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cvardump.txt
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CVar: Default value: Help
accessibility_allowshowistalking: 0: Is talking is now shown
ai_accellerationToMakeHeavierSound: 15.0: speed in m/s for a falling ragdoll to make a heavier sound on impact
ai_botAllocateMaxConcurrency: 2: Max number of bots to allocate concurrently.
ai_botDebug: 0: Enable debugging for bot specific FSM logic.
ai_botDebugStuckNav: 1: Enable debugging for bot navigation issues.
ai_botDisableFollow: 0: Disable Follow player for bots.
ai_botDisableObjectives: 0: Disable Objectives for bots.
ai_botDisableScenepoints: 0: Disable Scenepoints for bots.
ai_chargeFindClosestNavPointLength: 2.25: Value used to test if we are facing our target to start to charge
ai_chargePrepareMinDot: 0.95: Value used to test if we are facing our target to start to charge
ai_chargeTraceForwardCheck: 1.35f: length in meters for when charging enemies will trace for enviroement and enemy
ai_corpseRecentDeathTime: 3: Time in seconds where, if death occurred within that time, we consider seeing the death happen
ai_deathResetRestrictedAreaTimer: 750: Time in milliseconds when the PL dies for us to reset the restricted area timer
ai_debug_listDistanceFilter: -1.0f: If set to >= 0.0 we will filter the AI debug GUI list to only show AI's within that distance (in meters)
ai_debugAuditoryEvents: 0: debug all auditory events, 1 for all active, 2 show events removed recenetlly
ai_debugBufferZones: 0: if true, will draw buffer zone info from the AI's perspective
ai_debugCorpses: 0: If > 0 will draw all corpses known to AI's and if they're confirmed corpses or not. If > 1, will also draw an arrow from the AI to the corpse so you can see who has the knowledge
ai_debugDrawResponseArea: 0: if > 0 will draw response zones, 1+ will draw buffer zones
ai_debugDrawResponseAreaDistance: 0: If > 0, only draw the areas within the specified distance
ai_debugDrawResponseAreaDistancePlayerFilter: 1: 0: use current view as point to filter around (freecam or player cam), 1: always use player avatar as point
ai_debugDrone: 0: 1+ will draw debug information
ai_debugFeelers: 0: If > 0 will draw the feeler arrows and the best fwdm, back, left and right ones
ai_debugInvestigate: 0: 1 - draw the AI's current investigation target
ai_debugPassagewayUserEdges: 0: Debug draw (requires ce_aiDevMode 1)
ai_debugResponseInfoNodes: 0: if > 0 will draw infogrid nodes at edges of response areas, 1+ will draw infogrid nodes at buffer zones
ai_debugStealthHUD: 0: if > 0 will draw stealth related information in an overlay on screen
ai_debugWeaponSelection: 0: if 1, show weapon selection debug, if 2, will draw text for weapon selection
ai_distanceToAddFollowLeader: 3.75: distance to follow leader for the follow leader to be added as a bystander
ai_droppedObjectSpeedToMakeSound: 6.0: speed in m/s where a dropped object will make a ai auditory event
ai_encounterSpawning: 1: Allow or prevent encounter spawning
ai_enterRestrictedAreaTimer: 6000: Time in milliseconds how long player has to be in restricted area for the sound to trigger
ai_exitRestrictedAreaTimer: 1000: Time in milliseconds how long player has to be in not a restricted area for the sound to trigger
ai_faceMeleeTargetWithinDist: 2.0: Face melee targets within distance (even when moving above sprint speeds)
ai_forceWeaponChoice: -1: if > -1, will make either all AI's or current debug target use only the specified weapon choice. (0 = unarmed, 1 = primary, 2 = secondary, 3 = special, 4 = grip)
ai_globals_alertgroupcooldownperiod: 10: Minimum time between AIs whistling/shouting. Requires map restart.
ai_globals_alertgroupwindowswitchai: 0.5: Window of oportunity in seconds an AI that can alert do a higher priority alert ( whistle instead of shout ) can replace the current AI. Requires map restart.
ai_globals_grenadeperiod: 60: Minimum time between grenade throws (per team). Requires map restart.
ai_howlNodeLookupCooldown: 0.5: delay from hown node lookup until an animal can update its node
ai_howlNodeLookupMinLength: 3.75: min length from enemy were we will howl at him
ai_investigateIgnoreNearGuardRange: 5: Any event that would normally be investigated by AI will instead get ignored if it happens this close (and in front of) a guard AI.
ai_investigateInactiveTimeout: 5: A non-active investigation times out after this many seconds
ai_investigateLookDelayTime: 1.75: how long non lead investigators will wait before looking towards a investigation position before going back to normal
ai_investigateLookTime: 12.5: how long non lead investigators will look towards a investigation position before going back to normal
ai_investigationPosVerticalMultiplier: 1.75: vertical multiplier to investigation
ai_maxDespawnCommands: 64: The maximum number of active despawn commands supported.
ai_maxDistanceForNearbyAI: 15: distance in meters for max distance from players where AIs will count as nearby when not in the same response volume
ai_maxDistanceForNearbyAISameResponseVolume: 25: distance in meters for max distance from players where AIs will count as nearby when in the same response volume
ai_maxSpawnCommands: 128: The maximum number of active spawn commands supported.
ai_minRagdollAccellerationToInspect: 0.5: speed in m/s for a falling ragdoll to be suscipcious
ai_navdebug: 0: 1 = draw agents, 2 = draw navmesh, 4 = draw obstacles and danger, 8 = draw smoothed path for agents, 16 = no interior mesh or texts, outer edges visible, used for navmesh export 32 = draw floor trace
ai_navdebugexternalcolor: : color to use for nav mesh debug external edges
ai_navdebugfacecolor: : color to use for nav mesh debug faces
ai_navdebuginternalcolor: : color to use for nav mesh debug internal edges
ai_navdebugtraces: 0: Show traces and regions affected when the nav agents moves
ai_navdebugtracesrendertime: 0: The amount of time in seconds that each trace will be rendered
ai_navdebugvolumes: 0: 1: debug draw nav volumes, 2: Show region info as well
ai_navdepthtest: 1: 1 = Don't draw obscured parts of navmesh, may cause flickering and bits of hysterical shouting or even laughter
ai_passagewayTraversalDebugging: 0: Enables debugging for passageway user edge and cutting for AI passageway traversals
ai_pikupHeightFromGroundToPlayHighAnim: 1.3: Height the pickup item needs to be from the ground ( Z coordinate of AI ) for AI to play 'Pickup High'/'Put Down Low' Animation
ai_pikupHeightFromGroundToPlayLowAnim: 0.5: Height the pickup item needs to be from the ground ( Z coordinate of AI ) for AI to play 'Pickup Low'/'Put Down Low' Animation
ai_putDownGripItemDistanceThreshold: 0.4: Allowed distance between expected position and real position grip item was put down
ai_showLeadDebug: 0: showing the path and info of the lead behavior
ai_showPathLifetime: 5000: How long to display the sound query path debug info for AI queries
ai_soundTensionDebug: 0: Show music tension debug
ai_squadSearchMaxDist: 5.25f: distance in meters for max distance for ai squad search
ai_teamSelect: 1: 0 = side A, 1 = side B. NOTE! Humans are SIDE_A in Openworld PVE
ai_weaponNearHitsCullBehindWallDist: 2.75f: if no free line to the victim and distance to impact is higher than this it will be ignored for AI knowledge
aigui_scale: 0.25: scale for AI GUI text
aigui_titleSafe: 0.0: title safe ratio region
amqp_baseRetryConnectionDelay: 20: Base interval at which AMQP library tries to reconnect to a server.
amqp_connectionURI: amqp://zion:[email protected]:5672/uppsala.mg: AMQP connection URI for the AMQP server ... preferably RabbitMQ
amqp_enable: 1: Enables the AMQP traffic
amqp_heartbeatDelay: 600: heartbeat delay, in seconds - the client attempts to negotiate the heartbeat rate with the server on connect ( 0 = no heartbeats )
amqp_maxChannels: 0: highest channel number permitted by server ( 0 = no specific limit )
amqp_maxFrameSize: 0: frame size maximum, in bytes - the client can ask for a lower size than the server supports but not larger ( 0 = no specific limit )
amqp_maxRetryConnectionAttempts: 9: Number of attempts AMQP library will make to connect to a server. ( -1=indefinite, 0=no retry )
amqp_verbose: 0: Control AMQP library and client(s) chattiness.
anim_attemptRewrite: 1: attempt to rewrite source if out of date (disabled for cooker)
anim_debugEntityId: -1: if set only show event debugging for the entity with this spawn id, -1 = show output for all webs
anim_debugEvents: 0: 1 = show triggered events 2 = also show all events and skipped events 3 = also show event tracking info 4 = verbose spew
anim_debugEvents_Name: : optional animation to debug animevents for
anim_drawPose: 0: draw current animated pose
anim_events_allowDebug: 0: if true, allow per-anim event debug checking
anim_events_warn_entity_handler_view: 0: If True, print out warning if the entity exists but can't be found in the anim event handler's main entity view
anim_forceCompression: -1: If >= 0, force animation compression values to this
anim_skipAdditives: 0: skip applying all additives on joints
anim_skipJointMods: 0: skip applying all joint mods
anim_sourceVersionCvar: 7:
animSys_debugNodeState: 0: Print out debug info when entering/exiting nodes
animSys_debugNodeStateCESView: -1: Filter which ces view to display for
animSys_debugNodeStateLayer: -1: Filter which layer to use (bitmask)
animsysGui_alpha: 0.85: Gui alpha
animsysGui_layerMask: -1: Which geist layers to display
animsysGui_offset: 0: Gui y offset
animsysGui_scale: 0.2: Gui scale
animsysGui_show: 0: 0 = off, 1 = show 2 = show anim command stack
as_numAnimSlots: 512: Number of preallocated animation slots
as_numDataSlots: 192: Number of dataslots that can be used
as_showStats: 0: Show statistics
as_slotKeepTime: 5: How long to keep a frameset in seconds since last used
asyncio_executorAssertGlobalheap: 0: If 1 will assert if create creation is called while in global heap for debugging purposes, although other heaps are not necessarily wrong it can indicate that a future was created on the wrong heap
attractor_destinationIntensity: 1.0f: Attractor Intensity strength to avoid wall
attractor_destinationSlowdownDistance: 0.6f: Attractor size of Influence to avoid wall
attractor_pointAvoidanceInfluence: 0.5f: Attractor size of Influence to avoid wall
attractor_pointAvoidanceIntensity: -0.5f: Attractor Intensity strength to avoid wall
attractor_SpeedMultiplierMax: 3.0f: maximum attractor speed multiplier allowed
attractor_SpeedToMultiplierRatio: 1.5f: ratio to make attractor length into a speed multiplier
attractor_testRadius: 0.0f: Radius to wall detection - should be smaller than point avoidance influence
attractor_wallAvoidanceRadius: 0.1f: Radius to wall detection - should be smaller than point avoidance influence
azure_disableStorageUploader: 1: Package and upload files to cloud storage ( requires Playfab enabled to send logs )
bindset: 0: value of current bind set
bindsetList: : space separated list of bindsets the 'bind' command will apply to
bink_audioScale: 1: bink specific volume slider
bink_audioScaleCinematic: 0.7: cinematic audio volume scale
bink_cropAspect: 0: Enable crop mode for all fullscreen binks
bink_debug: 0: dump information
bink_disable: 0: Disable Bink
bink_lerpInAudioFrames: 1: number of frames to ramp up the audio over
bink_lerpOutAudioFrames: 30: number of frames to ramp down the audio over
bink_useStreamIo: 1: Use stream io instead of native io
bot_fakePing: 1: If 1, show fake pings for bots in-game. Just for testing.
breakableModel_version: 2: re-gen support
broadcast_enableUnhandledEventsWarnings: 0: Mute warning about unhandled event.
build_binaryCorrelation: 6c4a5934fa50e9ce96b2534f4eb8e8f708f0bbc1: binary build correlation
build_binaryName: 20241212-152648-147754_jasper-olive: forge binary build name
build_binaryRelevantChangelists: 6c4a5934fa50e9ce96b2534f4eb8e8f708f0bbc1: binary relevant Perforce changelists
build_binaryRequestor: user:autocompiler:forge: forge binary build requestor
build_binarySource: forged: forge binary build type
build_binaryURL: https://www.forge.prod-arn-mg.idtech.services/builds/binaries/20241212-152648-147754_jasper-olive: forge binary build url
build_binaryVersion: 1.0.0: binary build version
build_candidateDiscNumber: 1: forge candidate disc number
build_candidateName: 20241212-153103-147754_rotten-cat: forge candidate build name
build_discLayoutName: 20241212-153103-147754_ruthenium-twinkie: forge disc layout build name
build_packageCorrelation: 595616: package build correlation
build_packageName: 20241212-153103-147754_chrome-nailset: forge package build name
build_packageRelevantChangelists: 595616: package relevant Perforce changelists
build_packageRequestor: user:pierre.willbo:9d0dd: forge package build requestor
build_packageSource: forged: forge package build type
build_packageURL: https://www.forge.prod-arn-mg.idtech.services/builds/packages/20241212-153103-147754_chrome-nailset: forge package build url
cameraTweak_defaultLookFrameGrowthX: 1.3: Specify the scale factor applies to the focal plane width that limits player look yaw
cameraTweak_defaultLookFrameGrowthY: 1.3: Specify the scale factor applies to the focal plane height that limits player look pitch
cameraTweak_lookAroundRecenterSpringConstant: 45.0: Spring constant used for the recenter spring
cameraTweak_lookAroundReturnAfter: 0: Number of seconds of no input to wait before recentering view
cameraTweak_lookAroundSpeedScale: 0.2: Scale to apply to user input when looking around
cameraTweak_lookAroundSpeedTweak: 1: Amount to scale speed by the amount the player is looking away from the camera dir.
cameraTweak_lookAroundSpringConstant: 25.0: Spring constant used for the look spring
ce_buddyFirstPageMinCountLog2: 4: Log2 of 2MiB pages to reserve for the buddy allocator at first call
ce_buddyGrowthPageMinCountLog2: 3: Log2 of 2MiB pages to reserve for the buddy allocator at each call
ce_buddyPage2MPagesToReserve: 128: Number of 2MiB pages to reserve when setting up a CES allocator address space
ce_debugSoundWorldVolume: 0: Debug draw sound volumes
ce_droneFriendly: 1: 1 - hunter drones you summon are friendly to you and your team, 0 - they are hostile to you and your team, only useful for testing purposes
ce_droneMinHeight: 1.5: Height above floor that the drone should spawn at (minimum, higher above is also allowed)
ce_enableRelicInventoryPlaceholder: 0: true = enable relic inventory placeholder
ce_handToHandCombatShowDebugGUI: 0: show HTHC debug gui
ce_havokSoundQueriesMaxPerFrame: 10: How many sound queries can be processed per frame
ce_missionCutsceneVerbosity: 0: Debug mission progress when starting cutscene.
ce_missionFsmVerbosity: 0: Allow prints about missions, sitation, objective fsm changes
ce_relicPhotoDevMode: 0: If true then use the debug version of relic photo jobs
ce_saveOnMissionProgress: 0: Save whenever we progress on an objective or subtask. Also save when we get a photo
ce_shareAllocator: 0: Share the allocator between all component entity systems
ce_showActivityGUI: 0: show activity debug gui
ce_showActorDebugGUI: 0: show actor debug gui
ce_showAIDebugGUI: 0: show AI debug GUI, only works on server view
ce_showAIDynamicActionsDebugGUI: 0: shows ImGui menu for Dynamic Actions
ce_showAIPickupDebugGUI: 0: show AI pickup debug GUI
ce_showAnnotationGUI: 0: Shows the annotation gui
ce_showDebugActivityHUD: 0: show activity debug HUD
ce_showDebugChallengesHUD: 0: show challenges debug HUD
ce_showDebugEndMatchReportHUD: 0: show end of match report debug HUD
ce_showDebugTitleNewsHUD: 0: show title news debug gui
ce_showDynamicVoiceOverDebug: 0: Show dynamic voice over debug window
ce_showEncountersGUI: 0: show encounters debug gui
ce_showEntityInfo: 0: 1 - draw name of entities. 2 - components on entities
ce_showEntityInfoDetailDistance: 3.5: how far away to show detailed entity info (names, cluttering)
ce_showEntityInfoDistance: 7: how far away to show entity info
ce_showEntityInfoDormancy: 0: if enabled, draws additional boxes for dormant entities (hot-orange = server, brown = client)
ce_showEntityInfoMinDistance: 0: how far away to start showing detailed entity info (names, cluttering), useful for excluding things that are too close like own weapons
ce_showEntityInfoShowOrientation: 0: if 1 draws axis and draw AABB instead of WABB
ce_showInputRecordingGUI: 0: show input recording GUI
ce_showMeasuringToolGUI: 0: show measuring tool gui
ce_showNetworkIntrospectionController: 0: Show the network introspection controller window
ce_showOutfitDebugGUI: 0: Show outfit debug gui
ce_showProgressionToolbox: 0: show progression debug
ce_showProgressionToolboxServer: 0: show progression debug for the server
ce_showReadyModeDebugGUI: 0: Show readymode debug gui
ce_showRespawnsDebugGUI: 0: Show respawns debug gui
ce_showRespawnZonesDebugGUI: 0: Show respawn zones debug gui
ce_showRigSkeleton: 0: draw the rig skeleton - 0 - off, 1 - reference pose, 2 - final
ce_showSaveEntityInfo: 0: draws boxes around entities that are saved. Green is LEVEL and magenta is GAME. 1 - showAll, 2 - onlyShowGameData, 3 - onlyShowExcluded, 4 - onlyShowIncluded
ce_showStaminaBarPlaceholder: 0: true = show stamina bar placeholder
ce_showStressDebugGUI: 0: show stress debug gui
ce_showTags: 0: draw tags: 1 - show tag positions, 2 - show tag orientations - all render tagnames as well
ce_showUIPicker: 0: show ui picker
ce_skipCameraShake: 0: 1 = skips camera shakes
ce_spawnNetworkEntitiesInSinglePlayer: 1: Allow spawning entities with a network component in single player mode. Network features are ignored but other components can be used.
ce_strictProhibitEntities: 0: Prohibits spawning of non-approved entities
ce_testEntities: 0: Runs a bunch of create, destory and modify tests on the entities
ce_testEntityEvents: 0: Runs entity event tests
ce_testEntitySplitting: 0: Runs a test to see if entity splitting via replication groups work
ce_testEntityStates: 0: Runs entity state tests
ce_testNetwork: 0: Runs a bunch of tests on networked entities to make sure everything works
ce_testNetworkDeletions: 0: Stress test network object deletions and check for missed deletions on the client
ce_testStatus: 0: Check that all functions that deal with entity status returns the same thing
ce_validateJobs: 1: If true then register component validation jobs
ce_view: default: Select which view to render. Valid values are "default", "server", "client", "both", or "none"
client_debugObjectiveFunctionality: 0: If set show changes that is made that will be sent out for clients UI in form of objective updates
client_testmissionfunctionality: 0: If set trigger a mission test 1 = completed 2 = failed
clientGame_impactDist: 0.3048: the distance that must be in between impact effects {{ units = m }}
cm_addSourcesToExplicitHavokShapes: 0: Add sources to explicit havok shapes (like world collision)
cm_breakableFractionOfClippedImpulseToApply_Glass: 0.05: how much of the clipped impulse to apply
cm_breakableFractionOfClippedImpulseToApply_Wood: 1.0: how much of the clipped impulse to apply
cm_breakableMaxContactImpulse_Glass: 2.0: breaking contact impulse threshold
cm_breakableMaxContactImpulse_Wood: 15.0: breaking contact impulse threshold
cm_breakableSimplificationTolerance: 0.01: simplification tolerance for breakable convexes
cm_breakableSmallestConvexRadius: 0.001: Limit above 0.0 since at 0.0 every collision is treated as a penetration
cm_disable_holeFilling: 1: If non-zero then disable collision geometry hole filling, it's required to do bullet penetration
cm_drawSurfaceColor: 0: draw filled polygons with the surface color stored on the material
cm_enableConvexHullsInTriangleMeshes: 1: When enabled the convex hulls in triangle meshes will be interpreted as such. When disabled, they'll be treated as a triangle soup.
cm_havokInstancePartitioningMethod: 1: 0 - Halve space, 1 - Halve instances (force)
cm_havokMaxAllowedShapeKeyBits: 32: The maximum allowed shapekey bits in a compound shape
cm_havokMergeCoPlanarTriangles: 0: Should have try to remove coplanar triangles
cm_havokShrinkDistanceTolerance: 0.10: Issue warnings if the bounds of a model shrinks greater than this distance (meters)
cm_havokSmallestShapeVolume_HACK: 0.0: throw an assert when any shape is created with a volume less than this
cm_havokTriangleMeshMaxVertexError: 0.001: Maximum allowed vertex position error for triangle compression
cm_loadDebugNames: 0: If true, loads the debug names in the collision resources file
cm_showCollisionModelMaterial: textures/common/flatShadeTwoSidedDimRed: Material to use when debug rendering collisionmodel
cm_simplify_reduction_version: 1: Reduction version to trigger generation of anything gone through reduction simplification.
cm_simplify_remeshing_enabled: 0: If true, remeshing is enabled otherwise forced not to run.
cm_simplify_remeshing_version: 2: Remeshing version to trigger generation of anything gone through remeshing simplification.
cm_simplify_version: 1: Simplify version to trigger generation of anything gone through simplification
cm_useHavokTriangleMeshCompression: 1: Use compressed triangle meshes for Havok
codeSymbols_verbose: 0: Print warnings during symbol file loading
colvis_advancedFlags: 1: What collision mask to use when using the full set
colvis_alpha: 1: Alpha value to use when rendering collision geometry
colvis_colorMode: 0: How to color the collision geometry
colvis_depthTest: 1: Render collision geometry using depthtest
colvis_display: 0: How detailed settings should be shown and used
colvis_distanceFar: 2: How far away to render the collision geometry (auto adjusted)
colvis_maxPrimitives: 30000: Maximum number of primitives to try to render
colvis_reducedFlags: 1: What collision mask to use when using reduced set
colvis_showPolysOrQuad: 1: Havok shape can be either shape or poly quad. Show poly/quad?
colvis_simpleDisplay: 0: What set of collision to render when using simple mode
colvis_skipModels: 0: Skip model rendering while collsion vis is active
colvis_skipPlayer: 1: Skip collecting the player collision
colvis_skipTerrain: 0: Skip terrain rendering while collision vis is active
colvis_skipWorld: 0: Skip world rendering while collsion vis is active
colvis_triangleDensity: 0: Show triangle density for meshes
colvis_wireFrame: 0: Render collision geometry using wireframe
com_adaptiveTick: 1: adapt the game hz dynamically
com_adaptiveTick_MaxRate: 1000: when hz is adjusted up or down, only allow gameTimePerSec rate to vary by this much per frame
com_adaptiveTick_StressTest: 0: stress test to find bugs with adaptive tick
com_adaptiveTick_StressTest_BaseHZ: 60: base HZ value to deviate from
com_adaptiveTick_StressTest_RandomHZAdjust: 20: stress test HZ deviation amount +/- amount
com_adaptiveTick_StressTest_RandomHZAdjustDelay: 100: delay for adjust stress test HZ deviation
com_adaptiveTickAdjHz: 1: hz adjustment going up/down
com_adaptiveTickImmediateMode: 1: immediately adjust game hz based on last frame's duration
com_adaptiveTickMaxHz: 58: max game hz
com_adaptiveTickMinHz: 30: min game hz
com_adaptiveTickSettleMS: 1: how long in ms to stay at an adjusted hz before trying to go back up
com_allowFallbackPrintf: 1: allows a standard printf if no print listeners exist. Only relevant for POSIX platforms
com_allowRefreshOnPrint: 1: 0 = never force a render frame during a console print
com_assert_autoIgnoreAllDialogs: 0: automatically ignore any assertions that pop up dialog
com_assertError: 0: throw an idLib::Error on asserts(
com_assertLevel: 0: set assert level
com_assertOnce: 0: Only assert once per assert instance (file line combination)
com_assertOutOfDebugger: 1: by default, do not assert while not running under the debugger
com_assertSkipsDialogInDebugger: 1: whether to pop up the break, continue, ignore dialog or just break when an assert is hit
com_assertUseRelativePaths: 0: cut source paths down to relative paths (to make output consistent regardless where the source tree is checked out).
com_breakableDialogBoxOnPCFatalError: 0: Whether to pop up a dialog box that allows breaking into the debugger for fatal errors - PC only.
com_BreakInDebuggerForErrors: 1: Enables breaking in the debugger when Errors are >= SEV_ERROR
com_breakOnWarnings: 0: call debugBreak_ when warnings are sent
com_captureDateTimeStamp: 0: optional outpath for screenshots will include a datetime stamp instead of unique number
com_captureFrameCount: 0: number of frames to capture if com_captureFrames is 2
com_captureFrames: 0: 1 to capture each frame and output it
com_capturePath: : optional outpath for screenshots, this path is appended to screeenshots/
com_captureSamples: 1: set to number of samples for screenshots
com_captureStartIn: 0: number of frames to start capturing in
com_captureTGA: 0: format for capture screenshots, 0 = JPG, 1 = TGA
com_checkBranch: 1: Check if the current code branch is allowed for the current stream
com_clearPipelinesOnMapload: 1: If 1 engine will clean out pipelines between maploads
com_consoleTransparency: 1.0: transparency of the console background 0-1
com_cookAssetsHint: 0: set on command line when cooking assets, enables loading of additional assets to include things needed for baking etc
com_CrashOnFatal: 1: if enabled we will crash on a fatal rather than throwing an exception
com_debugFixedTic: 0:
com_debugHUD: 0: 1 = show debug HUD
com_debugUXTracker: 0: Output the current state of the ux tracker for debugging
com_declInitUseFileState: 1: Use file state for faster decl init 2: force always write
com_delayUserSignin: 0: If 1 engine will not automatically try to signin in a local user
com_deleteLocalConfigOnStartup: 0: deletes the local config on startup
com_disableGameScripts: 0: disable script loading
com_displayReferenceStrings: 0: if set, shows the reference strings (ie: #str_blah_blah) rather than the language strings
com_drawThreadSpeeds: 0: 1 = dynamic draw, 2 = static draw, 3 = dynamic draw until stall
com_editorActive: 0: 1 when an editor has focus
com_enableCmdSystemTypoSuggestions: 0: If enabled, the command system will suggest possible commands and/or cvars if the input text is unrecognized.
com_enableCrashHandler: 0: enable the crash exception handler
com_enableCrashReporter: 1: enable the crash reporting (only works if crash handler is enabled) - 0: disabled, 1: local, 2: local and remote
com_errorOnNonEmptyMapHeap: 0: Throw error if map heap isn't empty at reset 0: off, 1: warning, 2 : error
com_exitProcessOnError: 0: Exits the process on a com_error.
com_filterWarnings: 0: Enable warnings filter system.
com_fixedTic: 1: run a single game frame per render frame
com_forceAllMapLayersToLoad: 0:
com_forceImmediateHz: -1:
com_frameLockHz: 0: when frame lock is set this is the frequency to assume we are running at.
com_frameLockMode: 0: set when game is running a pre-rendered cutscene in idStudio. Overrides any tick related cvars.
com_frameStampPrints: 0: print frame number on each console print
com_gaugeGUI: 0: show debug GUI for active gauges
com_gaugeStaleMS: 60000: if we haven't seen a new log for this much time (ms) then don't show in GUI
com_generatedVersionCheck: 0: check generated folder version with GeneratedVersionCheck
com_hidePrintWarnings: 0: Disables showing Warnings from calls to PrintWarnings() (called during initialization)
com_hitchThresholdMS: 33: sets com_drawThreadSpeeds to 2 if a frame takes longer than this time in milliseconds
com_ignoreCoreAffinty: 1: ignore affinty request on thread on pc
com_ignoreFixedTicClamp: 0:
com_InstallCheck: 1: Check if chunk is installed when doing map transitions
com_jobTrace: 0: Enable job tracing
com_override_dof: 1:
com_override_dof_aspect: 1.0:
com_override_dof_far_end: 19.5072: {{ units = m }}
com_override_dof_far_start: 19.5072: {{ units = m }}
com_override_dof_intensity: 1.0:
com_override_dof_near_end: 1.905: {{ units = m }}
com_override_dof_near_start: 1.905: {{ units = m }}
com_overrideDOF: 0:
com_parallelDeclInit: 1: Initialize decls in parallel
com_pid: 19600: process id
com_platform: -1: -1=PC_DEFAULT, 0=PC_LOW, 1=PC_MEDIUM, 2=PC_HIGH, 3=PC_ULTRA, 4=PC_NIGHTMARE, 5=PC_ULTRA_NIGHTMARE, 6=LOCKHART, 7=ANACONDA
com_prefixPrints: 1: allows to disable WARNING/ERROR prints that make typeinfo output non-clickable in Visual Studio
com_printAsync: 1: use async thread to process threadsafe print listeners.
com_printAsyncThrottle: 10: wait this many ms between async print processing to batch more lines together.
com_printFilter: : print only if the filter is present in the print message.
com_production: 0: Used to enable and/or inhibit specific behaviour during production building mode. All demo and retail builds are built with this on.
com_readTriggeredEvents: 1: execute triggered events from file during recording playback
com_recordPlaybackDir: : root folder to use for saving/playing back client recordings.
com_recordPlaybackFastForwardingEnabled: 1: Fast-forward playbacks if the game is falling behind ( important when trying to sync playbacks in multiple clients, but not as important when using a single isolated client )
com_recordPlaybackScreenshotDir: playbackScreenshots/: folder to use for saving screenshots to during input recording & playback.
com_resetResidualTime: 1:
com_restrictToProcessorGroup: -1: restrict scheduling to processor group n, if n > number of groups, n % numgroups
com_runMainThreadOnJobs: 1: Run main thread as a series of jobs, 0 = run immediately, 1 = jobs
com_safemode: 0: 1: deletes video settings and reverts video settings to game default, 2: also deletes binds
com_safemodeCheckAfterCrash: 1: ask user to boot into safemode on boot after unexpected termination
com_saveAttemptTimeout: 15000: timeout to drop a recurring save that is stuck because the savegamemanager is already working
com_shaderDeclSourceOverride: : Look for shaders here instead of in exefolder/shader_decls.zip
com_shaderDeclSourceResult: : Dependency cvar for where we currently load shaders
com_showCameraPosition: 0: Shows the camera's position and rotation.
com_showConsumerPerfMetrics: 0: shows consumer friendly performance metrics
com_showFPS: 0: show frames rendered per second, 3 == retail version of show FPS
com_showMemoryUsage: 0: show memory usage. 1 = always, 2 = only with com_showFPS. 3 = only show usage of currently active heap.
com_showMemoryUsageTagName: : Shows the memory usage for the tag specified
com_showReminders: 0: whether to show development reminders
com_skipGameRenderView: 0: skip generating the GUIs
com_skipIntroVideo: 0: skips the intro video
com_skipJoystickRumble: 0: Whether to skip adding joystick rumble in common_frame or not
com_skipKeyPressOnLoadScreens: 0: skips keypress on load screens
com_sleepGame: 0: sleep for this many milliseconds between frames to simulate long game frames.
com_speeds: 0: show engine timings. 1 = print on console, 2 = print on screen, 3 = also show graph, 4 = retail version of graphs
com_structuredLogFileName: structured.log: File name relative to the save path for the human readable structured log
com_syncToTime: 1:
com_threadSpeedScale: 10.0: Time to screen scale
com_timer: 0: replaces FPS with a seconds counter, set to -1 to start, set to 0 to turn off
com_timeStampPrints: 1: print time with each console print, 1 = sec, 2 = msec, 3 = actual time, 4 = RFC 3339 local, 5 = sec.msec
com_typoSuggestionTolerance: 0.55: Specifies the highest percent (from 0.0 to 1.0) difference allowed between a typo and other words for the words to be suggestions.
com_useEntitiesFiles: 1: if set use .entities files instead of .map files for production and buildgame loads
com_useMapHeap: 1: Use a separate heap for each map load
com_useProductionQuality: 0: enable default production quality settings, such as r_lodSkipGen 0 and image_BCCompressionQuality 0
com_warningSeverityFilter: 4: print only if the severity of a warning is greater than threshold
con_AdvancedKeypress: 0: Forces console to use Ctrl + Shift + '~' to activate
con_cpuUtilizationFrequency: 5: The number of times per second to query CPU utilization. Higher frequencies make the numbers less accurate.
con_fontSize: 10.5: Use con_fontName at this many pixels wide per char
con_logThreadSpeeds: 0: log the thread speeds for offline graphing
con_noPrint: 1: print on the console but not onscreen when console is pulled up
con_notifyTime: 3: time messages are displayed onscreen when console is pulled up
con_speed: 3: speed at which the console moves up and down
con_uniqueHistory: 1: Only store unique lines in console history
controls_settings_block_toggle: 0: if melee blocking is toggle or not
controls_settings_climb_toggle: 0: is free climb functionality hold or toggle
controls_settings_invert_ping: 0: By default, single tap = default ping, double tap = enemy ping. If toggled, invert this.
controls_settings_kbm_block_toggle: 0: if melee blocking is toggle or not (keyboard)
controls_settings_kbm_climb_toggle: 0: is free climb functionality hold or toggle (keyboard)
controls_settings_kbm_toggle_ads: 0: Tap to toggle ADS instead of holding (keyboard)
controls_settings_kbm_toggle_photocamera_aim: 0: camera toggle (keyboard)
controls_settings_kbm_toggle_primethrow: 0: is sprint functionality hold or toggle (keyboard)
controls_settings_kbm_toggle_raiselight: 0: is raising the light source functionality hold or toggle (keyboard)
controls_settings_kbm_toggle_sprint: 0: is sprint functionality hold or toggle (keyboard)
controls_settings_toggle_ads: 0: Tap to toggle ADS instead of holding
controls_settings_toggle_holdbreath: 1: is hold breath functionality hold or toggle
controls_settings_toggle_lean: 1: is lean functionality hold or toggle
controls_settings_toggle_photocamera_aim: 0: camera toggle
controls_settings_toggle_primethrow: 0: is prime throw functionality hold or toggle
controls_settings_toggle_raiselight: 0: is raising the light source functionality hold or toggle
controls_settings_toggle_sprint: 1: is sprint functionality hold or toggle
credits_debug: 0: Show Credits debug prints
credits_in_menu: 1: You can watch Credits from the main menu at any time
credits_scroll_faster_enabled: 0: Scroll faster by pressing down, stop by pressing up
debug_buttonAttackRaw: 0: If true, raw input of mouse button 1 will be recorded
debug_dof: 0: prints out the current dof planes
debug_enableButtonStateLogs: 0: Enable or disable verbose button state logs
decal_DrawGroup: 0: Draw decal groups holding closest decals together.
decal_ForceFadeOutDuration: 10000: How long to take when fading a killed decal
decal_goreBloodPoolPriority: 10: the priority for the decal blood pools used to ensure we create and rendering order
decal_MaxDecalGroupingRadius: 3.81: Max Radius we use to group decals {{ units = m }}
decal_MaxDecalsInRadius: 10: How many decals are allowed in the radius
decal_skipDecals: 0: Don't add decals for testing
declOverride_populateOverrides: 1: Toggle for if the system will update populated list. 0=Disabled, 1=Enabled (except for developer builds), 2=Enabled for developer builds
declOverride_useBuildID: : When set, use this build ID when applying TitleData Tunables instead of the generated buildID for this build.
declOverride_verbose: 0: Print debug information regarding decl overriding
demo_ignoreBuildCheck: 0: Normally demos will only play for the appropriate build. This ignores that check. WARNING: Enabling this can result in strange behaviors and crashes.
demo_netdebug_buildSnapshotSummary: 0: When starting playback, should the demo manager build a summary of the snapshot data in the file?
demo_netdebug_largeSnapshotSize: 3000: In bytes, how big a snapshot should we call out from the snapshot summary?
demo_netdebug_slowSnapshotDelay: 250: In milliseconds, how far apart should snapshot be for us to call out a warning from the snapshot summary?
demo_pause: 0: Pauses the demo at the current point. Not a true pause, just an interpolation pause (good enough for now)
demo_playback_cache_freqency_ms: 10000: Frequency in milliseconds to cache snapshots to improve time scrubbing performance. Smaller numbers will result in more ram used.
demo_processPauseBreakType: 0: During playback, which type of pause break should we pause on? 0 = NONE, 1 = BAD SPAWN 2 = FAILED GLORY KILL, 3 = BAD TELEPORT, 4 = SERVER GLORY KILL VALIDATION FAILED
demo_processStoredReliables: 0: During playback, should we process stored reliables? If not, we'll skip them.
demo_recording_globaldisable: 0: Flat-out disable demo recording from being initiated (won't stop in-progress demos)
demo_recording_path: demos: Path to save/load demo files
demo_skipTimeSeconds: 5: Number of Seconds to skip forward/back with the controls.
demo_useFirstPerson: 0: If true, uses first person for demo replays. Otherwise, uses third person.
destructible_DebugEquations: 0: debug the resulting impulses from the equations
developer_devinventory: dev_inv_default: Allow specifying a devinventory that is given to the PL always
devgui: 0: 0 = disable DevGUI, 1 = enable DevGUI, 2 = enable DevGUI with key legend
devgui_curDebugLightingValue: 0: debug lighting cvar only for devGUI
devgui_drawClipType: 0: Draw Clip Types By Name
devgui_forceAITeam: 4: Force AI team
devgui_showClipMaterialName: 0: Show Clip Materials By Name
devgui_showSessionStats: 0: 1 = session stat overlay
devgui_teleportAI: 0: 1 = Spawn AI in teleporting
devgui_toggleKeyOverride: -1: This can be used to override the key used for to the devgui. Needs to be an integer that maps to the K_* enum. Set to -1 for default.
device_profile_verbose: 0: Log messsages about device and what data we save and read 0 no log, 1 log messages.
dialog_revertTime: 20999: Time to wait until REVERT dialogs are automatically reverted (ms)
dict_debugCheckSum: 0: debug the checksum process for the dictionary
dict_strictSaveRules: 0: if true it does not allow pre/post white spaces in sentences on the saved files, data can result in checksum fail
dtls_cipherSuitesPreference: DTLS_PSK_WITH_AES_128_GCM_SHA256: List of cipher suites in decreasing order of preference separated by ','.
dtls_cookiesCallsLimit: 10000: Number of calls before a new cookie secret needs to be generated (must be > than COOKIE_CALLS_MINIMUM)
dtls_cookiesGracePeriodMS: 1m: Time after a cookie expires that it will still be accepted
dtls_cookiesLifetimeMS: 10m: Time before the cookie secret needs to be generated
dtls_enableAlternateSignatureAlgorithms: 1: DTLS enable alternate signature algorithms
dtls_enableCertificateTypes: 0: DTLS enable sending non-x509 certificates
dtls_enableEncryptThenMAC: 1: DTLS enable encrypt then MAC extension (more secure)
dtls_enableHeartbeatRequests: 1: DTLS enable being sent heartbeat request messages
dtls_enableHeartbeats: 0: DTLS enable heartbeat messages (helps determine PTMU)
dtls_enableRenegotiationInfo: 1: DTLS enable renegotiation info extension (secures renegotiations)
dtls_enableTruncatedHMAC: 1: DTLS enable trucated HMAC values extension (first 80 bits instead of full value)
dtls_maxCbcExtraPaddingBlocks: 0: Maximum number of padding blocks to add when using CBC mode (up to 14)
dtls_maximumFragmentLength: 0: DTLS Maximum Fragment Length extension value (0 = 2**14, 1 = 2**9, 2 = 2**10, 3 = 2**11, 4 = 2**12)
dtls_maximumHandshakeMessageRetransmit: 10: Maximum number of handshake message retransmits before aborting the connection
dtls_recordSizeLimit: 0: DTLS Record Size Limit extension value (0 = no limit, use protocol default)
dtls_verbose: 0: Controls logging dtls messages (0 = none, 1 = debug, 2 = trace)
eventDefHashCVar_engine: 0x93fb234f4b58e6b0: cvar with the hash of the event defs in it
eventDefHashCVar_game: 0x5cd5e5d10c106b72: cvar with the hash of the event defs in it
events_allowDebug: 0: if true, allow debugging event callbacks
face_debug: 0: 1 = Enable face diagnostics 2 = verbose 0 = off
face_debugColor: 0: 0 = white 1 = black 2 = magenta
face_debugDistMax: 10.0: Max distance to show face debug diagnostics.
face_debugTarget: 0: 0 = for character most center in view 1 = for debug target 2 = for all characters
floodFill_closestPointToNav: 0.4: closest point to nav for floodFill methods ( FindNearestEdges & FindNearestFaces ) to try to find initial position
fnc_show: 0: distance to render flight nav voxels {{ units = m }}
forge_currentNetwork: uppsala.mg: Location for forge network traffic routing.
forge_taskName: : forge task name
forge_userId: user:unknown:forge: forge user identifier
fs_atomicFileWrite: 1: Return idFile_AtomicWrite instead of idFile_Permanent on OpenFileWrite
fs_basepath: : (Read Only) Location for game files
fs_benchmarkSeekMicroseconds: 20000: If benchmark < this, assume HD
fs_cachepath: C:\Users\lyall\AppData\Local\MachineGames\TheGreatCircle: (Read/Write) Location for temporary files
fs_caseSensitiveFS: 0:
fs_copyFromPathWhenMissing: : Check if missing files exist on this path and copy them from there (to seed a tree from with just the used stuff from another depot)
fs_debug: 0:
fs_devDiskCacheVerify: 0: Verify reads from dev-diskcache
fs_generatedPath: generated: Location of generated data
fs_installpath: : (Read/Write) Location for installed files
fs_maxBubbleLength: 262144: Maximum length of a read bubble
fs_mtpWholeReadThreshold: 524288: if an mtp file size is less than this threshold, block read the entire thing and return a memory file
fs_nfsCacheFolderFileHandles: 1: Cache file handles to folders in memory to speed up lookups
fs_nfsPrintExports: 0: print all nfs exports, 2: show nfs3 native mount op errors
fs_nfsRetries: 30: nfs connection error retries before failure, -1 for infinite
fs_nfsRetryWait: 1: nfs connection error wait before retry in seconds
fs_noCheckout: 0: 1 = chmod local files for writing/deleting instead of checking out
fs_noOverlappedIO: 0: default = 0, 1 = uses blocking reads instead of overlapped reads
fs_pathDeclOverride: : (Read Only) Secondary Location for decl game files
fs_randomReadFailureRate: 0: Read failure rate
fs_readOnly: 0: default = 0, 1 = will set file system to read only
fs_renameDeleteBeforeRename: 1: delete before rename (this is the old behavior)
fs_reportReads: 0: Report every filesystem reads
fs_requestRetryLimit: 4: Retry a failed io request at most this many times before propagating the failures to the user
fs_savepath: C:\Users\lyall\Saved Games\MachineGames\TheGreatCircle: (Read/Write) Location for development storage files, overwrites the default savegame path as well for the PC
fs_savePath_launchSuffix: 1: Suffix for fs_savepath for next launched instance
fs_savepathenv: : (Read/Write) Environment variable pointing to location for development storage files, overwrites the default savegame path as well for the PC
fs_shareRetry: 0: default = 0, 1 = retry opening files when encountering a sharing error
fs_slowIOEmulation: 0: Emulate slow IO
fs_sourceControlEnable: 0: enable automatic source control gets for missing files
fs_sourceControlGetWholeFolders: 0: update the entire folder on a source control get, only gets files with the same extension currently excludes tgas
fs_sourceControlWorkspace: : use an explicit workspace for source control operations
fs_sourcepath: : (Read Only) Location for source files
fs_streamCacheSize: 512: Size of stream io cache in MB
fs_streamEnableIoCp: 1: Enable iocp overlapped io streaming.
fs_streamLog: 0: Log stream io requests
fs_streamUncachedReservation: 0: Amount of space to reserve in the cache for uncached reads in MB
fs_throttleStepUpAfter: 10: Number of seconds of throttle before stepping up the level
fs_useFstatCache: 0: Enable/disable fstat cache ( 0 = never on, 1 = controlled by game, 2 = always on )
g_1pCameraBlendInDurationOverride: -1: If non-negative, overrides the time it takes for the 1p camera to reach its desired values
g_1pCameraOverrideViewOrientation: 0: If true, the camera view will be determined by g_1pCameraOverrideViewPitch and g_1pCameraOverrideViewYaw.
g_1pCameraOverrideViewPitch: 0.0: Desired pitch (in degrees) that should be forced on the 1p on enter
g_1pCameraOverrideViewYaw: 0.0: Desired yaw (in degrees) that should be forced on the 1p on enter
g_3pCameraNoiseEnable: 1: If true, allow noise for 3p cameras that support it.
g_3pCameraNoiseForcedState: 0: 0: Unset, 1: Peace, 2: Combat, 3: Suppressed
g_3pCameraNoiseOrientationWeight: 1: When noise is applied to the camera, how much of the orientation be affected by it.
g_3pCameraNoisePositionScale: 1: How much does the noise affect the camera's position.
g_3pcamInputOffsetMaxYaw: 20.0: How much will the 3p camera rotate unto itself because of the input offset
g_3pcamInputOffsetOverride: 0: Set to true to test the new input offset when in the 3p camera
g_3pcamInputOffsetThreshold: 0.7: The closer to 1, the closer the camera needs to be to the view limit's max yaw, in order to start rotating
g_3pcamPlayerDistanceOverride: -1: How far is the 3p camera located away from the player. Set to a negative value to disable.
g_3pCloneWorldCams: 0: If true will clone world camera when players view them, this is needed in multiplayer scenarios but currently is not working for cameras with animations
g_abilityCooldownOverride: -1: Override the ability cooldown
g_actorBandageHealGracePeriod: 250: Time in ms button must have been held before starting the healing process
g_actorBandageHealTime: 4000: Time in ms it takes for the healing to trigger from animation start
g_actorBandageTimeActive: 5.0: For how long in seconds the bandages are visible on the player
g_actorCarryBodyTraversalHackLevel: 1: 0 = No hack, 1 = Hack enabled, 2 = Hack enabled with EXTRA hacks
g_actorDebugGUIBlockInput: 0: 1 = blocks certain inputs for local player, will not work with remote server!!!
g_actorDigestibleButtonHoldPeriod: 500: Time in ms button must have been held before starting to eat the digestive item
g_actorInhibitHeavyHurt: 0: inhibits heavy hurts for all actors
g_actorRecoveryPoseJointDeltaRatio: 2.25: delta for a joint is calculated as jointWeight * ( posDelta + rotDelta * ratio )
g_actorUseEquipFailsafe: 1: Uses failsafe if we miss a equip weapon event
g_actorViewFadeInTime: 2000: Time in ms the view of a new actor will fade in
g_adjustHandPosition: 0: Use controller to change weapon position on screen: 1 - Right Pos, 2 - Right Rot, 3 - Left Pos, 4 - Left rot
g_adjustHandPositionMode: 0: controls if g_adjustHandPosition should adjust hands of feet - 0 - hands, 1 - feet
g_ai_prespot_multiplier_index: 2: Index into the prespot list.
g_aimAssistAimToTrackTarget: 1: Have player's aim track (follow) the target
g_aimAssistLocalVisibilityConeBaseRadius: 1.5: Radius of visibility cone at player's camera
g_aimAssistLocalVisibilityConeOffset: 500: Visibility cone offset from max assist range ( total cone height = assist distance + this offset )
g_aimAssistLocalVisibilityDebug: 0: Enable local visibility debug checks
g_aimAssistMagnet: 3: 0 = None, 1 = Look Only, 2 = Look and Move, 3 = Always
g_aimAssistMaxWeight: 0.9: 1 = completely stick to target under crosshair; 0 = aim assist has no effect
g_aimAssistNonActorTargetMaxAngle: 15.0: Max angle for which we pick up non-actor perception targets
g_aimAssistRecoilAssist: 0: Whether aim-assist should help compensate for recoil
g_aimAssistSnapDistanceFarMax: 0.7: Distance measured across the target that the snapping is allowed to adjust the view for far distant targets
g_aimAssistSnapDistanceNearMin: 0.2: Distance measured across the target that the snapping is allowed to adjust the view for nearby targets
g_aimAssistSnapDistanceRecoveryTime: 1000: Time for snap distance to recover in milliseconds
g_aimAssistSnapScale: 1.0: Enabling and scaling of the aim assist snapping
g_aimAssistSnapTime: 100: Snap blend time as milliseconds
g_aimAssistTargetExpiration: 0.45: How long before seen enemies expire after we lose sight of them
g_aimAssistTargetWeightBlendoutTime: 300: Time for blending out the weight being applied in case the target disappears, from death for instance
g_aimForceSuppressedDOF: 0: Force using the suppressed DOF when aiming
g_aimSensitivityByZoomController: 0.5: sensitivity decreased by 1xZoom (curFov g_fov and magnification combo)
g_aimSensitivityByZoomKBM: 0.5: sensitivity decreased by 1xZoom (curFov g_fov and magnification combo)
g_aimSensitivityController: 0.25: minimum sensitivity decreased by aiming, any magnification
g_aimSensitivityKBM: 0.25: minimum sensitivity decreased by aiming, any magnification
g_allowRunFrameGuis: 1: allow guis to run and display
g_ammoEnableDebug: 0: Enables ammo debugging if enabled
g_ammoUseClipCapacityForReserve: 1: If unfilled part of the clip is used to increase reserve capacity
g_animatedCameraListenerDebug: 0: enables showing animated camera listener positions
g_animsysDisableAllActorMovementNodes: 0: disables movement animations
g_areaBoundaryDebug: 0: >= 1 Draws grey lines to show the boundaries and a dark green line draws the direction back to (into or out of) the boundary. >= 2 draws an orange and blue line to each of the nearest points on the boundary
g_armorDebug: 0: Displays current armor info of actor
g_attachmentLogAnimReactions: 0: If true, will output reaction action for animation playback
g_autoDefaultInvalidProfileFaction: 0: If true will give players without a faction in their profile a default one
g_battle_defaultMap: : Which map to be played
g_battle_defaultNightMap: : Which map to be played
g_battle_nightmapChance: 30: Percentage chance (0-100) that, if we summon a server, we do it using a nightmap
g_battleBackfillBots: 0: Server-side only, enable bots if g_battleMinPlayers has not been met after countdown timer expires
g_battleDebugIncapacitation: 0: Server - side only, print debug info for reason as to why team was deemed incapacitated
g_battleEnableEndOfRoundReports: 0: 1 = enable logging stats at the end of a round
g_battleEnableIntro: 1: Server-side only, enable or disable intro cutscenes
g_battleIgnoreIncapacitatedTeams: 0: Server-side only, ignores concluding a team as incapacitated. Useful for testing
g_battleMinPlayers: 2: Server-side only, Minimum number of players to start a Battle game
g_battleMissionEntity: : Server-side only, EXPERIMENTAL! Use specified Mission entity to drive the Battle game
g_battleOverrideBombTimer: -1.0: Server-side only, overrides bomb timer if specified
g_battleOverrideHackTimer: -1.0: Server-side only, overrides hack timer if specified
g_battleOverridePhaseExpiration: -1.0: Server-side only, overrides any specified Battle game phase's expiration timeout with this value. -1 = Override disabled
g_battlePreparationMinPlayerWaitShutdownTimeout: -1.0: Server-side only, time in seconds for how long the the server will wait for the minimum number of required players to join
g_battlePreparationTimelimit: 10.0: Server-side only, time in seconds before pre-match preparation ends
g_battleResultsTimelimit: 120.0: Server-side only, time in seconds before result screen closes
g_battleShowGameStateInfo: 0: Show on-screen battle gamestate info
g_battleShowPlayerStateInfo: 0: Show on-screen battle player state info
g_battleStatsDisabled: 0: Disable battle stats tracking
g_battleStatsKdaAssistWeight: 0.5: How much should an assist count for KA/D
g_battleStatsVerbose: 0: Print out battle stats updates
g_boatChasePlayerHipOffset: 0.3: vertical hip offset during boat chase
g_boatRenderDebug: 0: render boat debug
g_botDefaultAttackerConfig: : Component entity definition to use as a default for bot attackers
g_botDefaultDefenderConfig: : Component entity definition to use as a default for bot defenders
g_botSetupDeclOverride: : Identifies a idDeclGameBotSetup to use for the match
g_botTeamDeclOverrideAttacker: : Identifies a idDeclGameBotTeam to use for the attackers for the match
g_botTeamDeclOverrideDefender: : Identifies a idDeclGameBotTeam to use for the defenders for the match
g_breachChargeDebugging: 0: Enable breach charge ability debugging
g_breachChargeMaxDamageParents: 3: Maximum entity parents to traverse through to do damage
g_breakableBulldozeDebug: 0: levels of breakable bulldoze debug (0 - disabled, 1 - collider, 2 - collisions)
g_breakableDebrisMinMass: 0.2: Minimum possible mass of a debris piece
g_breakableFragileDebug: 0: enable breakable fragile health debug
g_breakableLowQualityVolumeThreshold: 0.0025:
g_breakableMediumQualityVolumeThreshold: 0.005:
g_breathSprintMaxExertion: 0.85: also limit for how out of breath you can become by sprinting
g_breathToggleSprinting: 0: To test sprinting
g_burnablesIgnitionSpotDebug: 0: set to show ignition spot
g_cableJakobsenIterations: 10: Number of iterations per step trying to satisfy the distance constraint
g_cableTimeStepSmoothing: 100.0: 0 = disabled, > 0 = low pass filter on time step
g_cableWarmupIterations: 250: Number of iterations to run after spawn to stabilize the simulation
g_cableWindStrength: 0.1: How strongly wind overall affects particles
g_cacheSystemKeyNames: 1: Return system key names from the cache
g_camera_vo_delay: 1000: MS Delay for photo VO's to trigger after a photo has been taken
g_camHeadToggleDistance: 0.25: Distance at which cameras will switch the head mesh on and off
g_camUseInterpolationClipAvoidance: 0: offsets hip and moves the camera in way that tries to avoid clipping with the players model
g_challengesPrintDebug: 0: Server-side only, print game challenges debug
g_clientProxy_blend_maxBlendTime: 0.75: maximum time to use to blend
g_clientProxy_blend_minBlendTime: 0.2: minimum time to use to blend
g_clientProxy_blend_renderDebug: 0: Enable debub rendering of predicted projectile blending
g_clientProxy_blend_timeScale: 3.0: how many times the ping time we should blend the prediction over
g_clientProxy_showBoth: 0: Show both projectiles (for debuggin purposes)
g_clientProxy_speedFactor: 0.7: Factor of which the predicted projectile's client velocity is multiplied against
g_clientProxy_verbose: 0: Enable client proxy prediction verbose debugging
g_clientProxyEnableClientProjectile: 1: Enable client projectile
g_clientProxyEnableServerProjectile: 1: Enable server projectile
g_climbableActivationTime: 300: How long player has to actively try to enter a Ladder/Pipe before actually entering. Only when entering from the front
g_climbableEnableDebug: 0: true = Draws ladders and pipes
g_closeHiddenCinematicsImmediately: 1: close cinematics that are no longer rendering
g_cooldownDebugging: 0: Enable debugging of entities with cooldown
g_crosshairLookAtRange: 24: Range of LoS physics traces for crosshair contextual color adjustment
g_debug_quickequip: 0: Show information about the current quick equip.
g_debugActorRepulsors: 0: 1 = debug actor repulsors
g_debugAutoProne: 0: 0: disabled, 1: show volumes, 2: [1] plus show player-volume info
g_debugCombatScoring: 0: Turns on the combat scoring system.
g_debugDormancyActivation: 0: 1 = Print Debug information about entities being activated while dormant. 2 = only print out if it's dormant due to PVS. 3 = only print out if it's outside dormancy range.
g_debugEventQueue: 0: 1-prints a message if event queue num exceeds this amount, 2-Prints the information for each event processed
g_debugEventQueueDuplicates: 0: 1-prints message if events of the same type are sent to the same object per frame, 2-prints a message if exact event is found in queue multiple times per frame
g_debugForcedFirearmDamage: 0.0: If positive, use this damage instead of the actual one
g_debugLayerChanges: 0: Shows debug print data for all Layer State changes (Visibility, Dormancy, and SpawnState) and Entity removals
g_debugLines: 0: 1 = show debug points as lines
g_debugManagedObjectRegistration: 0: Turn on printf debuging for managed objects register and unregister
g_debugMeleeable: 0: 1 - Show meleeable shape, 2 - show weapon traces, 3 - show aim traces
g_debugMissionFunctionality: 0: If set show info for changes on the missions
g_debugNotificationManager: 0: If set show information about what is being cued and states set etc
g_debugPuzzleDraw: 0: Draw puzzle debug. 1 - Shows current state of all nodes. 2 - Shows grid connections for nephilim puzzle
g_debugRenderForceDepthTest: 0: if true, then debug render geometry will always depth test
g_debugRewards: 1: 1 = prints out in game rewards, 0 = off
g_debugRibbons: 0: Show debug lines for ribbon data
g_debugRunAnimRateScale: -1: for quickly testing the animrates scales - must restart map to take effect
g_debugStressNodeAnimInstance: 0: 1 = Will print the name of selected stress anim variation
g_debugUILockInput: 0: Should the DebugUI steal input whenever there is a window open
g_debugUIWinShowX: 0.0: X pos for window, unset use old way
g_debugUIWinShowY: 0.0: Y pos for window, unset use old way
g_debugWalkAnimRateScale: -1: for quickly testing the animrates scales - must restart mapto take effect
g_debugWalkStrafeAnimRateScale: -1: for quickly testing the animrates scales - must restart mapto take effect
g_defaultFaceEmotion: 0: Debug force set emotion on DefaultFace node in AnimSys.
g_defaultGameSubType: default: default or battle_pve, the gamesubtype to use for maps loaded using the map command et al
g_defaultGameType: singleplayer: The game type to use for maps loaded using the map command et al. Overrides DeclMapInfo::defaultGameType
g_defaultHomeFaction: __FACTION_01: Default home faction of the game
g_deformSysShapeCorrectnessEnabled: 1: If true, will apply corrective blend-shapes
g_demoMode: 0: whether the game is in demo mode
g_disableWeaponGrip: 0: block any weapon grip animations
g_disableWeaponPose: 0: block any weapon pose animations
g_discreteAnimationSplitSurfaces: 0: Splits render surfaces on discrete resources so we can filter groups to render rather than the entire thing
g_doorDebugging: 0: 1 - Display door state. 2 - Display Door push vector calculations. Purple: Initial door axis, Blue: Current door axis, Red(Too far)/Orange(Holding)/Green(Pushing): Vector from door origin to actor origin. 3 - Display scaled dot scoring of nearby actors (white text is closest actor)
g_doorDebuggingAudio: 0: 1 - Logs events for push door related audio events sent. 2 - Logs events for speed threshold. 3 - Writes info that RTPCs get. 4 - All
g_doorEnableFreeMovement: 1: enable door free movement (auto close)
g_doorKnockbackDebugging: 0: If true then swinging doors knocking back players will print and show debug info
g_dragShowSelection: 0: draw the bounding box of the selected entity
g_drawDPSFromPlayer: 0: Draw the damage per second inflicted by the player
g_drawDPSFromPlayerHeight: 1.905: How far above each entity's origin to draw the DPS text {{ units = m }}
g_drawDPSFromPlayerScale: 0.5: How large to draw the DPS text
g_drawTVSafe: 0: draws the UI safezone overlay on the HUD
g_dropAddCurrentVelocity: 0: Add items current velocity to items drop velocity
g_dropAddCurrentVelocitySpeedCap: 4: Speed add cap for dropped items
g_dropAngle: -25: Down looking angle at which item will be dropped
g_dropAngleForced: -20: Down looking angle at which item will be dropped after damage has been received
g_dropAttachmentPhysicsGroupResetTime: 500: How long before physics group is reset after dropping / throwing an attachment.
g_dropVelocity: 0.75: Forward velocity when dropping gripped items
g_dropVelocityForced: 2: Forward velocity when dropping gripped items after damage has been received
g_dumpces: 0: dump component entity system information to a local text file, 1=tab formatted file, 2=json formatted file
g_dynamicVoiceOverVerbose: 0: Enable verbose logging for dynamic vo logic
g_eboltDebug: 0: 1=display wireframe brightness, 2=display wireframe gradient, 3=display wireframe bolt reveal
g_eboltMaxBranchLevels: 1000: Sets upper limit on number of ebolt branch levels
g_eboltMaxSubdivisions: 1000: Sets upper limit on number of ebolt subdivisions
g_editEntityCloneDist: 2.4384: how far from the camera the newly cloned entity is placed, default = 128 {{ unist = m }}
g_editEntityGridSize: 0: snap to grid for entity dragging, default = 0 {{ unist = m }}
g_editEntityMode: 0: 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models 8 = fx 9 = entity properties
g_editEntityMouseDrag: 0: 0 = use bound keys + LMB to drag entity around, 1 = use LMB + drag to move entities
g_enable_light_visibility_Box: 1: If true, enable light visibility boxes to early out from the think if the visibility box is not visible
g_enable_visibility_Box: 1: If true, use the visibility boxes to early out from the think if the visibility box is not visible
g_enableAimAssist: 1: If false, neither aim drag nor auto-aim will work.
g_enableBreachChargeSmokescreen: 1: Enable breachcharge smokescreen
g_enableDormancy: 1: if true, allow entity dormancy.
g_enableGameTimeScaling: 1: Enables or Disables Scaling of Game Time via the GameTimeManager-Turning this off disables slow motion throughout the game
g_enableReadyMode: 1: 0: Disabled, 1: Spawn only, 2: Spawn + Idle
g_enableScaledHz: 0:
g_encounterGlobalAICountThreshold: 50: Server-side only, if AI count is above this number, don't spawn any encounters
g_encounterNextDifficultyOverride: -1.0: Server-side only, set to 0, 2 or 3 (easy medium/hard) to override next encounter spawn
g_encounterScalingDistanceOverride: 0.0: TBD
g_encountersDespawnInactiveAfter: 240: If encounter AIs haven't interacted or seen the play in this long the encounter is despawned. (seconds)
g_encountersMinimumDuration: 180: An encounter will never be despawned if it is younger than this (seconds).
g_encounterSpawnDebugging: 0: Print debug information from the encounter spawn job
g_explodeOriginEnts: 0: spread out all entities at world origin
g_explosionDebug: 0: Debug rendering of explosion data
g_explosionPenetrationPowerLoss: 0.0: Enable explosion penetration if more than 0
g_faceEmotionDebug: 0: Writes face emotion state of all emotional actors
g_faceFrontAfterEnteringVehile: 1: Face front direction when entering a vehicle (or keep current view orientation)
g_fadeDirtPerSec: 0.200000: how much to fade dirt, per second, when swimming
g_fakeCutscenePlayers: 0: Amount of fake players to include in the cutscene. Will copy the setup of the local player
g_fakeWorldTiltEnable: 1: 0: Force disable; 1: Activation only via logic nodes; 2: Force enable
g_fakeWorldTiltOverrideMaxPitch: 0.000000: Maximum world pitch
g_fakeWorldTiltOverrideMaxRoll: 0.000000: Maximum world roll
g_fakeWorldTiltOverrideMaxYaw: 0.000000: Maximum world yaw
g_fakeWorldTiltOverrideMinPitch: 0.000000: Minimum world pitch
g_fakeWorldTiltOverrideMinRoll: 0.000000: Minimum world roll
g_fakeWorldTiltOverrideMinYaw: 0.000000: Minimum world yaw
g_fakeWorldTiltOverrideSpeed: 1.0f: How fast will the camera move between min and max angles when forced to tilt
g_fallDistanceRestartFadeOutTime: 1.0: Fade out time for restart
g_fallDistanceUntilRestart: 20: Distance to fall before restarting
g_firstAidAbilityAlwaysHeal: 0: Heal anyone regardless of their health
g_firstAidAbilityDebugging: 0: Enable first aid debugging
g_firstAidAbilityUseSelfAsTarget: 0: Heal yourself regardless if any target is available
g_focusTrackerDebug: 0: Debug the focus tracked
g_focusTrackerDebugLogicClient: 0: Debug the focus tracked that the client uses for logic events
g_forceCutsceneMax: -1: Do not allow cutscene to play for longer than this
g_forceGameMenuBackground: -1: Forces using or not using the game as a menu background
g_fov: 95: camera field of view
g_friendlyFire: 1: Server-side only, enables or disables friendly fire in Battle
g_fxDebugMaxDistanceTraceHitDist: -1: Debug distance for trace
g_fxManagerGUI: 0: 0 = no FX debug GUI, 1-9 = debug page
g_fxRecycleResourcesOnRestart: 0: Recycle resources
g_fxUseJob: 0: run fx on job
g_fxUseJobPriority: 3: 1 == JOB_PRIORITY_HIGHEST, 2 == JOB_PRIORITY_HIGH, 3 == JOB_PRIORITY_NORMAL, 4 == JOB_PRIORITY_LOW
g_gameDifficulty: 1: the difficulty setting for the game ( 0: easy, 1: medium, 2: ultra-violent, 3: nightmare, 4: ultra-nightmare )
g_gameEventsPrintDebug: 0: Server-side only, print game events debug
g_gameEventTimerVerbose: 0: Print game event timer verbose information
g_gameEventViewRotateMaxTimeDelta: 1000: Maximum time between last view angle move before considering it having stopped moving, this should not be 0 as input is not sent continuously from client to server CES
g_gearFrameDisintegrationDebugging: 0: Gearframe disintegration debugging
g_gearFrameDisintegrationEnabled: 1: Enables Gearframe disintegration on certain entities
g_grappleDamageDelay: 250: how long to delay damage dealing for in grapple state
g_grappleDisableDamage: 0: disables damage dealing in grapple
g_grappleDogParryWindow: 120: How much time, in ms, does the player have to parry dogs
g_grappleEnablePlaceholderBar: 0: Shows the placeholder debug graph for grapple struggle when enabled
g_grappleLocusNumStrugglesOnSecondGrapple: 1: How many struggles before we start the custom locus exit on second grab
g_grappleStruggleCooldown: 1250: Time between struggle attacks
g_grappleStruggleDecayPerSec: 5.0: Struggle mode 1 only. How much struggle value decreases with each second when active
g_grappleStruggleIncrementPerInput: 5.0: Struggle mode 1 only. How much struggle value increases every time player pushes button
g_grappleStruggleNumOverride: -1: If > 0 will override how many struggles are needed before escaping grapple
g_gravity: 9.82: control the force of gravity on physics objects {{ units = m / ( s * s ) }}
g_gripPutdownDebug: 0: Debug the put-down GRIP focus
g_handIKOverrideDebugging: 0: Hand IK Override Debugging:
g_havokClothCutsceneMotionTransferMaxLinearSpeed: 1.0: Max linear speed for cutscene motion transfer
g_havokClothCutsceneMotionTransferMaxRotationSpeed: 45.0: Max rotation speed for cutscene motion transfer
g_havokClothWindEnableDrag: 1: Enable dragging based on blending between g_havokClothWindNormalDrag and g_havokClothWindTangentDrag
g_havokClothWindLodMaxDistance: 100: Max distance where all queried will use only the center point instead of per particle
g_havokClothWindLodParticleCost: 0.001: Used to calculate LOD distance based on number of particles in cloth
g_havokClothWindNormalDrag: 1: How much drag along the particle normal
g_havokClothWindShow: 0: 1 show wind velocities. 2 show particles velocities. 3 show particle normals. 4 show particles velocities strength 5 show particles drag strength
g_havokClothWindStrength: 1: Debug global cvar for wind strength
g_havokClothWindTangentDrag: 0.05: How much drag along the particle tangent
g_havokCollisionVPaint: 1: 0 = none, 1 = runtime translate materials for queries, 2 = load a unique havok shape for painted assets
g_havokDiagnosticSeverity: 0: 1 - halt on asserts and errors, 0 - treat asserts and errors as warnings
g_havokFloatErrorSeverity: 0: 0 = warning, 1 = error
g_havokHeapLimitMB: -1: size of the havok heap
g_havokMaxStaticCollisionGrouping: 1024: Number of models to group together when setting up static collision (caps out at 16384)
g_havokShapeTerrainPaintSampleDistance: 0.25: Distance between surface type samples in the terrain collision in meters. Lower values are more precise, but cost more memory.
g_havokShapeValidateSizeRatio: 100: the allowed ratio of (largest side / smallest side)
g_havokStaticCollisionGroupingLongestSide: 16.0: Keep subdividing spatial collision partitioning until longest bounds side is smaller than this value
g_havokSuppressDiagnostics: 0: Suppress havok asserts, errors, and warnings
g_havokTrackableMemory: 0: Runs all havok allocs directly against our sys alloc for tracking (with remotedebugger) probably slow
g_havokUseConstraintMotorCache: 1: Tracks created idHavokConstraintMotors and returns previously created ones if the same
g_havokUseDeferredTracesLookupTable: 1: if enabled, traces will be stored in a table for havok thread friendly lookups
g_havokUseHeap: 1: redirect all havoc allocs to a separate heap
g_havokUseShapeCache: 1: Tracks created idHavokShapes and returns previously created ones if the same
g_havokVerboseGarbageCollect: 1: Reports havok garbage collections
g_havokVersion: hk_2023.2.0-r1: Havok SDK version that the engine was compiled with
g_heightfieldDeformationDebugDraw: 0: Debug draw of the deformation data
g_hints_disable: 0: Disable the in game hints target from firing
g_hthMovementModifierBufferSize: 0.75: length in meter that are used as a buffer when ais switch between hth movementModifiers
g_impactDamageRenderDebug: 0: visualize impact damage
g_impactEffectsBulletAudioLimit: 1: Limits how many impact audio effects should be played for each grouped trace
g_impactEffectsFromLocalClient: 0: Enable predicted impact effects to run on the local client
g_impactEffectsLocalClient_overflowWarning: 0: Enable to receive warnings when a circular buffer on a local client overflow and overwrites other events
g_impactEffectsLocalClient_verbose: 0: Enable debugging of local client impact effects
g_impactSoundInterval: 0: if nonzero this overrides soundInterval specified in impactSound decls
g_incendiaryProfileMode: 0: Force incendiary grenades to always create the max amount of fire for profiling purposes
g_inputAccessibilityHoldButtonUseToggling: 0: Changes all HOLD interactions to use toggling instead
g_inventory_full: 1: Show full inventory or the stripped version, keep until we know what design wants.
g_irSensorMarkAnyTeam: 0: If 1 will make IR sensors ping actors from any team
g_itemTextLocalizationEnableDebug: 0: Enables debug rendering of World Item Localization
g_itemTextLocalizationMSUntillFadeIn: 0: MS untill lokked at item text is displayed
g_itemTextLocalizationTraceDistance: 20.0: World distance to item required to see localization text
g_jobifyMapFileParse: 1: Parse mapfile in separate job overlapping with resource load
g_jobifyMapInstanceDelete: 1: Allow map instance delete to be done on a job
g_joyHoldBreathType: 1: 0 - hold breath on full trigger pull, breath on slight release. 1 - hold breath on slight trigger release after full pull, 2 - use a specific button
g_keepCompletedObjectivesOnScreen: 1: Keep completed objectives on screen
g_kickAmplitude: 1: scale how far a damage kick to the view angles moves
g_killAssistCutoffTime: 30000: Cutoff time (in milliseconds) an attacker can be granted with an assist.
g_KillTimeDisplayTime: 10ms: How long to show the kill Time Seconds.
g_KillTimeRestartTime: 10s: How long to before Kill timer restarts
g_ladderAlwaysUseStressVariations: 0: Toggle on to always trigger stress variations of ladder climb animations
g_ladderTriggerStressChance: 0.25: From 0.0-1.0, how big of a chance that a stress climb variation is triggered when climbing actor is in stress state
g_leanInCrouchOnly: 0: if set, leaning is available only in crouch
g_leanOverCoverWhenAimingType: 2: if at a cover, lean up on ADS - 0 - disabled 1 - always lean up if weapon is aiming, 2 - only lean up of weapon is starting to aim while in cover
g_leanType: 2: 0 - free lean, 1 - single stick setup, 2 - dual stick setup
g_ledgeClimbAnimRateMax: 1.24: Sprinting anim speed for ledgeclimb
g_ledgeClimbAnimRateMin: 1.0: Default anim speed for ledgeclimb
g_ledgeClimbAnimRateToSprint: 1.5: anim speed when triggering sprint durint start or mid climb
g_ledgeClimbClipMove: 1: used to disable movement physics while climbing
g_ledgeClimbUseSprintAnims: 1: use sprint anims on ledges
g_lightLoweredIntensityOverride: 0.0: If positive, use this value instead of the one specified in the decl
g_lightLoweredRadiusOverride: 0.0: If positive, use this value instead of the one specified in the decl
g_lightRaisedIntensityOverride: 0.0: If positive, use this value instead of the one specified in the decl
g_lightRaisedRadiusOverride: 0.0: If positive, use this value instead of the one specified in the decl
g_liveOpsDisableDamageTelemetry: 0: 1 = disable collection of damage stats
g_liveOpsDisableLifecycleTracing: 1: 1 = disable location tracing
g_liveOpsDisableLocationEvents: 0: 1 = disable the death/downed/etc events
g_liveOpsDisableLogicEvents: 0: 1 = disable the events triggered from logic
g_liveOpsDisableProgressionEvents: 0: 1 = disable the reward/level up events
g_liveOpsDisablePushToTalkTelemetry: 0: 1 = disable collection of push to talk telemetry
g_liveOpsEnableDebugTracing: 0: 1 = print tracing data to the log
g_liveOpsEnableVerboseDamageTelemetryEvents: 0: 1 = enables telemetry data for all damage events.
g_liveOpsLocationTrackingIntervalMS: 500: Location Tracking delay between samples.
g_liveOpsReportTag: Dev: Tag in telemetry reports user for filtering. IE: Dev/QA/Playtest/Prod
g_liveOpsTelemetryFolder: telemetry: Folder to store local gameplay telemetry files relative to the save game folder.
g_liveOpsVerboseLogging: 0: 1 =verbose logging for liveops telemetry jobs
g_loadAI: 1: Temp cvar to disable AI manager and navmesh loading
g_loadAllLayers: 0: 1 = loads all entities in all layers
g_loadGlobalMiscInParallel: 0: Load misc global decl/resourcess in parallel in dev
g_loadingPacifier: 1: Show loading Pacifier
g_loadStaleCheckResourcesInParallel: 0: Stale check entity resources in parallel during map load (experimental).
g_loadTouchActiveLayers: 0: Enable or disable TouchEntitiesForNonActiveLayers
g_logEntityList: 0: Write logs/entityList.txt during map load
g_lowerBodyStrafeAsTransitionOnly: 0: forces strafeanimations to be used as transitions between fwd and bwd instead of an actual direction (currently only disables the strafe anims)
g_mapChangeStatsPrintMode: 0: collect and print stats on map changes. 0: off, 1: on, 2: on, with some memory tags, 3: with all tags
g_mapChangeStatsStructuredLog: 0: put map change stats in the structured log.
g_mapFileRemoveDevComponentsFromEntitiesFile: 1: remove editor/tools components from component entities when writing entities-files
g_mapFileStaticInstanceParallelBuild: 1: Build map file static instance resource in parallel
g_mapFileStaticInstanceSplitLods: 0: Split lods into different bodies
g_mapFileStaticInstanceUseFastCompression: 1: Use fast compression on the static instance resource file
g_mapLoadOnlineTimeout: 30: Seconds an online map load will wait to get online before failing
g_materialEnvModificationMaxAlternateTraces: 5: Max alternating frames for avatar traces, based on linear distance.
g_materialEnvModificationMaxTraceDistance: 30: Max distance to query for environment contact.
g_materialEnvModificationTraceThreshold: 0.01: Min movement delta to query for a collision.
g_max_melee_attackers_index: 2: Index into the melee attacker list.
g_max_ranged_attackers_index: 2: Index into the ranged attacker list
g_maxNetLagToDisconnectClientsMs: 12000: Max time (in MS) since last snapshot for client to give up on server and quit back to menu (0 to disable)
g_maxNetLagToUnpauseClientsMs: 1000: Max time (in MS) between snapshots we must get below before we'll unpause the client
g_meleeableExpandShape: 0.2f: How much default shape bounds are expanded
g_meleeCanPerformAttackDebug: 0: Enables debug render for CanPerformAttack() conditions. (bitmasks: 1=dist, 2=feet, 4=speed)
g_meleeFistShapeRadius: 0.05f: The radius of the player fist meleeable shapes
g_meleeShapeCastEnabled: 0: use a shape cast instead of a raycast for melee attacks
g_meleeShapeCastRadius: 0.1: melee attack shape cast radius
g_minLoadMapTimeMs: 0: To test loading screen
g_minNetLagToPauseClientsMs: 3000: Min time (in MS) since the last snapshot before we decide to pause the client
g_mountedGunBlendOutSec: 0.3: time to blend out IK and hip offset
g_noFiringSpread: 0: 1 = disable firing spread.
g_objectivePresentationDuration: 3800: default duration of presentation
g_openworld_defaultMap: : Default openworld map
g_openworldOccupyingTeam: A: Team that is occupying this openworld area
g_openworldShowGameStateInfo: 0: Show on-screen openworld gamestate info
g_openworldShowPlayerStateInfo: 0: Show on-screen openworld player state info
g_overrideCrosshairStyle: -1: sensitivity decreased by firing full auto, -1 - UNUSED, 0 - NONE, 1 - UNARMED, 2 - DOT, 3 - REGULAR
g_overrideProfileFaction: 0: Override profile faction to make sure the player can join the game
g_overrideWeaponHeat: 0: If true, use the cvars that control the heat contribution, the cooldown delay and the cooldown duration for weapons.
g_oxygenBreatheUnderwater: 0: enables breathing under water.
g_passiveHighlight: 200: For how long we show the passive icon
g_pbdAnimatedConstraintsComplianceBatchSize: 34: Number of bodies to process for animated constraint compliance in one batch
g_pbdCollisionOwner: 1: If true, will respect collision with owning physics group
g_pbdExternalMotion: 1: 0 = No external motion, 1 = external motion injected
g_pbdExternalMotionScale: 1.0f: When external motion is enabled this is the scale applied to that motion before it is applied.
g_pbdPredictBatchSize: 34: Number of bodies to predict in one batch
g_pbdSimulationCollideAndSolveAndVelConstraintTogether: 1: 0 = Collide body, solve body and vel constraints are separate jobs, 1 = Collide body, solve body and vel constraints are the same step
g_pbdSimulationCollideAndSolveTogether: 0: 0 = Collide body and solve body are separate jobs, 1 = collide body and solve body are the same step
g_pbdSimulationForce: 2: 0 = No simulation, 1 = Full Simulation, 2 = State
g_pbdSimulationLowPrio: 1: 0 = Normal prio jobs, 1 = low prio jobs
g_pbdSimulationMaxWorkers: 1.0: 1 = All available, <1 = percentage of available workers
g_pbdSimulationRayDistOnlyForColliding: 1: Enable to restrict obstruction ray dist checks to colliding bodies
g_personalizationFacePaintEnable: 1: Enable personalization face paint
g_photocameraEnableApparentDistance: 1: If the photo camera should take into account any FOV changes when calculating the distance to the photo target
g_photocameraTargetCullDistance: 50.0: At what distance we cull standard photo targets.
g_physicsImpulseDebug: 0: Enable physics impulse debug
g_physicsImpulseOnRagdollsEnabled: 1: Enable physics impulse effect on ragdolls dead bodies
g_physicsSoundsContinuousDebug: 0: Enables debug output for continuous physics sounds (slides, rolls). 1 - for the debug target entity only 2 - for all entities
g_physicsSoundsImpactDebug: 0: Enables debug output for impact physics sounds. 1 - for the debug target entity only 2 - for all entities
g_pickupHighlightFrequency: 1.0: Highlight pulse speed
g_pickupHighlightIntensity: 1.0: Highlight global intensity
g_pingAllowEnemyReactions: 0: If true, will allow us to react to enemy pings. Useful for testing
g_pingButtonHoldTimeForCancelationOverride: 0: Overrides how long ping button must've been held before canceling latest ping
g_pingDotSize: 0.999: Minimum value of dot prod. of view forward & view to ping pos, for it to count as a ping being 'looked at'
g_pingEnableDebug: 0: If true, will enable debug rendering of the ping entities
g_pingEnemySnapRadius: 2.0: How close to an enemy a ping should be to snap to the enemy
g_pingPredictionGiveUpTime: 1000: How long a predicted ping should wait before destroying itself
g_pingPrintReactions: 0: Will print reaction events to console if set to 1
g_pingTimeActive: 10000: How long a ping should be active
g_pingTimeBeforeActivation: 350: How long before a placeholder ping becomes active
g_pingTimeForDoubleClickOverride: 0: Overrides how fast user must click ping button twice in order to do an enemy ping.
g_pingUseGestures: 1: Use animations to accompany the ping-type
g_pipeNearTopLimit: 2.1f: Consider this distance from the actor to ladder top to be 'near top'
g_pipeSubtractFromTop: 1.55f: Actor can climb on pipe up to the pipe length subtracted by this value
g_platinumInventoryDropAnimationEventTimeout: 2000: Milliseconds to wait for deop animation to complete before forcibly continuing
g_player_incoming_damage_index: 2: Index into the incoming damage list.
g_playerAccoladesVerboseLogging: 0: 1 =verbose logging for player accolades jobs
g_playerAchievementDebugForceShowUnlock: 0: Forces the unlock button to show for achievements in the debug UI, useful to unlock even if 1 of the platforms is still locked
g_playerAchievementsVerbose: 0: 1 = verbose logging for player achievement jobs
g_playerAllowDevLoadSaves: 1: if true the dev loads will save to disk ( aka old behavior )
g_playerChallengesDisableClientJobs: 0: 1 = disable the client polling for challenge updates
g_playerDeathOnDisconnect: 1: Kill the player on disconnect instead of just destroying the actor entity
g_playerDyingBlackScreen: 1000: MS the black screen lingers after death (included in the total death duration)
g_playerDyingDuration: 3500: MS the dying animation takes (WIP)
g_playerForceImpairedMovement: 0: Forces impaired movement
g_playerFTUXVerbose: 0: 1 = verbose logging for player FTUX jobs
g_playerPredictedPlacementDebug: 0: Enables debug of player predicted placements
g_playerRespawnRequiresSelection: 1: If respawn mode is player selected, players will only be respawned if there is a selected spawnpoint and it is available
g_playerSpectateBlackScreen: 1000: MS of full black screen at the end of fade out of spectate mode
g_playfabFeatureFlagsEnable: 1: 1 = enable playfab feature flag configurations
g_playfabServerManagerVerboseDebug: 0: 1 = enables verbose logging for the Playfab Server Manager.
g_poseMatchingDebugPoseIndex: -1:
g_preferTraverseOverToTraverseInto: 1: if set, player will do a traverse over (vault over) instead of traverse into (jump into) if both options are possible. Primarily relevant to window traversals
g_project: relic: Current running project
g_projectileDebugBallisticHitScans: 0: Draw hit scan traces for ballisitic hit scanned projectiles
g_projectileDetonationOffsetLength: 0.1f: How long the offset should be for the detonation after the projectile physics has made contact
g_projectileImpactForceMultiplier: 1.0: multiplier applied to all impact forces generated by projectiles
g_projectileSettleTime: 200: How long the projectile must have been below the move distance threshold
g_projectileSettleVelocityThreshold: 0.3f: Velocity threshold for projectile settling
g_projectileTimeWaitForRemoval: 1000: How long the projectile will wait before requesting its' removal
g_pushReactionDebugIndex: -1: set explicit variation index
g_pushReactionEnabled: 1: whether push reactions are enabled
g_pushReactionMinSpeed: 0.6: min speed for push reaction to trigger
g_pushReactionOriginBlendSec: 0.4: duration of blending into reaction animation's origin
g_pushReactionRenderDebugEnabled: 0: visualize traces for push reactions
g_pushReactionRenderDebugTime: 10000: Time in millseconds for how long to leave the render debug on screen
g_puzzleDifficulty: 1: the difficulty setting for brainy stuff
g_quickinventory_showfiltered: 0: Show filtered items inside the inventory
g_quickinventory_stepselectiontype: 2: If 1 then we have like v3 with a timeout and reset. If 2 we use the currently equipped one and take out next one from equipped in that category
g_quickinventory_testfilluptohere: -1: Test filling up the inventory to here.
g_ragdollForceSimulationDelaySec: -1.0: force test ragdoll into simulation after a delay
g_ragdollMaxFloorHeightDelta: 0.1: allowed distance from point on navmesh (origin) to physical floor in either direction vertically
g_ragdollObstacleTestEnabled: 1: test for colliding with obstacles
g_ragdollObstacleTestStepHeight: 0.4: height above origin that obstacle test for leg joints is tolerant too
g_ragdollSupportTestEnabled: 1: test for solid support under ragdoll
g_ragdollSupportTestTraceEndDistance: 0.5: trace end distance below ragdoll bodies
g_ragdollSupportTestTraceStartDistance: 0.2: trace start distance above ragdoll bodies
g_rate: 60: Rate in hz for which we update the game
g_recordingSync_verbose: 0: Enable debug printing for recording playback sync
g_recordingSyncDistanceThreshold: .1: Minum distance from target location to sync position during playback
g_recordingSyncInterval: 500: How long we sync position for recording playback
g_refillableStorageDebug: 0: Displays storage info and removed items from storages
g_relicDisguisePlaceholderDialogActive: 0: If the Relic disguise placeholder dialog is active.
g_relicInGameDebugDialogActive: 0: If the Relic debug dialog is active.
g_relicShowPlayerDebugHUD: 0: Show Relic Player Debug HUD. 0 = Disabled. 1 = Normal. 2 = Extra info.
g_reloadBehaviorDebug: 0: Prints debug info about reload behavior node selection if true
g_rigDefaultFaceDisableLookAtTarget: 0: Disable look at target.
g_rigDefaultFaceDisableVariations: 0: Disable procedural face variations (only shown when default face is applied).
g_ropeClimbCameraType: 0: 0 - all 3p, 1 - swing 1p and climb 3p, 2 - all 1p
g_ropeClimbNormalTimeScale: 1.0: Time scale to use for rope climb animations when moving at regular speed
g_ropeClimbSprintTimeScale: 1.6: Time scale to use for rope climb animations when pressing the sprint button
g_runCmdOnMapGameplay: : cmd to run (once) after map load when player is active, for smoke/soak tests
g_runCmdOnMapGameplayDelay: 180: minimum delay in frames from level start for g_runCmdOnMapGameplay
g_saveGameIndicator_debug: 0: print timings of save game indicator
g_saveGameSerializer_jobPriority: 3: 1 == JOB_PRIORITY_HIGHEST, 2 == JOB_PRIORITY_HIGH, 3 == JOB_PRIORITY_NORMAL, 4 == JOB_PRIORITY_LOW
g_screenshots: 0: Take screenshots for this many successive frames
g_setting_adventure_disguise_variation: 0: 0 - default, 1 - temple of doom outfit, 2 - tweed suit outfit
g_setting_adventure_whip_variation: 0: 0 - default, 1 - lion tamer whip
g_setting_camera_stabilization: 0: enables camera stabilization
g_setting_hands_bob: 1: Enable/Disable Hands bob cycle
g_setting_hud_show: 1: Show or hide the hud
g_setting_killcam: 0: if 1, allow killcams
g_setting_melee_autoparry: 0: enables autoparry
g_setting_motion_aim: 0: toggle motion aiming feature on
g_setting_motion_crosshair: 0: 0 - none, 1 - show dot when sprinting, 2 - show dot if no other crosshair
g_setting_objective: 0: show or hide the active objective on screen
g_setting_objective_markers: 0: show or hide markers for the active objective on screen
g_setting_subtitles: 1: show or hide the subtitles. 0 = off, 1 = full subtitles, 2 = foreign language only
g_setting_tutorials: 1: show or hide the tutorials
g_settings_video_resolution_scale_dynamic_target: 60: Resolution scaling dynamic frame rate target
g_settings_video_resolution_scale_mode: 0: Resolution scaling mode: 0 - off, 1 - static 2 - dynamic
g_settings_video_resolution_scale_static_factor: 1: Resolution scaling static factor
g_showBlendTree: -1: shows the blend tree for the entity with the specified number, if the entity has a blend tree
g_showBreakableDebug: 0: 1 = show edges, 2 = show body quality (green yellow, orange from high to low)
g_showChatPlaceholderHUD: 1: If 1 will show chat management placeholder HUD in-game
g_showCollisionQueries: 0: Show visualizations for collision queries
g_showCollisionQueryFilter: : String filter for selecting which queries to visualize
g_showCollisionQueryLifeTime: 0: How many frames to show visualizations
g_showCollisionQueryNames: 0: Show names of collision queries next to visualizations
g_showCollisionQueryStats: 0: Show statistics for collision queries
g_showCollisionSurfacesDebug: 0: Enable debugging
g_showCollisionSurfacesDistance: 50: Distance to trace when showing collision surfaces
g_showCollisionSurfacesTerrainPaint: 0: Show terrain paint collision data if available
g_showCollisionSurfacesVPaint: 0: Show vpaint collision 1: Triangles outlines colored by surface type, 2: Solid triangles colored by wetness
g_showcrosshair: 1: 0 = Disable crosshair, 1 = Enable crosshair.
g_showCrosshairInfo: 0: 1 = Show dist to entity we have our crosshair over. 2 = Show dist to whatever colliding surface we have our crosshair over. 3 = Same as 2, but skip everything but the world for the trace
g_showcrosshairspreadvalues: 0: Print information about crosshair values
g_showDevMenu: 0: Will display devmenu if true
g_showEditEntityDepthTested: 0: draws the debug bounds in edit mode with depth testing
g_showEditEntityDialog: 0: enabled poping up the editor window after edit entity duplication
g_showEditEntityInfo: 0: draws debug info when editing entities with g_editEntityMode > 0
g_showEditEntityInfoActive: 0: enable the highlighting of active entities during edit entity mode
g_showEditEntityLocalAxes: 0: draws the local axes of the selected entity instead of world axes
g_showEditLayerNames: 0: draws the layer names when g_editEntityMode is enabled
g_showEffectsModelRecyclerStats: 0:
g_showExportOrthoMapTool: 0: Show the Export Ortho Map Tool
g_showFlareDebug: 0: 1 = render flare debug, 2 = render flare debug depth-tested
g_showFxResourceErrors: 0: print fx resource errors (such as out of slots). 0 = off, 1 = all, 2 = lights only, 3 = particles only, 4 = static models only
g_showFxResourceLights: 0: debug render active lights
g_showFxResourceParticles: 0: debug render active particles
g_showFxResourceStats: 0: print fx resource usage
g_showGameTimeFrameDebug: 0: Show the current gametime frame
g_showHackingDebug: 0: show hacking entity debug
g_showHeightfieldFootstepDepthValues: 0: If true prints heightfield depth values of feet of walking actors
g_showHud: 1: enables drawing of HUD elements
g_showIncendiaryDebug: 0: show incendiary debug
g_showKillTime: 0: Turn kill Time display on.
g_showLayerData: 0: When set to 1, shows the in-game ImGui visual debugger for Layers