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly
- tv_relaypassword SourceTV password for relay proxies
- tv_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
- ugc_fake_state 1=s, 2=L, 4=I, 8=U, 16=D, 32=P
- 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.
- unsubscribe_all_game_modes Unsubscribes from all custom games. They will be uninstalled by the Steam client when you close Dota 2.
- unsubscribe_custom_game Stops subscribing to a specific custom game. It will be uninstalled when you exit Dota 2.
- update_all_keyframed_in_spatial_partition_update
- update_lane_creep_gold_bounty Update gold bounty for lane creeps.
- update_neutral_creep_gold_bounty Update gold bounty for neutral creeps.
- update_voices_low_priority
- url_execute Executes url-based commands, used for incoming commands from url-based launches when the game's already running.
- use_item_client Use the item in the indicated slot. <hero name> <slot name>
- 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.
- validate_challenges validate_challenges
- 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_chat_bubble_show_volume Visualize the volume transmitted with the icon displaying speech.
- voice_chat_bubbles Whether to draw chat bubbles int the UI or not
- 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 Set to 1 to generate individual VPROF nodes for each client entity's think function.
- vprof_scope_entity_thinks
- vprof_think_limit
- vprof_time_scale Scale used when displaying time (0 = use default)
- vt_sim_streaming_delay_ms
- vtune Controls VTune's sampling.
- vulkan_batch_size
- vulkan_batch_submits
- vulkan_dedicated_allocation_threshold Size (in KBs) above which textures should be allocated in dedicated memory (NV-only).
- vulkan_framebuffermgr_print Prints out stats for the Vulkan Framebuffer manager
- vulkan_link_time_optimize_libraries
- vulkan_memgr_fragmentation_print Prints out detailed memory fragmentation stats for the Vulkan memory manager
- vulkan_memgr_print Prints out stats for the Vulkan memory manager
- vulkan_pipeline_compile_spew
- vulkan_pipeline_compile_throttle_ms
- vulkan_pipelinemgr_print Prints out stats for the Vulkan Pipeline manager
- vulkan_shader_table_print Prints out stats for the Vulkan shader table
- vulkan_unpause_workers_after_each_texture_deallocation If true, the main thread pauses and unpauses the Vulkan worker threads around each texture deallocation, which allows the workers to make a little bit of progress but results in main thread stalls. If false, we keep the workers paused until all deallocations are done, allowing the deallocations to complete significantly faster.
- vulkan_vma_defrag Force defragmenting memory with VMA
- vulkan_vma_gpu_mem_dump Dump .json file for use by GpuMemDumpVis.py
- waiting_joined
- waiting_test
- waiting_valid
- watch_server Watch a server steam id
- 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
- workshop_download_debug Test different custom game download states
- workshop_force_downloaded Forces the custom game system to consider every subscribed game mode to be downloaded, even if it's not on disk.
- world_dump_loaded_worlds Dump all of the worlds that we know about
- world_layer_list List all world layers
- world_layer_set_visible Show or hide the specified world layer
- writeid Writes a list of permanently-banned user IDs to file.
- writeip Save the ban list to file.
- writekeybindings Saves current key bindings to disk.
- zoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in.