Half-Life: Alyx Console Commands & ConVars
6,490 results- +alt1client
- +alt2client
- +attackclient
- +attack2client
- +backclient
- +breakclient
- +bugvoiceengine2dontrecordStart recording bug voice attachment.
- +camdistanceclient
- +caminclient
- +cammousemoveclient
- +camoutclient
- +campitchdownclient
- +campitchupclient
- +camyawleftclient
- +camyawrightclient
- +duckclient
- +forwardclient
- +grenade1client
- +grenade2client
- +grip_hand0client
- +grip_hand1client
- +gripanalog_hand0client
- +gripanalog_hand1client
- +invactionclient
- +jlookclient
- +jumpclient
- +klookclient
- +leftclient
- +lookdownclient
- +lookspinclient
- +lookupclient
- +menuAcceptclient
- +menuDownclient
- +menuUpclient
- +menu_hand0client
- +menu_hand1client
- +movedownclient
- +moveleftclient
- +moverightclient
- +moveupclient
- +pad_down_hand0
- +pad_down_hand1
- +pad_hand0
- +pad_hand1
- +pad_left_hand0
- +pad_left_hand1
- +pad_right_hand0
- +pad_right_hand1
- +pad_touch_hand0
- +pad_touch_hand1
- +pad_up_hand0
- +pad_up_hand1
- +reload
- +right
- +score
- +secondary
- +showbudget_texture
- +showbudget_texture_global
- +showscores
- +speed
- +strafe
- +use
- +use_hand0
- +use_hand1
- +vgui_drawtree
- +voicerecord
- +walk
- +zoom
- -alt1
- -alt2
- -attack
- -attack2
- -back
- -break
- -bugvoice Finish recording bug voice attachment.
- -camdistance
- -camin
- -cammousemove
- -camout
- -campitchdown
- -campitchup
- -camyawleft
- -camyawright
- -duck
- -forward
- -grenade1
- -grenade2
- -grip_hand0
- -grip_hand1
- -gripanalog_hand0
- -gripanalog_hand1
- -invaction
- -jlook
- -jump
- -klook
- -left
- -lookdown
- -lookspin
- -lookup
- -menuAccept
- -menuDown
- -menuUp
- -menu_hand0
- -menu_hand1
- -movedown
- -moveleft
- -moveright
- -moveup
- -pad_down_hand0
- -pad_down_hand1
- -pad_hand0
- -pad_hand1
- -pad_left_hand0
- -pad_left_hand1
- -pad_right_hand0
- -pad_right_hand1
- -pad_touch_hand0
- -pad_touch_hand1
- -pad_up_hand0
- -pad_up_hand1
- -reload
- -right
- -score
- -secondary
- -showbudget_texture
- -showbudget_texture_global
- -showscores
- -speed
- -strafe
- -use
- -use_hand0
- -use_hand1
- -vgui_drawtree
- -voicerecord
- -walk
- -zoom
- <deferred>
- @panoram_debug_dead_pad
- @panorama_2d_translate_no_comp_layer
- @panorama_allow_texture_composition_layer_fast_path
- @panorama_allow_transitions
- @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_daisy_wheel Daisy wheel input mode: RS | ABXY
- @panorama_debug_fast_box_shadow
- @panorama_debug_movies
- @panorama_debug_overlay_opacity
- @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_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_affordance_vr Minimum mouse movement in pixels before a move is treated as a drag scroll in VR
- @panorama_dragscroll_maxflickvelocity Maximum velocity for a drag scroll flick
- @panorama_dragscroll_maxflickvelocity_vr Maximum velocity for a drag scroll flick in VR
- @panorama_dragscroll_minflickvelocity Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick
- @panorama_dragscroll_minflickvelocity_vr Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick in VR
- @panorama_dragscroll_mintime Minimum time that the mouse button must be down before a move is treated as a drag scroll
- @panorama_dragscroll_mintime_vr Minimum time that the mouse button must be down before a move is treated as a drag scroll in VR
- @panorama_dragscroll_velocitymultiplier Multiplier for flick velocity off of actual measured velocity
- @panorama_dragscroll_velocitymultiplier_vr Multiplier for flick velocity off of actual measured velocity
- @panorama_early_anim_dispatch
- @panorama_enable_secondary_layout_pass
- @panorama_experimental_fast_box_shadow
- @panorama_experimental_overdraw_prevention
- @panorama_fbo_alloc_batch
- @panorama_force_text_shadow_strength
- @panorama_frame_limit_microseconds
- @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_large_dispatch_event_queue
- @panorama_max_fps
- @panorama_max_free_fbo
- @panorama_max_oof_overlay_up_fps
- @panorama_max_overlay_fps
- @panorama_max_text_shadow_strength
- @panorama_might_scroll_no_comp_layer
- @panorama_min_comp_layer_cache_cost
- @panorama_movie_async_load_size_bytes
- @panorama_print_cache_status Print internal panorama refcounts for every file
- @panorama_print_svg_stats
- @panorama_reload_animations
- @panorama_show_fps
- @panorama_show_fps_scale
- @panorama_simple_borders_no_comp_layer
- @panorama_spew_layout_invalidates
- @panorama_stats_log_time
- @panorama_steampad_button_repeat_curve_time
- @panorama_steampad_button_repeat_interval_end
- @panorama_steampad_button_repeat_interval_start
- @panorama_style_flag_force_invalidate Force style invalidation of the entire panel subtree when adding / removing style flags.
- @panorama_suspend_paint
- @panorama_track_render_commands
- @panorama_transform_parents_no_layer_for_perspective
- @panorama_transforms_no_comp_layer
- @panorama_transition_time_factor A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast
- @panorama_use_backbuffer_directly
- @panorama_volume_ambient
- @panorama_volume_effects
- @panorama_volume_master
- @panorama_volume_movies
- @panorama_vsync
- ShowSteamStatsSessionID Prints out the game stats session ID's (developer convar must be set to non-zero).
- 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_CreateEntity
- Test_EHandle
- Test_ExitProcess Test_ExitProcess <exit code> - immediately kill the process.
- Test_InitRandomEntitySpawner
- 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_RandomPlayerPosition
- Test_RandomizeInPVS
- Test_RemoveAllRandomEntities
- Test_SpawnRandomEntities
- 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..
- UpdateBinarySizes Dumps the binary sizes to use for the game in loadaddress.vpc
- _fov Automates fov command to server.
- _record Record a demo incrementally.
- _resetgamestats Erases current game stats and writes out a blank stats file
- achievement_debug Turn on achievement debug msgs.
- achievement_disable Turn off achievements.
- achievement_evaluate <internal name> Causes failable achievement to be evaluated
- achievement_notification_test Test the hud notification UI
- achievement_reset <internal name> Clears specified achievement
- achievement_reset_all Clears all achievements
- achievement_status Shows status of all achievement
- achievement_test_clan_count Determines if specified # of teammates belong to same clan w/local player
- achievement_test_friend_count Counts the # of teammates on local player's friends list
- achievement_unlock <internal name> Unlocks achievement
- achievement_unlock_all Unlocks all achievements
- addip Add an IP address to the ban list.
- addon_disable Exclude a particular addon when playing addon mode (helper for managing default_enabled_addons_list convar)
- addon_enable Include a particular addon when playing addon mode (helper for managing default_enabled_addons_list convar)
- addon_list List all local and subscribed addons
- addon_play Load a map with addons from 'default_enabled_addons_list' (Doesn't work in tools mode.)
- addon_tools_map Load a map in the current tools addon (Only works in tools mode)
- addons list current addon info.
- 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
- ai_LOS_mode
- ai_actbusy_search_time
- ai_animgraph_lerp_movement_yaw If set, forces animgraph-using NPCs to lerp their movement yaw.
- ai_auto_contact_solver
- ai_baseactor_use_navmesh
- ai_block_damage
- ai_citizen_debug_commander
- ai_clear_bad_links Clears bits set on nav links indicating link is unusable
- ai_debug_actbusy Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2: Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. 3: Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 4: Display debug output of actbusy logic. 5: Display safe zone volumes and info.
- ai_debug_assault
- ai_debug_avoidancebounds
- ai_debug_directnavprobe
- ai_debug_doors
- ai_debug_dyninteractions Debug the NPC dynamic interaction system.
- ai_debug_efficiency
- ai_debug_enemies
- ai_debug_enemy_position Draw a debug line from a selected NPC to its enemy.
- ai_debug_enemyfinders
- ai_debug_expressions Show random expression decisions for NPCs.
- ai_debug_follow
- ai_debug_loners
- ai_debug_looktargets Debug looktarget logic for NPCs selected with 'npc_select'. Options: ai_debug_looktargets 1 - Show current looktarget. ai_debug_looktargets 2 - Show eye target selections. ai_debug_looktargets 3 - Show nearby world inspection & selection.
- ai_debug_los NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
- ai_debug_nav
- ai_debug_node_connect Debug the attempted connection between two nodes
- ai_debug_off_nav
- ai_debug_ragdoll_magnets
- ai_debug_readiness
- ai_debug_shoot_positions
- ai_debug_speech
- ai_debug_squads
- ai_debug_stealth
- ai_debug_stealth_prevent_actual_spotting
- ai_debug_stopping_paths
- ai_debug_tactical_backaway
- ai_debug_tactical_los
- ai_debug_teleport_buffer
- ai_debug_think_ticks
- ai_debug_unragdoll
- ai_debugscriptconditions
- ai_default_efficient
- ai_disable Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
- ai_disabled
- ai_drawbattlelines
- ai_drop_hint Drop an ai_hint at the player's current eye position.
- ai_dump_hints
- ai_dynamicinteractions_lerp_time
- ai_ef_hate_npc_duration
- ai_ef_hate_npc_frequency
- ai_efficiency_override
- ai_elude_time
- ai_expression_frametime Maximum frametime to still play background expressions.
- ai_expression_optimization Disable npc background expressions when you can't see them.
- ai_find_lateral_cover
- ai_find_lateral_los
- ai_floorpoint_debug
- ai_follow_move_commands
- ai_follow_use_points
- ai_follow_use_points_when_moving
- ai_foot_sweep_debug
- ai_foot_sweep_enable
- ai_foot_sweep_hit_impulse
- ai_foot_sweep_hit_impulse_min_mass
- ai_foot_sweep_move_scale
- ai_foot_sweep_perp_apply
- ai_foot_sweep_perp_base
- ai_foot_sweep_perp_scale
- ai_force_serverside_ragdoll
- ai_forcerebuildgraph
- ai_frametime_limit frametime limit for min efficiency AIE_NORMAL (in sec's).
- ai_hull Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname, <none>=NPC under crosshair
- ai_hull_trace_epsilon
- ai_ignore_collision_player_noclip
- ai_ignore_danger_sounds NPCs will not react to danger sounds (eg. run away from grenades about to explode)
- ai_inhibit_spawners
- ai_keep_stopping_path_across_schedules
- ai_lead_time
- ai_local_navigator_direct_test_versus_static_collision
- ai_local_navigator_navmesh_enable
- ai_melee_radial_flank_max_radius
- ai_move_efficiency_override
- ai_moveprobe_debug
- ai_moveprobe_jump_debug
- ai_navigator_clipped_path_save
- ai_navigator_clipped_path_use_prepend
- ai_navigator_clipped_path_use_stopping
- ai_navigator_debug_direct
- ai_navigator_generate_spikes
- ai_navigator_generate_spikes_strength
- ai_navigator_place_waypoints_on_ground
- ai_navigator_repath_on_change When nav mesh changes along an NPC's existing path, force a repath.
- ai_navigator_repath_tolerance_alpha The distance a target entity can move before triggering a repath is ( arrival time * ai_navigator_repath_tolerance_alpha ), clamped to the min / max allowed values.
- ai_navigator_repath_tolerance_max The maximum distance that a target entity can move before triggering a repath to that target.
- ai_navigator_repath_tolerance_min The minimum distance that a target entity can move before triggering a repath to that target.
- ai_navigator_repath_tolerance_min_speed When calculating repathing tolerance, clamp entity speed to be at least this value (i.e. consider slow entities to be this fast).
- ai_navigator_stopping_dist_override
- ai_navigator_use_arrival_direction
- ai_new_aiming
- ai_next_hull Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-
- ai_no_local_paths
- ai_no_node_cache
- ai_no_select_box Don't draw bounding box of selected NPCs. ( 0 = selection box, 1 = no selection box, 2 = small selection cross instead)
- ai_no_steer
- ai_no_talk_delay
- ai_nodes Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked
- ai_norebuildgraph
- ai_path_adjust_speed_on_immediate_turns
- ai_path_draw Number of seconds to draw an AI path after it is calculated. Path type comes from ai_path_debug_type.
- ai_path_draw_active 0 = no debug, 1 = draw waypoint path, 2 = draw nav path
- ai_path_draw_fail Draw failed pathfinding attempts
- ai_path_draw_selected If true, draw AI path for selected NPC. Path type comes from ai_path_debug_type.
- ai_path_draw_type 0 = waypoint path, 1 = nav path (before converted to waypoints)
- ai_path_draw_waypoint_mark 0: Draw nothing at waypoints; 1: Draw a tick mark at waypoints; 2: Draw a box around waypoints.
- ai_path_draw_yaw Display yaw value for path goal.
- ai_path_insert_pause_at_est_end
- ai_path_insert_pause_at_obstruction
- ai_path_show_discard_immediately
- ai_peeking_enabled
- ai_plane_solver_debug
- ai_plane_solver_use_navmesh
- ai_post_frame_navigation
- ai_powered_unragdoll_freq
- ai_quit_after_nth_build
- ai_radial_max_link_dist
- ai_ragdoll_side_dot
- ai_reaction_delay_alert
- ai_reaction_delay_idle
- ai_readiness_decay
- ai_rebalance_thinks
- ai_report_task_timings_on_limit
- ai_resume If NPC is stepping through tasks (see ai_step ) will resume normal processing.
- ai_select_box_alpha The select box alpha.
- ai_sequence_debug
- ai_set_move_height_epsilon Set how high AI bumps up ground walkers when checking steps
- ai_setenabled Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
- ai_shot_bias
- ai_shot_bias_max
- ai_shot_bias_min
- ai_shot_stats
- ai_shot_stats_term
- ai_show_connect Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
- ai_show_connect_crawl Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
- ai_show_connect_fly Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
- ai_show_connect_jump Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Red - connection disabled
- ai_show_graph_connect Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
- ai_show_grid Draw a grid on the floor where looking.
- ai_show_hints Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled
- ai_show_hull Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Yellow - crawling movement Magenta - climbing movement Arguments: -none-
- ai_show_hull_attacks Show AI hull traces for melee attacks. 1 = show them for attacks, 2 = show them for tests.
- ai_show_node Highlight the specified node
- ai_show_task_fail
- ai_show_think_tolerance
- ai_show_visibility Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
- ai_simulate_task_overtime
- ai_spread_cone_focus_time
- ai_spread_defocused_cone_multiplier
- ai_spread_pattern_focus_time
- ai_step NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
- ai_strong_optimizations
- ai_strong_optimizations_no_checkstand
- ai_tacticalservices_max_los_search
- ai_task_pre_script
- ai_test_los_from_player_pov Test AI LOS from the player's POV
- ai_test_moveprobe_ignoresmall
- ai_think_limit_label
- ai_use_efficiency
- ai_use_frame_think_limits
- ai_use_readiness
- ai_use_think_optimizations
- ai_use_visibility_cache
- ai_vehicle_avoidance
- ai_visualize_graph_rebuild
- ai_waypoint_arrival_tolerance
- aimat_debug
- ainet_generate_report Generate a report to the console.
- ainet_generate_report_only Generate a report to the console.
- alias Alias a command.
- allow_clientside_entities
- alyx_darkness_force
- ammo_display_clips
- ammo_display_loaded_ammo
- anim_decode_forcewritealltransforms Force BatchAnimationDecode to write transformations for all bones
- anim_disable
- anim_noposeparameters If set, all pose parameters on client/server are forced to neutral value
- anim_resetclientsideframe_old_behavior
- anim_resource_validate_on_load Validates the animation group channel list against the animations on load for every animation
- anim_state_graph_test Enable new style animation transition graph system.
- animevent_debug Print info about each animevent fired
- animevents_dump List all the currently registered anim events.
- animgraph_calculate_slope
- animgraph_debug Debug animation graph
- animgraph_debug_entindex The entity to specifically debug
- animgraph_debug_tags
- animgraph_debug_variables
- animgraph_deferred_update_enable Run the animgraph updates after all the AI
- animgraph_enable Enable animation graph
- 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_reachability_slide
- animgraph_footlock_tilt_mode
- animgraph_footlock_trace_ground_enabled Convar for toggling foot lock ground tracking.
- animgraph_footlock_use_hip_shift
- animgraph_footlock_use_twobone_solve
- animgraph_ik_debug
- animgraph_ik_locks_enabled
- animgraph_motor_slope_draw_raycasts
- animgraph_motor_slope_enable
- animgraph_motor_slope_staircase_raycast_in_front
- animgraph_motor_slope_use_plane_equation
- animgraph_slowdownonslopes_enabled
- animgraph_trace_ignore_prop_physics
- animgraph_update Update the animation graph
- animgraph_visualizations_enable
- animinteractable_cycle_debug_range
- animinteractable_debug
- animinteractable_hold_dist
- animinteractable_phys_conversion_scale
- animinteractable_resistance_debug
- animinteractable_start_dist
- animinteractable_start_dist_full_pose_factor
- animinteractable_use_initial_values_table
- animinteractable_velocity_average
- animinteractable_velocity_friction
- antlion_disable_animgraph_activity_shim
- antlion_easycrush
- apc_gun_max_range
- apc_gun_min_range
- apc_hack_bounce_in_place
- apc_lost_enemy_undeploy_delay
- apc_remember_lost_enemy_time
- apc_rocket_fire_period
- apc_rocket_max_range
- apc_rocket_min_range
- apc_rocket_salvo_size
- apc_rocket_shoot_delay
- 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_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_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)
- async_allow_held_files Allow AsyncBegin/EndRead()
- async_mode Set the async filesystem mode (0 = async, 1 = synchronous)
- async_resume
- async_serialize Force async reads to serialize for profiling
- async_simulate_delay Simulate a delay of up to a set msec per file operation
- async_suspend
- async_track_all Enable all registered asynchronous tracking convars at once
- auto_bug auto_bug : create non-interactive bug report.
- autoaim_max_deflect
- autoaim_max_dist
- autoaim_unlock_target
- autoaim_viewing_client
- 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.
- barnacle_bite_damage_interval
- barnacle_vr_damage_bite
- barnacle_vr_damage_pull
- barnacle_vr_debug
- barnacle_vr_grab_pull_complete
- barnacle_vr_grab_pull_partial
- barnacle_vr_grab_radius
- barnacle_vr_interrupt_box_width
- barnacle_vr_lift_mindelta
- barnacle_vr_lift_type
- barnacle_vr_newlift_damage
- barnacle_vr_newlift_damage_interval
- barnacle_vr_next_pull_time
- barnacle_vr_nolift_damage
- barnacle_vr_nolift_damage_interval
- barnacle_vr_particle_tongue_dead_slack
- barnacle_vr_particle_tongue_face_fwd_offset
- barnacle_vr_particle_tongue_face_root_offset
- barnacle_vr_particle_tongue_face_up_offset
- barnacle_vr_particle_tongue_grabbed_object_slack
- barnacle_vr_particle_tongue_grabbed_player_slack
- barnacle_vr_particle_tongue_length_adjust_time
- barnacle_vr_particle_tongue_neck2_fwd_offset
- barnacle_vr_particle_tongue_neck2_up_offset
- barnacle_vr_particle_tongue_neck_up_offset
- barnacle_vr_player_can_grab_tongue
- barnacle_vr_pull_distance
- barnacle_vr_pull_duration
- barnacle_vr_purge_time
- barnacle_vr_suppress_reminder_interval
- barnacle_vr_use_particle_tongue
- barnacle_vr_visual_pull_duration
- barnacle_vr_x
- barnacle_vr_y
- barnacle_vr_z
- barnacle_vr_z_offset
- battery_saver OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on
- benchframe Takes a snapshot of a particular frame in a time demo.
- bind Bind a key.
- binddefaults Bind all keys to their default values.
- bindss Bind a key for a particular splitscreen player.
- bindtoggle Performs a bind <key> "increment var <cvar> 0 1 1".
- birds_debug
- blink Blink specified convar value between two values at the specified duration.
- blink_duration How many seconds an eye blink will last.
- bloater_min_damage
- bone_decode_cache_enabled
- bot_mimic
- bot_mimic_spec_buttons +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
- 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_multiplayer
- buddha Player takes damage but won't die
- buddha_reset_hp HP to set when damaged below zero in Buddha Mode
- budget_averages_window number of frames to look at when figuring out average frametimes
- budget_background_alpha how translucent the budget panel is
- budget_bargraph_background_alpha how translucent the budget panel is
- budget_bargraph_range_ms budget bargraph range in milliseconds
- budget_history_numsamplesvisible number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
- budget_history_range_ms budget history range in milliseconds
- budget_panel_bottom_of_history_fraction number between 0 and 1
- budget_panel_height height in pixels of the budget panel
- budget_panel_width width in pixels of the budget panel
- budget_panel_x number of pixels from the left side of the game screen to draw the budget panel
- budget_panel_y number of pixels from the top side of the game screen to draw the budget panel
- budget_peaks_window number of frames to look at when figuring out peak frametimes
- budget_show_averages enable/disable averages in the budget panel
- budget_show_history turn history graph off and on. . good to turn off on low end
- budget_show_peaks enable/disable peaks in the budget panel
- bug bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.
- bug_submitter_override
- bug_swap Automatically swaps the current weapon for the bug bait and back again.
- bugbait_distract_time
- bugbait_grenade_radius
- bugbait_hear_radius
- bugbait_radius
- bugvoice_clear Clear voice attachment data.
- bugvoice_save Write buffered voice attachment data to file.
- buildcubemaps Build Cubemaps
- bulletspeed
- 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_datadriven_disable_cache
- camerazoomin
- camerazoomout
- camortho Switch to orthographic camera.
- cancelselect
- capturecubemap Capture Cubemap
- capturephotogrammetry Capture Photogrammetry
- cast_hull Tests hull collision detection
- cast_ray Tests collision detection
- cast_sphere Tests collision detection
- cc_captiontrace Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
- cc_delay_time Close caption delay before showing caption.
- cc_emit Emits a closed caption
- cc_findsound Searches for soundname which emits specified text.
- cc_flush Flushes async'd captions.
- cc_lang Current close caption language (emtpy = use game UI language)
- cc_linger_time Close caption linger time.
- cc_log Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)
- cc_minvisibleitems Minimum number of caption items to show.
- cc_norepeat In multiplayer games, don't repeat captions more often than this many seconds.
- cc_random Emits a random caption
- cc_sentencecaptionnorepeat How often a sentence can repeat.
- cc_showblocks Toggles showing which blocks are pending/loaded async.
- cc_showmissing Show missing closecaption entries.
- cc_spectator_only
- cc_stability_threshold Threshold for determining that CC panel has held still long enough
- 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_debug_log Log closed caption positions
- cc_vr_debug_log_show Show logged closed caption positions
- 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_max_sfx_dist Don't display sound effect closed captions if they're beyond this range
- 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.
- check_collision_saveload
- check_collision_saveload_dir
- check_dpi Show the currently detected DPI.
- chet_debug_idle If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
- citizen_battery_turret_accuracy
- citizen_battery_turret_damagecount
- citizen_battery_turret_damagetime
- citizen_battery_turret_energypershot
- cl_ShowBoneSetupEnts Show which entities are having their bones setup each frame.
- cl_aggregate_particles
- cl_allowupload Client uploads customization files
- cl_anglespeedkey
- cl_anim_queue_changes
- cl_anim_sequence_transitioner Enable animation sequence transitioner.
- cl_animationinfo Hud element to examine.
- cl_async_client_shatter spawn client glass shards asynchronously during demos or when remotely connected.
- cl_async_restore_server_authoritative_state
- cl_axis Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
- cl_backspeed
- cl_box Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
- 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_burninggibs A burning player that gibs has burning gibs.
- cl_cache_sendtable Cache sendtables
- cl_camera_follow_bone_index Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
- cl_change_callback_limit change callback msec warning limit
- cl_chat_active
- cl_chat_wipehistory Wipes chat history after all chat text faded out
- cl_chatfilters Stores the chat filter settings
- cl_class Default class when joining a game
- cl_clearhinthistory Clear memory of client side hints displayed to the player.
- cl_clock_correction Enable/disable clock correction on the client.
- cl_clock_correction_adjustment_max_amount Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
- cl_clock_correction_adjustment_max_offset As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
- cl_clock_correction_adjustment_min_offset If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
- cl_clock_correction_force_server_tick Force clock correction to match the server tick + this offset (-999 disables it).
- cl_clock_showdebuginfo Show debugging info about the clock drift, 1= resets, 2=adjustments, 3=verbose
- cl_clock_unhook
- 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_cloud_settings Cloud enabled from (from HKCU\Software\Valve\Steam\Apps\appid\Cloud)
- cl_cmdrate Max number of command packets sent to server per second
- cl_connectionretrytime_p2p Number of seconds over which to spread retry attempts for P2P.
- cl_consistencycheck Triggers the client to perform a consistency check
- cl_consistencycheck_interval Perform a consistency check after this amount of time (seconds) has passed since the last.
- cl_customsounds Enable customized player sound playback
- cl_debug_flex_shader_constants
- cl_debug_overlay_fullposition
- cl_debug_player_use Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success
- cl_debugoverlay_toggle Toggles visibility of the debug overlay system.
- 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_display_game_events
- cl_dormant_spew Spew state on when client entities become dormant or active.
- cl_downloadfilter Determines which files can be downloaded from the server (all, none, nosounds)
- 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_drawmaterial Draw a particular material over the frame
- cl_dump_anim_list
- cl_dump_projected_texture_count Print out number of active projected textures
- cl_dumpentity Dumps info about an entity
- cl_dumpsplithacks Dump split screen workarounds.
- cl_ejectbrass
- cl_enable_eye_occlusion
- cl_enable_remote_splitscreen Allows viewing of nonlocal players in a split screen fashion
- 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} / no argument picks what player is looking at
- cl_ent_actornames Displays the entity name for all entities that have ShouldDisplayInActorNames true in code
- cl_ent_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cl_ent_animgraph_record Toggles recording of animgraph replay of the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cl_ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks 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 substring. 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_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cl_ent_joint_axis_size
- cl_ent_joint_names
- cl_ent_joint_only_ik_joints
- cl_ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks 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} / no argument picks what player is looking at
- cl_ent_pivot_size
- cl_ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks what player is looking at
- cl_ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cl_ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks what player is looking at
- cl_ent_setpos Move entity to position
- cl_ent_show_cloth Show cloth debug info in ent_text display
- cl_ent_show_contexts Show entity contexts in ent_text display
- cl_ent_showonlyattachment
- cl_ent_showonlyhitbox
- cl_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cl_ent_skeleton_only_ik_joints
- 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} / no argument picks 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} / no argument picks 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} / no argument picks 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/ no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks what player is looking at
- cl_ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cl_ents List client entities, sorted by spawn group
- cl_extrapolate Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount Set how many seconds the client will extrapolate entities for.
- cl_eye_occlusion_debug
- cl_eye_sin_wave
- cl_eye_target_override
- cl_eye_yaw_multiplier
- cl_failremoteconnections Force connection attempts to time out
- cl_fasttempentcollision
- cl_flex_cycler_think_interval
- cl_flex_expression
- cl_flex_talk
- cl_flushentitypacket For debugging. Force the engine to flush an entity packet.
- cl_forwardspeed
- cl_fullupdate Force uncompressed update
- cl_glow_brightness Brightness of player halos
- cl_glow_item_far_b
- cl_glow_item_far_g
- cl_glow_item_far_r
- cl_glow_physics_props
- cl_hitbox_debug
- cl_ideal_spec_mode desired spectator mode (4 = in-eye, 5 = chase, 6 = roaming)
- cl_ignorepackets Force client to ignore packets (for debugging).
- cl_ik_enable_only_this_chain Disables all chains except for the mentioned one on the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
- cl_ik_toggle_chain Toggles on a chain in the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
- cl_imposter_debug_tint When set, imposter models will render with a red tint
- cl_interp Sets the interpolation amount (bounded on low side by server interp ratio settings).
- 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 cl_interp, if greater)
- cl_interp_ratio Sets the interpolation amount (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_jiggle_bone_debug Display physics-based 'jiggle bone' debugging information
- cl_jiggle_bone_debug_pitch_constraints Display physics-based 'jiggle bone' debugging information
- cl_jiggle_bone_debug_yaw_constraints Display physics-based 'jiggle bone' debugging information
- cl_jiggle_bone_invert
- cl_jiggle_bone_sanity Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
- cl_lagcomp_errorcheck Player index of other player to check for position errors.
- cl_lagcompensation Perform server side lag compensation of weapon firing events.
- cl_language Language
- cl_latch_report Enable to skip client-side animation
- cl_leveloverview
- cl_leveloverviewmarker
- cl_lightquery_debug
- cl_log_tick Log when a tick is recieved
- cl_log_tick_skips Log when the tick delta >= this
- cl_massreport
- cl_mouseenable
- cl_mouselook Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
- cl_net_showeventlisteners Show listening addition/removals
- cl_net_showevents Dump game events to console (1=client only, 2=all).
- cl_npc_speedmod_intime
- cl_npc_speedmod_outtime
- cl_observercrosshair
- cl_overdraw_test
- cl_panel_freeze_time_after_press time to freeze mouse/pointer motion after a mouse button press
- cl_panelanimation Shows panel animation variables: <panelname | blank for all panels>.
- cl_parallel_frame_simulate
- 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_parallel_readpacketentities_type -1 = use default (parallel controller split) 0 = single threaded combined (i.e., ReadFieldList and Decode combined into one call) 1 = single threaded split (first pass ReadFieldList, second pass Decode) 2 = worker thread for decode (main thread does ReadFieldList, worker thread does Decode) 3 = parallel combined (threadpool does read/decode on work items in parallel) 4 = parallel split 5 = parallel controller combined (like parallel, but uses a parallelcontroller so each thread in pool can share a single SerializedEntity 6 = parallel controller split
- cl_particle_batch_mode
- 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_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_debug_showparticles
- cl_particles_dump_effects
- cl_particles_dumplist Dump all new particles, optional name substring.
- cl_pause_animate 1 = Animates the pause text so that you can be sure the game isn't just hard locked.
- cl_pclass Dump entity by prediction classname.
- cl_pdump Dump info about this entity to screen.
- cl_phys_animated_hierarchy
- cl_phys_block_dist
- cl_phys_block_fraction
- 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_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 build -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 -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -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_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_playerspraydisable Disable player sprays.
- cl_poweredragdoll_transition_time
- cl_precacheinfo Show precache info (client).
- cl_pred_checkstuck Perform the additional 'stuck' traces on the client side during prediction.
- cl_pred_error_verbose Show more field info when spewing prediction errors.
- cl_pred_optimize Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
- cl_pred_track <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
- cl_predict Perform client side prediction.
- cl_predictioncopy_describe Describe datamap_t for entindex
- cl_predictioncopy_print Print simple description of prediction copy fields for entindex
- cl_predictioncopy_runs
- cl_predictweapons Perform client side prediction of weapon effects.
- cl_print_consistency_list Display's the contents and flags of the current consistency list
- cl_printfps Print information from cl_showfps.
- cl_profilereadpacketentities
- cl_prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
- cl_querycache_stats Display status of the query cache (client only)
- cl_ragdoll_default_scale
- cl_ragdoll_limit Maximum number of ragdolls to show (-1 disables limit)
- cl_ragdoll_lru_debug
- cl_ragdoll_reload
- cl_record_bone_setup_stats generate bone setup statistics
- 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_findrules Search and list rules by substring.
- cl_rr_findrules_verbose Search and list rules by substring.
- cl_rr_reloadresponsesystems Reload all response system scripts. Note: This won't work unless you run with -rr_allow_reload.
- cl_save_animgraph_recording Saves all active animgraph recordings to disk
- 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_set_heartbeat Sets the heartbeat for the active player to be on or off
- cl_show_bounds_errors
- cl_show_splashes
- cl_showanimstate Show the (client) animation state for the specified entity (-1 for none).
- cl_showanimstate_activities Show activities in the (client) animation state display.
- cl_showanimstate_log 1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.
- 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, -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_showhelp Set to 0 to not show on-screen help
- cl_showmem Draw approximate memory use at top of screen
- cl_showpausedimage Show the 'Paused' image when game is paused.
- cl_showpos Draw current position at top of screen
- cl_showtextmsg Enable/disable text messages printing on the screen.
- cl_sidespeed
- cl_simulate_dormant_entities
- cl_skel_constraints_enable
- cl_skeleton_instance_smear_boneflags Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
- cl_skip_update_animations Enable to skip game animations
- cl_smooth Smooth view/eye origin after prediction errors
- cl_smoothtime Smooth client's view after prediction error over this many seconds
- 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_spewresources Spew all manifest add/updates.
- cl_spectator_cmdrate_factor Rate multiplier when connected via hltv
- cl_spectator_interp_ratio When connected to hltv or playing a demo, adjust the interp time by this ratio.
- cl_spewserializers Spew serializers
- cl_ss_origin print origin in script format
- cl_steamcontroller
- cl_stuff_keys
- cl_team Default team when joining a game
- cl_tempragdoll_transition_time
- cl_tempragdoll_unragdoll_time
- cl_timeout After this many seconds without receiving a packet from the server, the client will disconnect itself
- cl_tracer_whiz_distance
- cl_tree_sway_dir sets tree sway wind direction and strength
- cl_update_spatial_entities_before_latchwork Update spatial partition entities before we do latch work. Overcomes a potential deadlock in IK, but convared so we can test perf implications.
- cl_updaterate Number of packets per second of updates you are requesting from the server
- cl_updatevisibility Updates visibility bits.
- cl_upspeed
- cl_viewmodelsclonedasworld
- cl_viewtarget_clamp
- cl_voice_filter Filter voice by name substring
- cl_voiceenabled
- cl_vprof_scope_entity_gamephys
- cl_yawspeed
- clear Clear console output.
- clearall Clear console output from all views.
- cli_ent_attachments Displays the interpolated attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cli_ent_hitbox Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks what player is looking at
- cli_ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- cli_ent_vcollide_wireframe Displays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- clientport If non-empty, 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_airdrag
- cloth_airdrag_override
- cloth_approximate_collide
- cloth_batch
- cloth_damping_bias
- cloth_damping_multiplier
- cloth_debug
- cloth_debug_draw
- cloth_debug_draw_nodepth_alpha
- cloth_expairdrag
- cloth_expquadairdrag
- cloth_ground_offset
- cloth_ground_plane_thickness
- cloth_guard_threshold
- cloth_interpolation_strategy
- cloth_iteration_multiplier
- cloth_iv_dump
- cloth_iv_store_back
- cloth_legacy_stretch_force
- cloth_legacy_support
- cloth_max_ticks_per_frame
- cloth_node_debug_axis_length
- cloth_node_velocity_limit
- cloth_quad_smooth_iterations
- cloth_quad_smooth_rate
- cloth_quadairdrag
- cloth_quasistatic_iters
- cloth_reload_immediately
- cloth_resim_after
- cloth_rigid_update
- cloth_rod_smooth_iterations
- cloth_rod_smooth_rate
- cloth_sim_on_tick
- cloth_simulate
- cloth_sleep_threshold
- cloth_step
- cloth_step_variability
- cloth_update
- cloth_update_bones_on_ticks
- cloth_watch
- cloth_wind
- cloth_wind_pitch
- cmd Forward command to server.
- collect_entity_model_name Collect model names of the entities you're pointing at
- collision_shake_amp
- collision_shake_freq
- collision_shake_time
- combine_aimrefine_debug
- combine_aimrefine_decay
- combine_aimrefine_inc
- combine_aimrefine_max
- combine_aimrefine_min
- combine_aimrefine_overwatch
- combine_always_throw_grenade
- combine_always_throw_manhack
- combine_anim_procedural
- combine_charger_autofire_time
- combine_charger_melee_range
- combine_chargershield_advance_distance
- combine_chargershield_extra_time
- combine_chargershield_flash_chance
- combine_chargershield_min_time
- combine_chargershield_reuse_time
- combine_clip_throw_max
- combine_clip_throw_min
- combine_combat_speech_idle_time
- combine_crouchpanic_decay
- combine_debug_crouching
- combine_debug_firing
- combine_debug_flanking
- combine_debug_grenade_throws
- combine_debug_muzzles
- combine_debug_muzzles_speculative
- combine_debug_occlusion
- combine_debug_stagger
- combine_debug_suppression
- combine_debug_suppressor
- combine_disable_idlespeech
- combine_disable_overwatchsuppression
- combine_disable_radio
- combine_dropgren_enemy_dist
- combine_explosive_death_base_force
- combine_explosive_death_max_force
- combine_explosive_death_min_force
- combine_explosive_death_rot_speed
- combine_explosive_death_uplift_speed
- combine_eyepos_crouching_default
- combine_eyepos_crouching_officer
- combine_eyepos_standing_charger
- combine_eyepos_standing_default
- combine_eyepos_standing_officer
- combine_eyepos_standing_suppressor
- combine_firing_baserofmult
- combine_firing_supprofmult
- combine_force_grenade_throw_type
- combine_force_lookat_up_close
- combine_force_spawn_class
- combine_gastank_explode_delay
- combine_gastank_explosive
- combine_grenade_timer
- combine_grenade_timer_warn
- combine_guard_spawn_health
- combine_gunpos_crouching_charger
- combine_gunpos_crouching_default
- combine_gunpos_crouching_officer
- combine_gunpos_crouching_suppressor
- combine_gunpos_standing_charger
- combine_gunpos_standing_default
- combine_gunpos_standing_officer
- combine_gunpos_standing_suppressor
- combine_infinite_equipment
- combine_iterativecrouch_delta
- combine_iterativecrouch_delta_param
- combine_limp_health
- combine_los_use_threatline
- combine_manhack_throw_zforce
- combine_movement_force_strafe
- combine_moveshoot_delay
- combine_moveshoot_reburst_delay
- combine_panic_distance
- combine_pathdebug_graph
- combine_playerpen_dist
- combine_reflush_time_max
- combine_reflush_time_min
- combine_shotgun_maxammo
- combine_smokegrenade_between_multiplier 0 = at self to 1 = at target
- combine_spawn_health
- combine_suppressor_winduptime
- combine_test_muzzles Select a combine soldier, and he'll display info about his muzzle position when aiming to your position.
- combine_test_suppression_positions Select a combine soldier, and he'll test areas around him for valid suppression points.
- combine_wpnretract_radius
- combine_wpnretract_speed
- combine_wpnunretract_speed
- 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_distscale Scale nodes up to this multiple at distance.
- commentary_node_use_viewfacing
- commentary_showmodelviewer Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
- 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_history_size
- 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
- crash Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only) 3: Same but with full heap 4: force an Assert
- crash_error Cause the engine to crash by spewing an error (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_flashlight
- creditsdone
- crosshair
- crowbar_impact_damage_mass
- crowbar_impact_damage_scale
- csm_bias_override_0
- csm_bias_override_1
- csm_bias_override_2
- csm_bias_override_3
- csm_cascade0_override_dist
- csm_cascade1_override_dist
- csm_cascade2_override_dist
- csm_cascade3_override_dist
- csm_cascade_viewdir_shadow_bias_scale
- csm_max_num_cascades_override
- csm_max_shadow_dist_override
- csm_res_override_0
- csm_res_override_1
- csm_res_override_2
- csm_res_override_3
- csm_slope_scale_db_override
- csm_split_log_scalar
- csm_viewdir_shadow_bias
- curve_bias
- cvarlist Show the list of convars/concommands.
- d3d_max_feature_level Report the maximum D3D feature level available.
- darkness_ignore_LOS_to_sources
- 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_draw_enable
- debug_materialmodifycontrol
- debug_materialmodifycontrol_client
- debug_overlay_fullposition
- debug_physimpact
- debug_shared_random
- debug_touchlinks Spew touch link activity
- debug_visibility_monitor
- debugoverlay_draw_current Tell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.
- debugoverlay_ignore_source Draw everything normal and ignore the source for rendering
- debugoverlay_show_text_outline Toggle display of box around text
- debugoverlay_toggle Toggles visibility of the debug overlay system.
- decalfrequency
- default_enabled_addons_list Comma-separated list of addons that the user currently has enabled in the UI (Not guaranteed to match the current mounted addons.)
- default_fov
- demo_debug Turn on demo debug spew.
- demo_fastforwardfinalspeed Go this fast when starting to hold FF button.
- demo_fastforwardramptime How many seconds it takes to get to full FF speed.
- demo_fastforwardstartspeed Go this fast when starting to hold FF button.
- 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_interpolateview Do view interpolation during dem playback.
- demo_marktick Marks the current demo playback tick for later use
- demo_pause Pauses demo playback.
- demo_pauseatservertick Pauses demo playback at server tick
- demo_quitafterplayback Quits game after demo playback.
- demo_recordcommands Record commands typed at console into .dem files.
- demo_resume Resumes demo playback.
- 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.
- demofile_compresspackets_size Don't bother compressing demo packets below this size.
- demolist Print demo sequence list.
- 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
- disconnect Disconnect from server
- dispcoll_drawplane
- display_game_events
- displaysoundlist
- dlight_debug Creates a dlight in front of the player
- dog_debug
- dog_max_wait_time
- dota_ambient_cloth
- dota_portrait_editor_background_override
- dota_use_controller
- dota_workshop_dump_item_kv
- 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
- dropprimary dropprimary: Drops the primary weapon of the player.
- 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
- dti_report_stddev_threshold For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer.
- dump_entity_report List all entities in the scene
- dump_globals Dump all global entities/states
- dump_localization_files List all loaded localization files
- dump_panorama_css_properties Prints out all valid panorama CSS properties and their documentation
- dump_panorama_css_properties_memstats Prints out mem stats of all valid panorama CSS properties
- dump_panorama_events print panorama event types and their documentation
- dump_panorama_render_command_stats
- dump_secondary_scene_worlds Lists secondary scene worlds and ref counts
- dumpparticlelist Print out information on existing particle systems
- dumpstringtable Usage: dumpstringtable tablename <sv | cl> <verbose> Print string tables to console, verbose to dump data.
- dynamic_joint_debug
- echo Echo text to console.
- echoln Echo the command arguments on the console
- enable_boneflex
- enable_priority_boost Disable focus based priority boost
- endmovie Stop recording movie frames.
- engine_experimental_drop_frame_ticks Experimental feature to skip ticks when the client is catching up in low frame rate situations.
- engine_max_resource_system_update_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_platform_name_extended Platform the engine is running on.
- engine_render_only
- engine_rendersystem_init Rendersystem option requested (changing this does not change the rendersystem).
- 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_multiple_ticks
- engine_show_frame_pacing
- engine_show_frame_ticks
- engine_vr_max_ticks_to_simulate Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.
- 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} / no argument picks 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_animgraph_debug Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_animgraph_record Toggles recording of animgraph replay of the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_animgraph_setvar Sets a variable on the animgraph of the given entity(s) Arguments: <varname>=<value> {entity_name} / {class_name} / no argument picks what player is looking at
- ent_attachments Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_autoaim Displays the entity's autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks what player is looking at
- 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 type 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_debugkeys
- ent_find Find and list all entities with classnames or targetnames that contain the specified substring. 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_grab grabs the object in front of the player. Options: -loose -multiple -toggle
- ent_hitbox Displays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_info Usage: ent_info <class name>
- ent_joint_axis_size
- ent_joint_names
- ent_joint_only_ik_joints
- ent_joints Displays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks what player is looking at
- ent_remove Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_remove_all Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- 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} / no argument picks what player is looking at
- ent_script_dump Dumps the names and values of this entity's script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_select Select or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks 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} / no argument picks what player is looking at
- ent_setpos Move entity to position
- ent_show_contexts Show entity contexts in ent_text display
- ent_show_response_criteria Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_skeleton Displays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_skeleton_only_ik_joints
- ent_steadystate_batchsize Max number of entities to transmit to player
- ent_steadystate_cooldown Time in seconds after player state changes before steady state changes can occur.
- 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} / no argument picks 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} / no argument picks 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} / no argument picks 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/ no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks 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} / no argument picks what player is looking at
- ent_viewoffset Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks 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
- env_clock_timescale Speed up or slow down the env_clock rate
- escape Escape key pressed.
- exec Execute a cfg file
- exec_async Execute a cfg file over time
- execifexists Execute a cfg file if file exists
- execute_command_every_frame
- explode Kills the player with explosive damage
- explode_prop_battery_attach_distance
- explode_prop_freerotation_dampening
- explode_prop_lock_rate
- explode_prop_pull_max_speed
- 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.
- filesystem_buffer_size Size of per file buffers. 0 for none
- filesystem_max_stdio_read
- filesystem_native Use native FS or STDIO
- filesystem_report_buffered_io
- filesystem_unbuffered_io
- find Find concommands with the specified string in their name/help text.
- findflags Find concommands by flags.
- fire_absorbrate
- fire_dmgbase
- fire_dmginterval
- fire_dmgscale
- fire_extabsorb
- fire_extscale
- fire_growthrate
- fire_heatscale
- fire_incomingheatscale
- fire_maxabsorb
- firetarget
- firstperson Switch to firstperson camera.
- fish_debug Show debug info for fish
- fish_dormant Turns off interactive fish behavior. Fish become immobile and unresponsive.
- flashlight_angle
- flashlight_bounce
- flashlight_offset
- flex_cycler_think_interval
- flex_expression
- flex_looktime
- flex_rules Allow flex animation rules to run.
- flex_smooth Applies smoothing/decay curve to flex animation controller changes.
- flex_talk
- 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
- fogui Show/hide fog control UI.
- foliage_interaction_sound_max_delay_time
- foliage_interaction_sound_min_delay_time
- foliage_interaction_sound_speed_threshold
- font_show_glyph_miss
- footstep_debug
- footstep_force_volume
- force_assert Fire an assertion failure
- force_centerview
- force_fatal_error Fire a fatal error
- force_floating_point_exceptions Enable floating point exceptions to find bugs
- force_hibernate Force toggle hibernation state
- force_npc_height Force the height to something. -1 to ignore
- forceactivecontrollertype
- fov_desired Sets the base field-of-view.
- fove_dump Dump FDMs to disk.
- fove_level Set the foveation level
- fove_radial_inner Tune the foveated inner region size (radial only)
- fove_radial_min Tune the foveated minimum value (radial only)
- fove_radial_outer Tune the foveated outer region size (radial only)
- fove_radial_outer_only
- fove_square Set whether to use square or radial foveation
- fove_square_use_legacy Legacy square mode
- fp_trace Toggle field path tracing to file
- fps_max Frame rate limiter. 0=no limit. Does not apply to dedicated server.
- frag_grenade_blip_frequency
- free_pass_peek_debug
- freecamera_accel Tweak this parameter to adjust Free Camera movement acceleration.
- freecamera_fog_end Fog end for Free Camera.
- freecamera_fog_start Fog start for Free Camera.
- freecamera_max_speed Tweak this parameter to adjust Free Camera movement max speed.
- freecamera_rotation_mulitplier Tweak this parameter to adjust Free Camera mouse rotation.
- freecamera_zfar Fog start for Free Camera.
- freeze_frame Freezes the display client side only
- 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_monitor_read_from_pack 0:Off, 1:Any, 2:Sync only
- 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_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_tank_gatling_approach_speed
- func_tank_gatling_max_fire_rate
- func_tank_gatling_min_fire_rate
- fx_drawmetalspark Draw metal spark effects.
- fx_glass_velocity_cap Maximum downwards speed of shattered glass particles
- g_Language
- g_ai_citizen_show_enemy
- g_ai_threadedgraphbuild If true, use experimental threaded node graph building.
- g_antlion_cascade_push
- g_antlionguard_hemorrhage If 1, guard will emit a bleeding particle effect when wounded.
- g_debug_angularsensor
- g_debug_antlion
- g_debug_antlion_worker
- g_debug_antlionguard
- g_debug_antlionmaker
- g_debug_basehelicopter
- g_debug_basescanner
- g_debug_constraint_sounds Enable debug printing about constraint sounds.
- g_debug_cscanner
- g_debug_darkness Show darkness mode lightsources.
- g_debug_doors
- g_debug_dropship
- g_debug_dynamicresupplies Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.
- g_debug_gunship
- g_debug_headcrab
- g_debug_hunter_charge
- g_debug_npc_vehicle_roles
- g_debug_physcannon
- g_debug_ragdoll_visualize
- g_debug_trackpather
- 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_debug_turret
- g_debug_turret_ceiling
- g_debug_vehiclebase
- g_debug_vehicledriver
- g_debug_vehicleexit
- g_debug_vehiclesound
- g_debug_vortigaunt_aim
- g_helicopter_bomb_danger_radius
- g_helicopter_bullrush_bomb_enemy_distance
- g_helicopter_bullrush_bomb_speed The maximum distance the player can be from the chopper before it stops firing
- g_helicopter_bullrush_bomb_time
- g_helicopter_bullrush_distance
- g_helicopter_bullrush_mega_bomb_health Fraction of the health of the chopper before it mega-bombs
- g_helicopter_bullrush_shoot_height The maximum distance the player can be from the chopper before it stops firing
- g_helicopter_chargetime How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
- g_helicopter_idletime How much time we have to wait (on average) after we fire before we can charge up again
- g_helicopter_maxfiringdist The maximum distance the player can be from the chopper before it stops firing
- g_jeepexitspeed
- g_ragdoll_fadespeed
- g_ragdoll_important_maxcount
- g_ragdoll_lvfadespeed
- g_ragdoll_maxcount
- g_test_new_antlion_jump
- 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.
- gamestats_file_output_directory When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
- gameui_activate Shows the game UI
- gameui_allowescape Escape key allowed to hide game UI
- gameui_allowescapetoshow Escape key allowed to show game UI
- gameui_hide Hides the game UI
- gameui_preventescape Escape key doesn't hide game UI
- gameui_preventescapetoshow Escape key doesn't show game UI
- gamma_to_linear
- generate_minidump_comment Generate a minidump comment and spew the results to the console
- getpos dump position and angles to the console
- getpos_exact dump origin and angles to the console
- gfx_calculate_skin_diffusion_profile_dipole Calculate a skin diffusion profile using scattering constants.
- gfx_convert_generic_to_vr_simple_vr_complex Convert generic.vfx to vr_simple/vr_complex
- 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_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_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_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_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_remove_obsolete_detail_modes Remove F_DETAIL_TEXTURE 1 and 2
- give Give item to player. Arguments: <item_name>
- givecurrentammo Give a supply of ammo for current weapon..
- gizmo_rot_max_dist
- gl_clear
- gl_clear_gray Clear the back buffer to gray every frame.
- gl_clear_randomcolor Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
- gland_grace_period
- gland_max_squeeze
- gland_min_squeeze
- 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
- grep grep line for pattern, print out matching lines only
- groundik_enabled
- groundlist Display ground entity list <index>
- hack_flashlight_angles
- hack_flashlight_offset
- hack_no_hand_skeleton
- 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_calculate_irradiance_flags Irradiance calculation flags (-1 = default ).
- 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_direct_light_area_sample_subdivs Square root of the number of shadow samples to use for soft shadow calculations on area light sources.
- hammer_bake_light_final_gather_min_distance_to_backface Backfaces within this many units of the target sample will not obstruct final gather ray.
- hammer_bake_light_final_gather_subdivs Number of subdivisions of the sphere to use for final gather, i.e. the square-root of the sample count.
- hammer_bake_light_irradiance_cache_max_error Interpolation error for irradiance caching. Smaller number means fewer artifacts
- hammer_bake_light_max_bounces Maximum number of light bounces to simulate
- hammer_bake_light_photon_hash_bucket_size Size of hash buckets for storing photons
- hammer_bake_light_photon_max_density Distance at which new photons will merge with existing photons to save memory and search time
- hammer_bake_light_photon_search_distance Radius of the disk used to search for photon radiance samples
- hammer_bake_light_photon_trace_rate Number of photons to trace for each game unit of the bounding box of the scene
- hammer_bake_light_sample_at_vertices Sample at vertex positions/normals for per vertex lighting
- hammer_bake_light_show_irradiance_cache_sample_positions Show irradiance cache positions in red
- hammer_bake_light_vrad2_worker_count Number of vmpi workers to use for vrad2 (-1 = default, 0 = run locally )
- hammer_block_enable_temporary_work_plane
- 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_overwrite
- 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_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_map_files
- hammer_nav_attrib_color
- hammer_nav_target_arrow_size
- hammer_open_edge_hash_length
- hammer_open_edge_hash_spacing
- hammer_overlay_draw_projection_triangles
- hammer_parallel_procedural_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_editor_outline_size
- hammer_spawn_area_outline_alpha
- hammer_ssao_enable
- hammer_stroke_steps
- hammer_tile_border_size
- hammer_tileset_maps
- hammer_translucent_enable
- 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
- handforce_inner
- handforce_outer
- handforce_scale
- haptic_second_pulse_delay
- haptic_strength_bias
- haptic_strength_max
- haptic_strength_min
- headcrab_death_force_multiplier Multiplier on HC ragdoll death force
- headcrab_extra_death_force Extra force added to HC ragdoll death
- headcrab_face_enemy
- headcrab_powered_ragdoll
- headforce_inner
- headforce_outer
- headforce_strength
- help Find help about a convar/concommand.
- hideconsole Hide the console.
- hidehud bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle
- hidepanel Hides a viewport panel <name>
- hint_controller_use_hand_origin
- hint_panel_fadein
- hint_panel_fadeout
- hitbox_lerp
- hl2_darkness_flashlight_factor
- hl2_episodic
- hl2_normspeed
- hl2_sprintspeed
- hl2_walkspeed
- hl_blind_zombie_angry_donut
- hl_blind_zombie_attack_chance
- hl_blind_zombie_breakable_debug
- hl_blind_zombie_breakable_distance
- hl_blind_zombie_cine_noise_debug
- hl_blind_zombie_cooldown
- hl_blind_zombie_cough_kill
- hl_blind_zombie_debug_info Generates blind zombie debug info.
- hl_blind_zombie_debug_operating_status
- hl_blind_zombie_freezer_time
- hl_blind_zombie_generate_sound Generates an aggressive sound the blind zombie can hear.
- hl_blind_zombie_high_fidelity_touch
- hl_blind_zombie_hitmark_debug
- hl_blind_zombie_lockin_debug
- hl_blind_zombie_nav_sound_offset
- hl_blind_zombie_noise_compressor_offset
- hl_blind_zombie_noise_compressor_time
- hl_blind_zombie_noise_debug
- hl_blind_zombie_noise_event_suppress_time
- hl_blind_zombie_noise_min_filter
- hl_blind_zombie_noise_reject_distance
- hl_blind_zombie_noise_system_debug
- hl_blind_zombie_repeat_sound_timeout
- hl_blind_zombie_shard_distance
- hl_blind_zombie_shard_height
- hl_blind_zombie_shatter_glass_debug
- hl_blind_zombie_show_fail_schedule
- hl_blind_zombie_show_failed_goals
- hl_blind_zombie_sniff_debug
- hl_blind_zombie_sniff_time
- hl_blind_zombie_sound_debug
- hl_blind_zombie_touch_cooldown
- hl_blind_zombie_touch_debug
- hl_blind_zombie_touch_window
- hl_blind_zombie_wander_debug
- hl_blind_zombie_wander_max_wait
- hl_blind_zombie_wander_min_wait
- hl_blind_zombie_wound_heal_blood
- hl_blind_zombie_wound_heal_height
- hl_dissolve_all_dropped_weapons
- hl_energy_level_prop_other
- hl_energy_level_prop_player
- hl_headcrab_deliberate_miss_chance
- hl_headcrab_deliberate_miss_decrement
- hl_headcrab_facehug_offset
- hl_noise_generator_accumulate_time
- hl_noise_generator_debug
- hl_prop_vr_hand_studio_frame_advance Do a studio frame advance at the end of the hand update.
- hl_vr_active_area
- hl_vr_active_area_entity_draw_active_entities
- hl_vr_crowbar
- hl_vr_dual_grabbity_gloves
- hl_vr_dual_hand_item_holder
- hl_vr_dual_slingshot
- hl_vr_game_instructor_reset_days Number of days a save file is old to reset game instructor
- hl_vr_intro_always
- hl_vr_itemcrate_physdmgscale
- hl_vr_itemcrate_physdmgscale_heldextra
- hl_vr_test_level_transition Test Level Transition. Reloads Current Map
- hl_vr_tripmine_beam_maxlength
- hl_vr_tripmine_damage
- hl_vr_tripmine_debug
- hl_vr_tripmine_lean_debug
- hl_vr_tripmine_movement_trig_sqr
- hl_vr_tripmine_plantdistance
- hl_vr_tripmine_prop_minspeed
- hl_vr_tripmine_radius
- hl_vr_tripmine_rotate_rate
- hl_vr_tripmine_throw_prop_minspeed
- hl_vr_tripmine_thrown_physprop_size
- hl_vr_tripmine_trigger_size
- hl_vr_tripmine_warning_size
- hl_zombie_bloater_angles
- hl_zombie_bloater_forcetest
- hl_zombie_flinch_big_chance_max
- hl_zombie_flinch_big_chance_min
- hl_zombie_flinch_big_dist_max
- hl_zombie_flinch_big_dist_min
- hl_zombie_flinch_debug
- hl_zombie_flinch_limit_max
- hl_zombie_flinch_limit_min
- hl_zombie_noise_interest_time
- hl_zombie_reviver_leap_away
- hl_zombie_reviver_zap_radius
- hl_zombie_standby_time
- hl_zombie_turret_forcetest
- hl_zombie_turret_size
- hlvr_active_area_entity_think_secs_min
- hlvr_active_area_use_legacy_radius_query
- hlvr_addresources Add to the player's ammo & crafting currency levels. Format: hlvr_addresources <pistol ammo> <rapid fire ammo> <shotgun ammo> <crafting currency>
- hlvr_adjust_height_mode 0: Off, 1: Toggle Crouch, 2: Toggle Stand, 3: Short Press Toggles Crouch and Long Press Toggles Stand
- hlvr_adjust_height_option
- hlvr_adjust_turn_option
- hlvr_antlion_abdomen_damage_scale
- hlvr_antlion_ai_drives_head_only
- hlvr_antlion_animated_death_chance
- hlvr_antlion_flanking_enabled
- hlvr_antlion_front_leg_health
- hlvr_antlion_hiss_warning_min_time
- hlvr_antlion_hit_test_width
- hlvr_antlion_jump_forward
- hlvr_antlion_jump_height
- hlvr_antlion_legs_enable
- hlvr_antlion_legs_npc_cheat_prob
- hlvr_antlion_next_jump_chance
- hlvr_antlion_next_jump_close_scalar
- hlvr_antlion_next_jump_jumped_scalar
- hlvr_antlion_next_jump_max
- hlvr_antlion_next_jump_min
- hlvr_antlion_rear_leg_health
- hlvr_antlion_scuttle_back_chance
- hlvr_antlion_scuttle_enable
- hlvr_antlion_scuttle_forward_chance
- hlvr_antlion_scuttle_inner_chance
- hlvr_antlion_scuttle_inner_distance
- hlvr_antlion_scuttle_middle_chance
- hlvr_antlion_scuttle_middle_distance
- hlvr_antlion_scuttle_outer_chance
- hlvr_antlion_scuttle_outer_distance
- hlvr_antlion_scuttle_side_chance
- hlvr_antlion_scuttle_test_fail_time
- hlvr_antlion_scuttle_test_time_max
- hlvr_antlion_scuttle_test_time_min
- hlvr_antlion_strafe_distance
- hlvr_antlion_strafe_enable
- hlvr_antlion_turtle_chance
- hlvr_antlion_turtle_distance_to_enemy
- hlvr_antlion_turtle_min_interval
- hlvr_auto_dismiss_loading
- hlvr_backpack_debug
- hlvr_backpack_lerp_speed
- hlvr_backpack_snap_threshold
- hlvr_backpack_wait_time_on_deposit
- hlvr_client_ui_hand_debug
- hlvr_client_ui_hand_max_movement
- hlvr_client_ui_hand_point_finger_distance
- hlvr_client_ui_hand_pointer_forward_offset
- hlvr_client_ui_hand_pointer_pos_lh_x
- hlvr_client_ui_hand_pointer_pos_lh_y
- hlvr_client_ui_hand_pointer_pos_lh_z
- hlvr_client_ui_hand_pointer_pos_x
- hlvr_client_ui_hand_pointer_pos_y
- hlvr_client_ui_hand_pointer_pos_z
- hlvr_client_ui_hand_pointer_rot_lh_x
- hlvr_client_ui_hand_pointer_rot_lh_y
- hlvr_client_ui_hand_pointer_rot_lh_z
- hlvr_client_ui_hand_pointer_rot_x
- hlvr_client_ui_hand_pointer_rot_y
- hlvr_client_ui_hand_pointer_rot_z
- hlvr_client_ui_hand_pointer_threshold
- hlvr_client_ui_hand_use_wmr_offset 0 Auto Detect, 1 Always, 2 never
- hlvr_client_ui_hand_wmr_pos_x
- hlvr_client_ui_hand_wmr_pos_y
- hlvr_client_ui_hand_wmr_pos_z
- hlvr_client_ui_hand_wmr_rot_x
- hlvr_client_ui_hand_wmr_rot_y
- hlvr_client_ui_hand_wmr_rot_z
- hlvr_closed_caption_type
- hlvr_combine_barrier_cell_spacing
- hlvr_commentary_removal_trigger_maxs
- hlvr_commentary_removal_trigger_mins
- hlvr_continuous_combat_speed VR continuous combat movement speed.
- hlvr_continuous_normal_speed VR continuous normal movement speed.
- hlvr_crafting_station_bghud_depthsortbias
- hlvr_crafting_station_fghud_depthsortbias
- hlvr_crafting_station_moviehud_depthsortbias
- hlvr_crafting_station_weapon_min_exit_time
- hlvr_crouch_on_offhand
- hlvr_crouch_stand_offset_rate
- hlvr_crouch_stand_offset_rate_blink
- hlvr_crouch_toggle_enable
- hlvr_crouch_toggle_height Crouch toggle eye height.
- hlvr_crouch_toggle_time Time until the player is allowed to change the crouch toggle state.
- hlvr_dead_postprocess_fadein
- hlvr_dead_respawn_min_time
- hlvr_debug_hud
- hlvr_debug_player_speech
- hlvr_did_warn_low_virtual_mem
- hlvr_dry_erase_debug
- hlvr_dry_erase_eraser_grid_size
- hlvr_dry_erase_eraser_height
- hlvr_dry_erase_eraser_width
- hlvr_dry_erase_marker_sound_max_speed
- hlvr_dry_erase_marker_write_distance
- hlvr_dry_erase_marker_write_start_distance
- hlvr_dry_erase_num_stamp_frames
- hlvr_dry_erase_stamp_player_visibility_distance
- hlvr_dry_erase_stamp_size
- hlvr_dry_erase_texel_size
- hlvr_dry_erase_texture_size_list Lists the texture memory used up by all the dry erase boards
- hlvr_energygun_grant_upgrade Grant EnergyGun upgrade on enum
- hlvr_fade_to_steamvr
- hlvr_fall_or_mantle_debug
- hlvr_fall_or_mantle_enable
- hlvr_force_vr_entity_transitions
- hlvr_getall Prints an hlvr_setall command that'll restore the player's current state fully.
- hlvr_give_flashlight Grant HLVR Flashlight
- hlvr_glow_behind
- hlvr_glow_behind_depth_feather
- hlvr_glow_behind_depth_tolerance
- hlvr_grab_target_facing_dot
- hlvr_grab_target_wiggle Make the grab target wiggle
- hlvr_grenade_fired_timer
- hlvr_grenade_module_velocity
- hlvr_grenade_shake_range
- hlvr_grenade_vel_delta
- hlvr_hand_nudge_force
- hlvr_hand_nudge_vel
- hlvr_hat_attach_maxspeed
- hlvr_hat_debug
- hlvr_hat_removal_trigger_maxs
- hlvr_hat_removal_trigger_mins
- hlvr_hat_trigger_maxs
- hlvr_hat_trigger_mins
- hlvr_head_autofix_delay_until_auto_reposition
- hlvr_head_autofix_invalid_pos
- hlvr_health_alarm_health_fraction
- hlvr_health_animation_time
- hlvr_health_facing_dot
- hlvr_health_heartbeat_beattime
- hlvr_health_heartbeat_rate
- hlvr_health_pen_adjust_lookdown
- hlvr_health_pen_adjust_lookup
- hlvr_health_pen_body_size
- hlvr_health_pen_debug
- hlvr_health_pen_hmd_size
- hlvr_health_station_holograms Enable health station holograms if the health vials are missing
- hlvr_health_vial_amount
- hlvr_health_vial_hand_inject_time
- hlvr_health_vial_inject_time
- hlvr_heartbeat_active_volume
- hlvr_heartbeat_default_volume
- hlvr_heartbeat_enable
- hlvr_heartbeat_full_health_lubdub_spacing
- hlvr_heartbeat_haptic_scale
- hlvr_heartbeat_high_health_bpm
- hlvr_heartbeat_low_health_bpm
- hlvr_heartbeat_low_health_lubdub_spacing
- hlvr_heartbeat_only_when_health_is_low
- hlvr_heartbeat_reset_to_default_volume_seconds
- hlvr_hud_update_ticks
- hlvr_launch_energy_ball Launches an energy ball from where the player is looking
- hlvr_launch_tag_dart Launches a tag dart from where the player is looking
- hlvr_left_hand_primary Set Primary (Weapon Holding) Hand to Left Hand
- hlvr_level_transition_blink
- hlvr_level_transition_ticks_to_pause
- hlvr_level_transition_time_delay
- hlvr_main_menu_activate_enter_vignette Test : Activate Enter Vignette
- hlvr_main_menu_activate_exit_vignette Test : Activate Exit Vignette
- hlvr_main_menu_delay
- hlvr_main_menu_delay_with_intro
- hlvr_main_menu_delay_with_intro_and_saves
- hlvr_main_menu_max_save_slots
- hlvr_main_menu_render_play_area
- hlvr_main_menu_set_test_level
- hlvr_main_menu_test Test our main menu
- hlvr_main_menu_toggle_handshader Toggle Using a shader on the Ui Hands
- hlvr_map_filter
- hlvr_menu_dashboard_ticks_to_pause
- hlvr_menu_hand_activate_distance
- hlvr_menu_hand_interact_offset
- hlvr_menu_knockknock_interval
- hlvr_menu_map_preview_playrate
- hlvr_menu_map_transition_time
- hlvr_menu_open_time
- hlvr_menu_panel_beam_length
- hlvr_menu_pause_main_menu
- hlvr_menu_pause_playarea_width
- hlvr_menu_ticks_to_autosave
- hlvr_menu_touch_distance_repeat
- hlvr_menu_touch_lock_distance
- hlvr_menu_touch_time
- hlvr_menu_vignette_exit_on_transition_tick
- hlvr_menu_vignette_max_distance
- hlvr_menu_vignette_pause_far
- hlvr_menu_vignette_pause_near
- hlvr_menu_vignette_transition_far
- hlvr_menu_vignette_transition_near
- hlvr_move_edge_dist
- hlvr_move_ladder_bloat
- hlvr_move_ladder_continuous
- hlvr_move_ladder_continuous_skip_timer
- hlvr_move_ladder_must_reach_top
- hlvr_move_ladder_search_dist
- hlvr_move_ladder_search_dist2
- hlvr_move_mantle_dist
- hlvr_move_mantle_hand_dist
- hlvr_move_mantle_hand_to_head_dist
- hlvr_move_post_ladderwindow_time
- hlvr_move_sample_normal_debug
- hlvr_movetype_default
- hlvr_multitool_debug_log
- hlvr_multitool_hacking_glove_sphere_radius
- hlvr_multitool_hacking_pose_debug
- hlvr_multitool_hacking_pose_dont_begin
- hlvr_multitool_hacking_pose_enter_angle_max
- hlvr_multitool_hacking_pose_enter_angle_min
- hlvr_multitool_hacking_pose_enter_distance_max
- hlvr_multitool_hacking_pose_enter_distance_min
- hlvr_multitool_hacking_pose_exit_angle_max
- hlvr_multitool_hacking_pose_exit_angle_min
- hlvr_multitool_hacking_pose_exit_distance_max
- hlvr_multitool_hacking_pose_exit_distance_min
- hlvr_multitool_hacking_pose_hack_start_distance_delta
- hlvr_multitool_hacking_pose_plug_snap_percent
- hlvr_multitool_hacking_pose_return_time
- hlvr_multitool_hacking_pose_snap_percent
- hlvr_multitool_hacking_pose_twist_angle
- hlvr_multitool_hacking_pose_twist_animate_angle_diff
- hlvr_multitool_holo_hack_start_distance
- hlvr_multitool_interactable_search_dist
- hlvr_multitool_toner_haptic_decay_time
- hlvr_multitool_toner_haptic_max_highlight
- hlvr_multitool_toner_haptic_max_interval
- hlvr_multitool_toner_haptic_max_pulse
- hlvr_multitool_toner_haptic_min_highlight
- hlvr_multitool_toner_haptic_min_interval
- hlvr_multitool_toner_haptic_min_pulse
- hlvr_multitool_toner_trace_down_distance
- hlvr_multitool_toner_trace_down_threshold
- hlvr_multitool_toner_trace_horizontal_distance
- hlvr_option_graphics_audio Place Holder
- hlvr_option_graphics_characters Place Holder
- hlvr_option_graphics_fog Place Holder
- hlvr_option_graphics_level Place Holder
- hlvr_option_graphics_particles Place Holder
- hlvr_option_graphics_rendering_api Place Holder
- hlvr_option_graphics_shadows Place Holder
- hlvr_option_graphics_textures Place Holder
- hlvr_pause_after_loadsavegame If >0, pauses the game this many ticks after loading a saved game.
- hlvr_pause_after_realmap
- hlvr_pause_postprocess_fadein
- hlvr_physcannon_forward_offset
- hlvr_piano_black_key_max_angle
- hlvr_piano_black_key_min_angle
- hlvr_piano_black_key_play_threshold
- hlvr_piano_debug
- hlvr_piano_hands
- hlvr_piano_sound_decay_time
- hlvr_piano_white_key_max_angle
- hlvr_piano_white_key_min_angle
- hlvr_piano_white_key_play_threshold
- hlvr_player_ammobal_chance_mult_pistol
- hlvr_player_ammobal_chance_mult_rapidfire
- hlvr_player_ammobal_chance_mult_shotgun
- hlvr_player_ammobal_dist_close
- hlvr_player_ammobal_dist_curve
- hlvr_player_ammobal_dist_far
- hlvr_player_ammobal_drain_pistol
- hlvr_player_ammobal_drain_rapidfire
- hlvr_player_ammobal_drain_shotgun
- hlvr_player_ammobal_max_chance_close
- hlvr_player_ammobal_max_chance_far
- hlvr_player_ammobal_max_pistol
- hlvr_player_ammobal_max_rapidfire
- hlvr_player_ammobal_max_shotgun
- hlvr_player_ammobal_min_pistol
- hlvr_player_ammobal_min_rapidfire
- hlvr_player_ammobal_min_shotgun
- hlvr_player_ammobal_removeat_pistol
- hlvr_player_ammobal_removeat_rapidfire
- hlvr_player_ammobal_removeat_shotgun
- hlvr_player_cough_count
- hlvr_player_cough_debug
- hlvr_player_cough_enable
- hlvr_player_cough_interval
- hlvr_player_cough_suppressor_distance
- hlvr_player_cough_use_handpose
- hlvr_player_valid_position_debug
- hlvr_player_valid_position_no_overlap
- hlvr_playername The name of our playtester, used by the resource analyzer system.
- hlvr_prop_discovery_lookangle Angle of an intentional discovery look.
- hlvr_prop_discovery_lookdist_far Far distance to an intentional discovery look.
- hlvr_prop_discovery_lookdist_near Near distance to an intentional discovery look.
- hlvr_prop_discovery_looktime Time before an intentional discovery look.
- hlvr_radio_trigger_maxs
- hlvr_radio_trigger_mins
- hlvr_rapidfire_grant_upgrade Grant Rapidfire gun upgrade <Upgrade ID>
- hlvr_resourceanalyzer_add_data_from Adds data to the resource analyzer for the specified filename. Discards all data for the specified playername first.
- hlvr_resourceanalyzer_debug
- hlvr_resourceanalyzer_discard_alldata Discards all data.
- hlvr_resourceanalyzer_discard_alldata_except_for Discards all level's data for everyone except for the specified player.
- hlvr_resourceanalyzer_discard_alldata_for Discards all level's data for the specified player.
- hlvr_resourceanalyzer_discard_leveldata_for Discards the current level's data for the specified player.
- hlvr_resourceanalyzer_discard_now Discards the current playtest data.
- hlvr_resourceanalyzer_dump Describes the current data.
- hlvr_resourceanalyzer_load_data_from Resets and loads all data from the specified filename.
- hlvr_resourceanalyzer_save_data_to Saves the current data to the specified filename.
- hlvr_resourceanalyzer_save_now Saves the current data.
- hlvr_resourceanalyzer_show_removable
- hlvr_resourceanalyzer_togglevis Toggles the visualization of the resource analyzer.
- hlvr_resourceanalyzer_vis_ammo_only
- hlvr_resourceanalyzer_vis_by_class Set to the classname of a resource entity to only visualize that entity.
- hlvr_resourceanalyzer_vis_color_by_type
- hlvr_resourceanalyzer_vis_only Set to 1 for pickups, 2 for removals
- hlvr_resourceanalyzer_visrange
- hlvr_respirator_trigger_maxs
- hlvr_respirator_trigger_mins
- hlvr_saveslot_filter
- hlvr_setall Sets the player's full state. Use hlvr_getall to get a pastable state.
- hlvr_setresources Set the player's ammo & crafting currency levels. Format: hlvr_setresources <pistol ammo> <rapid fire ammo> <shotgun ammo> <crafting currency>
- hlvr_shotgun_extra_shell_grab_range
- hlvr_shotgun_extra_shell_grab_range_moving
- hlvr_shotgun_extra_shell_gravity_glove_range
- hlvr_shotgun_give Give Player the Shotgun and some ammo
- hlvr_shotgun_grant_upgrade Grant Shotgun upgrade on enum
- hlvr_simple_loading_diorama
- hlvr_single_controller_mode Enables single controller mode
- hlvr_skip_credits hlvr_skip_credits
- hlvr_spawn_calibration_target Spawn a calibration Target to help adjust hand / aim position. Disappears on DevPallette close
- hlvr_spectator_hud_render_to_steamvr_overlay
- hlvr_spectator_hud_size Scales spectator HUD by percentage value ranging from 50 to 150
- hlvr_stand_on_offhand
- hlvr_stand_toggle_enable
- hlvr_stand_toggle_height Stand toggle eye height.
- hlvr_stand_toggle_time Time until the player is allowed to change the stand toggle state.
- hlvr_steamvr_transition_color_b
- hlvr_steamvr_transition_color_g
- hlvr_steamvr_transition_color_r
- hlvr_suppress_attack_after_pause
- hlvr_teleport_attract_blind_zombie_enable
- hlvr_teleport_footstep_debug Draw a debug visualization of the footstep traces and surface properties
- hlvr_teleport_footstep_debug_duration
- hlvr_teleport_footstep_distance_1 Min distance to TP before any footstep sounds
- hlvr_teleport_footstep_distance_2 Distance to TP for two footstep sounds
- hlvr_teleport_footstep_distance_3 Distance to TP for three footstep sounds
- hlvr_teleport_footstep_interval Interval between TP footstep sounds
- hlvr_teleport_footstep_trace_distance How far down to trace to determine TP footsteps
- hlvr_teleport_interrupt_trigger_debug
- hlvr_teleport_proxy_lifetime
- hlvr_teleport_proxy_min_step
- hlvr_teleport_push_impulse_z
- hlvr_teleport_sound_radius
- hlvr_teleport_zero_move_epsilon
- hlvr_test_explosiondeath Test our fake explosion death for a2_train_yard.
- hlvr_tip_force_map
- hlvr_toggle_dev_teleport Toggle developer teleport mode
- hlvr_toner_cylinder_radius
- hlvr_toner_junction_use_dot
- hlvr_toner_junction_use_pct
- hlvr_toner_path_debug
- hlvr_toner_path_intensity_radius
- hlvr_toner_path_particle_distance
- hlvr_toner_play_sound
- hlvr_toner_tip_offset
- hlvr_toner_trace_debug
- hlvr_transition_pause_always
- hlvr_use_valve_startup_stage
- hlvr_watch_alarm_health_fraction
- hlvr_watch_animation_time
- hlvr_watch_facing_dot
- hlvr_watch_heartbeat_beattime
- hlvr_watch_heartbeat_rate
- hlvr_weaponswitch_colinear_up_angle
- hlvr_weaponswitch_debug_selection
- hlvr_weaponswitch_depth_gap
- hlvr_weaponswitch_fixed_dist
- hlvr_weaponswitch_follow_position_speed
- hlvr_weaponswitch_follow_rotation_speed
- hlvr_weaponswitch_hmd_hand_height_blend
- hlvr_weaponswitch_menu_mode 0: Close menu on select, 1: Close menu on button release or moving outside the menu
- hlvr_weaponswitch_orientation 0: Oriented to the VR Hand, 1: Oriented to the HMD, 2: Combo of HMD, Hand and world orientation
- hlvr_weaponswitch_selection_dist
- hlvr_weaponswitch_selection_hide_sec
- hlvr_weaponswitch_stayopen If set to 1, weaponswitch UI will stay open even after button released (for development).
- hlvr_weaponswitch_weapon_zpos How far from the background panel that the weapon model sits.
- hlvr_window_trigger_debug
- hlvr_workshop_sort
- hlvr_wristhud
- hmd_anchor_rotate
- host_force_frametime_to_equal_tick_interval
- host_framerate Set to lock per-frame time elapse.
- host_limitlocal Apply cl_cmdrate and cl_updaterate to loopback connection
- host_showcachemiss Print a debug message when the client or server cache is missed.
- 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.
- hostport Host game server port
- http_cache_size
- hud_autoaim_method
- hud_autoaim_scale_icon
- hud_autoreloadscript Automatically reloads the animation script each time one is ran
- hud_draw_active_reticle
- hud_draw_fixed_reticle
- hud_drawhistory_time
- hud_fastswitch
- hud_jeephint_numentries
- hud_locator_alpha
- hud_locator_fov
- hud_magnetism
- hud_quickinfo
- hud_reloadscheme Reloads hud layout and animation scripts.
- hud_reticle_alpha_speed
- hud_reticle_maxalpha
- hud_reticle_minalpha
- hud_reticle_scale
- hud_saytext_time
- hud_showemptyweaponslots Shows slots for missing weapons when recieving weapons out of order
- hud_takesshots Auto-save a scoreboard screenshot at the end of a map.
- hud_tracker_disabled
- hud_tracker_fov_factor
- hud_tracker_handoff_duration_a
- hud_tracker_handoff_duration_b
- 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
- hunter_allow_dissolve
- hunter_allow_nav_jump
- hunter_charge
- hunter_charge_min_delay
- hunter_charge_pct
- hunter_charge_test
- hunter_cheap_explosions
- hunter_clamp_shots
- hunter_disable_patrol
- hunter_dodge_debug
- hunter_dodge_warning
- hunter_dodge_warning_cone
- hunter_dodge_warning_width
- hunter_first_flechette_delay
- hunter_flechette_delay
- hunter_flechette_explode_delay
- hunter_flechette_max_concurrent_volleys
- hunter_flechette_max_range
- hunter_flechette_min_range
- hunter_flechette_speed
- hunter_flechette_test
- hunter_flechette_volley_end_max_delay
- hunter_flechette_volley_end_min_delay
- hunter_flechette_volley_size
- hunter_flechette_volley_start_max_delay
- hunter_flechette_volley_start_min_delay
- hunter_free_knowledge
- hunter_hate_attached_striderbusters
- hunter_hate_held_striderbusters
- hunter_hate_held_striderbusters_delay
- hunter_hate_held_striderbusters_tolerance
- hunter_hate_thrown_striderbusters
- hunter_hate_thrown_striderbusters_tolerance
- hunter_jostle_car_max_speed
- hunter_jostle_car_min_speed
- hunter_melee_delay
- hunter_plant_adjust_z
- hunter_random_expressions
- hunter_retreat_striderbusters If true, the hunter will retreat when a buster is glued to him.
- hunter_seek_thrown_striderbusters_tolerance
- hunter_shoot_flechette Fires a hunter flechette where the player is looking.
- hunter_show_weapon_los_condition
- hunter_show_weapon_los_z
- hunter_siege_frequency
- hunter_stand_still
- hurtme Hurts the player. Arguments: <health to lose>
- ic interp entity count
- ice_falling_damage_scale
- ik_abs_origin_height_spring_strength_default
- ik_constraints_enabled
- ik_debug
- ik_debug_adjusted_groundheight Show the floor height that we'd adjust based on ground IK rules.
- ik_debug_all_chains_post_solve
- ik_debug_all_chains_pre_update
- ik_debug_all_chains_pre_update_post_tilt
- ik_debug_all_chains_unique_color_per_chain
- ik_debug_build_transform_from_collision
- ik_debug_build_transform_from_collision_noop
- ik_debug_chain_to_filter_by
- ik_debug_constraints
- ik_debug_dogleg3bone
- ik_debug_dogleg3bone_enabled
- ik_debug_drawfixuprotation
- 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_groundrule
- ik_debug_groundtrace_requests
- ik_debug_groundtraces Show IK trace related details
- ik_debug_hyperextension
- ik_debug_lock_force_lock_rotation_alpha
- ik_debug_locks
- ik_debug_locks_breaks
- ik_debug_perlin_solver
- ik_debug_planetilt
- ik_debug_planetilt_axis_length
- ik_debug_soften
- ik_debug_soften_enable
- ik_debug_targets
- ik_debugrule_degreespeed
- ik_debugrule_distance
- ik_debugrule_forcedegree
- ik_debugrule_offset_x
- ik_debugrule_offset_y
- ik_debugrule_offset_z
- ik_debugrule_spin_axis
- ik_debugrule_spin_radius
- ik_debugrule_spin_speedscale
- ik_decay_hip_offset_after_x_seconds
- ik_enable Enable IK.
- ik_enable_only_this_chain Disables all chains except for the mentioned one on the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
- ik_fabrik_align_chain
- ik_fabrik_backwards_enabled
- ik_fabrik_forwards_enabled
- ik_fabrik_override_num_iterations
- ik_final_fixup_enable
- ik_force_lock_value
- ik_force_masterblend_amount
- ik_ground_rule_normalspring_strength
- ik_ground_rule_zspring_strength
- ik_groundrule_enabled
- ik_groundrule_full_orienting_threshold
- ik_groundrule_max_normal_degrees_from_up
- ik_groundrule_no_orienting_threshold
- ik_hinge_debug_bone_index
- ik_ignore_end_effector_target_bones
- ik_locks_acquire_threshold
- ik_locks_breaking_enabled
- ik_locks_enabled
- ik_locks_release_threshold
- ik_move_debug_target Offset the debug targets by x y z amount (space separated)
- ik_plane_debug_bone_index
- ik_planetilt_enable
- ik_toggle_chain Toggles on a chain in the selected entity(ies), by name of the chain. Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
- ime_info Spew IME info.
- impulse
- incrementvar Increment specified convar value.
- input_button_code_is_scan_code Bind keys based on keyboard position instead of key name
- input_forceuser Force user input to this split screen player.
- input_state input_state
- instant_replay Enable instant replay recording.
- instant_replay_goto_tick Goto a direct timestamp of the replay
- instant_replay_history_limit Maximum amount of minutes to save history (0 is unlimited).
- instant_replay_history_limit_low Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).
- instant_replay_live If in replay, jumps back to live
- instant_replay_pause Pauses instant replay.
- instant_replay_resume Resumes instant replay.
- instant_replay_skip Number of seconds to skip back to instant replay from current position
- instant_replay_skip_live Number of seconds to skip back to instant replay from live
- instant_replay_timescale Sets instant replay speed.
- instant_replay_togglepause Toggles instant replay.
- instructor_panorama
- invnext
- invnextselect
- invprev
- invprevselect
- ip Overrides IP for multihomed hosts
- iv_debug Spew interpolated var info for entity.
- iv_debugbone Debug bone name for interpolation spew of CAnimationState.
- iv_interp Spew interpolated var info for entity.
- iv_off Turn off all interpolation variable spew.
- iv_on Spew both interpolated var debug info and history for entity.
- iv_parallel_latch
- iv_parallel_restore
- iv_wrapped_parallel_latch
- joy_advanced
- joy_advaxisr
- joy_advaxisu
- joy_advaxisv
- joy_advaxisx
- joy_advaxisy
- joy_advaxisz
- joy_autoaimdampen How much to scale user stick input when the gun is pointing at a valid target.
- joy_autoaimdampenrange The stick range where autoaim dampening is applied. 0 = off
- joy_autosprint Automatically sprint when moving with an analog joystick
- joy_axisbutton_threshold Analog axis range before a button press is registered.
- joy_display_input
- joy_forwardsensitivity
- joy_forwardthreshold
- joy_inverty Whether to invert the Y axis of the joystick for looking.
- joy_legacy Turn on/off 'Legacy' mapping for control sticks.
- joy_lookspin_default
- joy_movement_stick Which stick controls movement (0 is left stick)
- joy_name
- joy_pitchsensitivity
- joy_pitchthreshold
- joy_response_move_vehicle
- joy_sidesensitivity
- joy_sidethreshold
- joy_variable_frametime
- joy_wingmanwarrior_centerhack Wingman warrior centering hack.
- joy_wingmanwarrior_turnhack Wingman warrior hack related to turn axes.
- joy_xcontroller_cfg_loaded If 0, the 360controller.cfg file will be executed on startup & option changes.
- joy_yawsensitivity
- joy_yawthreshold
- joyadvancedupdate
- 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].
- kd_large_obj_test
- kd_min_curl_delta
- kd_pose_buffer
- 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
- killvector Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- labelled_debug_helper_arc_segments
- labelled_debug_helper_enabled
- labelled_debug_helper_scale
- labelled_debug_helper_show_position
- labelled_debug_helper_show_text
- labelled_debug_helper_skeleton_show_bone_names
- lastinv
- lead_force_retrieve_timeout
- lightquery_debug_direct_lighting
- lightquery_debug_indirect_lighting
- lightquery_debug_indirect_lighting_fast 0 = standard sampling, 1 = fast sampling, 2 = ultra-fast sampling
- lightquery_key_light_max_traces_per_frame
- 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]
- locator_background_border_color The default color for the border.
- locator_background_border_thickness How many pixels the background borders the left and right.
- locator_background_color The default color for the background.
- locator_background_shift_x How many pixels the background is shifted right.
- locator_background_shift_y How many pixels the background is shifted down.
- locator_background_style Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
- locator_background_thickness_x How many pixels the background borders the left and right.
- locator_background_thickness_y How many pixels the background borders the top and bottom.
- locator_fade_time Number of seconds it takes for a lesson to fully fade in/out.
- locator_icon_max_size_non_ss Maximum scale of the icon on the screen
- locator_icon_min_size_non_ss Minimum scale of the icon on the screen
- locator_lerp_rest Number of seconds before moving from the center.
- locator_lerp_speed Speed that static lessons move along the Y axis.
- locator_lerp_time Number of seconds to lerp before reaching final destination
- locator_pulse_time Number of seconds to pulse after changing icon or position
- locator_split_len
- locator_split_maxwide_percent
- locator_start_at_crosshair Start position at the crosshair instead of the top middle of the screen.
- locator_target_offset_x How many pixels to offset the locator from the target position.
- locator_target_offset_y How many pixels to offset the locator from the target position.
- locator_text_drop_shadow If enabled, a drop shadow is drawn behind caption text. PC only.
- locator_text_glow If enabled, a glow is drawn behind caption text
- locator_text_glow_color Color of text glow
- locator_topdown_style Topdown games set this to handle distance and offscreen location differently.
- log Enables logging to file, console, and udp < on | off >.
- log_color Set the color of a logging channel.
- log_dumpchannels Dumps information about all logging channels.
- log_flags Set the flags on a logging channel.
- log_level Set the spew level of a logging channel.
- log_verbosity Set the verbosity of a logging channel.
- logic_npc_counter_debug
- lookat_eyedart_max_time
- lookat_eyedart_min_time
- lookat_force_lookat_player
- lookat_hand_search_radius
- lookat_ignore_hands
- lookat_show_hand_search_radius
- lookat_use_eyedarts
- lookstrafe
- 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_report_memory
- m_customaccel Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
- m_customaccel_exponent Mouse move is raised to this power before being scaled by scale factor.
- m_customaccel_max Max mouse move scale factor, 0 for no limit
- m_customaccel_scale Custom mouse acceleration value.
- m_filter Mouse filtering (set this to 1 to average the mouse over 2 frames).
- m_forward Mouse forward factor.
- m_mouseaccel1 Windows mouse acceleration initial threshold (2x movement).
- m_mouseaccel2 Windows mouse acceleration secondary threshold (4x movement).
- m_mousespeed Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).
- m_pitch Mouse pitch factor.
- m_rawinput Use Raw Input for mouse input.
- m_side Mouse side factor.
- m_yaw Mouse yaw factor.
- manhack_debug_burst
- manhack_debug_hover
- manhack_debug_unstick
- manhack_flight_decel
- manhack_flight_reflect
- manhack_flight_unstick_force
- map map <mapname> :Load a new map.
- mapcyclefile Name of the .txt file used to cycle the maps on multiplayer servers
- 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_camerarendertargetoverlaysize
- 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_disable_dynamic_shader_compile Reloads all shaders from vcs files until the next time mat_reloadshaders is called
- mat_disable_normal_mapping
- mat_dof_enabled
- mat_dof_far_blur_depth
- mat_dof_far_blur_radius
- mat_dof_far_focus_depth
- mat_dof_near_blur_depth
- mat_dof_near_blur_radius
- mat_dof_near_focus_depth
- mat_dof_override
- mat_dof_quality
- mat_drawTexture Enable debug view texture
- mat_drawTextureScale Debug view texture scale
- mat_drawTitleSafe Enable title safe overlay
- mat_dump_rts
- mat_framebuffercopyoverlaysize
- mat_fullbright
- mat_hdr_level
- mat_hsv
- mat_lpv_luxels
- mat_luxels
- mat_material_frameupdate_limit Maximum time in ms to spend initializing shaders for materials each frame.
- mat_motion_blur_enabled
- mat_motion_blur_falling_intensity
- mat_motion_blur_falling_max
- mat_motion_blur_falling_min
- mat_motion_blur_forward_enabled
- mat_motion_blur_rotation_intensity
- mat_motion_blur_strength
- mat_no_renderable_passes
- 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_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_reload_shaders_multithreaded If we should use multithreaded shader recompilation during mat_reloadshaders.
- mat_reloadmaterials Reloads all materials. Takes an optional substring as an argument.
- mat_reloadshaders Reloads all shaders. Takes optional substrings of shader names to recompile as arguments.
- mat_reset_material_costs Reset material cost heuristic
- mat_shader_cache
- mat_shading_complexity Visualize shading complexity
- mat_shading_complexity_color
- mat_shading_complexity_max_instruction_count
- mat_show_ab_hdr_hudelement HDR Demo HUD Element toggle.
- mat_showcamerarendertarget
- mat_showframebuffertexture
- mat_showwatertextures
- mat_stub
- 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_viewportupscale Scale the viewport back up
- mat_warn_bad_modes
- mat_wateroverlaysize
- mat_wireframe 0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
- mat_yuv
- mem_compact Compacts the heap
- mem_dump Dump memory stats to text file.
- mem_incremental_compact Incrementally compacts the heap
- mem_incremental_compact_rate Rate at which to attempt internal heap compaction
- 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
- metropolice_charge
- metropolice_chase_use_follow
- metropolice_move_and_melee
- 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
- min_contact_duration
- mix_input Set an input mix value
- mobile_fps_increase_during_charging MOBILE_FPS_CONTROL: If true we increase framerate limit while charging
- mobile_fps_increase_during_hfr_animations MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.
- mobile_fps_increase_during_touch MOBILE_FPS_CONTROL: If true we increase framerate limit during touch
- mobile_fps_limit MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60
- model_default_preview_sequence_name
- model_dump_convert_info Print model load-time conversion info
- modeldoc_render_debug_visualizers
- modeldoc_rotate_max
- modeldoc_rotate_power
- modeldoc_rotate_scale
- mortar_visualize
- motd_intros
- motdfile The MOTD file to load.
- mouse_disableinput Set to disable mouse input
- move_fall_sound_z
- movie_fixwave Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
- movie_texture_debug_distances
- mp_allowNPCs
- mp_allowspectators toggles whether the server allows spectator mode or not
- mp_autocrosshair
- mp_blockstyle Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
- mp_bonusroundtime Time after round win until round restarts
- mp_capdeteriorate_time Time it takes for a full capture point to deteriorate.
- mp_capstyle Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
- mp_chattime amount of time players can chat after the game is over
- mp_clan_ready_signal Text that team leader from each team must speak for the match to begin
- mp_clan_readyrestart If non-zero, game will restart once someone from each team gives the ready signal
- mp_defaultteam
- mp_disable_autokick Prevents a userid from being auto-kicked
- mp_disable_respawn_times
- mp_facefronttime After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
- mp_fadetoblack fade a player's screen to black when he dies
- mp_falldamage
- mp_feetyawrate How many degrees per second that we can turn our feet or upper body.
- mp_feetyawrate_max How many degrees per second that we can turn our feet or upper body when we're outside the max body yaw.
- mp_flashlight
- mp_footsteps
- mp_forcecamera Restricts spectator modes for dead players
- mp_forcerespawn
- mp_fraglimit
- mp_friendlyfire Allows team members to injure other members of their team
- mp_gamemode Unsupported in HL.
- mp_ik Use IK on in-place turns.
- mp_maxrounds max number of rounds to play before server changes maps
- mp_restartgame If non-zero, game will restart in the specified number of seconds
- mp_teamlist
- mp_teamoverride
- mp_teamplay
- mp_teams_unbalance_limit Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
- mp_timelimit game time per map in minutes
- mp_tournament
- mp_usehwmmodels Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
- mp_usehwmvcds Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
- mp_waitingforplayers_cancel Set to 1 to end the WaitingForPlayers period.
- mp_waitingforplayers_restart Set to 1 to start or restart the WaitingForPlayers period.
- mp_waitingforplayers_time WaitingForPlayers time length in seconds
- mp_weaponstay
- mp_winlimit Max score one team can reach before server changes maps
- multvar Multiply specified convar value.
- muzzle_flash_enable
- muzzleflash_light
- mwheel_down Sends a mousewheel message to the currently held weapon
- mwheel_up Sends a mousewheel message to the currently held weapon
- 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_analyze Re-analyze the current Navigation Mesh and save it to disk.
- nav_analyze_scripted commandline hook to run a nav_analyze and then quit.
- nav_area_max_size Max area size created in nav generation
- nav_area_res Standard nav area minimum size
- nav_avoid Toggles the 'avoid this area when possible' flag used by the AI system.
- nav_avoid_obstacles
- nav_begin_area Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
- 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_begin_shift_xy Begin shifting the Selected Set.
- nav_bfs_debug
- nav_blockers_can_affect_flow Set this convar to 0 if you want the 'affectsFlow' property of func_nav_blockers to be ignored
- nav_build_ladder Attempts to build a nav ladder on the climbable surface under the cursor.
- nav_chop_selected Chops all selected areas into their component 1x1 areas
- 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_clear_walkable_marks Erase any previously placed walkable positions.
- nav_connect To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
- nav_coplanar_slope_limit
- nav_corner_adjust_adjacent radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_corner_lower Lower the selected corner of the currently marked Area.
- nav_corner_place_on_ground Places the selected corner of the currently marked Area on the ground.
- nav_corner_raise Raise the selected corner of the currently marked Area.
- nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners.
- nav_create_area_at_feet Anchor nav_begin_area Z to editing player's feet
- nav_create_place_on_ground If true, nav areas will be placed flush with the ground when created by hand.
- nav_crouch Toggles the 'must crouch in this area' flag used by the AI system.
- 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_delete_all_hull Deletes all areas with given hull category.
- nav_delete_marked Deletes the currently marked Area (if any).
- nav_disconnect To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
- nav_displacement_test Checks for nodes embedded in displacements (useful for in-development maps)
- 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_bgcolor RGBA color to draw as the background color for nav areas while editing.
- nav_draw_area_filled
- nav_draw_area_ground
- nav_draw_area_vert_order
- nav_draw_area_ztest
- nav_draw_blocked
- nav_draw_blocked_connections
- nav_draw_connected_area_radius
- nav_draw_connections
- nav_draw_externally_allocated
- nav_draw_hull_support
- nav_draw_indices
- nav_draw_inset_margin
- nav_draw_jump_links
- nav_draw_limit The maximum number of areas to draw in edit mode
- nav_draw_mesh
- nav_draw_mesh_grid Draw the meshe'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_should_be_destroyed
- nav_draw_show_light_intensity
- nav_draw_split_by_obstacle_mgr
- nav_draw_vert_hotspots
- nav_edit Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_edit_validate Validate navmesh structures.
- nav_end_area Defines the second corner of a new Area or Ladder and creates it.
- 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_end_shift_xy Finish shifting the Selected Set.
- nav_flood_select Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
- 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_angle
- nav_gen_connect_angle_ignore_z
- nav_gen_connect_dist_a
- nav_gen_connect_dist_b
- 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_markup_split_expand
- nav_gen_markup_split_tol_base
- nav_gen_markup_split_tol_nonav
- nav_gen_markup_split_tol_nonentity
- nav_gen_match_ground
- 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_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_remove_vertical_polys
- nav_gen_split_boundary_polys
- nav_gen_tr_max_acceptable_cost_1
- nav_gen_tr_max_acceptable_cost_2
- nav_gen_tri_reduce_all
- nav_gen_true Always true
- nav_gen_vertical_limit
- nav_generate Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_compute_lighting If true, compute lighting for this area. Otherwise, just set to 1/2.
- nav_generate_fencetops Autogenerate nav areas on fence and obstacle tops
- nav_generate_fixup_jump_areas Convert obsolete jump areas into 2-way connections
- nav_generate_incremental Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_incremental_range
- nav_generate_incremental_tolerance Z tolerance for adding new nav areas.
- nav_generate_no_restart
- nav_generate_remove_jump_areas
- nav_genrt_debug
- nav_genrt_no_splice
- nav_genrt_no_split
- nav_genrt_step
- nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system.
- nav_ladder_flip Flips the selected ladder's direction.
- nav_load Loads the Navigation Mesh for the current map.
- nav_load_aaquad Loads the Navigation Mesh for the current map.
- nav_load_polyclip Loads the Navigation Mesh for the current map.
- nav_load_recast Loads the Navigation Mesh for the current map.
- 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_mark_walkable Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
- nav_max_auto_area_size Max size in x/y of any auto-generated nav area
- nav_max_view_distance Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length
- nav_merge To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
- nav_merge_mesh Merges a saved selected set into the current mesh.
- nav_no_jump Toggles the 'dont jump in this area' flag used by the AI system.
- nav_obstacle_genrt
- nav_obstacle_keep_inside_poly
- nav_obstacle_stats
- nav_obstacle_validate
- nav_obstruction_draw
- nav_obstruction_draw_change
- nav_obstruction_draw_dist
- nav_obstruction_draw_fail_block
- nav_path_debug
- nav_path_debug_compute_with_open_goal
- nav_path_debug_jump_segments
- 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_tick
- nav_path_fixup_climb_up_segments
- nav_path_fixup_gap_segments
- nav_path_jump_process_debug
- nav_path_optimize_enable
- nav_path_optimize_portal_positions
- nav_path_optimizer_debug
- nav_path_record_draw_last_fail
- nav_path_record_enable
- nav_pathfind_debug_draw
- nav_pathfind_debug_draw_costs
- nav_pathfind_debug_draw_errors
- nav_pathfind_debug_draw_total_costs
- nav_pathfind_debug_log
- nav_pathfind_inadmissable_heuristic_factor
- nav_potentially_visible_dot_tolerance
- nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system.
- nav_quicksave Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- 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_remove_from_selected_set Remove current area from the selected set.
- nav_save Saves the current Navigation Mesh to disk.
- nav_save_history Keep this many backup copies of nav files.
- nav_save_selected Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- nav_search_lattice_initial_scale
- nav_search_lattice_progressive_scale
- nav_select_allow_blocked When selecting an area under nav_edit, allow area marked as blocked.
- nav_select_arc Set to change selection trace to be an arc instead of a line. Value 1 should give a reasonable arc.
- nav_select_blocked_areas Adds all blocked areas to the selected set
- nav_select_half_space Selects any areas that intersect the given half-space.
- nav_select_hull Restrict area selection to areas that can support a hull of the given category
- nav_select_obstructed_areas Adds all obstructed areas to the selected set
- nav_select_radius Adds all areas in a radius to the selection set
- nav_select_stairs Adds all stairway areas to the selected set
- nav_select_with_attribute Selects areas with the given attribute.
- nav_set_place_mode Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- nav_shift Shifts the selected areas by the specified amount
- nav_show_area_connections Show connections to selected area when true
- nav_show_area_info Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
- nav_show_area_info_font
- nav_show_area_info_font_size
- nav_show_area_info_font_voffset
- nav_show_compass
- nav_show_connectionblockers Debug: Show connection blocker models.
- nav_show_edit_pos
- nav_show_node_grid
- nav_show_node_id
- nav_show_nodes
- nav_show_player_counts Show current player counts in each area.
- nav_show_potentially_visible Show areas that are potentially visible from the current nav area
- nav_simplify_selected Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- nav_slope_limit The ground unit normal's Z component must be greater than this for nav areas to be generated.
- nav_slope_tolerance The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
- nav_smooth_calc_z
- nav_smooth_constrain_results
- nav_smooth_constrain_results_relax
- nav_smooth_constrain_spring
- nav_smooth_constrain_spring_relax
- nav_smooth_draw_accel
- nav_smooth_draw_boundary
- nav_smooth_draw_calc
- nav_smooth_draw_constraint_spline
- nav_smooth_draw_constraint_spring
- nav_smooth_draw_speed
- nav_smooth_enable
- nav_smooth_relax
- nav_smooth_relax_use_timesteps
- nav_smooth_separating_dist_override
- nav_smooth_spring_const_override
- 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_use_opt
- nav_snap_to_grid Snap to the nav generation grid when creating new nav areas
- nav_solid_props Make props solid to nav generation/editing
- nav_splice To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
- nav_split To split an Area into two, align the split line using your cursor and invoke the split command.
- nav_split_aa To split an area into two, align the split line using your cursor and invoke the split command.
- nav_split_place_on_ground If true, nav areas will be placed flush with the ground when split.
- nav_split_show_aa Show the axis-aligned split line.
- nav_split_show_free Show the free split line.
- nav_store_selected_set Stores the current selected set for later retrieval.
- nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
- nav_subdivide Subdivides all selected areas.
- nav_switch Switches to navmesh for the specified spawngroup
- nav_test_bfs_lattice_dist_0
- nav_test_bfs_lattice_dist_1
- nav_test_bfs_lattice_dist_2
- nav_test_bfs_lattice_mark
- nav_test_bfs_lattice_spacing_0
- nav_test_bfs_lattice_spacing_1
- nav_test_bfs_lattice_spacing_2
- 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_curve_opt
- nav_test_find_nearest Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
- nav_test_find_nearest_clear Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
- nav_test_find_random_connected Demonstrates finding random points that are connected in the nav mesh to the start point.
- nav_test_find_random_connected_dist_max
- nav_test_find_random_connected_dist_min
- nav_test_find_z
- nav_test_force_npc_repath
- nav_test_genrt
- nav_test_genrt_place
- nav_test_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_node
- nav_test_node_crouch
- nav_test_node_crouch_dir
- nav_test_npc_collision
- nav_test_npc_collision_show_geometry
- nav_test_path Calculate and draw a path from player/camera position to the test position.
- nav_test_path_expansion_search Extend nav_tes_path by doing an expansion search on that path. Convar value defines dist.
- nav_test_path_lock_goal Lock the pathfinding goal to the current intersection point.
- nav_test_path_lock_start Lock the pathfinding start to the current intersection point.
- nav_test_path_max_climb_up
- nav_test_path_max_drop_down
- nav_test_path_move
- nav_test_path_opt Enable path optimization for nav_edit_path paths.
- nav_test_path_opt_transitions
- nav_test_pos_name
- nav_test_pos_place
- nav_test_rays
- nav_test_search_lattice Demonstrates searching hexagonal lattice over nav mesh.
- 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_update_pos
- nav_test_test_ray_to_mesh Test CNavMesh::TestRayToMesh(). Args: nNumrays, flRayLength, flRadialOffset
- 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_place_mode Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- 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_use_place If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
- nav_validate Level of validation for nav system. Higher will be slower.
- nav_volume_debug Draw or print debug information about nav volume queries.
- nav_warp_to_mark Warps the player to the marked area.
- nav_world_center Centers the nav mesh in the world
- navlocal_constrain
- navlocal_debug
- navlocal_debug_constraint
- navlocal_debug_isect
- navlocal_debug_island
- navlocal_debug_island_calc
- navlocal_debug_npcs
- navlocal_debug_probecache
- navlocal_lead_in_dist
- navlocal_lead_out_dist
- navlocal_path_tight_buffer
- navlocal_start_solid_calc_path
- navlocal_test_radius
- navlocal_use_probe_cache
- navlocal_use_probe_cache_box_test
- navnetsolve_draw_tri
- net_channels Shows net channel info
- net_compresspackets Use lz compression on game packets.
- net_compresspackets_minsize Don't bother compressing packets below this size.
- net_compressvoice Attempt to compress out of band voice payloads (360 only).
- net_connections_stats Print detailed network statistics for each network connection
- net_debug_to_file
- net_detailed_canpacket_log
- net_filelogging Log packets to files
- net_fs_showindirections
- net_listallmessages List all registered net messages
- net_log_processing Log network processing
- net_max_foreign_packets Maximum amount of foreign packets (no established connection) allowed per frame before we discard
- net_maxcleartime Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
- net_maxroutable Requested max packet size before packets are 'split'.
- net_messageinfo Display info about a message (by classname or id)
- net_minroutable Forces larger payloads.
- net_option Get or set SteamNetworkingSockets options such as fake packet lag and loss
- net_p2p_client_to_client_messages Enable P2P via ISteamNetworkingMessages.
- net_p2p_listen_dedicated Should dedicated server listen for new-style P2P?
- net_p2pconnection_linger_time How long p2p connection requests should linger before we completely ignore them
- net_port_try If unable to bind to initial port, how many more to try binding.
- 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_showfragments Show netchannel fragments
- 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_showusercmd Show user command encoding
- net_spewcounts Spew serializer counts
- net_spewserializer Spew serializer info
- net_stats_json Output server networking statistics in json format
- net_status Shows current network status
- net_usesocketsforloopback Use network sockets layer even for listen server local player's packets (multiplayer only).
- net_validatemessages Activates/deactivates net message validation
- next_weapon_timer
- nextdemo Play next demo in sequence.
- nextlevel If set to a valid map name, will change to this map during the next changelevel
- 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_ally_deathmessage
- npc_alyx_crouch
- npc_alyx_force_stop_moving
- npc_alyx_readiness
- npc_alyx_readiness_transitions
- npc_ammo_deplete Subtracts half of the target's ammo
- npc_applystun Apply Stun Shock effect
- npc_barnacle_debug_tongue_vis
- npc_barnacle_helditem_sway
- npc_barnacle_helditem_sway_a
- npc_barnacle_helditem_sway_t
- npc_barnacle_helditem_sway_z
- npc_barnacle_pull_ragdoll_damping
- npc_barnacle_pull_ragdoll_damping_ratio
- npc_barnacle_pull_ragdoll_frequency
- npc_barnacle_pull_ragdoll_horz_max
- npc_barnacle_pull_ragdoll_spring
- npc_barnacle_pull_speed_ragdoll_mod
- npc_barnacle_tongue_offset_down
- npc_bipass Displays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
- npc_citizen_auto_player_squad
- npc_citizen_auto_player_squad_allow_use
- npc_citizen_dont_precache_all
- npc_citizen_explosive_resist
- npc_citizen_heal_chuck_medkit Set to 1 to use new experimental healthkit-throwing medic.
- npc_citizen_insignia
- npc_citizen_medic_emit_sound
- npc_citizen_medic_throw_speed
- npc_citizen_medic_throw_style Set to 0 for a lobbier trajectory
- npc_citizen_squad_marker
- npc_combat Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_conditions Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_create Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
- npc_create_aimed Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn't have an instance in the level. Arguments: {npc_class_name}
- npc_create_equipment
- npc_create_or_teleport_warn_on_nonav Warn if the created or teleported npc is off nav.
- npc_create_reviver_storm Creates a reviver storm at the crosshair that hates the player.
- npc_damage Deals the target damage by the given amount
- npc_destroy Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
- npc_destroy_unselected Removes all NPCs from the universe that aren't currently selected
- npc_enemies Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don't know where it went) Unreachable entities drawn in green (can't get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_focus Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_force_regenerate_attached_items Force the target npc to regenerate its attached items.
- npc_go Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: <start x y z> <goal x y z>
- npc_go_do_run Set whether should run on NPC go
- npc_go_loop Toggles whether the selected NPC(s) will loop between the last set of waypoints you used 'npc go' on.
- npc_go_loop_clear_waypoints Clear waypoints for npc_go_loop.
- npc_go_loop_max_waypoints
- npc_go_no_arrow Don't draw the go arrow of selected NPCs
- npc_go_random Sends all selected NPC(s) to a random node. Arguments: -none-
- npc_heal Heals the target back to full health
- npc_height_adjust Enable test mode for ik height adjustment
- npc_hist_draw
- npc_hist_dump Dump the NPC history to the console.
- npc_hist_filter_npc_index
- npc_hist_filter_npc_name
- npc_hist_filter_schedule_name
- npc_hist_filter_task_name
- npc_hist_filter_type
- npc_kill Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
- npc_kill_unselected Properly kills all NPCs from the universe that aren't currently selected
- npc_nearest_node Draw's a white box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_ragdoll Will turn an NPC into a ragdoll OR a ragdoll back to an NPC
- npc_relationships Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_reset Reloads schedules for all NPC's from their script files Arguments: -none-
- npc_route Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue - path to a node Cyan - detour around an object (triangulation) Red - jump Maroon - path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
- npc_select Select or deselects the given NPC(s) for later manipulation. Selected NPC's are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_sentences
- npc_speak Force the target npc to speak a specified response. Format: npc_speak <concept> <criteria in the form of crit:value,crit:value,etc)>
- npc_speakall Force the npc to try and speak all their responses
- npc_squads Obsolete. Replaced by npc_combat
- npc_steering Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_steering_all Displays the steering obstructions of all NPCs (used to perform local avoidance)
- npc_steering_scalar
- npc_strider_bomb_dmg
- npc_strider_height_adj
- npc_strider_shake_ropes_magnitude
- npc_strider_shake_ropes_radius
- npc_task_text Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_tasks Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
- npc_teleport Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
- npc_teleport_phys_clear When true, npc_teleport will look for clear space and fail if none is found.
- npc_thinknow Trigger NPC to think
- npc_viewcone Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- npc_vphysics
- npc_zombie_move_reviver Force reviver to change position on the zombie the player is looking at
- npc_zombie_shoot_reviver Shoot the reviver on the zombie
- npc_zombie_show_revive Visualizes the revive status of all zombies
- npcsolve_attract_draw
- npcsolve_constraint_nav
- npcsolve_constraint_npc
- npcsolve_drag_linear
- npcsolve_forward
- npcsolve_forward_const
- npcsolve_forward_dist
- npcsolve_forward_margin
- npcsolve_path_close_const
- npcsolve_path_close_max_tension
- npcsolve_path_lookahead_const
- npcsolve_path_lookahead_dist
- npcsolve_path_vel_const
- npcsolve_separation
- npcsolve_separation_const
- npcsolve_separation_dist
- npcsolve_separation_draw
- npcsolve_separation_jitter
- npcsolve_separation_r2
- npctester_path_lookahead_time
- open_asset Opens an asset in it's primary editor of choice. Specify the full path to the asset from the mod directory.
- overview_alpha Overview map translucency.
- overview_draw_map
- overview_health Show player's health in map overview.
- overview_locked Locks map angle, doesn't follow view angle.
- overview_mode Sets overview map mode off,small,large: <0|1|2>
- overview_names Show player's names in map overview.
- overview_tracks Show player's tracks in map overview.
- overview_zoom Sets overview map zoom: <zoom> [<time>] [rel]
- p2p_listpeers List currently known peers.
- p2p_lockdown_game_server_trust_everyone Allow direct peer to peer connectivity with any players on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
- p2p_lockdown_game_server_trust_friends Allow direct peer to peer connectivity with any steam friends on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
- p2p_lockdown_game_server_trust_listenserver_host Allow direct peer to peer connectivity with the player running a listenserver you're connected to. And everyone connected to a listenserver you're running yourself. [0 = force off, 1 = force on, -1 = Engine Controlled]
- p2p_ping Ping a peer.
- p2p_relay_maxhops
- palm_default_origin_offset
- panel_test_title_safe Test vgui panel positioning with title safe indentation
- panorama_async_compute_mipgen use asynchronous compute for mipmap generation.
- panorama_spew_async_event_substring If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.
- panorama_worldpanel_update_cull_distance
- panorama_worldpanel_update_cull_size_threshold
- panorama_worldpanel_update_culling
- particle_layer_id_whitelist
- particle_profile Profile particle
- 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_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_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} / no argument picks what player is looking at
- particle_test_stop Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- particles_multiplier Multiply # of rendered particles by this for perf testing
- password Current server access password
- path Show the filesystem path.
- pause Toggle the server pause state.
- perfui Show/hide the level performance tools UI.
- pet_disable_test_mode
- 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.
- phys2_contact_debug_draw_size
- phys2_debug_broadphase
- phys_active Whether PLAYER physics is actively simulated (ie. noclip)
- phys_build_bounds
- phys_build_mass
- phys_continuous_kinematic_update
- phys_debug_draw Set up debug-draw of physics internal state
- phys_debug_showdefaultmaterial If enabled, surfaces with default material are highlighted in physics debug geometry.
- phys_drag_multiplier Multiply air drag
- phys_dump_intersection_controller Dump intersection controller status
- phys_dynamic_scaling
- phys_explode_new
- phys_fast_report_contacts when 1, fast path for collision reporting is implemented making triggers faster in some cases
- phys_fastaddcloneshape
- phys_get_model_materials Get physics surface property of models.
- phys_hinge_move_threshold Threshold when hinge is considered moving [deg/s]
- phys_impactforcescale
- phys_implicit_integarator Use implicit integrator for gyroscopic forces
- phys_jiggle_bone_enable
- 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 build -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 -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
- phys_log_updaters
- phys_log_updaters_exclude
- phys_log_updaters_include
- phys_mark_debug Mark object for debug
- phys_old_contact_draw
- phys_parallel_islands Enable/Disable Parallel Island Solving
- phys_position_iterations
- phys_pushscale
- phys_ragdoll_force_magnitude
- phys_reload_immediately Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)
- 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_speed
- phys_shoot_torque
- phys_show_stats
- phys_sleep Put all physics in all the worlds to sleep
- phys_slide_damping_ratio Spring damping ratio for slide constraint
- phys_slide_frequency Spring stiffness for slide constraint
- phys_specialized_linear_sweep
- phys_sphere_cast_version
- phys_stressbodyweights
- phys_swap Automatically swaps the current weapon for the physcannon and back again.
- phys_timescale Scale time for physics
- phys_traceline_radius
- phys_upimpactforcescale
- phys_use_block_solver Use block solving for constraint entities
- phys_validate
- phys_velocity_iterations
- phys_visualize_awake_dynamic_only
- phys_visualize_awake_unattached_only
- phys_visualize_traces
- phys_wakeup Wake all physics objects in the Main physics up
- physcannon_ball_cone
- physcannon_chargetime
- physcannon_cone
- physcannon_dmg_glass
- physcannon_maxforce
- physcannon_maxforce_joint
- physcannon_maxmass
- physcannon_mega_enabled
- physcannon_mega_pullforce
- physcannon_mega_tracelength
- physcannon_minforce
- physcannon_pullforce
- physcannon_pulllength
- physcannon_punt_cone
- physcannon_right_turrets
- physcannon_tracelength
- physcannon_use_blue_sprite
- physics_add_test add test object
- physics_debug_entity Dumps debug info for an entity
- physics_flyer_turn_rate
- 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
- physics_turn_ease_in
- physicsshadowupdate_render
- pickup_check_period
- pistol_use_new_accuracy
- pixelvis_debug Dump debug info
- play Play a sound.
- playdemo Play a recorded demo file (.dem ).
- player_ammobalancing_debug
- player_debug_off_nav
- player_debug_print_damage When true, print amount and type of all damage received by player to console.
- player_forecast_debug
- player_forecast_macro_falloff_factor
- player_forecast_macro_sample_period
- player_forecast_micro_falloff_factor
- player_forecast_micro_sample_period
- player_forecast_movement_threshold
- player_forecast_radius_confidence_factor
- player_incap_use_radius
- player_input_motor_jerk
- player_old_armor
- player_showcounters
- player_showpredictedposition
- player_showpredictedposition_timestep
- player_squad_autosummon_debug
- player_squad_autosummon_move_tolerance
- player_squad_autosummon_player_tolerance
- player_squad_autosummon_time
- player_squad_autosummon_time_after_combat
- player_squad_double_tap_time
- player_squad_transient_commands
- player_testresponse Fire off a response played throught the player: player_testresponse <concept> <criteria>
- player_throwforce
- player_use_radius
- playsound playsound <soundname>
- playsoundscape Forces a soundscape to play
- playvideo Plays a video: <filename> [width height]
- playvideo_exitcommand Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvideo_exitcommand_nointerrupt Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvideo_nointerrupt Plays a video without ability to skip: <filename> [width height]
- playvol Play a sound at a specified volume.
- png_screenshot Take a .png screenshot: png_screenshot [filename]
- point_grabbable_debug
- point_grabbable_disengagedist_buffer
- point_grabbable_maxdist_buffer
- point_hint_ui_dpi
- point_hint_ui_height
- point_hint_ui_large_height
- point_hint_ui_large_width
- point_hint_ui_width
- pop_var_values Restore previously pushed convars and config values
- population_distribution_debug
- print_occlusion_depth
- print_video_card_config
- progress_enable
- prop_debug Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
- prop_debug_vr_collision Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_PROPS_VR_DEBRIS and will return to COLLISION_GROUP_PROPS_VR_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_PROPS_VR_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_liquid_debug Display some debugging information
- prop_liquid_debug_gravity Shows the input vector from gravity and velocity and what the output vector should look like after encoding/decoding
- prop_liquid_foam_settle_duration The duration in seconds before liquid will 100% settle
- prop_liquid_gravity_interpolation How much we interpolation our gravity direction
- prop_liquid_gravity_velocity_scale The proportion of velocity to gravity to applied to what direction is 'down' for liquid
- prop_liquid_settle_duration The duration in seconds before liquid will 100% settle
- prop_liquid_velocity_additive_power While agitated, the power to apply to the proportion of new velocity to max - sort of how additive do you want new vibrations to be.
- prop_liquid_velocity_dampening The dampening on incoming delta velocity
- prop_liquid_velocity_foam_additive_power While agitated, the power to apply to the proportion of new velocity to max - sort of how additive do you want new vibrations to be.
- prop_liquid_velocity_foam_dampening The dampening on incoming delta velocity
- prop_liquid_velocity_foam_max_agitation The maximum velocity delta for liquid agitation
- prop_liquid_velocity_max_agitation The maximum velocity delta for liquid agitation
- prop_nav_ignore_small_props
- prop_nav_ignore_small_props_mass
- prop_nav_use_connection_blocker
- prop_physics_create Creates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
- property_editor_use_overlay
- props_break_max_pieces_perframe Maximum prop breakable piece count per frame (-1 = model default)
- 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.
- quest_goal_num_ticks
- quit Quit the game
- r_AirboatViewDampenDamp
- r_AirboatViewDampenFreq
- r_AirboatViewZHeight
- r_DrawPortals
- r_JeepFOV
- r_JeepViewBlendTo
- r_JeepViewBlendToScale
- r_JeepViewBlendToTime
- r_JeepViewDampenDamp
- r_JeepViewDampenFreq
- r_JeepViewZHeight
- r_RainAllowInSplitScreen Allows rain in splitscreen
- r_RainParticleDensity Density of Particle Rain 0-1
- r_VehicleViewClamp
- r_VehicleViewDampen
- r_allow_morph_batching_on_base
- r_always_render_all_windows Always force all engine & tools to render
- r_aoproxy_cull_dist Distance to cull the AO proxy as a factor of size
- r_aoproxy_min_dist
- r_aoproxy_min_dist_box
- r_aspectratio
- r_bloom_compute Use compute shaders for bloom on Vulkan
- r_break_on_validation_error
- r_cacheSequenceData
- r_cubemap_debug_colors
- r_debug_draw_safe_area_insets Render safe area insets as wireframe.
- r_debug_precipitation Show precipitation volumes
- r_debug_rendering_in_vr_headset
- r_decals
- r_decals_default_fade_duration
- r_decals_default_start_fade
- r_defer_async_texture_updates Whether or not to defer async texture updates until the start of the next frame.
- r_deferred_cubemap_diffuse
- r_deferred_debugvis
- r_directlighting Set to use direct lighting
- r_dither_scale
- r_dopixelvisibility
- r_draw3dskybox
- r_draw_animatables
- r_draw_first_tri_only
- r_draw_instances
- r_draw_overlays
- r_draw_particle_children_with_parents Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)
- r_drawblankworld Render blank instead of the game world
- r_drawdecals Set to render decals
- r_drawdevvisualizers Render dev visualizers
- r_drawmodeldecals
- r_drawpanorama Enable the rendering of panorama UI
- r_drawparticles Enable/disable particle rendering
- r_drawrenderboxes
- r_drawropes
- r_drawskybox Render the 2d skybox.
- r_drawsprites
- r_drawtracers
- r_drawtracers_firstperson
- r_drawvgui Enable the rendering of vgui panels
- r_drawviewmodel Render view model
- r_drawworld Render the world.
- r_dx11_report_live_objects Prints out live D3D11 objects (requires -dx11debug)
- r_dx11_software_cmd_lists Enable Software Command lists for DX11 (Avoid using deferred contexts)
- r_effects_bloom
- r_enable_rigid_animation
- r_expensive_draws_last
- r_experimental_lag_limiter
- r_extra_render_frames
- r_fade360style
- 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_flashlight_topdown
- 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_zprepass 0: Force z prepass off. 1: Force on. -1: Don't force
- r_frame_sync_enable
- r_freeze_sceneobjects
- r_freezeparticles Pause particle simulation
- r_fullscreen_gamma Screen Gamma (only in fullscreen modes)
- r_gpu_driver_high
- r_gpu_driver_low
- 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_hdr_bloom
- r_high_quality_shadow_map_size Shadow map resolution for high quality shadows
- r_high_quality_shadows Number of shadow casters allowed for per-object shadows
- r_high_quality_shadows_debug
- r_high_quality_shadows_filter_radius_uv
- r_impacts_alt_orientation
- r_impacts_decal_grazing_incidence_cutoff
- r_impacts_decal_grazing_incidence_variance
- r_indirect_specular_force_scale
- r_indirectlighting Set to use indirect lighting
- r_jiggle_bones
- r_late_particle_job_sync
- r_lightBinnerFarPlane
- r_light_flickering_enabled
- r_light_probe_volume_debug_colors
- r_light_sensitivity_mode
- 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_mipgen_compute_shader Use compute shader for mipgen.
- r_mixed_shadows Enable dynamic shadows from baked lights
- r_mixed_shadows_debug Debug r_mixed_shadows
- r_mixed_shadows_fade_in_time
- r_mixed_shadows_fade_out_time
- r_mixed_shadows_max_important_shadow_casters
- r_mixed_shadows_relative_distance_threshold Reject any objects further away than this many of its own lengths
- r_mixed_shadows_update_radius How far to go before radius must be updated
- r_monitor_3dskybox
- r_morphing_enabled
- r_multigpu_num_gpus_found
- r_multigpu_num_gpus_used
- r_muzzleflashbrightness
- r_muzzleflashlinear
- r_nearz Override the near clipping plane. -1 means use the default.
- r_occluder_overlay Show the occluder depth buffer mip level. 0=off, 1=1st mip, 2=2nd mip, etc...
- r_occlusion_culling Enable or disable occlusion culling
- r_paint_post
- r_particle_crop
- r_particle_debug_force_simulation -1 for all asleep, 1 for all awake
- r_particle_enable_fastpath
- 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_min_timestep A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
- r_particle_render_refreshes_sleep_timer Disable to get a better look at what's happening offscreen
- r_particle_render_test render particles 100 times and show perf
- r_particle_timescale
- 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_pool_texture_objects
- r_pool_texture_objects_size
- r_post_bloom
- r_post_bloom_debug 1 = bloom output, 2 = quarter res downsample
- r_post_bloom_kawase_steps
- r_post_bloom_strength
- r_post_colorcorrection
- r_post_film_grain
- r_post_fxaa
- r_post_mirror_horizontal
- r_post_mirror_vertical
- r_post_vignette
- r_prefer_loop_unrolling Prefer shader loop unrolling.
- r_print_texture_stats Texture stats
- r_propsmaxdist Maximum visible distance
- r_randomizememstacks Enables/disables code to randomize GPU framestacks on the 360
- r_render_coordination_state Prints out the current render coordination state.
- r_render_to_cubemap_debug
- r_render_world_node_bounds Render world node bounds
- r_rendersun Render sun lighting
- r_reset_character_decals
- r_retinaburn_capture_next_frame
- r_ropetranslucent
- r_screen_size_expansion
- r_screenoverlay Draw specified material as an overlay
- r_shadows
- r_show_ao_proxies
- r_show_hipoly_draw_calls Transparent wireframe overlay for draw calls with triangle count higher than specified number
- r_show_occluders Show occluder
- r_show_skymap Draw the sky map
- r_show_ssao Draw the SSAO occlusion buffer
- r_show_zprepass_depth Draw the depth from the depth pre-pass
- r_show_zprepass_normals Draw the normals from the depth pre-pass
- r_showdebugoverlays Set to render debug overlays
- r_showdebugrendertarget Set the debug render target to show, 0 == disable
- r_showsceneobjectbounds Show scenesystem object bounding boxes
- r_showsunshadowdebugrendertargets Set to render sun shadow render targets
- r_showsunshadowdebugsplitvis Set to render sun shadow split visibility debugger
- r_size_cull_threshold_shadow Threshold of sun shadow map size percentage below which objects get culled
- r_skinning_enabled
- r_skip_precache_validation_check
- r_skymodel_moonboost
- r_skymodel_nightambient
- r_skymodel_wavelength_b
- r_skymodel_wavelength_g
- r_skymodel_wavelength_r
- r_ssao Set to use screen-space ambient occlusion
- r_ssao_bias
- r_ssao_blur
- r_ssao_radius
- r_ssao_strength
- r_ssr Enable or disable screenspace reflections
- r_staticpropinfo
- r_stereo_convergence Sets the focal plane that is aligned with the monitor's surface
- r_stereo_eye_separation Wider eye separation results in greater depth perception
- r_stereo_mode_anaglyph Draw in stereo using overlapping red and cyan images
- r_stereo_mode_crossed Draw in stereo using left and right eyes
- r_stereo_mode_parallel Draw in stereo using left and right eyes with a parallel projection
- r_stereo_multiview_instancing Use multiview instancing for stereo rendering.
- r_stereo_true_multiview Use true multiview for stereo rendering.
- r_strip_invisible_during_sceneobject_update
- r_subsampled_sampler_desc What samplers should we use for immutable samplers?
- r_suppress_redundant_state_changes
- r_suppress_redundant_state_changes_vbs
- r_swingflashlight
- 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_object_pool_size
- r_texture_object_pool_stats Prints out stats for the DX11 Texture Object Pool
- 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. -1 = ignored.
- r_texture_stream_mip_bias Biases the mip level the texture streaming system choses to stream for each texture.
- r_texture_stream_resolution_bias
- r_texture_stream_resolution_bias_decrease_rate
- r_texture_stream_resolution_bias_increase_rate
- r_texture_stream_resolution_bias_min
- r_texture_stream_resolution_bias_update_period
- r_texture_stream_throttle_amount
- r_texture_stream_throttle_count
- r_texture_stream_throttle_count_over_budget
- r_texture_streaming_timesliced
- r_texture_streamout_unthrottle_ms After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.
- r_texturefilteringquality 0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
- r_textures_evict_all Evict all resident texture.
- r_threaded_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_transmissive_lighting
- r_use_memory_budget_model Use a model of GPU memory use to determine budget rather than querying the OS.
- r_validate_texture_streaming
- r_vconsole_foregroundforcerender When VConsole is in the foreground, force all engine & tools to render
- r_vehicleBrakeRate
- r_viewport Slams viewport size to a specified value.
- r_vignette
- r_vr_3d_skybox
- r_vr_3d_skybox_depth_prepass
- r_vr_3d_skybox_depth_prepass_cull_threshold
- r_vr_overtop_menu
- r_vulkan_color_attachment_barriers
- r_vulkan_color_attachment_barriers_relaxed
- r_vulkan_drop_sw_cmd_lists
- r_vulkan_render_thread_global_thread_pool
- r_vulkan_reorder_submissions Reorder submissions that happen during view submission (kill switch in case this is broken)
- r_vulkan_sw_cmd_lists Enable Software Command lists for Vulkan
- r_vulkan_sw_cmd_lists_combine
- r_vulkan_sw_cmd_lists_continue_rendering
- r_vulkan_sw_cmd_lists_min_layers_per_pass
- r_vulkan_sw_cmd_lists_suspend_resume
- r_wait_on_present
- r_world_allow_bindless_desc
- r_world_frame_load_threshold_ms
- r_world_wind_dir
- r_world_wind_frequency_grass
- r_world_wind_frequency_trees
- r_world_wind_offset_speed
- r_world_wind_smooth_time
- r_world_wind_strength
- r_worldlod Set to enable world LOD
- r_zprepass_normals 0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
- radar_range
- ragdoll_biped_settle_duration
- ragdoll_biped_settle_force
- ragdoll_biped_settle_lift_force
- ragdoll_biped_settle_start_time
- ragdoll_biped_settle_vertical_limit
- ragdoll_debug_item_detachment
- ragdoll_impact_strength
- ragdoll_lru_debug_removal
- ragdoll_lru_min_age
- ragdoll_min_energy
- ragdoll_override_root_orientation
- 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_relax_limts
- ragdoll_scale_sleep_tolerance
- ragdoll_settle_method
- ragdoll_sleepaftertime After this many seconds of being basically stationary, the ragdoll will go to sleep.
- ragdoll_validate_targetpose
- ragdoll_visualize_creation_skeleton
- ragdoll_visualize_targetpose
- randomlookat_hands_search_radius Search radius NPCs use to judge if a player's hands are valid look targets.
- randomlookat_search_radius Search radius NPCs use to find random look targets
- randomlookat_show_hands_search_radius Show search radius NPCs use to judge if a player's hands are valid look targets.
- randomlookat_show_search_radius Show search radius NPCs use to find random look targets
- rangefinder Measures distance along a ray
- rate Min bytes/sec the host can receive data
- ray_bench Load the rays and run the benchmark
- rcon_address Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- 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 Reload the most recent saved game.
- removeid Remove a user ID from the ban list.
- removeip Remove an IP address from the ban list.
- report_cliententitysim List all clientside simulations and time - will report and turn itself off.
- report_clientthinklist List all clientside entities thinking and time - will report and turn itself off.
- report_connection_failure_percentage
- report_entities Lists all entities
- report_simthinklist Lists all simulating/thinking entities
- report_soundpatch reports sound patch count
- reset_gameconvars Reset game convars to default values
- resource_leaks resource_leaks <resource_name>: Show resource leaks for the named resource
- resource_list List loaded resources matching a substring
- resource_repeated_reload resource_repeated_reload <count> <resource_name> (<resource name> ...): Load and unload the specified resource(s)
- resourcecompiler_log_compile_stats
- respawn_entities Respawn all the entities in the map.
- 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.
- reviver_storm_max_segment
- rope_averagelight Makes ropes use average of cubemap lighting instead of max intensity.
- rope_collide Collide rope with the world
- rope_shake
- rope_smooth Do an antialiasing effect on ropes
- 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.
- rpestats dump rpe
- rpg_missile_debug
- rpg_missle_use_custom_detonators
- rpg_particle_camera_cull_distance
- rpg_particle_off_camera_simrate
- rpg_use_particle_fow
- rr_dacmode If set to 1, enable special functionality for DAC
- rr_debug_qa Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
- 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_discrepancycheck Set 0 to disable the [RESPONSELIB] warning messages.
- rr_dumpresponses Dump all response_rules.txt and rules (requires restart)
- rr_findrules Search and list rules by substring.
- rr_findrules_verbose Search and list rules by substring.
- 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> <concept> "criteria1:value1,criteria2:value2,..." criteria values are optional.
- rr_reloadresponsesystems Reload all response system scripts. Note: This won't work unless you run with -rr_allow_reload.
- rr_remarkable_max_distance AIs will not even consider remarkarbles that are more than this many units away.
- rr_remarkable_world_entities_replay_limit TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
- rr_remarkables_enabled If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
- 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.
- rs_submit_twice
- rubikon_joint_deepdebugging
- run_perftest Execute perftest.cfg
- save Save Game
- save_animgraph_recording Saves all active animgraph recordings to disk
- save_async
- save_clear_subdirectory
- save_fake_hitch Force a busy wait for the specified number of milliseconds during save to simulate a hitch
- save_finish_async
- save_history_count Keep this many old copies in history of autosaves and quicksaves.
- save_maxarray_spew Max number of array entries to spew when using SaveRestoreIO spewing.
- save_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
- say Display player message
- say_team Display player message to team
- sc_allow_dynamic_constant_batching
- sc_allow_precomputed_vismembers
- sc_allow_secondary_contexts
- sc_allow_shadow_only_draws
- sc_animatable_disable_materials
- sc_animatable_fastpath_always_bind_materials
- sc_animatable_fastpath_enable_sort
- sc_aux_cameras_enabled
- sc_aux_cameras_single_submit
- sc_batch_cb_updates_for_view
- sc_batch_layer_cb_updates
- sc_bounds_group_cull
- sc_cache_envmap_lpv_lookup
- sc_check_world
- sc_disableThreading
- sc_disable_culling_boxes
- sc_disable_dynamic_sky_lighting
- sc_disable_procedural_layer_rendering
- sc_disable_shadow_fastpath
- sc_disable_shadow_materials
- sc_disable_spotlight_shadows
- sc_disable_world_materials
- sc_double_submit
- 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_dupe_simple_meshes_count
- sc_dynamic_job_scheduling
- sc_enable_discard
- sc_extended_stats
- sc_extra_sorting
- sc_fast_object_reject
- sc_force_camera
- sc_force_lod_level
- sc_force_materials_batchable
- sc_force_push_constant_update_every_draw
- sc_force_single_display_list_per_layer
- sc_force_submit_count
- sc_force_translation_in_projection If enabled, the camera's translation will be included in the projection matrix.
- sc_ground_fog_depth
- sc_ground_fog_top
- sc_keep_all_layers
- sc_list_extradata_allocations Prints out the overall extra data allocation counts
- sc_listworlds List all the active sceneworlds
- sc_lod_distance_scale_override
- sc_log_stats
- sc_log_submits Log out display list submits from scenesystem
- sc_max_framebuffer_copies_per_layer
- sc_multithread_sorted_layers
- sc_new_morph_atlasing
- sc_no_cull
- sc_no_vis
- sc_only_render_opaque
- sc_only_render_shadowcasters
- sc_optimize_partitions_every_frame
- sc_optimizepartitions Optimize the partition assignment of objects based on the next frame's render
- sc_override_shadow_fade_max_dist
- sc_override_shadow_fade_min_dist
- sc_partitions_per_job
- sc_perdrawculling
- sc_precise_projection_to_world
- sc_queue_reflection_views_to_layers
- sc_reject_all_objects
- sc_rr_partitions_to_jobs
- sc_schedule_fullsort_early
- sc_setclassflags Low level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>
- sc_setfloatattr Set a float attribute which will be visible to all rendering (Usage: sc_setfloatattr <attrname> <value>)
- sc_setintattr Set an integer attribute which will be visible to all rendering (Usage: sc_setintattr <attrname> <value>)
- sc_shadow_depth_bias
- sc_shadow_depth_bias_clamp
- sc_shadow_depth_bias_state_override
- sc_shadow_slopescale_depth_bias
- sc_show_rejected_objects
- sc_show_rejected_objects_range
- sc_showclasses List the object class names known by scenesystem
- sc_skip_identical_rt_binds
- sc_skip_traversal
- sc_spew_cmt_usage
- sc_throw_away_all_layers
- sc_use_clear_subrect
- sc_visualize_batches color per batch
- sc_visualize_sceneobjects 1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group
- scene_clientflex Do client side flex animation.
- scene_clientplayback Play all vcds on the clients.
- scene_flatturn
- scene_flush Flush all .vcds from the cache and reload from disk.
- scene_forcecombined When playing back, force use of combined .wav files even in english.
- scene_maxcaptionradius Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
- scene_playvcd Play the given VCD as an instanced scripted scene.
- scene_print When playing back a scene, print timing and event info to console.
- scene_showfaceto When playing back, show the directions of faceto events.
- scene_showlook When playing back, show the directions of look events.
- scene_showmoveto When moving, show the end location.
- scene_showunlock Show when a vcd is playing but normal AI is running.
- 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.
- scr_centertime
- screenfademaxsize Modify global screen fade max size in pixels
- screenfademinsize Modify global screen fade min size in pixels
- 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_prefix Set the screenshot auto naming prefix.
- screenshot_subdir Set the screenshot directory.
- 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
- sensitivity Mouse sensitivity.
- server_game_time Gives the game time in seconds (server's curtime)
- servercfgfile
- set_vgui_language Set language vgui is using
- set_video_config_level Force video configuration level. 0 = Low, 1 = Medium, 2 = High, 3 = Ultra
- setang Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo Adds a new user info value
- setmodel Changes's player's model
- setpause Set the pause state of the server.
- setpos Move player to specified origin (must have sv_cheats).
- setpos_exact Move player to an exact specified origin (must have sv_cheats).
- setpos_player Move specified player to specified origin (must have sv_cheats).
- sfm_bone_display_center_color color for the center of the sfm skeleton display
- sfm_bone_display_highlight_color color for highlighting of the sfm skeleton display
- sfm_bone_display_left_color color for the left side of the sfm skeleton display
- sfm_bone_display_misc_color color for the misc bones of the sfm skeleton display
- sfm_bone_display_radius radius of the sfm skeleton display
- sfm_bone_display_right_color color for the right side of the sfm skeleton display
- sfm_bone_display_selection_color color for selection of the sfm skeleton display
- sfm_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_reloadstylesheet Reloads the Qt Stylesheet
- sfm_removestylesheet Removes the Qt Stylesheet
- sfm_show_ao_proxies
- sfm_smallstylesheet Reloads the Qt Stylesheet small.qss
- sfm_soundpreloadtime Seconds in advance to preload each sound
- sfm_vis_mode
- sfm_watchfile_add unsupported
- sfm_watchfile_remove unsupported
- shader_roughness_cone
- shader_roughness_ellipse
- shake Shake the screen.
- shake_show Displays a list of the active screen shakes.
- shake_sound_delay
- shake_stop Stops all active screen shakes.
- shake_testpunch Test a punch-style screen shake.
- shatterglass_break
- shatterglass_cleanup
- shatterglass_cleanup_max
- shatterglass_debug
- shatterglass_distort
- shatterglass_edge_uv_scale
- shatterglass_hit_tolerance
- shatterglass_restore
- shatterglass_shard_lifetime
- shatterglass_subdiv_size
- shatterglass_voronoi_size
- shootbullet
- show_tool Show or launch the specified engine tool
- show_visibility_boxes Enable or Disable debug display of visibility boxes
- showbudget_texture Enable the texture budget panel.
- showbudget_texture_global_sum
- showconsole Show the console.
- showhitlocation
- showinfo Shows a info panel: <type> <title> <message> [<command>]
- showmainmenu
- showpanel Shows a viewport panel <name>
- showparticlecounts Display number of particles drawn per frame
- showsniperdist
- showsniperlines
- 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} / no argument picks what player is looking at
- sk_allow_autoaim
- sk_ally_regen_time Time taken for an ally to regenerate a point of health.
- sk_ammo_qty_scale1
- sk_ammo_qty_scale2
- sk_ammo_qty_scale3
- sk_antlion_air_attack_dmg
- sk_antlion_health
- sk_antlion_jump_damage
- sk_antlion_swipe_damage
- sk_antlion_worker_health Hitpoints of an antlion worker. If 0, will use base antlion hitpoints.
- sk_antlion_worker_spit_grenade_dmg Total damage done by an individual antlion worker loogie.
- sk_antlion_worker_spit_grenade_poison_ratio Percentage of an antlion worker's spit damage done as poison (which regenerates)
- sk_antlion_worker_spit_grenade_radius Radius of effect for an antlion worker spit grenade.
- sk_antlion_worker_spit_interval_max Maximum cooldown between antlion worker spit attacks.
- sk_antlion_worker_spit_interval_min Minimum cooldown between antlion worker spit attacks.
- sk_antlion_worker_spit_jumpoffset Adds a z-offset to the mount when working out where we can spit from
- sk_antlion_worker_spit_maxdist Maximum range of the antlion worker's spit attack.
- sk_antlion_worker_spit_mindist Minimum range of the antlion worker's spit attack.
- sk_antlion_worker_spit_speed Speed at which an antlion spit grenade travels.
- sk_antlionguard_dmg_charge
- sk_antlionguard_dmg_shove
- sk_antlionguard_health
- sk_apc_health
- sk_apc_missile_damage
- sk_auto_reload_time
- sk_autoaim_mode
- sk_autoaim_scale1
- sk_autoaim_scale2
- sk_barnacle_health
- sk_barnacle_max_additional_ammo_shots
- sk_barney_health
- sk_battery
- sk_bloater_health
- sk_bullseye_health
- sk_citizen_giveammo_player_delay
- sk_citizen_heal_ally
- sk_citizen_heal_ally_delay
- sk_citizen_heal_ally_min_pct
- sk_citizen_heal_player
- sk_citizen_heal_player_delay
- sk_citizen_heal_player_min_forced
- sk_citizen_heal_player_min_pct
- sk_citizen_heal_toss_player_delay how long between throwing healthkits
- sk_citizen_health
- sk_citizen_player_stare_dist
- sk_citizen_player_stare_time
- sk_citizen_stare_heal_time
- sk_combine_charger_health
- sk_combine_dmg_arm
- sk_combine_dmg_chest
- sk_combine_dmg_head
- sk_combine_dmg_leg
- sk_combine_dmg_stomach
- sk_combine_grunt_health
- sk_combine_guard_health
- sk_combine_guard_kick
- sk_combine_max_additional_ammo_shots
- sk_combine_officer_health
- sk_combine_rapidfire_damage_multiplier
- sk_combine_s_health
- sk_combine_s_kick
- sk_combine_spot_fire_dist_close
- sk_combine_spot_fire_time
- sk_combine_spot_fire_time_close
- sk_combine_stagger_time
- sk_combine_suppressor_health
- sk_crow_health
- sk_crowbar_lead_time
- sk_dmg_inflict_scale1
- sk_dmg_inflict_scale2
- sk_dmg_inflict_scale3
- sk_dmg_sniper_penetrate_npc
- sk_dmg_sniper_penetrate_plr
- sk_dmg_take_scale1
- sk_dmg_take_scale2
- sk_dmg_take_scale3
- sk_dropship_container_health
- sk_dynamic_resupply_modifier
- sk_env_headcrabcanister_shake_amplitude
- sk_env_headcrabcanister_shake_radius
- sk_env_headcrabcanister_shake_radius_vehicle
- sk_fraggrenade_radius
- sk_fraggrenade_timer
- sk_gunship_burst_dist
- sk_gunship_burst_min
- sk_gunship_burst_size
- sk_gunship_health_increments
- sk_headcrab_facehug_damage_scalar
- sk_headcrab_facehug_delay
- sk_headcrab_facehug_rate
- sk_headcrab_fast_health
- sk_headcrab_health
- sk_headcrab_max_additional_ammo_shots
- sk_headcrab_melee_dmg
- sk_headcrab_poison_accumulate_dmg_amt
- sk_headcrab_poison_do_poison
- sk_headcrab_poison_fastmove
- sk_headcrab_poison_health
- sk_headcrab_poison_npc_damage
- sk_headcrab_runner_buckshot_dmgscale
- sk_headcrab_runner_escapedeath_chance
- sk_headcrab_runner_health
- sk_headcrab_runner_health_hurt
- sk_headcrab_runner_health_repeateddmg
- sk_headcrab_runner_melee_dmg
- sk_headcrab_runner_min_damage_between_revives
- sk_headcrab_runner_revive_cooldown_max
- sk_headcrab_runner_revive_cooldown_min
- sk_headcrab_runner_spit_damage
- sk_headcrab_runner_spit_shocktime
- sk_headcrab_runner_spit_speed Speed at which the runner's spit travels.
- sk_healthcharger
- sk_healthkit
- sk_healthvial
- sk_helicopter_burstcount How many shot bursts to fire after charging up. The bigger the number, the longer the firing is
- sk_helicopter_drone_speed How fast does the zapper drone move?
- sk_helicopter_firingcone The angle in degrees of the cone in which the shots will be fired
- sk_helicopter_grenade_puntscale When physpunting a chopper's grenade, scale its velocity by this much.
- sk_helicopter_grenadedamage The amount of damage the helicopter grenade deals.
- sk_helicopter_grenadeforce The physics force that the helicopter grenade exerts.
- sk_helicopter_grenaderadius The damage radius of the helicopter grenade.
- sk_helicopter_health
- sk_helicopter_num_bombs1
- sk_helicopter_num_bombs2
- sk_helicopter_num_bombs3
- sk_helicopter_roundsperburst How many shots to fire in a single burst
- sk_hlvr_removable_fallback
- sk_hlvr_remove_pens_at_full_health
- sk_hlvr_remove_pens_at_full_health_chance
- sk_hlvr_tripmine_explode_on_hack_failure
- sk_hunter_buckshot_damage_scale
- sk_hunter_bullet_damage_scale
- sk_hunter_charge_damage_scale
- sk_hunter_citizen_damage_scale
- sk_hunter_dmg_charge
- sk_hunter_dmg_flechette
- sk_hunter_dmg_from_striderbuster
- sk_hunter_dmg_one_slash
- sk_hunter_flechette_explode_dmg
- sk_hunter_flechette_explode_radius
- sk_hunter_health
- sk_hunter_vehicle_damage_scale
- sk_jeep_gauss_damage
- sk_manhack_friendly_health
- sk_manhack_health
- sk_manhack_melee_dmg
- sk_max_357
- sk_max_alyxgun
- sk_max_ar2
- sk_max_ar2_altfire
- sk_max_buckshot
- sk_max_crossbow
- sk_max_gauss_round
- sk_max_grenade
- sk_max_heavymg
- sk_max_hopwire
- sk_max_pistol
- sk_max_rpg_round
- sk_max_smg1
- sk_max_smg1_grenade
- sk_max_sniper_round
- sk_max_striderbuster
- sk_max_turret
- sk_metropolice_health
- sk_metropolice_simple_health
- sk_metropolice_stitch_along_hitcount
- sk_metropolice_stitch_at_hitcount
- sk_metropolice_stitch_behind_hitcount
- sk_metropolice_stitch_distance
- sk_metropolice_stitch_reaction
- sk_metropolice_stitch_tight_hitcount
- sk_npc_arm
- sk_npc_chest
- sk_npc_dmg_357
- sk_npc_dmg_airboat
- sk_npc_dmg_alyxgun
- sk_npc_dmg_ar2
- sk_npc_dmg_buckshot
- sk_npc_dmg_charger_melee
- sk_npc_dmg_crossbow
- sk_npc_dmg_crowbar
- sk_npc_dmg_dropship Dropship container cannon damage.
- sk_npc_dmg_fraggrenade
- sk_npc_dmg_grenade
- sk_npc_dmg_gunship
- sk_npc_dmg_gunship_to_plr
- sk_npc_dmg_heavymg
- sk_npc_dmg_helicopter Damage helicopter shots deal to everything but the player
- sk_npc_dmg_helicopter_to_plr Damage helicopter shots deal to the player
- sk_npc_dmg_pistol
- sk_npc_dmg_rpg_round
- sk_npc_dmg_smg1
- sk_npc_dmg_smg1_grenade
- sk_npc_dmg_sniper_round
- sk_npc_dmg_stunstick
- sk_npc_dmg_turret
- sk_npc_fraggrenade_warntime
- sk_npc_head
- sk_npc_leg
- sk_npc_stomach
- sk_player_arm
- sk_player_chest
- sk_player_head
- sk_player_leg
- sk_player_stomach
- sk_plr_dmg_357
- sk_plr_dmg_airboat
- sk_plr_dmg_alyxgun
- sk_plr_dmg_ar2
- sk_plr_dmg_buckshot
- sk_plr_dmg_crossbow
- sk_plr_dmg_crowbar
- sk_plr_dmg_fraggrenade
- sk_plr_dmg_grenade
- sk_plr_dmg_heavymg
- sk_plr_dmg_pistol
- sk_plr_dmg_rpg_round
- sk_plr_dmg_smg1
- sk_plr_dmg_smg1_grenade
- sk_plr_dmg_sniper_round
- sk_plr_dmg_stunstick
- sk_plr_dmg_turret
- sk_plr_grenade_drop_time
- sk_plr_health_drop_time
- sk_plr_num_shotgun_pellets
- sk_reviver_storm_dmg
- sk_reviver_storm_radius
- sk_reviver_storm_shocktime
- sk_reviver_storm_speed
- sk_reviver_storm_telegraph_duration
- sk_rollermine_shock
- sk_rollermine_stun_delay
- sk_rollermine_vehicle_intercept
- sk_scanner_dmg_dive
- sk_scanner_health
- sk_smg1_grenade_radius
- sk_strider_health
- sk_strider_num_missiles1
- sk_strider_num_missiles2
- sk_strider_num_missiles3
- sk_vortigaunt_armor_charge
- sk_vortigaunt_armor_charge_per_token
- sk_vortigaunt_dmg_claw
- sk_vortigaunt_dmg_rake
- sk_vortigaunt_dmg_zap
- sk_vortigaunt_health
- sk_vortigaunt_vital_antlion_worker_dmg Vital-ally vortigaunts scale damage taken from antlion workers by this amount.
- sk_vortigaunt_zap_range Range of vortigaunt's ranged attack (feet)
- sk_weapon_ar2_alt_fire_duration
- sk_weapon_ar2_alt_fire_mass
- sk_weapon_ar2_alt_fire_radius
- sk_xen_flora_animatedmover_debug
- sk_xen_flora_animatedmover_health
- sk_xen_turret_burst_mod
- sk_xen_turret_health
- sk_xen_turret_projectile_accel
- sk_xen_turret_projectile_decel
- sk_xen_turret_projectile_dmg
- sk_xen_turret_projectile_health
- sk_xen_turret_projectile_launchsidespeed
- sk_xen_turret_projectile_launchspeed
- sk_xen_turret_projectile_launchtime
- sk_xen_turret_projectile_maxspeed
- sk_xen_turret_projectile_size
- sk_xen_turret_projectile_turnefficiency
- sk_zombie_bloater_bloat_radius
- sk_zombie_bloater_explode_radius
- sk_zombie_bloater_explosive_damage
- sk_zombie_bloater_explosive_radius
- sk_zombie_club_ragdoll_time_max
- sk_zombie_club_ragdoll_time_min
- sk_zombie_dmg_both_slash
- sk_zombie_dmg_head
- sk_zombie_dmg_one_slash
- sk_zombie_headshot_kills_crab
- sk_zombie_health
- sk_zombie_max_additional_ammo_shots
- sk_zombie_poison_dmg_spit
- sk_zombie_poison_health
- sk_zombie_reviver_zap_damage
- sk_zombie_soldier_health
- sk_zombie_turret_burst_max
- sk_zombie_turret_burst_min
- sk_zombie_turret_postfiredelay
- sk_zombie_turret_radius
- skel_constraints_enable
- skel_debug
- skeleton_instance_lod_optimization Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute
- skeleton_instance_smear_boneflags Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
- skill Game skill level (0-3).
- slot0
- slot1
- slot10
- slot2
- slot3
- slot4
- slot5
- slot6
- slot7
- slot8
- slot9
- smoke_trail
- smoothstairs Smooth player eye z coordinate when traversing stairs.
- snapto
- snd_arrangement_start Starts the specified arrangement.
- snd_async_flush Flush all unlocked async audio data
- snd_async_showmem Show async memory stats
- snd_async_showmem_music Show async memory stats for just non-streamed music
- snd_async_showmem_summary Show brief async memory stats
- snd_async_spew_blocking Spew message to console any time async sound loading blocks on file i/o.
- snd_async_stream_fail Spew stream pool failures.
- snd_async_stream_spew Spew streaming info ( 0=Off, 1=streams, 2=buffers
- snd_autodetect_latency
- snd_compare_KV_convert
- snd_compare_soundevents Compare the compiled and loaded contents of 2 soundevents.
- snd_delay_sound_shift
- snd_disable_mixer_duck
- snd_disable_mixer_solo
- snd_duckerattacktime
- snd_duckerreleasetime
- snd_duckerthreshold
- snd_ducktovolume
- snd_envelope_rate
- 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_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_list
- snd_list_soundevents List all available soundevents
- snd_list_soundevents_by_stack List all available soundevents using specified stack name
- snd_mergemethod Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
- snd_mix_async
- snd_mix_minframetime
- 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_debug
- snd_op_test_convar
- snd_opvar_set_point_debug
- snd_opvar_set_point_update_interval
- snd_print_activetracks List all active tracks
- snd_print_arrangements List all available sequence arrangments
- snd_print_current_mixer_mixgroup Get data related to mix group matching string
- snd_print_samplers List all available samplers
- snd_print_sequences List all available midi sequences
- snd_print_soundevent Print the data associated with the specified soundevent.
- snd_print_soundevent_default_public_properties Print the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see "snd_print_soundevent"
- snd_rear_headphone_position Specifies the position (in degrees) of the virtual rear left/right headphones.
- 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_verbose_error If set to 1, report more error found when playing sounds.
- snd_samplers_play_note Play a note from a specified sampler
- snd_samplers_stop_note Stop a note from a specified sampler
- snd_sequence_set_track_bpm Sets the tempo of the specified track
- snd_sequence_set_track_transpose Sets the transposition of the specified track
- snd_sequence_stop_all_tracks Stops all currently playing sequences
- snd_sequence_stop_track Stops the specified track
- snd_sequencer_show_bpm
- snd_sequencer_show_events
- snd_sequencer_show_quantize_queue
- snd_set_physics_surface_properties Set physics surface properties for materials. Usage: <heuristic #> <commit>
- snd_setmixer Set named Mixgroup of current mixer to mix vol, mute, solo.
- snd_setmixlayer Set named Mixgroup of named mix layer to mix vol, mute, solo.
- snd_showclassname
- snd_showstart
- snd_sos_block_global_stack
- snd_sos_block_stop_global_stack
- snd_sos_debug_trigger_opvar
- snd_sos_default_update_stack
- 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_list_operator_updates
- snd_sos_max_event_base_depth
- snd_sos_opvar_debug
- snd_sos_pause_system
- snd_sos_print_class_sizes Prints the sizes of relevant sos classes.
- snd_sos_print_field_references
- 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_opeator 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_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_client_xmit
- snd_sos_show_entry_match_free
- snd_sos_show_groups_debug Spew data about the list of block entries.
- snd_sos_show_groups_match_free
- 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_parse
- snd_sos_show_operator_pause_entry
- snd_sos_show_operator_prestart
- snd_sos_show_operator_shutdown
- snd_sos_show_operator_start
- snd_sos_show_operator_stop_entry
- snd_sos_show_operator_updates
- snd_sos_show_opvar_updates
- snd_sos_show_opvar_updates_filter
- snd_sos_show_parameter_overwrite_warnings
- snd_sos_show_queuetotrack
- snd_sos_show_server_xmit
- 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_filter
- snd_sos_soundevent_profile Dump a record of current soundevents and profile data
- snd_sos_start_soundevent Starts a specified 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_test_soundmessage test
- snd_sos_use_case_sensitive_soundevents
- 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_version
- snd_spew_particle_sound_names Display the names of sounds events fired from PlaySoundFromParticleEffectName.
- snd_steamaudio_ambisonics_order The amount of directional detail in the simulated by Steam Audio.
- snd_steamaudio_dynamicpathing_max_samples
- snd_steamaudio_enable_pathing This variable is checked by soundstack to globally enabling pathing for audio processing.
- snd_steamaudio_export_scene Exports scene currently used by Steam Audio as a phononscene file.
- snd_steamaudio_halton_sequence Generate Halton Sequence for a given order and number of samples.
- snd_steamaudio_hrtf_mixphasetype Controls what phase is used when mix = 0. 0 = no phase, 1 = sphere ITD, 2 = full HRTF phase.
- snd_steamaudio_hybrid_reverb_enable_overrides If set, allows reverb tail overrides to be specified.
- snd_steamaudio_hybrid_reverb_override_affects_convolution If set, overriding reverb tails causes convolution IRs to be modified to match the tail length.
- snd_steamaudio_hybrid_reverb_override_is_pure_parametric If set, overriding reverb tails causes reverb to be purely parametric.
- snd_steamaudio_hybrid_reverb_override_use_convars If set, reverb tail overrides are controlled using convars instead of vmix control inputs.
- snd_steamaudio_hybrid_reverb_transition_time Set the transition time (in seconds) between convolution and parametric reverb.
- snd_steamaudio_ir_duration The time delay between a sound being emitted and the last audible reflection in Steam Audio.
- snd_steamaudio_ir_duration_for_sim IR duration (in seconds) to use for simulation and RT60 estimation.
- snd_steamaudio_irradiance_min_distance The minimum distance between a source and a scene surface for irradiance calculation by Steam Audio.
- snd_steamaudio_load_pathing_data If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.
- snd_steamaudio_load_reverb_data If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.
- snd_steamaudio_max_convolution_sources The maximum number of simultaneous sources that can be modeled by Steam Audio.
- snd_steamaudio_max_occlusion_samples The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.
- 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_enablevalidationvis Enable visualization for pathing validation.
- snd_steamaudio_pathing_enablevis Enable visualization for pathing.
- snd_steamaudio_pathing_findalternate If set, real-time pathfinding is used to find alternate paths if baked paths are blocked by dynamic geometry.
- snd_steamaudio_pathing_fullprobevalidation If set, performs full visibility validation from source probe to listener probe.
- snd_steamaudio_pathing_probevalidationfromlistener If set, performs visibility validation from listener probe to second-to-last probe.
- snd_steamaudio_pathing_probevalidationfromsource If set, performs visibility validation from source probe to second probe.
- snd_steamaudio_pathing_simplifypaths If set, paths computed at real-time are simplified in a post-process.
- snd_steamaudio_probe_tree Select probe tree code path.
- snd_steamaudio_probes_nearby Load all the probes from a file and log the nearby probes within the radius.
- snd_steamaudio_raytracer Sets the ray tracer used by Steam Audio. 0: Phonon, 1: Embree, 2: Radeon Rays, 3: Custom.
- snd_steamaudio_reconstruction_method Controls what IR reconstruction method is used. 0 = Gaussian, 1 = Gaussian with constant params, 2 = Linear.
- snd_steamaudio_reverb_enable_caching If set, reverb is not updated unless the listener moves.
- snd_steamaudio_reverb_listener_threshold Distance (in meters) that the listener must move before reverb is updated, if caching is enabled.
- snd_steamaudio_reverb_order Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.
- snd_steamaudio_reverb_override_high Reverb time (high-frequency).
- snd_steamaudio_reverb_override_low Reverb time (low-frequency).
- snd_steamaudio_reverb_override_mid Reverb time (mid-frequency).
- snd_steamaudio_reverb_override_scale Reverb time scale factor.
- snd_steamaudio_reverb_simtype Simulation type for reverb effect. 0: real-time simulation, 1: baked simulation.
- snd_steamaudio_reverb_update_rate Set the maximum update rate (in Hz) for reverb.
- snd_steamaudio_use_hybrid_reverb Enable hybrid reverb.
- 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_vmidi_flush Purge and reload all vmidi data and files.
- snd_vmix_show_input_updates If set to 1, show all incoming updates to vmix inputs.
- snd_voipvolume Voice volume
- sndplaydelay
- sniperspeak
- sniperviewdist
- sos_debug_emit
- soundinfo Describe the current sound device.
- 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
- soundsystem_update_async
- spawngroup_ignore_timeouts
- spawntarget_vis_max_distance
- spec_allowroaming
- 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_chasedistancestep Amount to adjust the chase cam's distance on a zoom request
- spec_freeze_distance_max Maximum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_distance_min Minimum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_time Time spend frozen in observer freeze cam.
- spec_freeze_traveltime Time taken to zoom in to frame a target in observer freeze cam.
- spec_mode Set spectator mode
- spec_next Spectate next player
- spec_player Spectate player by name
- spec_pos dump position and angles to the console
- spec_prev Spectate previous player
- spec_scoreboard
- spec_track Tracks an entity in spec mode
- spew_fonts Spew information about font manager fonts
- spherical_vignette_override_color
- spherical_vignette_override_enable
- spherical_vignette_override_end_dist
- spherical_vignette_override_falloff
- spherical_vignette_override_opacity
- spherical_vignette_override_start_dist
- spherical_vignette_override_strength
- ss_add Adds a splitscreen user.
- ss_debug_draw_player
- ss_enable Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
- ss_mimic Split screen users mimic base player's CUserCmds
- ss_remove Removes a splitscreen user.
- ss_splitmode Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescreen)
- ss_teleport Teleport other splitscreen player to my location.
- ss_verticalsplit Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).
- ss_voice_hearpartner Route voice between splitscreen players on same system.
- startdemos Play demos in demo sequence.
- startmovie Start recording movie frames.
- stat_tracker_dump_stat_kv
- stat_tracker_dump_stat_kv_offset
- stat_tracker_dump_stats
- stats Prints server performance variables
- 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
- status Print connection status
- status_json Print status in JSON format
- steamcontroller_flow_interval
- steamcontroller_flow_sensitivity
- steamcontroller_haptic_intensity
- steamvr_activate_overlay Call the SteamFriends ActivateGameOverlay API with Args1
- steamvrevent_quit steamvrevent_quit
- steamworks_sessionid_client The client session ID for the new steamworks gamestats.
- steamworks_sessionid_server The server session ID for the new steamworks gamestats.
- stop Finish recording demo.
- stopdemos Stop looping demos (current demo will complete).
- stopsound
- stopsoundscape Stops all soundscape processing and fades current looping sounds
- stopvideos Stops all videos playing to the screen
- strider_always_use_procedural_height
- strider_ar2_altfire_dmg
- strider_distributed_fire
- strider_eyepositions
- strider_free_knowledge
- strider_free_pass_after_escorts_dead
- strider_free_pass_cover_dist
- strider_free_pass_duration
- strider_free_pass_move_tolerance
- strider_free_pass_refill_rate
- strider_free_pass_start_time
- strider_free_pass_tolerance_after_escorts_dead
- strider_idle_test
- strider_immolate
- strider_los_grace_period
- strider_los_hide_period
- strider_minigun_windup_delay
- strider_missile_suppress_dist
- strider_missile_suppress_time
- strider_pct_height_no_crouch_move
- strider_peek_eye_dist
- strider_peek_eye_dist_z
- strider_peek_time
- strider_peek_time_after_damage
- strider_show_cannonlos
- strider_show_focus
- strider_show_weapon_los_condition
- strider_show_weapon_los_z
- strider_test_height
- suitvolume
- surfaceprop Reports the surface properties at the cursor
- sv_accelerate
- sv_airaccelerate
- sv_allchat Players can receive all other players' text chat, no death restrictions
- sv_allow_lobby_connect_only If set, players may only join this server from matchmaking lobby, may not connect directly.
- sv_allow_wait_command Allow or disallow the wait command on clients connected to this server.
- sv_alltalk Players can hear all other players' voice communication, no team restrictions
- sv_alternateticks If set, server only simulates entities on even numbered ticks.
- sv_always_full_flush
- sv_anim_queue_changes
- sv_anim_sequence_transitioner Enable animation sequence transitioner.
- sv_autojump
- sv_autoladderdismount Automatically dismount from ladders when you reach the end (don't have to +USE).
- 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_dev_enabled
- sv_banid_enabled Whether server supports banid command
- sv_bonus_challenge Set to values other than 0 to select a bonus map challenge type.
- sv_bounce Bounce multiplier for when physically simulated objects collide with other objects.
- sv_can_quit_from_script
- sv_cheats Allow cheats on server
- sv_clearhinthistory Clear memory of server side hints displayed to the player.
- sv_client_cmdrate_difference cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
- 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). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
- 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). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
- 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_clockcorrection_msecs The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
- sv_cluster Data center cluster this server lives in.
- sv_consistency Whether the server enforces file consistency for critical files
- sv_contact Contact email for server sysop
- sv_debug_player_use Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
- 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_downloadurl Location from which clients can download missing files
- sv_enable_delta_packing When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
- sv_ent_showonlyattachment
- 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_footstepinterval
- 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_forcepreload Force server side preloading.
- sv_fps_max Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.
- sv_friction World friction.
- sv_friendly_dmg_immune For npc's so marked, don't take damage caused by friendly (D_LI) npc's
- sv_fullupdate Force a full update for all clients.
- sv_gameinstructor_disable Force all clients to disable their game instructors.
- sv_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_hitbox_debug
- sv_hosting_lobby
- sv_infinite_ammo Player's active weapon will never run out of ammo
- sv_infinite_aux_power
- sv_infinite_clips Player's backpack will never run out of clips
- sv_instancebaselines Enable instanced baselines. Saves network overhead.
- sv_ladder_slack_z_mult Difference in Z increases toward the middle of the slack ladder.
- sv_ladder_useonly If set, ladders can only be mounted by pressing +USE
- sv_ladderautomountdot When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
- sv_lagcompensationforcerestore Don't test validity of a lag comp restore, just do it.
- sv_lagflushbonecache Flushes entity bone cache on lag compensation
- sv_lagpushticks Push computed lag compensation amount by this many ticks.
- sv_lan Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
- sv_legacy_alwaystransmit
- sv_lightquery_debug
- 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_logdownloadlist
- 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_massreport
- 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_maxcmdrate (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
- sv_maxrate Max bandwidth rate allowed on server, 0 == unlimited
- sv_maxreplay Maximum replay time in seconds
- sv_maxroutable Server upper bound on net_maxroutable that a client can use.
- sv_maxspeed
- sv_maxunlag Maximum lag compensation in seconds
- 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_mincmdrate This sets the minimum value for cl_cmdrate. 0 == unlimited.
- sv_minrate Min bandwidth rate allowed on server, 0 == unlimited
- sv_minupdaterate Minimum updates per second that the server will allow
- sv_mover_maxslope The maximum slope the player can overcome [-]
- sv_mover_pogodampingratio The capsule pogo stick damping ratio [-]
- sv_mover_pogoextension The capsule pogo stick extension to keep the player better grounded [%]
- sv_mover_pogofrequency The capsule pogo stick frequency [hz].
- sv_mover_usecapsule Should the mover proxy be a capsule shape?
- sv_netvisdist Test networking visibility distance
- sv_networkvar_perfieldtracking Track individual field offset changes, rather than a single dirty flag for the whole entity.
- sv_networkvar_validate Validate each StateChanged against known offsets.
- sv_no_navmesh Block loading of the navmesh. Unplayable, only used for memory sampling.
- sv_noclipaccelerate
- sv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
- sv_noclipfriction Friction during noclip move.
- sv_noclipspeed
- sv_noclipspeed_min Noclip speeds less than this will be clamped to zero.
- sv_npc_talker_maxdist NPCs over this distance from the player won't attempt to speak.
- sv_optimizedmovement
- sv_packstats Show entity packing stats, pass 'clear' as argument to reset counts.
- sv_parallel_packentities Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.
- 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_phys_animated_hierarchy
- 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_stop_at_collision
- sv_phys_visualize_awake
- sv_player_search_range
- sv_player_stuck_tolerance
- sv_pure Show user data.
- sv_pure_kick_clients If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
- sv_pure_trace If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
- sv_pushaway_clientside Clientside physics push away (0=off, 1=only localplayer, 1=all players)
- sv_pushaway_clientside_size Minimum size of pushback objects
- sv_pushaway_force How hard physics objects are pushed away from the players on the server.
- sv_pushaway_max_force Maximum amount of force applied to physics objects by players.
- sv_pushaway_max_player_force Maximum of how hard the player is pushed away from physics objects.
- sv_pushaway_min_player_speed If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
- sv_pushaway_player_force How hard the player is pushed away from physics objects (falls off with inverse square of distance).
- sv_pvs_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_max_distance_check_only If set, only use the sv_pvs_max_distance check for working out which entities to transmit, and ignore PVS.
- sv_pvs_random If set, objects blink in/out of pvs randomly.
- 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_record_bone_setup_stats generate bone setup statistics
- 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_replaysdir Directory to store replays in
- sv_reservation_grace Time in seconds given for a lobby reservation.
- sv_reservation_timeout Time in seconds before lobby reservation expires.
- sv_reserve_slots_for_reconnecting_players Reserve slots for reconnecting human players.
- sv_reserve_slots_for_reconnecting_players_kick_prior Kick a previously connected player with the same steamID if a replacement comes along
- sv_robust_explosions
- sv_rollangle Max view roll angle
- sv_rollspeed
- sv_save_session_persisters Saves session persister data immediately.
- sv_script_profile
- 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_server_side_animation
- sv_shared_team_pvs PVS is shared between teams
- sv_show_crosshair_target
- sv_show_whitelist_msg
- sv_showanimstate Show the (server) animation state for the specified entity (-1 for none).
- sv_showanimstate_activities Show activities in the (server) animation state display.
- sv_showanimstate_log 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
- sv_showfootsteps Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
- sv_showladders Show bbox and dismount points for all ladders (must be set before level load.)
- sv_showlagcompensation Show lag compensated hitboxes whenever a player is lag compensated.
- sv_showprecachedsounds Enumerate all sounds being precached (with index).
- 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_soundemitter_trace Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
- sv_soundscape_printdebuginfo print soundscapes
- sv_specaccelerate
- sv_special_suit_abilities
- sv_special_suit_abilities_toggle Set this to have the ALT1 key toggle the suit ability on and off.
- sv_specnoclip
- sv_specspeed
- sv_spygrenade_floating_max_speed
- sv_spygrenade_floating_power
- sv_spygrenade_floating_resting_speed
- sv_spygrenade_speed_dampening
- sv_spygrenade_timer
- sv_stats Collect CPU usage stats
- 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_stickysprint
- 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_viewpunch
- sv_sync_anims_spawn
- sv_sync_client_updates (Only used when hosting xbox games). Send clients updates at the same time. This saves CPU because the server will encode and calc deltas on less frames.
- 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 baselnes
- sv_test_scripted_sequences Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
- sv_timeout After this many seconds without a message from fully connected client, the client is dropped
- sv_tracereffects_limit_general Limits the number of visible tracers per frame
- sv_turbophysics Turns on turbo physics
- 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_update_master_server Should we update the master server.
- sv_usenetworkvars Use networkvar system.
- sv_usercmd_queue_spew_threshold Spew warning if command queue has grown above this many backlogged commands.
- sv_usestepsimulation use old stepsimulation system.
- sv_vehicle_autoaim_scale
- sv_visiblemaxplayers Overrides the max players reported to prospective clients
- sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
- sv_voiceenable
- sv_watchtransmit Watch NetworkStateChanged info for this entity index.
- sv_wateraccelerate
- sv_waterdist Vertical view fixup when eyes are near water plane.
- sv_waterfriction
- sys_info Print system information to the console
- sys_minidumpexpandedspew
- sys_minidumpspewlines Lines of crash dump console spew to keep.
- target_scan_use_query_cache
- tauntfrequency
- telemetry_message Place a message in the telemetry timeline
- telemetry_toggle_timespan Starts/stops a timespan with an ever increasing name.
- teleport_trigger_debug
- template_debug
- tenfoot_match [prefix]: matches a string prefix
- tenfoot_pickle_dictionaries compiles daisy wheel input dictionaries to more performant form
- tenfoot_pickle_single_dictionary [language] compiles one daisy wheel input dictionary
- tenfoot_text_hotspots find text autosuggest hot spots
- test_conform_collision_bounds
- 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_massive_dmg
- test_massive_dmg_clip
- test_orientation_range
- test_restoreonnewmodel
- testhudanim Test a hud element animation. Arguments: <anim name>
- testscript_debug Debug test scripts.
- texture_budget_background_alpha how translucent the budget panel is
- texture_budget_panel_bottom_of_history_fraction number between 0 and 1
- texture_budget_panel_global Show global times in the texture budget panel.
- texture_budget_panel_height height in pixels of the budget panel
- texture_budget_panel_width width in pixels of the budget panel
- texture_budget_panel_x number of pixels from the left side of the game screen to draw the budget panel
- texture_budget_panel_y number of pixels from the top side of the game screen to draw the budget panel
- tf_arena_max_streak Teams will be scrambled if one team reaches this streak
- tf_arena_preround_time Length of the Pre-Round time
- tf_arena_round_time
- tf_escort_score_rate Score for escorting the train, in points per second
- 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.
- thirdperson_platformer Player will aim in the direction they are moving.
- thirdperson_screenspace Movement will be relative to the camera, eg: left means screen-left
- thirdpersonshoulder Switch to thirdperson-shoulder camera.
- threaded_occluder_rasterization
- time_asserts Time asserts and show the lengthiest asserts
- timedemo Play a demo and report performance info.
- timedemo_end Ends timedemo on given tick.
- timedemo_start Starts timedemo on given tick.
- timedemo_vprofrecord Play a demo and report performance info. Also record vprof data for the span of the demo
- timedemoquit Play a demo, report performance info, and then exit
- timeofday Run time-of-day command
- timeofday_reload reload time of day script
- timeofday_thinkinterval How often should we run the Think() function for CEnvTimeOfDay2?
- toggle Toggles specified convar value on and off.
- toggle_duck Toggles duck
- toggle_zoom Toggles zoom display
- toggleconsole Show/hide the console.
- toolhud_enable
- tools_renderscenes
- toolscene_gizmo_algorithm
- tr_do_reduce
- tr_epsilon_t_junction
- tr_max_acceptable_edge_length
- tr_openedge_penalty
- 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_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_deltacache Enable delta entity bit stream cache
- tv_demo_starttick
- tv_dispatchmode Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
- tv_enable Activates SourceTV on server.
- tv_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_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_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 entindices 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_maxrate Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
- 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
- tv_port Host SourceTV port
- tv_rate_multiplier Multiply requested rate by this value to adjust Dota TV send rate
- tv_record Starts SourceTV demo recording.
- tv_relay Connect to SourceTV server and relay broadcast.
- 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_show_allchat
- tv_snapshotrate Snapshots broadcasted per second
- 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_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
- txview Show/hide the internal texture viewer.
- unbind Unbind a key.
- unbindall Unbind all keys.
- unloadTool unload the specified tool
- unpause Clear the pause state of the server.
- url_execute Executes url-based commands, used for incoming commands from url-based launches when the game's already running.
- use Use a particular weapon Arguments: <weapon_name>
- use_new_damage_system
- users Show user info for players on server.
- vault_tractor_beam_console_final_lever_push_amount
- vault_tractor_beam_console_lever_deploy_delay
- vault_tractor_beam_console_lever_push_amount
- vcon_pipe_dump Dumps the state of all existing VConsole pipes
- vehicle_flushscript Flush and reload all vehicle scripts
- versus_stats_highlight_interval Interval between hightlight screens in the transition stats panel for versus mode
- vgui_draw_regions
- vgui_drawfocus Report which panel is under the mouse.
- vgui_drawkeyfocus Report which panel has keyboard focus.
- vgui_drawtree Draws the vgui panel hiearchy to the specified depth level.
- vgui_drawtree_bounds Show panel bounds.
- vgui_drawtree_clear
- vgui_drawtree_draw_selected Highlight the selected panel
- vgui_drawtree_freeze Set to 1 to stop updating the vgui_drawtree view.
- vgui_drawtree_hidden Draw the hidden panels.
- vgui_drawtree_panelalpha Show the panel alpha values in the vgui_drawtree view.
- vgui_drawtree_panelptr Show the panel pointer values in the vgui_drawtree view.
- vgui_drawtree_popupsonly Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
- vgui_drawtree_render_order List the vgui_drawtree panels in render order.
- vgui_drawtree_scheme Show scheme file for each panel
- vgui_drawtree_visible Draw the visible panels.
- vgui_dump_panels vgui_dump_panels [visible]
- vgui_spew_fonts
- vgui_togglepanel show/hide vgui panel by name.
- video_config_autoconfig_reset Force Autoconfig to run, resetting video config settings
- video_mode_screenshots dump screenshots at all supported video modes
- viewanim_addkeyframe
- viewanim_create viewanim_create
- viewanim_load load animation from file
- viewanim_reset reset view angles!
- viewanim_save Save current animation to file
- viewanim_test test view animation
- viewmodel_fov
- viewmodel_offset_x
- viewmodel_offset_y
- viewmodel_offset_z
- 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_outside Show outside space vis volumes
- 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_sphere Draw clusters in a sphere of radius around the camera
- vis_debug_tracelos Trace rays and check vis from the current camera
- vis_enable Toggle static visibility
- vis_force
- vismon_poll_frequency
- vismon_trace_limit
- vm_camera
- vm_camera_interp_speed
- vm_camera_no_roll
- vm_camera_scale
- vm_debug
- vm_draw_always
- vm_fade
- vmem_dump Dump memory stats to log.
- voice_all_icons Draw all players' voice icons
- voice_always_sample_mic For systems experiencing a hang/stall when using voice chat.
- voice_clientdebug
- voice_debugfeedbackfrom
- voice_fadeouttime
- voice_head_icon_height Voice icons are this many inches over player eye positions
- voice_head_icon_size Size of voice icon over player heads in inches
- voice_initial_buffer_ms
- voice_local_icon Draw local player's voice icon
- voice_loopback
- voice_min_buffer_ms
- voice_modenable Enable/disable voice in this mod.
- voice_player_speaking_delay_threshold
- voice_scale
- 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
- voice_threshold_delay
- voice_xsend_debug
- volume Sound volume
- volume_fog_cheap
- volume_fog_clipmap_update
- volume_fog_clipmaps_enabled
- volume_fog_depth
- volume_fog_disable
- volume_fog_dither_scale
- volume_fog_enable_jitter
- volume_fog_enable_stereo
- volume_fog_enlarge_frusta
- volume_fog_height
- volume_fog_intermediate_textures_hdr
- volume_fog_jitter_offset_random
- volume_fog_show_volumes
- volume_fog_vr_single_dispatch
- volume_fog_width
- vphys2_angular_damping
- vphys2_angular_damping_in_water
- vphys2_artificial_acceleration
- vphys2_buoyancy_damping
- vphys2_buoyancy_version
- vphys2_default_max_velocity max object velocity, in/s
- vphys2_enable_buoyancy
- vphys2_enable_variable_timestep
- vphys2_expensive_sync_warning
- vphys2_friction_factor Change global friction factor
- vphys2_linear_damping
- vphys2_linear_damping_in_water
- vphys2_ragdoll_joint_or
- vphys2_restitution_factor Change global restitution factor
- vphys2_solver_batch_size
- vphys2_water_density_multiplier
- vphysics_force_apply_magnitude
- vphysics_return_implicit_velocity
- vprof_cachemiss_scale Scale used when displaying cachemisses (0 = use default)
- vprof_could_not_detect_vtrace The engine will set this to 1 if vprof_vtrace is enabled but VTrace itself was not detected.
- vprof_counters
- vprof_counters_show_minmax
- vprof_dump_counters Dump vprof counters to the console
- vprof_generate_report Generate a report to the console.
- vprof_generate_report_budget Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy Generate a report to the console.
- vprof_loadhitstore_scale Scale used when displaying load-hit-stores (0 = use default)
- vprof_off Disable vprof
- vprof_on Enable vprof
- vprof_remote_start Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop Stop an existing remote VProf data request
- vprof_reset Reset the stats in VProf profiler
- vprof_reset_peaks Reset just the peak time in VProf profiler
- vprof_scope_entity_clientthink Does nothing whatsoever.
- vprof_scope_entity_gamephys
- vprof_scope_entity_thinks
- vprof_think_limit
- vprof_time_scale Scale used when displaying time (0 = use default)
- vprof_vtrace Toggle whether vprof data is sent to VTrace
- vr_align_to_grabline
- vr_allow_time_sliced_shadow_map_rendering Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi
- vr_alternating_msaa_2x Should we alternate samples to emulate 4xMSAA with 2xMSAA? Helps mostly with edges in the subsampled area outside the foveated region with FDM.
- vr_always_teleport_player
- vr_anchor_allow_non_up_floor Allows anchor teleportation onto walls and ceiling. NOTE: WIP, mostly broken!
- vr_aoproxy_debug
- vr_aoproxy_enable
- vr_aoproxy_stencil_hidden_pixels
- vr_async_compute_fog
- vr_author_refpt
- vr_background_citizen_optimizations
- vr_backpack_deposit_vertical_dist_from_hmd
- vr_backpack_distance_from_model
- vr_backpack_distance_from_model_drop
- vr_backpack_drop_width_addon
- vr_backpack_grab_window Time window a grab is allowed to occur and trigger backpack item retrieval if the hand enters the backpack
- vr_backpack_insert_window Time window a insert is allowed to occur and trigger backpack item inserting if the hand or item enters the backpack
- vr_backpack_max_vertical_diff
- vr_backpack_max_width
- vr_backpack_min_vertical_diff
- vr_backpack_min_width
- vr_black_level_clamp
- vr_camera_decay_roll_halflife
- vr_camera_decay_yaw_pitch_halflife
- vr_chaperone_enable
- vr_chaperone_fade_dist
- vr_chaperone_hardbounds_disabled
- vr_chaperone_max_x
- vr_chaperone_max_y
- vr_chaperone_max_z
- vr_chaperone_min_x
- vr_chaperone_min_y
- vr_chaperone_min_z
- vr_character_level_placeholder Place Holder
- vr_commentaryhud_offset
- vr_commentaryhud_rotation
- vr_companion_window_always_on
- vr_companion_window_brightnessmultiplier
- vr_companion_window_force_off
- vr_companion_window_zoom
- vr_companion_window_zoom_level
- vr_continuous_aircontrol_scale
- vr_continuous_approach_dampen_speed
- vr_continuous_approach_up_speed
- vr_continuous_cached_ladderlist
- vr_continuous_dampen_enable
- vr_continuous_dampen_height
- vr_continuous_dampen_rate_max
- vr_continuous_dampen_rate_min
- vr_continuous_dampen_rate_type
- vr_continuous_directly_debug
- vr_continuous_directly_mantle_debug
- vr_continuous_directly_mantle_noslide
- vr_continuous_drop_xyspeed_max
- vr_continuous_drop_xyspeed_min
- vr_continuous_head_dampen_enable
- vr_continuous_input_debug
- vr_continuous_mantle_bump_dist
- vr_continuous_pitch_adjust
- vr_continuous_show_stuck_props
- vr_continuous_stuck_delta
- vr_continuous_unsticky_enable
- vr_crowbar_angularjointfreq
- vr_crowbar_debug
- vr_crowbar_do_teleport
- vr_crowbar_impact_large
- vr_crowbar_linearjointfreq
- vr_crowbar_maxforce
- vr_crowbar_maxtorque
- vr_crowbar_min_position_iterations
- vr_crowbar_min_velocity_iterations
- vr_crowbar_minimum_haptic_fire_repeat_time
- vr_crowbar_prying_haptic_deadzone
- vr_crowbar_prying_repeat_rate_high_tension
- vr_crowbar_prying_repeat_rate_low_tension
- vr_crowbar_renderphysicsonly
- vr_cubemap_normalization
- vr_cubemap_normalization_max
- vr_cubemap_normalization_roughness_begin
- vr_custom_msaa_resolve
- vr_custom_msaa_resolve_ps
- vr_custom_resolve_depth Whether or not to use custom resolve for depth. NOTE: 0 is actually INVALID per Vulkan spec, but works on Turnip and is much faster. See comment above this ConVar for the details...
- vr_debug_actions Debug digital action data.
- vr_debug_overlay
- vr_debug_panel_manipulation
- vr_debug_velocity
- vr_decal_debug
- vr_decouple_tick_rate_and_display_rate
- vr_depth_prepass
- vr_depth_prepass_alphatested 0=Off, 1=All AlphaTested, 2=only AlphaTested with PrepassAlphaTest enabled
- vr_depth_prepass_cull_threshold
- vr_depth_submit
- vr_directional_lightmaps
- vr_disable_skeletal Disable skeletal summary. On Deckard EV1.5 Roy controllers, this is broken.
- vr_disable_view_override
- vr_door_allow_gravity_pull
- vr_door_handle_interact_hold_distance
- vr_door_handle_interact_start_distance
- vr_door_latch_release_delay
- vr_door_latch_suppress_range
- vr_door_lerp_on_unlatch
- vr_door_lighting_debug
- vr_door_mass
- vr_door_max_damage_force
- vr_door_noise_event_speed
- vr_draw_hand
- vr_enable_cached_lights
- vr_enable_cubemap_fog
- vr_enable_depth_resolve
- vr_enable_fake_vr
- vr_enable_fake_vr_test Enables Fake VR and applies Impulse 101 and infinite ammo
- vr_enable_glows
- vr_enable_gradient_fog
- vr_enable_high_precision_lighting
- vr_enable_interactio_debug
- vr_enable_lights
- vr_enable_tonemapping
- vr_enable_translucent_screen_space
- vr_enable_volume_fog
- vr_enable_volume_fog_only_when_no_sky What maps should we disable volume fog on if we see the sky?
- vr_enable_volume_fog_only_when_no_sky_test Hello? Is this thing on?
- vr_enable_volume_fog_skybox
- vr_energygun_ammo_per_clip
- vr_energygun_ammo_per_large_clip
- vr_energygun_bottom_grip_disengage
- vr_energygun_bottom_grip_max_dist
- vr_energygun_bottom_grip_min_dist
- vr_energygun_bulletcount_anim_rate
- vr_energygun_burstdmg
- vr_energygun_burstfire_rof
- vr_energygun_chamber_light_angle
- vr_energygun_chamber_light_blink_rate
- vr_energygun_chamber_light_brightness
- vr_energygun_chamber_light_color
- vr_energygun_chamber_light_nearz
- vr_energygun_chamber_light_offset
- vr_energygun_chamber_light_range
- vr_energygun_chamber_light_upgrade_angle
- vr_energygun_clip_grab_dist
- vr_energygun_dmg
- vr_energygun_grenade_modules_enabled
- vr_energygun_handcannon_dmg Damage per pellet
- vr_energygun_handcannon_force_scale
- vr_energygun_handcannon_pellet_count Pellets per shot
- vr_energygun_handcannon_spread settings are 0, 1 and 2 for 10, 15 and 20 degree cones
- vr_energygun_hopper_size
- vr_energygun_laser_interact_max_dist
- vr_energygun_laser_interact_min_dist
- vr_energygun_laser_offtime
- vr_energygun_laserrange
- vr_energygun_max_shell_dist
- vr_energygun_min_shell_dist
- vr_energygun_rof
- vr_energygun_slide_interact_max_dist
- vr_energygun_slide_interact_min_dist
- vr_energygun_weapon_modules_enabled
- vr_environment_interaction_rate
- vr_error_glove_enabled
- vr_error_glove_full_opaque_distance
- vr_error_glove_interact_full_opaque_distance
- vr_error_glove_interact_start_fadein_distance
- vr_error_glove_start_fadein_distance
- vr_expand_cull_frustum degrees to add to fov to compensate for just-in-time HMD
- vr_explicit_timing_mode VR explicit timing mode for Vulkan
- vr_eye_separation_mm
- vr_eye_separation_mm_enable
- vr_fake_fidelity
- vr_fakebind_force_threshold
- vr_fakebind_hand0_AX_dn
- vr_fakebind_hand0_AX_up
- vr_fakebind_hand0_grip_press
- vr_fakebind_hand0_grip_release
- vr_fakebind_hand0_gripanalog_press
- vr_fakebind_hand0_gripanalog_release
- vr_fakebind_hand0_menu_dn
- vr_fakebind_hand0_menu_up
- vr_fakebind_hand0_pad_down_press
- vr_fakebind_hand0_pad_down_release
- vr_fakebind_hand0_pad_left_press
- vr_fakebind_hand0_pad_left_release
- vr_fakebind_hand0_pad_press
- vr_fakebind_hand0_pad_release
- vr_fakebind_hand0_pad_right_press
- vr_fakebind_hand0_pad_right_release
- vr_fakebind_hand0_pad_touch_press
- vr_fakebind_hand0_pad_up_press
- vr_fakebind_hand0_pad_up_release
- vr_fakebind_hand0_touch_pad_release
- vr_fakebind_hand0_trigger_press
- vr_fakebind_hand0_trigger_release
- vr_fakebind_hand1_AX_dn
- vr_fakebind_hand1_AX_up
- vr_fakebind_hand1_grip_press
- vr_fakebind_hand1_grip_release
- vr_fakebind_hand1_gripanalog_press
- vr_fakebind_hand1_gripanalog_release
- vr_fakebind_hand1_menu_dn
- vr_fakebind_hand1_menu_up
- vr_fakebind_hand1_pad_down_press
- vr_fakebind_hand1_pad_down_release
- vr_fakebind_hand1_pad_left_press
- vr_fakebind_hand1_pad_left_release
- vr_fakebind_hand1_pad_press
- vr_fakebind_hand1_pad_release
- vr_fakebind_hand1_pad_right_press
- vr_fakebind_hand1_pad_right_release
- vr_fakebind_hand1_pad_up_press
- vr_fakebind_hand1_pad_up_release
- vr_fakebind_hand1_touch_pad_press
- vr_fakebind_hand1_touch_pad_release
- vr_fakebind_hand1_trigger_press
- vr_fakebind_hand1_trigger_release
- vr_fakebind_quadrant_threshold
- vr_fakebind_spew_pad
- vr_fakebind_trigger_threshold
- vr_fakehands_hand_forward_left
- vr_fakehands_hand_forward_right
- vr_fakehands_hand_seperation
- vr_fakehands_hand_vertical_left
- vr_fakehands_hand_vertical_right
- vr_fakehands_rotate_x_left
- vr_fakehands_rotate_x_right
- vr_fakehands_rotate_y_left
- vr_fakehands_rotate_y_right
- vr_fakehands_rotate_z_left
- vr_fakehands_rotate_z_right
- vr_fakemove_mlook_speed
- vr_fakemove_speed
- vr_fakevr_lockhands Lock Hands to current world position
- vr_fast_hologram
- vr_fdm Enable use of a fragment density map for foveated rendering
- vr_fdm_offset
- vr_fdm_offset_debug
- vr_fdm_offset_flip_y
- vr_fidelity_level
- vr_fidelity_level_auto Dynamically adjust vr_fidelity_level based on current performance
- vr_fidelity_level_cycle_test
- vr_fidelity_level_dryrun
- vr_fidelity_level_reported The normalized fidelity level reported back to SteamVR Perf Test
- vr_fidelity_level_spew
- vr_fidelity_target_extra_ms
- vr_fidelity_target_half_rate
- vr_fidelity_threshold_frame_percent_critical
- vr_fidelity_threshold_frame_percent_extrapolation
- vr_fidelity_threshold_frame_percent_max
- vr_fidelity_threshold_frame_percent_min
- vr_fidelity_visualizer Display fidelity visualizer in VR Perf HUD (vr_perf_hud must be 1)
- vr_flashlight_bounce_half_range
- vr_flashlight_bounce_intensity
- vr_flashlight_bounce_range
- vr_flashlight_forward_offset
- vr_flashlight_fov
- vr_flashlight_spot_intensity
- vr_flashlight_spot_near_clip_plane
- vr_flashlight_spot_range
- vr_flush_on_render_pass_threadhold Number of command streams in a renderpass for it to be worth flushing early.
- vr_flush_on_renderpass
- vr_flush_on_timer_hw Enable/disable timer-based flushing of hw cmd lists.
- vr_flush_on_timer_sw Enable/disable timer-based flushing of sw cmd lists. This breaks RP splits on Deckard right now. We should probably just insert flushes manually or get SUSPEND_BIT for rendering working so we can opportunistically flush...
- vr_fog_delay_update
- vr_fog_megastrong_fog
- vr_force_native_resolution
- vr_force_native_resolution_for_invisible_hands
- vr_foveated_boundary
- vr_foveated_inner_scalar
- vr_foveated_outer_scalar
- vr_foveated_overlap
- vr_foveation_disable
- vr_foveation_disable_for_invisible_hands
- vr_freemove_ahead_incremental_enable
- vr_freemove_avoid_moving_physics
- vr_freemove_hand_filter
- vr_freemove_input_type
- vr_freemove_lookahead_debug
- vr_freemove_show_jump
- vr_freemove_show_redirects
- vr_freemove_slide_debug
- vr_freemove_speed_control
- vr_freemove_steep_debug
- vr_freemove_yaw_clamp
- vr_fxaa
- vr_game_menu_bg_depthsortbias
- vr_game_menu_bg_zoffset
- vr_game_menu_disable_transition_time
- vr_game_menu_distance
- vr_game_menu_doubletap_window
- vr_game_menu_dpi
- vr_game_menu_fg_depthsortbias
- vr_game_menu_height
- vr_game_menu_height_frac
- vr_game_menu_interact_dist
- vr_game_menu_sibling_bg_depthsortbias
- vr_game_menu_sibling_fg_depthsortbias
- vr_game_menu_width
- vr_game_message_dpi
- vr_game_message_height
- vr_game_message_width
- vr_general_screen_fade_disable
- vr_gg_activate_time
- vr_gg_deactivate_time
- vr_gg_draw_target_box
- vr_gg_fov_center_vert_offset
- vr_gg_fov_debug
- vr_gg_fov_max_for_target
- vr_gg_fov_max_vert_for_target
- vr_gg_gesture_pull
- vr_gg_heavy_drag_damp_ang_scale
- vr_gg_heavy_drag_damp_speed_scale
- vr_gg_heavy_drag_max_angular
- vr_gg_heavy_drag_max_speed
- vr_gg_hover_upgrade
- vr_gg_launch_gesture
- vr_gg_launch_speed
- vr_gg_levitate
- vr_gg_levitate_damp_ang_scale
- vr_gg_levitate_damp_factor
- vr_gg_levitate_damp_speed_scale
- vr_gg_levitate_max_angular
- vr_gg_levitate_max_speed
- vr_gg_levitate_maxdist
- vr_gg_levitate_maxpull
- vr_gg_levitate_throwvel_max
- vr_gg_levitate_throwvel_min
- vr_gg_levitate_throwvel_threshold_max
- vr_gg_levitate_throwvel_threshold_min
- vr_gg_levitate_travel_time
- vr_gg_lock_release_delay
- vr_gg_lockon
- vr_gg_max_ragdoll_carry_mass
- vr_gg_max_ragdoll_carry_mass_large
- vr_gg_pull_gesture_speed
- vr_gg_ragdoll_large_body_mass_override
- vr_gg_target_change_time
- vr_gg_target_select_time
- vr_gg_taser_ability
- vr_gg_taser_gesture_speed
- vr_gg_taser_radius
- vr_gg_taser_range
- vr_gg_taser_recharge_time
- vr_gg_taser_stun_duration
- vr_gg_throw_sound_speed
- vr_gg_throw_speed_peak
- vr_ghost_color
- vr_ghost_correction_editing_enable
- vr_ghost_correction_enable
- vr_ghost_correction_table
- vr_ghost_correction_table_reset
- vr_ghost_csv
- vr_ghost_decrement
- vr_ghost_increment
- vr_ghost_next
- vr_ghost_previous
- vr_glove_bonemerge
- vr_gpu_flush_timer
- vr_grabittyglove_light_fov
- vr_grenade_blastforce Blastforce
- vr_grenade_detonate_timer
- vr_grenade_launch_force
- vr_hack_cont_postx
- vr_hack_cont_posty
- vr_hack_cont_postz
- vr_hack_cont_prex
- vr_hack_cont_prey
- vr_hack_cont_prez
- vr_hack_cont_rotx
- vr_hack_cont_roty
- vr_hack_cont_rotz
- vr_hacking_affirmation_speech_chance
- vr_hacking_autocomplete
- vr_hacking_core_move_haptic_distance_max
- vr_hacking_core_move_haptic_distance_min
- vr_hacking_core_move_haptic_strength_max
- vr_hacking_core_move_haptic_strength_min
- vr_hacking_core_move_passive_haptic_interval
- vr_hacking_core_move_passive_haptic_strength
- vr_hacking_core_search_core_count
- vr_hacking_core_search_core_move_haptic_distance_max
- vr_hacking_core_search_core_move_haptic_distance_min
- vr_hacking_core_search_core_move_haptic_strength_max
- vr_hacking_core_search_core_move_haptic_strength_min
- vr_hacking_core_search_core_radius
- vr_hacking_core_search_enemy_count
- vr_hacking_core_search_enemy_move_speed_max
- vr_hacking_core_search_enemy_move_speed_min
- vr_hacking_core_search_enemy_radius
- vr_hacking_core_search_outer_point_count
- vr_hacking_core_search_outer_point_radius
- vr_hacking_core_search_passive_haptic_interval
- vr_hacking_core_search_passive_haptic_strength
- vr_hacking_core_search_puzzle_radius
- vr_hacking_core_search_restrict_outer_points_to_core
- vr_hacking_core_search_rolloff_haptic_strength
- vr_hacking_core_search_rollover_haptic_strength
- vr_hacking_core_search_solution_radius_max
- vr_hacking_core_search_solution_radius_min
- vr_hacking_debug_draw
- vr_hacking_debug_intro_lookat
- vr_hacking_difficulty_log
- vr_hacking_difficulty_override eg: First, Easy, Medium, Hard, VeryHard. Leave blank to not override.
- vr_hacking_fast_completion_time
- vr_hacking_generate_puzzle Generate new holo hacking puzzle <puzzle_name>(optional)
- vr_hacking_globe_rotate_haptic_angle_max
- vr_hacking_globe_rotate_haptic_angle_min
- vr_hacking_globe_rotate_haptic_strength_max
- vr_hacking_globe_rotate_haptic_strength_min
- vr_hacking_hack_finished_display_time
- vr_hacking_hand_hint_offset
- vr_hacking_hand_hint_show_time_first
- vr_hacking_hand_hint_show_time_repeat
- vr_hacking_max_player_distance
- vr_hacking_max_plug_distance
- vr_hacking_multitool_hint_show_time_first
- vr_hacking_multitool_hint_show_time_repeat
- vr_hacking_plug_puzzle_spawn_debug
- vr_hacking_plug_puzzle_spawn_forward_offset
- vr_hacking_plug_puzzle_spawn_up_offset
- vr_hacking_point_drag_beam_safe_distance
- vr_hacking_point_drag_circle_active_radius
- vr_hacking_point_drag_circle_count
- vr_hacking_point_drag_circle_inactive_radius
- vr_hacking_point_drag_circle_passed_haptic_strength
- vr_hacking_point_drag_core_radius
- vr_hacking_point_drag_enemy_first_segment_time
- vr_hacking_point_drag_interact_distance
- vr_hacking_point_drag_move_haptic_distance_max
- vr_hacking_point_drag_move_haptic_distance_min
- vr_hacking_point_drag_move_haptic_strength_max
- vr_hacking_point_drag_move_haptic_strength_min
- vr_hacking_point_drag_move_passive_haptic_interval
- vr_hacking_point_drag_move_passive_haptic_strength
- vr_hacking_point_drag_num_nodes_max
- vr_hacking_point_drag_num_nodes_min
- vr_hacking_point_drag_path_particle_distance
- vr_hacking_point_drag_point_grab_distance
- vr_hacking_point_drag_point_hover_haptic_interval
- vr_hacking_point_drag_point_hover_haptic_strength
- vr_hacking_point_drag_point_rolloff_haptic_strength
- vr_hacking_point_drag_point_rollover_haptic_strength
- vr_hacking_point_drag_spline_num_segments
- vr_hacking_point_drag_spline_tangent_distance
- vr_hacking_point_drag_start_dead_zone
- vr_hacking_point_match_disc_rotate_speed
- vr_hacking_point_match_globe_haptic_angle_max
- vr_hacking_point_match_globe_haptic_angle_min
- vr_hacking_point_match_globe_haptic_strength_max
- vr_hacking_point_match_globe_haptic_strength_min
- vr_hacking_point_match_holohand_offset_x
- vr_hacking_point_match_holohand_offset_y
- vr_hacking_point_match_line_move_haptic_distance_max
- vr_hacking_point_match_line_move_haptic_distance_min
- vr_hacking_point_match_line_move_haptic_strength_max
- vr_hacking_point_match_line_move_haptic_strength_min
- vr_hacking_point_match_matched_haptic_strength
- vr_hacking_point_match_passive_haptic_interval
- vr_hacking_point_match_passive_haptic_strength
- vr_hacking_point_match_point_radius
- vr_hacking_point_match_point_show_color_time
- vr_hacking_point_match_puzzle_radius
- vr_hacking_point_match_rolloff_haptic_strength
- vr_hacking_point_match_rollover_haptic_strength
- vr_hacking_point_search_core_hover_haptic_interval
- vr_hacking_point_search_core_hover_haptic_strength
- vr_hacking_point_search_core_radius
- vr_hacking_point_search_core_safe_distance
- vr_hacking_point_search_inner_distance_from_out_portal_min
- vr_hacking_point_search_inner_distance_percent_max
- vr_hacking_point_search_inner_distance_percent_min
- vr_hacking_point_search_inner_point_in_radius
- vr_hacking_point_search_inner_point_out_radius
- vr_hacking_point_search_outer_point_safe_distance
- vr_hacking_point_search_outer_radius
- vr_hacking_point_search_portal_distance
- vr_hacking_point_search_portal_pair_count
- vr_hacking_point_search_portal_radius
- vr_hacking_point_search_restrict_inner_points_to_core
- vr_hacking_point_search_rolloff_haptic_strength
- vr_hacking_point_search_rollover_haptic_strength
- vr_hacking_point_search_solution_radius_max
- vr_hacking_point_search_solution_radius_min
- vr_hacking_point_search_sphere_angular_damping
- vr_hacking_reload_difficulty_values Reloads the difficulty values for the hacking puzzles from
- vr_hacking_rod_pull_circle_decay_rate_max
- vr_hacking_rod_pull_circle_decay_rate_min
- vr_hacking_rod_pull_circle_distance
- vr_hacking_rod_pull_circle_fail_count
- vr_hacking_rod_pull_circle_passed_haptic_strength
- vr_hacking_rod_pull_circle_pie_angle
- vr_hacking_rod_pull_circle_radius
- vr_hacking_rod_pull_dead_zone
- vr_hacking_rod_pull_interact_distance
- vr_hacking_rod_pull_move_haptic_distance_max
- vr_hacking_rod_pull_move_haptic_distance_min
- vr_hacking_rod_pull_move_haptic_strength_max
- vr_hacking_rod_pull_move_haptic_strength_min
- vr_hacking_rod_pull_rod_pie_angle
- vr_hacking_rod_pull_show_axis_debug
- vr_hacking_rod_pull_start_zone
- vr_hacking_rod_pull_twist_angle_scale
- vr_hacking_rod_pull_twist_haptic_angle_max
- vr_hacking_rod_pull_twist_haptic_angle_min
- vr_hacking_rod_pull_twist_haptic_strength_max
- vr_hacking_rod_pull_twist_haptic_strength_min
- vr_hacking_show_solution
- vr_hacking_sphere_trace_active_haptic_distance_max
- vr_hacking_sphere_trace_active_haptic_distance_min
- vr_hacking_sphere_trace_active_haptic_strength_max
- vr_hacking_sphere_trace_active_haptic_strength_min
- vr_hacking_sphere_trace_hack_finished_haptic_strength
- vr_hacking_sphere_trace_interact_distance
- vr_hacking_sphere_trace_passive_haptic_interval
- vr_hacking_sphere_trace_passive_haptic_strength
- vr_hacking_sphere_trace_point_touching_distance
- vr_hacking_sphere_trace_retarget_count
- vr_hacking_sphere_trace_retarget_max_count
- vr_hacking_sphere_trace_retarget_speed_multiplier
- vr_hacking_sphere_trace_retarget_time
- vr_hacking_sphere_trace_rolloff_haptic_strength
- vr_hacking_sphere_trace_rollover_haptic_strength
- vr_hacking_sphere_trace_sphere_angular_damping
- vr_hacking_sphere_trace_sphere_linear_damping
- vr_hacking_sphere_trace_sphere_radius
- vr_hacking_sphere_trace_trail_touching_distance
- vr_hacking_sphere_trace_valid_point_touching_distance
- vr_hand_bubble_max
- vr_hand_bubble_min
- vr_hand_bubble_radius
- vr_hand_button_debug
- vr_hand_catch_speed_scalar
- vr_hand_cloth_collider
- vr_hand_collide_fingers_debug
- vr_hand_collision_haptic_time
- vr_hand_conform_debug
- vr_hand_conform_fingers_debug
- vr_hand_conform_fingers_debug_time
- vr_hand_conform_sample_count
- vr_hand_conform_sensor_debug Debug draw the hand sensor and it's radius.
- vr_hand_conform_sensor_enable Enable the early-out for hand conforming.
- vr_hand_conform_sensor_quantize_reset_time Do a spherecast even if we haven't moved, if we go this long without moving.
- vr_hand_conform_sensor_radius The radius for the hand sensor.
- vr_hand_conform_sensor_square_quantize_threshold Only do the spherical trace if we've moved by the square root of this first.
- vr_hand_conform_trace_segments
- vr_hand_debug
- vr_hand_debugdraw
- vr_hand_disable_animation Turn off animation and traces, for perf testing
- vr_hand_disable_item_pickup_events
- vr_hand_drag_force_drop_time
- vr_hand_drag_throw_max_vel
- vr_hand_drag_throw_max_vel_z
- vr_hand_fingertip_radius
- vr_hand_force_detach_dist
- vr_hand_force_drop_max_speed
- vr_hand_force_sequence
- vr_hand_glove_respects_physics
- vr_hand_grab_attachment_horizontal
- vr_hand_grab_attachment_tilt
- vr_hand_grab_attachment_vertical
- vr_hand_invalid_bubble_divergence_max
- vr_hand_invalid_bubble_divergence_min
- vr_hand_invalid_bubble_radius_max
- vr_hand_invalid_bubble_radius_min
- vr_hand_item_holder_activate_scale_duration
- vr_hand_item_holder_allowed
- vr_hand_item_holder_debug
- vr_hand_item_holder_discard_duration
- vr_hand_item_holder_enter_radius
- vr_hand_item_holder_hand_activate_enter_radius
- vr_hand_item_holder_hand_activate_exit_radius
- vr_hand_item_holder_hand_pose_weight_threshold
- vr_hand_item_holder_insert_delay
- vr_hand_item_holder_insert_duration
- vr_hand_item_holder_item_activate_enter_radius
- vr_hand_item_holder_item_activate_exit_radius
- vr_hand_item_holder_max_alpha
- vr_hand_item_holder_max_scale
- vr_hand_item_holder_min_alpha
- vr_hand_item_holder_min_scale
- vr_hand_item_holder_move_icon_into_hand
- vr_hand_item_holder_reflex_clone_fall_duration
- vr_hand_item_holder_show_bubble_on_pickup
- vr_hand_item_holder_single_handed_x_offset
- vr_hand_item_holder_single_handed_y_offset
- vr_hand_item_holder_single_handed_z_offset
- vr_hand_item_holder_vive_controller_radius_multiplier
- vr_hand_knuckles_use_grip
- vr_hand_left_attachment_rotation Rotation offset from the base Attachment point (for testing)
- vr_hand_left_offset_angles HACK: Manual offset for windows MR controllers
- vr_hand_left_offset_origin HACK: Manual offset for windows MR controllers
- vr_hand_model
- vr_hand_pickup_door_lerp_duration
- vr_hand_pickup_lock_to_object
- vr_hand_pickup_pose_slerp
- vr_hand_pickup_pose_slerp_duration
- vr_hand_pickup_show_offset
- vr_hand_pose_debug
- vr_hand_pose_refresh_interval
- vr_hand_pull_acceleration_debug
- vr_hand_pull_acceleration_max
- vr_hand_pull_acceleration_shutoff_time
- vr_hand_pull_acceleration_start_time
- vr_hand_pull_angle_far
- vr_hand_pull_angle_far_distance
- vr_hand_pull_angle_near
- vr_hand_pull_angle_near_distance
- vr_hand_pull_catch_vibrate_time
- vr_hand_pull_cone
- vr_hand_pull_conelength
- vr_hand_pull_coneoffset
- vr_hand_pull_debug
- vr_hand_pull_detach_cone
- vr_hand_pull_dynamic_min_gravity_scale
- vr_hand_pull_dynamic_min_time_of_flight
- vr_hand_pull_mindist
- vr_hand_pull_test_segments
- vr_hand_pull_traveltime_max
- vr_hand_pull_traveltime_max_distance
- vr_hand_pull_traveltime_min
- vr_hand_pull_traveltime_min_distance
- vr_hand_reduced_carry_mass
- vr_hand_regrab_time
- vr_hand_release_impulse_scale
- vr_hand_right_attachment_offset Rotation offset from the base Attachment point (for testing)
- vr_hand_right_offset_angles HACK: Manual offset for windows MR controllers
- vr_hand_right_offset_origin HACK: Manual offset for windows MR controllers
- vr_hand_scale
- vr_hand_skewer Testing skewer pick up.
- vr_hand_skewer_speed Testing skewer pick up.
- vr_hand_speed
- vr_hand_swap_interaction_dist
- vr_hand_teleport_if_virtual_arms_cant_reach_hmd
- vr_hand_teleport_if_virtual_arms_cant_reach_hmd_debug
- vr_hand_thumbtip_radius
- vr_hand_use_compression_locally
- vr_hand_use_debug
- vr_hand_use_distance
- vr_hand_use_distance_door_edge Player can only grab the door if the hand is within this range of the door's edge opposite the hinge.
- vr_hand_use_distance_fast
- vr_hand_use_door_distance
- vr_hand_use_sweep_radius
- vr_hand_use_sweep_radius_large
- vr_hand_velocity_window
- vr_hand_verify_debug
- vr_handinfo_history_ignore_size
- vr_handinfo_history_size
- vr_haptic_pulse_light
- vr_haptic_pulse_medium
- vr_haptic_pulse_strong
- vr_haptics_amplitude
- vr_haptics_debug_fire
- vr_haptics_debug_log
- vr_haptics_disable
- vr_haptics_frequency_max
- vr_haptics_frequency_min
- vr_haptics_graph_duration
- vr_haptics_init_all_effects Re-initializes all the vr haptic effects.
- vr_haptics_list_effects List all the haptics effects
- vr_haptics_max_amplitude
- vr_haptics_max_audio_intensity
- vr_haptics_min_amplitude
- vr_haptics_min_input_intensity
- vr_haptics_min_input_percent
- vr_haptics_normalize_window_size
- vr_haptics_parse_length
- vr_haptics_play_effect Plays a specified haptic effect. Plays a random effect if none is specified.
- vr_haptics_play_effect_number Plays a specified haptic effect by index (vr_haptics_list_effects)
- vr_haptics_play_pulse Plays a haptic pulse with the specific strength and optional duration (seconds)
- vr_haptics_show_graph
- vr_haptics_single_frame_frequency
- vr_haptics_single_pulse_duration_max
- vr_haptics_single_pulse_duration_min
- vr_haptics_trigger_haptic_pulse Plays a haptic pulse immediately with specific strength and optional duration (seconds)
- vr_haptics_use_controller_action
- vr_head_bubble_fade_enable
- vr_head_bubble_glass_enable
- vr_head_bubble_max
- vr_head_bubble_min
- vr_head_bubble_view_fade_color
- vr_head_invalid_bubble_embedded_dist
- vr_head_invalid_bubble_full_occlusion_dist
- vr_head_invalid_bubble_interpolation
- vr_head_invalid_bubble_max
- vr_head_invalid_bubble_max_fade
- vr_head_invalid_bubble_min
- vr_head_invalid_bubble_min_fade
- vr_head_invalid_bubble_movement_tweak_percent
- vr_head_invalid_bubble_speed_compensation_max
- vr_head_invalid_bubble_speed_compensation_min
- vr_head_invalid_clip_effect_z_offset
- vr_headcrab_runner_attached_dmg_scale
- vr_headcrab_runner_attached_health
- vr_headcrab_runner_attached_hit_count
- vr_headcrab_runner_attached_location_count
- vr_headcrab_runner_attached_move_time_max
- vr_headcrab_runner_attached_move_time_min
- vr_headcrab_runner_entry_offset
- vr_headcrab_runner_facehug_offset
- vr_headcrab_runner_flee_cooldown
- vr_headcrab_runner_hide_dist_max
- vr_headcrab_runner_hide_dist_min
- vr_headcrab_runner_player_max_dist_from_zombie
- vr_headcrab_runner_player_min_dist_from_zombie
- vr_headcrab_runner_smokebomb_dist_min
- vr_headcrab_runner_spit_offset
- vr_headcrab_runner_unragdoll_timeout
- vr_held_object_color_ghost
- vr_held_object_color_undroppable
- vr_held_object_use_particle_glow
- vr_hidden_pixels_use_depth
- vr_hide_viewmodel
- vr_hip_left
- vr_hip_right
- vr_hmd_brightness_adaptation_rate Adaptation rate for dynamic HMD brightness contro
- vr_hmd_brightness_debug Debug current/target HMD brightness levels
- vr_hmd_brightness_enable Enable dynamic HMD backlight brightness
- vr_hmd_brightness_force When enabled, force the HMD brightness level to vr_hmd_brightness_force_level
- vr_hmd_brightness_force_brightness_level When vr_hmd_brightness_force is enabled, set the HMD brightness level. Valid numbers are -2 (dimmest) through 1 (brightest).
- vr_hmd_brightness_force_level When vr_hmd_brightness_force is enabled, set the HMD brightness level. Valid numbers are -2 (dimmest) through 2 (brightest).
- vr_hmd_helmet_no_rotate_model Name of a visible VR helmet model that doesn't follow pitch, yaw, or roll.
- vr_hmd_helmet_pitch_model Name of a visible VR helmet model that only follows pitch.
- vr_hmd_helmet_roll_model Name of a visible VR helmet model that only follows roll.
- vr_hmd_helmet_roll_pitch_model Name of a visible VR helmet model that follows roll and pitch.
- vr_hmd_helmet_yaw_model Name of a visible VR helmet model that only follows yaw.
- vr_hmd_helmet_yaw_pitch_model Name of a visible VR helmet model that follows yaw and pitch.
- vr_hmd_helmet_yaw_roll_model Name of a visible VR helmet model that follows yaw and roll.
- vr_hmd_helmet_yaw_roll_pitch_model Name of a visible VR helmet model that follows yaw, roll, and pitch.
- vr_hmd_positions_debug Makes local player HMD avatar visible slightly in front of its actual position.
- vr_hmd_tracking_passthrough
- vr_hold_angular_stiffness_decay
- vr_hold_dynamic_joint_max_separation
- vr_hold_linear_stiffness_decay
- vr_hold_max_stiffness_decay_delta Measured in percent per second
- vr_hold_ragdoll_large_biped_counter_spring_freq
- vr_hold_ragdoll_large_biped_grab_ang_freq
- vr_hold_ragdoll_large_biped_grab_linear_freq
- vr_hold_ragdoll_large_biped_grab_strength
- vr_hold_ragdoll_large_counter_spring_freq
- vr_hold_ragdoll_large_grab_ang_freq
- vr_hold_ragdoll_large_grab_linear_freq
- vr_hold_ragdoll_large_grab_strength
- vr_hold_ragdoll_large_grab_torque
- vr_hologram_depth
- vr_hologram_fresnel
- vr_hologram_wireframe
- vr_hud_dist distance from the player to the hud
- vr_info
- vr_interaction_anglediff
- vr_interaction_debug
- vr_interaction_deltaspeed
- vr_interaction_dist_break
- vr_interaction_dist_search
- vr_interaction_dist_start
- vr_kick_dependent_views_early Kicks off creation of dependent views early in the frame
- vr_kill_indexed_light Use to set a single indexed light to black
- vr_lesson_highlight_override_enabled
- vr_lesson_highlight_override_pos_x
- vr_lesson_highlight_override_pos_y
- vr_lesson_highlight_override_pos_z
- vr_loading_card_fg_offset_x
- vr_loading_card_fg_offset_y
- vr_loading_card_fg_offset_z
- vr_loading_card_offset_width
- vr_loading_card_offset_x
- vr_loading_card_offset_y
- vr_loading_card_offset_z
- vr_loading_card_width
- vr_main_menu_attention_force_on
- vr_main_menu_attention_window_height
- vr_main_menu_attention_window_modal_x
- vr_main_menu_attention_window_modal_y
- vr_main_menu_attention_window_modal_z
- vr_main_menu_attention_window_width
- vr_main_menu_carousel_debug
- vr_main_menu_carousel_dpi
- vr_main_menu_carousel_forward_offset
- vr_main_menu_carousel_height_offset
- vr_main_menu_carousel_interact_dist
- vr_main_menu_carousel_max_horizontal_distancesq
- vr_main_menu_carousel_max_main_menu_x_dist_inner
- vr_main_menu_carousel_max_main_menu_x_dist_max
- vr_main_menu_carousel_max_main_menu_x_dist_outer
- vr_main_menu_carousel_max_main_menu_z_dist_inner
- vr_main_menu_carousel_max_main_menu_z_dist_max
- vr_main_menu_carousel_max_main_menu_z_dist_outer
- vr_main_menu_carousel_max_main_menu_z_floor
- vr_main_menu_carousel_max_vertical_distance
- vr_main_menu_carousel_transition_time
- vr_main_menu_class_update_debug
- vr_main_menu_days_only_display
- vr_main_menu_debug_save_state
- vr_main_menu_disable_gridnodes
- vr_main_menu_disable_mappreview
- vr_main_menu_dpi
- vr_main_menu_grid_playrate
- vr_main_menu_grid_z
- vr_main_menu_height
- vr_main_menu_horizontal_offset
- vr_main_menu_interact_dist
- vr_main_menu_map_scale
- vr_main_menu_modal_anim_dist
- vr_main_menu_modal_anim_time
- vr_main_menu_modal_bg_depthsortbias
- vr_main_menu_modal_fg_depthsortbias
- vr_main_menu_modal_height
- vr_main_menu_modal_width
- vr_main_menu_post_grid_delay Time (s) from when Main Menu appears after Grid Nodes
- vr_main_menu_scroll_scale
- vr_main_menu_scroll_touchpad_scale
- vr_main_menu_to_player_distance
- vr_main_menu_unlock_all_chapters
- vr_main_menu_width
- vr_manhack_deploy_velocity_threshold
- vr_manhack_punch_mult
- vr_manhack_punch_speed
- vr_max_lights
- vr_min_chaperonearea_radius
- vr_monitor_bloom Allow bloom on scene monitors
- vr_movetype_set Usage: ent_fire <movetype> 0 - teleport blink, 1 - teleport shift, 2 - continuous head, 3 - continuous hand
- vr_msaa
- vr_msaa_submit
- vr_multigpu_skip_semaphores
- vr_multigpu_skip_transfers
- vr_multiview_instancing Single pass stereo with multiview instancing.
- vr_mura_correction
- vr_no_transform
- vr_object_detach_gesture_speed
- vr_panel_view_focus_max_distance
- vr_peephole_debug
- vr_peephole_debug_duration
- vr_perf_hud Display VR Perf HUD in HMD
- vr_perf_hud_frame_time
- vr_perf_mode_max_fidelity_level
- vr_perf_mode_override2 0 is Low, 1 is Medium, 2 is High, -1 is Don't do anything
- vr_perf_test_capture Set to 1 when you want frames to be captured by the SteamVR perf test.
- vr_photo_mode_camera_grab_radius
- vr_photo_mode_camera_offset
- vr_photo_mode_frame_forward_offset
- vr_photo_mode_frame_side_offset
- vr_photo_mode_hover_haptic_interval
- vr_photo_mode_hover_haptic_strength
- vr_photo_mode_move_haptic_distance_max
- vr_photo_mode_move_haptic_distance_min
- vr_photo_mode_move_haptic_strength_max
- vr_photo_mode_move_haptic_strength_min
- vr_photo_mode_move_passive_haptic_interval
- vr_photo_mode_move_passive_haptic_strength
- vr_photo_mode_panel_dpi
- vr_photo_mode_panel_forward_offset
- vr_photo_mode_panel_height
- vr_photo_mode_panel_interact_dist
- vr_photo_mode_panel_side_offset
- vr_photo_mode_panel_width
- vr_pickup_ignore_mass_and_size
- vr_pickup_maxmass
- vr_pickup_maxmass_onehanded_rigid
- vr_pickup_maxmass_onehanded_soft
- vr_pickup_maxmass_twohanded_drag
- vr_pickup_maxmass_twohanded_drag_planar
- vr_pickup_maxmass_twohanded_pickup
- vr_pickup_maxsize
- vr_pickup_maxsize_onehanded_rigid
- vr_pickup_maxsize_onehanded_soft
- vr_pickup_show_carry_types Indicate prop carry types with boxes: blue=1h rigid, cyan=1h loose, green=2h rigid, yellow=2h drag, red=too heavy
- vr_player_grenade_fuse_time
- vr_player_grenade_grabbity_arm_immunity_time Time after grenade pickup with grabbity gun before grenade can be armed
- vr_pose_map_always_refresh
- vr_pose_map_debug
- vr_pose_map_origin_offset
- vr_pose_map_trace_increments
- vr_pose_map_trace_offset
- vr_postprocess_enable
- vr_predict
- vr_print_controllers
- vr_proj_spew
- vr_proto_overlay
- vr_puck0_fake_offset
- vr_puck1_fake_offset
- vr_puck_hand_interaction_dist
- vr_quick_turn_continuous_enable
- vr_quick_turn_continuous_speed
- vr_rangefinder Usage: vr_rangefinder <range>
- vr_rapidfire_ammo_per_capsule
- vr_rapidfire_bottom_grip_disengage_distance
- vr_rapidfire_bottom_grip_max_distance
- vr_rapidfire_bottom_grip_min_distance
- vr_rapidfire_bottom_grip_recoil_reduction
- vr_rapidfire_bottom_grip_spread_reduction
- vr_rapidfire_bullet_spread_bias
- vr_rapidfire_bullet_spread_decay_duration
- vr_rapidfire_bullet_spread_max
- vr_rapidfire_bullet_spread_min
- vr_rapidfire_bullet_spread_per_shot
- vr_rapidfire_chamber_light_angle
- vr_rapidfire_chamber_light_brightness
- vr_rapidfire_chamber_light_color_1
- vr_rapidfire_chamber_light_color_2
- vr_rapidfire_chamber_light_debug
- vr_rapidfire_chamber_light_frequency
- vr_rapidfire_chamber_light_nearz
- vr_rapidfire_chamber_light_range
- vr_rapidfire_chamber_light_turn_on_time
- vr_rapidfire_debug_level 1 for quick reload, 2 for on-screen debug info, 3 for debug logging
- vr_rapidfire_dmg
- vr_rapidfire_energy_ball_auto_aim_threshold_dot
- vr_rapidfire_energy_ball_auto_aim_time
- vr_rapidfire_energy_ball_bounce_min_time
- vr_rapidfire_energy_ball_cost
- vr_rapidfire_energy_ball_debug
- vr_rapidfire_energy_ball_dissolve_float_linear_dampening
- vr_rapidfire_energy_ball_dissolve_float_rotation_dampening
- vr_rapidfire_energy_ball_dissolve_float_xy_scale
- vr_rapidfire_energy_ball_dissolve_float_z_add
- vr_rapidfire_energy_ball_dissolve_float_z_scale
- vr_rapidfire_energy_ball_dissolve_time_fade
- vr_rapidfire_energy_ball_dissolve_time_kill
- vr_rapidfire_energy_ball_lerp_amount
- vr_rapidfire_energy_ball_lerp_time
- vr_rapidfire_energy_ball_mass
- vr_rapidfire_energy_ball_max_speed
- vr_rapidfire_energy_ball_min_dist_to_hand
- vr_rapidfire_energy_ball_min_lifetime
- vr_rapidfire_energy_ball_min_speed
- vr_rapidfire_energy_ball_search_radius
- vr_rapidfire_energy_ball_total_lifetime
- vr_rapidfire_exploding_bullet_cost
- vr_rapidfire_exploding_bullet_dmg
- vr_rapidfire_exploding_bullet_max_linkage_count
- vr_rapidfire_exploding_bullet_speed
- vr_rapidfire_exploding_bullet_spread_per_shot
- vr_rapidfire_exploding_bullets_rof
- vr_rapidfire_exploding_bullets_show_toggle_icon
- vr_rapidfire_exploding_bullets_trigger_delay_time
- vr_rapidfire_exploding_cluster_allow_on_npcs
- vr_rapidfire_exploding_cluster_bullet_count_large
- vr_rapidfire_exploding_cluster_bullet_count_medium
- vr_rapidfire_exploding_cluster_bullet_count_single
- vr_rapidfire_exploding_cluster_bullet_count_small
- vr_rapidfire_exploding_cluster_damage
- vr_rapidfire_exploding_cluster_damage_large
- vr_rapidfire_exploding_cluster_damage_medium
- vr_rapidfire_exploding_cluster_damage_radius
- vr_rapidfire_exploding_cluster_damage_radius_large
- vr_rapidfire_exploding_cluster_damage_radius_medium
- vr_rapidfire_exploding_cluster_damage_radius_single
- vr_rapidfire_exploding_cluster_damage_radius_small
- vr_rapidfire_exploding_cluster_damage_single
- vr_rapidfire_exploding_cluster_damage_small
- vr_rapidfire_exploding_cluster_explosion_delay_interval
- vr_rapidfire_exploding_cluster_explosion_delay_min
- vr_rapidfire_exploding_cluster_explosion_delay_start
- vr_rapidfire_exploding_cluster_life_time
- vr_rapidfire_exploding_cluster_linkage_distance
- vr_rapidfire_exploding_cluster_stop_moving_count
- vr_rapidfire_hinge_debug
- vr_rapidfire_hinge_friction
- vr_rapidfire_hinge_max_angle
- vr_rapidfire_hinge_min_angle
- vr_rapidfire_projectile_bullet_life_time
- vr_rapidfire_projectile_bullet_max_scale
- vr_rapidfire_projectile_bullet_max_scale_distance
- vr_rapidfire_projectile_bullet_min_scale
- vr_rapidfire_projectile_bullet_min_scale_distance
- vr_rapidfire_projectile_bullet_speed
- vr_rapidfire_projectile_bullet_stopped_time
- vr_rapidfire_projectile_bullets_debug
- vr_rapidfire_projectile_bullets_log
- vr_rapidfire_recoil_bias
- vr_rapidfire_recoil_decay
- vr_rapidfire_recoil_max
- vr_rapidfire_recoil_per_shot
- vr_rapidfire_reload_capsule_eject_speed
- vr_rapidfire_reload_clip_eject_speed
- vr_rapidfire_reload_dissolve_attached_clip
- vr_rapidfire_reload_dist_chambered_capsule
- vr_rapidfire_reload_dist_extended_magazine
- vr_rapidfire_reload_dot
- vr_rapidfire_reload_fast_action
- vr_rapidfire_reload_hold_empty_clip
- vr_rapidfire_rof
- vr_rapidfire_tag_dart_cost
- vr_rapidfire_tag_dart_damage
- vr_rapidfire_tag_dart_debug
- vr_rapidfire_tag_dart_explosion_radius
- vr_rapidfire_tag_dart_life_time
- vr_rapidfire_tag_dart_mass
- vr_rapidfire_tag_dart_radius
- vr_rapidfire_tag_dart_speed
- vr_rapidfire_tag_dart_test
- vr_rapidfire_tag_dart_timeout
- vr_rapidfire_tag_marker_npc_life_time
- vr_rapidfire_tag_marker_world_life_time
- vr_rapidfire_targeting_bullet_dir_lerp_time
- vr_rapidfire_targeting_bullet_life_time
- vr_rapidfire_targeting_bullet_max_speed
- vr_rapidfire_targeting_bullet_min_speed
- vr_rapidfire_targeting_bullet_npc_preference
- vr_rapidfire_targeting_bullet_offset_radius
- vr_rapidfire_targeting_bullet_speed_lerp_time
- vr_rapidfire_targeting_bullet_spread
- vr_rapidfire_upgrade_bullets_per_second
- vr_rapidfire_upgrade_cable_highlight_time
- vr_rapidfire_upgrade_charge_haptic_max
- vr_rapidfire_upgrade_charge_haptic_min
- vr_rapidfire_upgrade_icon_display_time
- vr_rapidfire_use_projectile_bullets
- vr_readonly_depth_stencil_enable
- vr_reflex_sight_dampening
- vr_reflex_sight_dampening_range
- vr_render_decals
- vr_render_dynamic_objects
- vr_render_opaque
- vr_render_opaque_notzprepassed
- vr_render_overlays
- vr_render_refraction
- vr_render_subsampled Use subsampled rendering with FDM.
- vr_render_subsampled_depth Enable for spec-correctness, disable for speed. You shouldn't change this unless you know what you are doing.
- vr_render_target_scale
- vr_render_tiler_mode Enable tiler optimizations for eg. Steam Frame.
- vr_render_translucent
- vr_reprojection_cpu_auto
- vr_reprojection_cpu_auto_spew
- vr_rollergrenade_damage
- vr_rollergrenade_lifetime
- vr_rollergrenade_radius
- vr_rollergrenade_stun_duration
- vr_save_render_model Dump the left-hand controller render data to an OBJ + TGA files
- vr_screenshake_scale
- vr_send_deltaposes
- vr_send_deltaposes_height
- vr_shadow_level_placeholder Place Holder
- vr_shadow_map_culling
- vr_shadows_debug
- vr_shake_gesture_speed
- vr_shotgun_bottom_grip_disengage_distance
- vr_shotgun_bottom_grip_max_distance
- vr_shotgun_bottom_grip_min_distance
- vr_shotgun_chamber_light_angle
- vr_shotgun_chamber_light_blink_rate
- vr_shotgun_chamber_light_brightness
- vr_shotgun_chamber_light_color
- vr_shotgun_chamber_light_nearz
- vr_shotgun_chamber_light_offset
- vr_shotgun_chamber_light_range
- vr_shotgun_debug_spew
- vr_shotgun_grenade_attach_distsqr
- vr_shotgun_grenade_lerp_ang
- vr_shotgun_hinge_debug
- vr_shotgun_hinge_disable
- vr_shotgun_hinge_friction_max
- vr_shotgun_hinge_friction_min
- vr_shotgun_hinge_max_angle
- vr_shotgun_hinge_min_angle
- vr_shotgun_hinge_min_close_speed
- vr_shotgun_hinge_motor_velocity
- vr_shotgun_itemeater_door_speed
- vr_shotgun_itemeater_lerp_pos
- vr_shotgun_quickfire_rof
- vr_shotgun_rof
- vr_shotgun_slide_force_light
- vr_shotgun_speedloader_autoload_accel
- vr_shotgun_speedloader_autoload_time
- vr_shotgun_speedloader_interact_dist
- vr_shotgun_speedloader_lerp_ang
- vr_shotgun_speedloader_lerp_pos
- vr_shotgun_speedloader_spew
- vr_shotgun_speedloader_throw_dist
- vr_show_indexed_light_indices Show the indices of indexed lights
- vr_show_light_fog_clipmap_cb_cost Show cost of lights in fog clipmap constant buffer. yellow = 1 cost, red = 6 cost
- vr_show_light_priority Show light priority values. 1 = normal lights, 2 = cached lights.
- vr_show_lod_origin Show the origin for LOD computation
- vr_show_nonfogging_cached_lights Show lights using the cached shadow atlas solely for transmissive lighting, rather than fog.
- vr_single_light_fast_path_sun_cascade_0_texels_per_world
- vr_single_light_fast_path_sun_cascade_1_texels_per_world
- vr_single_light_fast_path_sun_cascade_vignette
- vr_single_light_fast_path_sun_size_cull_threshold
- vr_slingshot_activation_complete_distance
- vr_slingshot_activation_start_distance
- vr_slingshot_allowed
- vr_slingshot_max_launch_speed
- vr_slingshot_max_pullback_distance
- vr_slingshot_max_strength_distance
- vr_slingshot_min_launch_speed
- vr_spawn_at_player_start Whether to spawn the player or the anchor at the info_player_start. (0 = Honor the info_player_start spawnflags, 1 = spawn at the info_player_start position)
- vr_spectator_remove_roll
- vr_spectator_remove_roll_halflife
- vr_spectator_roll
- vr_spectator_show_left_eye
- vr_spectator_show_steam_vr
- vr_spew_fidelity_data
- vr_spew_position
- vr_spew_prediction
- vr_spew_time 1 = spew constantly, 2 = spew when we skip a frame
- vr_spew_time_cpu 1 = spew constantly, 2 = every second, 3 = only when over budget
- vr_stealth_decay
- vr_stealth_idle_decay
- vr_stealth_idle_spot_time_max
- vr_stealth_idle_spot_time_min
- vr_stealth_spot_dist_max
- vr_stealth_spot_dist_min
- vr_stealth_spot_time_max
- vr_stealth_spot_time_min
- vr_stealth_teleport_forcepeek_time
- vr_stencil_debug 0=Off, 1=DebugWireframe, 2=DebugSolidBlink
- vr_stencil_hidden_pixels
- vr_stencil_postprocessing
- vr_stencil_tag_for_compositor Tag objects for better reprojection in vrcompositor.
- vr_stun_grenade_rapidfire_detonate_timer
- vr_stun_grenade_rapidfire_radius
- vr_stun_grenade_rapidfire_stun_duration
- vr_subview_mode 0=Off, 1=VerticalSplit, 2=Checker, 3=FixedFoveated2x
- vr_symmetric_fov
- vr_symmetric_fov_render_areas
- vr_symmetric_fov_render_areas_debug
- vr_symmetric_fov_round_mode How to round the width based on tile size. 0 = floor. 1 = round. 2 = ceil
- vr_symmetric_fov_viewports_debug
- vr_target_fps
- vr_teleport_action_ladder_continuous_time
- vr_teleport_action_ladder_time
- vr_teleport_action_window_time
- vr_teleport_arc2_enable
- vr_teleport_arc_dont_split_distance
- vr_teleport_arc_downward_increment
- vr_teleport_arc_downward_increment_scalar
- vr_teleport_arc_draw_debug
- vr_teleport_arc_end_debug
- vr_teleport_arc_forward_increment
- vr_teleport_arc_hand_filter
- vr_teleport_arc_hand_filter_ang
- vr_teleport_arc_hand_filter_dist
- vr_teleport_arc_jump_offset
- vr_teleport_arc_magnet_radius
- vr_teleport_arc_max_pitch
- vr_teleport_arc_pitch_offset
- vr_teleport_blend_interrupt_path
- vr_teleport_blend_speed_enable
- vr_teleport_blend_speed_ludicrous
- vr_teleport_blend_speed_max
- vr_teleport_blend_speed_min
- vr_teleport_blend_speed_rate
- vr_teleport_button_debug
- vr_teleport_cached_ladderlist
- vr_teleport_clip_fade_distance_max
- vr_teleport_clip_fade_enable
- vr_teleport_controller_fadein
- vr_teleport_debug
- vr_teleport_delay_time
- vr_teleport_dev_scale
- vr_teleport_feet_distance
- vr_teleport_feet_elevation
- vr_teleport_feet_fixed_lightness Set to -1 to enable dynamic brightness
- vr_teleport_feet_pointyoutiness
- vr_teleport_feet_rotation
- vr_teleport_feet_skipcount_run
- vr_teleport_feet_skipcount_walk
- vr_teleport_feet_step_speed
- vr_teleport_headsweep_debug
- vr_teleport_headsweep_enable
- vr_teleport_icon_forward
- vr_teleport_in_solid_debug
- vr_teleport_in_solid_reset
- vr_teleport_jump_bounds_scale
- vr_teleport_lastvalidspot_distance_debug
- vr_teleport_lastvalidspot_distance_enable
- vr_teleport_lastvalidspot_distance_sqr
- vr_teleport_lerp
- vr_teleport_max_elevation_blend
- vr_teleport_path_autovis_dist_sqr
- vr_teleport_path_backoff_distance
- vr_teleport_path_corner_enable
- vr_teleport_path_debug
- vr_teleport_path_end_step_height
- vr_teleport_path_head_height_debug
- vr_teleport_path_hmd_separation_distance
- vr_teleport_path_mantle_percentage
- vr_teleport_path_no_feet_radius
- vr_teleport_path_sample_scalar
- vr_teleport_path_show_flipped
- vr_teleport_path_show_fraction
- vr_teleport_path_show_jump
- vr_teleport_path_show_valid_end
- vr_teleport_path_show_vistest
- vr_teleport_path_too_high_remove_distance
- vr_teleport_primaryhand_yaw_adjust
- vr_teleport_quick_back_debug
- vr_teleport_quick_back_distance
- vr_teleport_quick_turn_angle
- vr_teleport_quick_turn_enable
- vr_teleport_shift_debug
- vr_teleport_shift_debug_log
- vr_teleport_shift_debug_log_show
- vr_teleport_shift_ladder_velocity
- vr_teleport_shift_velocity
- vr_teleport_show_navignore_solvers
- vr_teleport_slope_sample_debug
- vr_teleport_slope_sample_distance
- vr_teleport_spamhint
- vr_teleport_suppress_delta_pose
- vr_teleport_unstuck_debug
- vr_teleport_viewsmooth
- vr_teleport_viewsmooth_force_duration
- vr_teleport_viewsmooth_velocity
- vr_test_nonblocking_hmd_input
- vr_text_handattach_offset
- vr_text_hmdattach_offset
- vr_throw_ang_scale
- vr_throw_calculation_debug
- vr_throw_client_debug Enable to see Spew in Console for Throwing
- vr_throw_velocity_scale
- vr_throw_velocity_scale_debug
- vr_throw_velocity_type
- vr_throw_wmr_velocity_scale
- vr_tile_size
- vr_toggle_teleport_clip vr_toggle_teleport_clip
- vr_track_lost_hand_bug_debug
- vr_tracked_object_client_can_be_authoritative_for_transform
- vr_tracked_object_positions_debug
- vr_tracked_object_post_projection
- vr_tracked_objects_solid
- vr_translucent_screen_space_downres
- vr_true_multiview Single pass stereo with true multiview
- vr_two_handed_throw_interval
- vr_ui_message_distance_outer
- vr_ui_message_distance_stop
- vr_ui_message_speed
- vr_ui_message_up_angle
- vr_unlit_shadow_color
- vr_use_biplanar_seamless Should we use biplanar for seamless texturing on eg. xen foliage? This was an experiment that proved to not be necessary once we did conditional sampling for triplanar.
- vr_use_fullsort_for_opaque fullsort the opaque pass when there wasn't a depth prepass
- vr_use_invalid_bubble
- vr_use_pucks
- vr_vort_charged_hands_max_interval
- vr_vort_charged_hands_min_dist
- vr_vort_charged_hands_min_interval
- vr_vort_energy_allow_no_target
- vr_vort_energy_attack_delay
- vr_vort_energy_combined_attack
- vr_vort_energy_cone
- vr_vort_energy_cone_distance
- vr_vort_energy_cone_dot_inanimate
- vr_vort_energy_core_force
- vr_vort_energy_core_radius
- vr_vort_energy_core_searchradius
- vr_vort_energy_ignition_chance
- vr_vort_energy_ignition_refire
- vr_vort_energy_knock_speed
- vr_vort_energy_lock_beam
- vr_vort_energy_min_one_handed_distance
- vr_vort_energy_pull
- vr_vort_energy_pull_cone
- vr_vort_energy_pull_range
- vr_vort_energy_speed
- vr_vrfly_does_noclip VRFly also is noclip
- vr_vulkan_wait_fence_between_eyes
- vr_warp
- vr_warp_debug
- vr_warp_debug_reverse_mesh
- vr_warp_mesh_quads
- vr_warp_mesh_shrink_fit
- vr_warp_using_mesh
- vr_weapon_debug_friendlyNPC
- vr_weapon_force_dlc_off
- vr_window_hide
- vr_wipe_use_depth Mask the wipe effect with a depth-tested re-draw of the no-wipe geometry instead of stencil, so LRZ stays enabled.
- vr_world_scale
- vr_world_scale_change vr_world_scale_change <scale> <seconds>
- vr_worldui_interact_controller_drawoffset
- vr_worldui_interact_controller_maxrange
- vr_worldui_interact_haptic_pulse
- vr_worldui_interact_touch_panels_activate_distance
- vr_worldui_interact_touch_panels_dot
- vr_worldui_interact_touch_panels_enabled
- vr_worldui_interact_touch_panels_haptic
- vr_worldui_interact_touch_panels_hover_distance
- vr_wristhud_disable
- vr_wristhud_offset
- vr_wristhud_offset_inside
- vr_wristhud_rotation
- vr_wristhud_rotation_inside
- vr_zero_copy
- vrfly_author_refpt
- vrfly_controller_look_mult
- vrfly_controller_move_mult
- vrfly_enabled
- vrfly_look_speed
- vrfly_mlook_speed
- vrfly_nohands
- vrfly_refpt_ang
- vrfly_refpt_pos
- vrfly_set_from_controllers
- vrfly_speed
- vtune Controls VTune's sampling.
- vulkan_amd_timestamp_workaround Workaround AMD bug where vkCmdPipelineBarrier is needed prior to vkCmdResetQueryPool.
- vulkan_async_descriptors
- 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_info Prints info about the current Vulkan driver
- 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_memgr_telemetry_stats Track detailed stats for telemetry
- vulkan_pipeline_compile_spew
- vulkan_pipeline_compile_spew_threshold
- vulkan_pipelinemgr_print Prints out stats for the Vulkan Pipeline manager
- vulkan_shader_table_print Prints out stats for the Vulkan shader table
- vulkan_viewports_optimiziation
- weapon_debug_muzzles
- weapon_showproficiency
- weaponswitch_test_rotate
- workshop_status List subscribed workshop items and their status
- 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 banned_user.cfg.
- writeip Save the ban list to banned_ip.cfg.
- writekeybindings Saves current key bindings to disk.
- xbox_autothrottle
- xbox_steering_deadzone
- xbox_throttlebias
- xbox_throttlespoof
- xc_crouch_debounce
- xc_crouch_range Percentarge [1..0] of joystick range to allow ducking within
- xc_uncrouch_on_jump Uncrouch when jump occurs
- xc_use_crouch_limiter Use the crouch limiting logic on the controller
- xen_blind_zombie_spores
- xen_foliage_clientanim
- xen_foliage_close_decay
- xen_foliage_grenade_behind_check_threshold
- xen_foliage_grenade_belly_radius
- xen_foliage_grenade_damage_protect_duration
- xen_foliage_grenade_debug
- xen_foliage_grenade_max_spawned_idle_grenades
- xen_foliage_grenade_protect_enter_radius
- xen_foliage_grenade_protect_exit_radius
- xen_foliage_grenade_proximity_protect_increment
- xen_foliage_grenade_proximity_protect_max_time
- xen_foliage_grenade_proximity_protect_min_time
- xen_foliage_grenade_proximity_protect_time
- xen_foliage_grenade_spawn_time
- xen_foliage_grenade_tickle_min_distance
- xen_foliage_grenade_tickle_min_time
- xen_foliage_grenade_tickle_present_count
- xen_foliage_grenade_tickle_present_time
- xen_foliage_grenade_tug_reset_time
- xen_foliage_interactive_close
- xen_foliage_interactive_distance
- xen_foliage_radius_debug
- xen_grenade_arm_grace_period
- xen_grenade_arm_min_squeeze
- xen_grenade_detonate_timer
- xen_grenade_fizzle_time
- xen_grenade_squeeze_bias
- xen_grenade_squeeze_time
- xen_hearing_flower_max_delay
- xen_hearing_flower_max_range
- xen_hearing_flower_min_delay
- xen_hearing_flower_min_range
- xlook
- xmove
- zombie_ambushdist
- zombie_basemax
- zombie_basemin
- zombie_changemax
- zombie_changemin
- zombie_debug_faceenemy_only
- zombie_debug_melee
- zombie_debugswats
- zombie_decaymax
- zombie_decaymin
- zombie_flinch_delay
- zombie_headcrab_release_factor
- zombie_headcrab_release_force_minz
- zombie_moanfreq
- zombie_showhitlocation
- zombie_stepfreq
- zoom_sensitivity_ratio Additional mouse sensitivity scale factor applied when FOV is zoomed in.