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cvars

testscript_debug

cvars.testscript_debug: convar_t

Debug test scripts.


tools_stall_monitor_break_on_unknown_cause

cvars.tools_stall_monitor_break_on_unknown_cause: convar_t

Break on unknown stall cause


net_async_job_random_sleep

cvars.net_async_job_random_sleep: convar_t

Sleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job


stats_display

cvars.stats_display: convar_t

Displays perf statistics information


stats_collect_gpu

cvars.stats_collect_gpu: convar_t

While doing stats_display, collect GPU perf counters. Used for stats_print_gpu.


vprof_counters

cvars.vprof_counters: convar_t


vprof_counters_show_minmax

cvars.vprof_counters_show_minmax: convar_t


debug_draw_enable

cvars.debug_draw_enable: convar_t


engine_rendersystem_used

cvars.engine_rendersystem_used: convar_t

Rendersystem option in use (changing this does not change the rendersystem).


engine_rendersystem_init

cvars.engine_rendersystem_init: convar_t

Rendersystem option requested (changing this does not change the rendersystem).


engine_rendersystem_shader_model

cvars.engine_rendersystem_shader_model: convar_t

Rendersystem shader model in use (changing this does not change the shader model).


engine_platform_name_extended

cvars.engine_platform_name_extended: convar_t

Platform the engine is running on.


engine_ostype

cvars.engine_ostype: convar_t

OS type the engine is running on.


engine_cpu_info_extended

cvars.engine_cpu_info_extended: convar_t

CPU the engine is running on.


cl_language

cvars.cl_language: convar_t

Language


sys_minidumpspewlines

cvars.sys_minidumpspewlines: convar_t

Lines of crash dump console spew to keep.


sv_maxrate

cvars.sv_maxrate: convar_t

Max bandwidth rate allowed on server, 0 == unlimited


sv_minrate

cvars.sv_minrate: convar_t

Min bandwidth rate allowed on server, 0 == unlimited


sys_minidumpexpandedspew

cvars.sys_minidumpexpandedspew: convar_t


report_connection_failure_percentage

cvars.report_connection_failure_percentage: convar_t


engine_no_focus_sleep

cvars.engine_no_focus_sleep: convar_t


engine_no_focus_sleep_vconsole_suppress

cvars.engine_no_focus_sleep_vconsole_suppress: convar_t

When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior


engine_show_frame_pacing

cvars.engine_show_frame_pacing: convar_t


battery_saver

cvars.battery_saver: convar_t

OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on


mobile_fps_limit

cvars.mobile_fps_limit: convar_t

MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60


mobile_fps_increase_during_touch

cvars.mobile_fps_increase_during_touch: convar_t

MOBILE_FPS_CONTROL: If true we increase framerate limit during touch


mobile_fps_increase_during_charging

cvars.mobile_fps_increase_during_charging: convar_t

MOBILE_FPS_CONTROL: If true we increase framerate limit while charging


mobile_fps_increase_during_hfr_animations

cvars.mobile_fps_increase_during_hfr_animations: convar_t

MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.


fps_max

cvars.fps_max: convar_t

Frame rate limiter. 0=no limit. Does not apply to dedicated server.


fps_max_ui

cvars.fps_max_ui: convar_t

Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.


fps_max_tools

cvars.fps_max_tools: convar_t

Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.


sv_fps_max

cvars.sv_fps_max: convar_t

Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.


async_serialize

cvars.async_serialize: convar_t

Force async reads to serialize for profiling


con_logfile_suffix

cvars.con_logfile_suffix: convar_t

Suffix to append to the console log, may be changed to reopen the log


gameevents_showevents

cvars.gameevents_showevents: convar_t

Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).


gameevents_showeventlisteners

cvars.gameevents_showeventlisteners: convar_t

Show listening addition/removals


sv_hoststate_quit_syscall

cvars.sv_hoststate_quit_syscall: convar_t

When enabled, game server will quit immediately via syscall instead of running host states shutdown sequence


execute_command_every_frame

cvars.execute_command_every_frame: convar_t


engine_show_frame_dispatch

cvars.engine_show_frame_dispatch: convar_t

show frame dispatch names.


engine_show_frame_ticks

cvars.engine_show_frame_ticks: convar_t


engine_max_ticks_to_simulate

cvars.engine_max_ticks_to_simulate: convar_t

Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.


engine_render_only

cvars.engine_render_only: convar_t


engine_allow_multiple_ticks_per_frame

cvars.engine_allow_multiple_ticks_per_frame: convar_t

When the client is catching up in low frame rate situations, should we run tick more than once a frame?


engine_allow_multiple_simulates_per_frame

cvars.engine_allow_multiple_simulates_per_frame: convar_t

When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?


engine_client_tick_pad_enable

cvars.engine_client_tick_pad_enable: convar_t


engine_low_latency_sleep_after_client_tick

cvars.engine_low_latency_sleep_after_client_tick: convar_t

When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.


engine_accurate_input_processing_delta_time

cvars.engine_accurate_input_processing_delta_time: convar_t

When true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame)


cl_predict_after_every_createmove

cvars.cl_predict_after_every_createmove: convar_t

run prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.


cl_tickpacket_send_every_tick

cvars.cl_tickpacket_send_every_tick: convar_t

Send a network packet each time we generate a new usercommand, even if our frame rate is slow and we generate multiple commands in one frame


cl_poll_network_early

cvars.cl_poll_network_early: convar_t

Enable polling for network messages every frame, instead of every tick


sv_long_frame_ms

cvars.sv_long_frame_ms: convar_t

If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.


engine_frametime_warnings_enable

cvars.engine_frametime_warnings_enable: convar_t

Enable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected


engine_frametime_amnesty_debug

cvars.engine_frametime_amnesty_debug: convar_t

Enable logging about events that disable frame time warnings


host_force_frametime_to_equal_tick_interval

cvars.host_force_frametime_to_equal_tick_interval: convar_t


host_force_max_frametime_to_tick_interval

cvars.host_force_max_frametime_to_tick_interval: convar_t


host_framerate

cvars.host_framerate: convar_t

Set to lock per-frame time elapse.


host_timescale

cvars.host_timescale: convar_t

Prescale the clock by this amount.


engine_max_resource_system_update_time

cvars.engine_max_resource_system_update_time: convar_t


r_experimental_lag_limiter

cvars.r_experimental_lag_limiter: convar_t


vis_sunlight_enable

cvars.vis_sunlight_enable: convar_t

Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)


vis_enable

cvars.vis_enable: convar_t

Enable precomputed visibility when true


r_indirectlighting

cvars.r_indirectlighting: convar_t

Set to use indirect lighting


r_rendersun

cvars.r_rendersun: convar_t

Render sun lighting


r_drawdecals

cvars.r_drawdecals: convar_t

Set to render decals


r_drawviewmodel

cvars.r_drawviewmodel: convar_t

Render view model


r_directlighting

cvars.r_directlighting: convar_t

Set to use direct lighting


r_ssao

cvars.r_ssao: convar_t

Set to use screen-space ambient occlusion


r_force_zprepass

cvars.r_force_zprepass: convar_t

0: Force z prepass off. 1: Force on. -1: Don't force


r_zprepass_normals

cvars.r_zprepass_normals: convar_t

0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.


r_translucent

cvars.r_translucent: convar_t

Enable rendering of translucent geometry


r_showsunshadowdebugrendertargets

cvars.r_showsunshadowdebugrendertargets: convar_t

Set to render sun shadow render targets


r_showdebugoverlays

cvars.r_showdebugoverlays: convar_t

Set to render debug overlays


r_showsceneobjectbounds

cvars.r_showsceneobjectbounds: convar_t

Show scenesystem object bounding boxes


r_showsunshadowdebugsplitvis

cvars.r_showsunshadowdebugsplitvis: convar_t

Set to render sun shadow split visibility debugger


phys_highlight_expensive_objects

cvars.phys_highlight_expensive_objects: convar_t

Highlight expensive physics objects


phys_highlight_expensive_objects_strength

cvars.phys_highlight_expensive_objects_strength: convar_t

Highlight expensive physics objects strength


r_showdebugrendertarget

cvars.r_showdebugrendertarget: convar_t

Set the debug render target to show, 0 == disable


fog_enable

cvars.fog_enable: convar_t

Enable fog


mat_wireframe

cvars.mat_wireframe: convar_t

0=Off, 1=Surface Wireframe, 2=Transparent Wireframe


mat_fullbright

cvars.mat_fullbright: convar_t

Debug rendering modes


mat_max_lighting_complexity

cvars.mat_max_lighting_complexity: convar_t


mat_luxels

cvars.mat_luxels: convar_t


mat_shadowmap_luxels

cvars.mat_shadowmap_luxels: convar_t


mat_lpv_luxels

cvars.mat_lpv_luxels: convar_t


r_drawskybox

cvars.r_drawskybox: convar_t

Render the 2d skybox.


r_size_cull_threshold_fade

cvars.r_size_cull_threshold_fade: convar_t

% above the screen size percentage where we will start fading out (==0 will disable fading).


r_size_cull_threshold

cvars.r_size_cull_threshold: convar_t

Threshold of screen size percentage below which objects get culled


r_size_cull_threshold_shadow

cvars.r_size_cull_threshold_shadow: convar_t

Threshold of shadow map size percentage below which objects get culled


r_drawblankworld

cvars.r_drawblankworld: convar_t

Render blank instead of the game world


mat_show_distance_field

cvars.mat_show_distance_field: convar_t

0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera


fog_override_enable

cvars.fog_override_enable: convar_t

Use fog_override convars instead of world fog data


fog_override_start

cvars.fog_override_start: convar_t


fog_override_end

cvars.fog_override_end: convar_t


fog_override_max_density

cvars.fog_override_max_density: convar_t


fog_override_exponent

cvars.fog_override_exponent: convar_t


r_dof_override

cvars.r_dof_override: convar_t


r_dof_override_near_blurry

cvars.r_dof_override_near_blurry: convar_t


r_dof_override_near_crisp

cvars.r_dof_override_near_crisp: convar_t


r_dof_override_far_crisp

cvars.r_dof_override_far_crisp: convar_t


r_dof_override_far_blurry

cvars.r_dof_override_far_blurry: convar_t


r_dof_override_tilt_to_ground

cvars.r_dof_override_tilt_to_ground: convar_t


mat_shading_complexity

cvars.mat_shading_complexity: convar_t

Visualize shading complexity


mat_overdraw

cvars.mat_overdraw: convar_t

Visualize overdraw


tv_relay_hard_shutdown

cvars.tv_relay_hard_shutdown: convar_t


tv_secure_bypass

cvars.tv_secure_bypass: convar_t

Bypass secure challenge on TV port


tv_maxclients

cvars.tv_maxclients: convar_t

Maximum client number on SourceTV server.


tv_maxclients_relayreserved

cvars.tv_maxclients_relayreserved: convar_t

This number of relay client connections are reserved for SourceTV relays.


tv_update_hibernation_enabled

cvars.tv_update_hibernation_enabled: convar_t

Allow SourceTV to control server hibernation state.


tv_name

cvars.tv_name: convar_t

SourceTV host name


tv_password

cvars.tv_password: convar_t

SourceTV password for all clients of CSTV[0]


tv_password1

cvars.tv_password1: convar_t

SourceTV password for all clients of CSTV[1]. If empty, tv_password is used


tv_advertise_watchable

cvars.tv_advertise_watchable: convar_t

GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password


tv_overridemaster

cvars.tv_overridemaster: convar_t

Overrides the SourceTV master root address.


tv_dispatchmode

cvars.tv_dispatchmode: convar_t

Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always


tv_debug

cvars.tv_debug: convar_t

SourceTV debug info.


tv_title

cvars.tv_title: convar_t

Set title for SourceTV spectator UI


tv_relayvoice

cvars.tv_relayvoice: convar_t

Relay voice data: 0=off, 1=on


tv_secret_code

cvars.tv_secret_code: convar_t

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_relay_secret_code

cvars.tv_relay_secret_code: convar_t

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_relay_quit_after_game

cvars.tv_relay_quit_after_game: convar_t

Quit after a game has been relayed, do not hibernate


tv_relay_rate

cvars.tv_relay_rate: convar_t

default rate for relays


spec_replay_leadup_time

cvars.spec_replay_leadup_time: convar_t

Replay time in seconds before the highlighted event


tv_threaded_merge_entity_deltas

cvars.tv_threaded_merge_entity_deltas: convar_t

Enable SourceTV threading of delta merging


tv_broadcast_url

cvars.tv_broadcast_url: convar_t

URL of the broadcast relay


tv_broadcast_url1

cvars.tv_broadcast_url1: convar_t

URL of the broadcast relay1


tv_autorecord

cvars.tv_autorecord: convar_t

Automatically records all games as SourceTV demos.


tv_broadcast

cvars.tv_broadcast: convar_t

Automatically broadcasts all games as GOTV demos through Steam.


tv_broadcast1

cvars.tv_broadcast1: convar_t

Automatically broadcasts all games as GOTV[1] demos through Steam.


tv_extended_logging

cvars.tv_extended_logging: convar_t


tv_window_size

cvars.tv_window_size: convar_t

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


tv_enable_delta_frames

cvars.tv_enable_delta_frames: convar_t

Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.


tv_transmitall

cvars.tv_transmitall: convar_t

Transmit all entities (not only director view)


tv_deltacache

cvars.tv_deltacache: convar_t

Enable delta entity bit stream cache


tv_instant_replay_full_frame

cvars.tv_instant_replay_full_frame: convar_t

Send embedded full frames


tv_instant_replay_full_frame_time

cvars.tv_instant_replay_full_frame_time: convar_t

Seconds between full frame embeddeds


tv_instant_replay_full_frame_build_threaded

cvars.tv_instant_replay_full_frame_build_threaded: convar_t

Build the full frames on a seperate job thread


tv_record_immediate

cvars.tv_record_immediate: convar_t

tv_record starting the moment tv_record was executed, not tv_delay earlier


r_drawpanorama

cvars.r_drawpanorama: convar_t

Enable the rendering of panorama UI


input_downimpulsevalue

cvars.input_downimpulsevalue: convar_t


input_upimpulsevalue

cvars.input_upimpulsevalue: convar_t


input_filter_relative_analog_inputs

cvars.input_filter_relative_analog_inputs: convar_t


bug_submitter_override

cvars.bug_submitter_override: convar_t


r_skip_precache_validation_check

cvars.r_skip_precache_validation_check: convar_t


sv_pause_on_console_open

cvars.sv_pause_on_console_open: convar_t

1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.


sv_unpause_on_console_close

cvars.sv_unpause_on_console_close: convar_t

1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused.


r_add_views_in_pre_output

cvars.r_add_views_in_pre_output: convar_t


r_extra_render_frames

cvars.r_extra_render_frames: convar_t


con_enable

cvars.con_enable: convar_t

Allows the console to be activated.


r_debug_draw_safe_area_insets

cvars.r_debug_draw_safe_area_insets: convar_t

Render safe area insets as wireframe.


input_forceuser

cvars.input_forceuser: convar_t

Force user input to this split screen player.


mouse_disableinput

cvars.mouse_disableinput: convar_t

Set to disable mouse input


input_button_code_is_scan_code_scd

cvars.input_button_code_is_scan_code_scd: convar_t

Bind keys based on keyboard position instead of key name


convars_echo_toggle_changes

cvars.convars_echo_toggle_changes: convar_t

Echo to the console changes caused by toggling.


joy_axisx_relative

cvars.joy_axisx_relative: convar_t


joy_axisy_relative

cvars.joy_axisy_relative: convar_t


joy_axisz_relative

cvars.joy_axisz_relative: convar_t


joy_axisr_relative

cvars.joy_axisr_relative: convar_t


joy_axisu_relative

cvars.joy_axisu_relative: convar_t


joy_axisv_relative

cvars.joy_axisv_relative: convar_t


joy_axisx_deadzone

cvars.joy_axisx_deadzone: convar_t


joy_axisy_deadzone

cvars.joy_axisy_deadzone: convar_t


joy_axisz_deadzone

cvars.joy_axisz_deadzone: convar_t


joy_axisr_deadzone

cvars.joy_axisr_deadzone: convar_t


joy_axisu_deadzone

cvars.joy_axisu_deadzone: convar_t


joy_axisv_deadzone

cvars.joy_axisv_deadzone: convar_t


player0_using_joystick

cvars.player0_using_joystick: convar_t


cl_usesocketsforloopback

cvars.cl_usesocketsforloopback: convar_t

When connecting to local listen server (for example, using the 'map' command), default to loopback=false, which connects to '127.0.0.1' instead of 'loopback'. This uses the network stack so that fake lag/loss can be simulated.


tv_enable_dynamic

cvars.tv_enable_dynamic: convar_t

When enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv server


tv_enable

cvars.tv_enable: convar_t

Activates SourceTV on server.


tv_enable1

cvars.tv_enable1: convar_t

Activates SourceTV[1] on server.


clientport

cvars.clientport: convar_t

If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.


hostport

cvars.hostport: convar_t

Host game server port


tv_port

cvars.tv_port: convar_t

Host SourceTV[0] port


tv_port1

cvars.tv_port1: convar_t

Host SourceTV[1] port


r_vconsole_foregroundforcerender

cvars.r_vconsole_foregroundforcerender: convar_t

When VConsole is in the foreground, force all engine & tools to render


r_always_render_all_windows

cvars.r_always_render_all_windows: convar_t

Always force all engine & tools to render


r_force_render_frame_count

cvars.r_force_render_frame_count: convar_t

The number of frames to render when a


splitscreen_mode

cvars.splitscreen_mode: convar_t


jpeg_quality

cvars.jpeg_quality: convar_t

Set jpeg screenshot quality. [1..100]


screenshot_subdir

cvars.screenshot_subdir: convar_t

Set the screenshot directory.


screenshot_prefix

cvars.screenshot_prefix: convar_t

Set the screenshot auto naming prefix.


screenshot_width

cvars.screenshot_width: convar_t

Screenshot width. -1 for screen width.


screenshot_height

cvars.screenshot_height: convar_t

Screenshot height. -1 for screen height.


cl_playback_screenshots

cvars.cl_playback_screenshots: convar_t

Allows the client to playback screenshot and jpeg commands in demos.


voice_sequence_maximum_wait_time

cvars.voice_sequence_maximum_wait_time: convar_t

When receiving packets out of sequence, wait this many seconds for missing sequences to arrive


voice_always_sample_mic

cvars.voice_always_sample_mic: convar_t

When enabled, open the voip audio input stream when the application launches.


snd_mute_losefocus

cvars.snd_mute_losefocus: convar_t


voice_threshold_attack

cvars.voice_threshold_attack: convar_t

Amount of time we buffer outgoing audio to detect an onset.


voice_threshold_delay

cvars.voice_threshold_delay: convar_t

Amount of time the talker is silent before we infer that they are no longer talking.


voice_threshold_hold

cvars.voice_threshold_hold: convar_t

Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.


voice_threshold_ramp_min_db

cvars.voice_threshold_ramp_min_db: convar_t

A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping.


voice_threshold

cvars.voice_threshold: convar_t

decibel threshold for how loud the talker's input signal is before we think they are talking.


reset_voice_on_input_stallout

cvars.reset_voice_on_input_stallout: convar_t

If true, resets the input device when there was a long enough hitch between callbacks.


voice_input_stallout

cvars.voice_input_stallout: convar_t

Time before we consider a mic stalled out and need to reset it.


voice_in_process

cvars.voice_in_process: convar_t


voice_noise_supression

cvars.voice_noise_supression: convar_t


voice_bypass_noise_gate

cvars.voice_bypass_noise_gate: convar_t


opus_encode_test_signal

cvars.opus_encode_test_signal: convar_t


voice_loopback_no_networking

cvars.voice_loopback_no_networking: convar_t


voice_device_override

cvars.voice_device_override: convar_t

Default device used for voice capture.


soundsystem_update_async

cvars.soundsystem_update_async: convar_t


host_readconfig_ignore_userconfig

cvars.host_readconfig_ignore_userconfig: convar_t

Whether we should ignore the user config file for reading/writing.


sv_mmqueue_reservation_timeout

cvars.sv_mmqueue_reservation_timeout: convar_t

Time in seconds before mmqueue reservation expires.


sv_mmqueue_reservation_extended_timeout

cvars.sv_mmqueue_reservation_extended_timeout: convar_t

Extended time in seconds before mmqueue reservation expires.


spawngroup_ignore_timeouts

cvars.spawngroup_ignore_timeouts: convar_t


sv_snapshot_unlimited

cvars.sv_snapshot_unlimited: convar_t

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_timeout

cvars.sv_timeout: convar_t

After this many seconds without a message from fully connected client, the client is dropped


spec_replay_enable

cvars.spec_replay_enable: convar_t

Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)


spec_replay_message_time

cvars.spec_replay_message_time: convar_t

How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time


spec_replay_rate_limit

cvars.spec_replay_rate_limit: convar_t

Minimum allowable pause between replay requests in seconds


spec_replay_on_death

cvars.spec_replay_on_death: convar_t

When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players


replay_debug

cvars.replay_debug: convar_t


sv_max_unreliable_delta_size

cvars.sv_max_unreliable_delta_size: convar_t

Maximum allowable entity delta size over unreliable delivery.


sv_disable_reliable_delta_retransmit

cvars.sv_disable_reliable_delta_retransmit: convar_t

Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.


sv_maxclientframes

cvars.sv_maxclientframes: convar_t


sv_extra_client_connect_time

cvars.sv_extra_client_connect_time: convar_t

Seconds after client connect during which extra frames are buffered to prevent non-delta'd update


sv_maxreplay

cvars.sv_maxreplay: convar_t

Maximum replay time in seconds


sv_stressbots

cvars.sv_stressbots: convar_t

If set to 1, the server calculates data and fills packets to bots. Used for perf testing.


sv_sendtables

cvars.sv_sendtables: convar_t

Force full sendtable sending path.


ss_voice_hearpartner

cvars.ss_voice_hearpartner: convar_t

Route voice between splitscreen players on same system.


spec_replay_fullframe

cvars.spec_replay_fullframe: convar_t

Send full frame on every hltv replay transition


net_async_clientconnect

cvars.net_async_clientconnect: convar_t

Enable async client connect optimization


sv_steamauth_enforce

cvars.sv_steamauth_enforce: convar_t

By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.


sv_merge_changes_after_tick_with_calcdelta

cvars.sv_merge_changes_after_tick_with_calcdelta: convar_t

This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.


sv_dev_entitydeltapadding_min_size

cvars.sv_dev_entitydeltapadding_min_size: convar_t

When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max


sv_dev_entitydeltapadding_extra_min

cvars.sv_dev_entitydeltapadding_extra_min: convar_t

When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.


sv_dev_entitydeltapadding_extra_max

cvars.sv_dev_entitydeltapadding_extra_max: convar_t

When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.


sv_enable_donttransmit

cvars.sv_enable_donttransmit: convar_t

When encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.


sv_ents_write_alarm

cvars.sv_ents_write_alarm: convar_t

Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds


sv_filterban

cvars.sv_filterban: convar_t

Set packet filtering by IP mode


sv_banid_enabled

cvars.sv_banid_enabled: convar_t

Whether server supports banid command


sv_banid_dev_enabled

cvars.sv_banid_dev_enabled: convar_t


sv_max_queries_sec

cvars.sv_max_queries_sec: convar_t

Maximum queries per second to respond to from a single IP address.


sv_max_queries_window

cvars.sv_max_queries_window: convar_t

Window over which to average queries per second averages.


sv_max_queries_sec_global

cvars.sv_max_queries_sec_global: convar_t

Maximum queries per second to respond to from anywhere.


sv_logblocks

cvars.sv_logblocks: convar_t

If true when log when a query is blocked (can cause very large log files)


sv_logsdir

cvars.sv_logsdir: convar_t

Folder in the game directory where server logs will be stored.


sv_logfile

cvars.sv_logfile: convar_t

Log server information in the log file.


sv_logflush

cvars.sv_logflush: convar_t

Flush the log file to disk on each write (slow).


sv_logecho

cvars.sv_logecho: convar_t

Echo log information to the console.


sv_log_onefile

cvars.sv_log_onefile: convar_t

Log server information to only one file.


sv_logbans

cvars.sv_logbans: convar_t

Log server bans in the server logs.


sv_parallel_packentities

cvars.sv_parallel_packentities: convar_t

Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.


sv_networkvar_validate

cvars.sv_networkvar_validate: convar_t

Validate each StateChanged against known offsets.


sv_enable_delta_packing

cvars.sv_enable_delta_packing: convar_t

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_usenetworkvars

cvars.sv_usenetworkvars: convar_t

Use networkvar system.


sv_networkvar_perfieldtracking

cvars.sv_networkvar_perfieldtracking: convar_t

Track individual field offset changes, rather than a single dirty flag for the whole entity.


sv_enable_alternate_baselines

cvars.sv_enable_alternate_baselines: convar_t

Allow alternate baseline system, set to 2 for debugging spew.


sv_enable_pvs_vis_bits

cvars.sv_enable_pvs_vis_bits: convar_t


rcon_password

cvars.rcon_password: convar_t

remote console password.


rcon_connected_clients_allow

cvars.rcon_connected_clients_allow: convar_t

Allow clients to use rcon commands on server.


vconsole_rcon_server_details

cvars.vconsole_rcon_server_details: convar_t

when non-empty allows for easy vconsole connection to the dedicated server.


sv_rcon_banpenalty

cvars.sv_rcon_banpenalty: convar_t

Number of minutes to ban users who fail rcon authentication


sv_rcon_maxfailures

cvars.sv_rcon_maxfailures: convar_t

Max number of times a user can fail rcon authentication before being banned


sv_rcon_minfailures

cvars.sv_rcon_minfailures: convar_t

Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned


sv_rcon_minfailuretime

cvars.sv_rcon_minfailuretime: convar_t

Number of seconds to track failed rcon authentications


sv_rcon_log

cvars.sv_rcon_log: convar_t

Enable/disable rcon logging.


closecaption

cvars.closecaption: convar_t

Enable close captioning.


hostname

cvars.hostname: convar_t

Hostname for server.


hostname_in_client_status

cvars.hostname_in_client_status: convar_t

Show server hostname in client status.


developer

cvars.developer: convar_t

Set developer message level.


violence_hblood

cvars.violence_hblood: convar_t

Draw human blood


violence_hgibs

cvars.violence_hgibs: convar_t

Show human gib entities


violence_ablood

cvars.violence_ablood: convar_t

Draw alien blood


violence_agibs

cvars.violence_agibs: convar_t

Show alien gib entities


sv_unlockedchapters

cvars.sv_unlockedchapters: convar_t

Highest unlocked game chapter.


name

cvars.name: convar_t


mem_test_quiet

cvars.mem_test_quiet: convar_t

Don't print stats when memtesting


mem_test_each_frame

cvars.mem_test_each_frame: convar_t

Run heap check at end of every frame


mem_test_every_n_seconds

cvars.mem_test_every_n_seconds: convar_t

Run heap check at a specified interval


engine_sse42

cvars.engine_sse42: convar_t

turn on sse4.2 optimizations in the engine


sv_temp_baseline_string_table_buffer_size

cvars.sv_temp_baseline_string_table_buffer_size: convar_t

Buffer size for writing string table baselines


tv_playcast_delay_resync

cvars.tv_playcast_delay_resync: convar_t

To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure


tv_playcast_showerrors

cvars.tv_playcast_showerrors: convar_t

Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" )


tv_playcast_origin_auth

cvars.tv_playcast_origin_auth: convar_t

Get request X-Origin-Auth string


tv_playcast_max_rcvage

cvars.tv_playcast_max_rcvage: convar_t


tv_playcast_max_rtdelay

cvars.tv_playcast_max_rtdelay: convar_t


tv_playcast_delay_prediction

cvars.tv_playcast_delay_prediction: convar_t


tv_playcast_retry_timeout

cvars.tv_playcast_retry_timeout: convar_t

In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync


tv_broadcast_keyframe_interval

cvars.tv_broadcast_keyframe_interval: convar_t

The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server


tv_broadcast_keyframe_interval1

cvars.tv_broadcast_keyframe_interval1: convar_t

The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server


tv_broadcast_startup_resend_interval

cvars.tv_broadcast_startup_resend_interval: convar_t

The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)


tv_broadcast_max_requests

cvars.tv_broadcast_max_requests: convar_t

Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.


tv_broadcast_max_requests1

cvars.tv_broadcast_max_requests1: convar_t

Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.


tv_broadcast_drop_fragments

cvars.tv_broadcast_drop_fragments: convar_t

Drop every Nth fragment


tv_broadcast_terminate

cvars.tv_broadcast_terminate: convar_t

Terminate every broadcast with a stop command


tv_broadcast_origin_auth

cvars.tv_broadcast_origin_auth: convar_t

X-Origin-Auth header of the broadcast POSTs


tv_broadcast_origin_auth1

cvars.tv_broadcast_origin_auth1: convar_t

X-Origin-Auth header of the broadcast1 POSTs


tv_broadcast_origin_delay

cvars.tv_broadcast_origin_delay: convar_t

Injection delay request for CDN rebroadcast frameworks, seconds


tv_maxrate

cvars.tv_maxrate: convar_t

Max SourceTV spectator bandwidth rate allowed, 0 == unlimited


tv_rate_multiplier

cvars.tv_rate_multiplier: convar_t

Multiply requested rate by this value to adjust Dota TV send rate


tv_relaypassword

cvars.tv_relaypassword: convar_t

SourceTV password for relay proxies


tv_chattimelimit

cvars.tv_chattimelimit: convar_t

Limits spectators to chat only every n seconds


tv_chatgroupsize

cvars.tv_chatgroupsize: convar_t

Set the default chat group size


tv_grouprelaydatareliable

cvars.tv_grouprelaydatareliable: convar_t

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

cvars.tv_grouprelaydataunreliable: convar_t

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

cvars.tv_grouprelaydatavoice: convar_t

Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays


tv_autoretry

cvars.tv_autoretry: convar_t

Relay proxies retry connection after network timeout


tv_timeout

cvars.tv_timeout: convar_t

SourceTV connection timeout in seconds.


demo_writefullupdate_rate

cvars.demo_writefullupdate_rate: convar_t

Interval time in seconds to write full updates to demo.


sv_replaysdir

cvars.sv_replaysdir: convar_t

Directory to store replays in


tv_demo_starttick

cvars.tv_demo_starttick: convar_t


entity_log_load_unserialize

cvars.entity_log_load_unserialize: convar_t

Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client


demo_recordcommands

cvars.demo_recordcommands: convar_t

Record commands typed at console into .dem files.


demo_quitafterplayback

cvars.demo_quitafterplayback: convar_t

Quits game after demo playback.


demo_pauseatservertick

cvars.demo_pauseatservertick: convar_t

Pauses demo playback at server tick


demo_usefastgoto

cvars.demo_usefastgoto: convar_t

Use fast frame skipping when available for demo_goto commands.


timedemo_start

cvars.timedemo_start: convar_t

Starts timedemo on given tick.


timedemo_end

cvars.timedemo_end: convar_t

Ends timedemo on given tick.


demo_flush

cvars.demo_flush: convar_t

Flush writing the demo file every network update


demo_allow_game_mismatch

cvars.demo_allow_game_mismatch: convar_t

Allow playback of demo even if game directories are not matched [may crash or fail to load].


demo_debug

cvars.demo_debug: convar_t

Turn on demo debug spew.


cl_showdemooverlay

cvars.cl_showdemooverlay: convar_t

How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)


cl_flushentitypacket

cvars.cl_flushentitypacket: convar_t

For debugging. Force the engine to flush an entity packet.


cl_parallel_readpacketentities

cvars.cl_parallel_readpacketentities: convar_t

Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).


cl_parallel_readpacketentities_threshold

cvars.cl_parallel_readpacketentities_threshold: convar_t

Use parallel processing of snapshot reading if above this many entries.


instant_replay

cvars.instant_replay: convar_t

Enable instant replay recording.


instant_replay_history_limit

cvars.instant_replay_history_limit: convar_t

Maximum amount of minutes to save history (0 is unlimited).


instant_replay_history_limit_low

cvars.instant_replay_history_limit_low: convar_t

Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).


rcon_address

cvars.rcon_address: convar_t

Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)


cl_resend

cvars.cl_resend: convar_t

Delay in seconds before the client will resend the 'connect' attempt


cl_connectionretrytime_p2p

cvars.cl_connectionretrytime_p2p: convar_t

Number of seconds over which to spread retry attempts for P2P.


password

cvars.password: convar_t

Current server access password


cl_timeout

cvars.cl_timeout: convar_t

After this many seconds without receiving a packet from the server, the client will disconnect itself


cl_disconnect_soundevent

cvars.cl_disconnect_soundevent: convar_t

This soundevent is called to stop the desired soundevents when the game is disconnected.


cl_disconnect_voice_fade

cvars.cl_disconnect_voice_fade: convar_t

This is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect


tv_nochat

cvars.tv_nochat: convar_t

Don't receive chat messages from other SourceTV spectators


cl_ignorepackets

cvars.cl_ignorepackets: convar_t

Force client to ignore packets (for debugging).


spec_replay_rate_base

cvars.spec_replay_rate_base: convar_t

Base time scale of Killer Replay.Experimental.


rate

cvars.rate: convar_t

Min bytes/sec the host can receive data


cl_usercmd_dbg

cvars.cl_usercmd_dbg: convar_t

show usercmd payload sizing info for packets with more than this many usercmds


**cl_usercmd_max_per_movemsg **

cvars.cl_usercmd_max_per_movemsg : convar_t

max number of CUserCmds to send in one client move message


cl_usercmd_showsize

cvars.cl_usercmd_showsize: convar_t


cl_force_next_signon_to_reset

cvars.cl_force_next_signon_to_reset: convar_t


cl_clockdbg

cvars.cl_clockdbg: convar_t


cl_clock_correction

cvars.cl_clock_correction: convar_t

Enable/disable clock correction on the client.


cl_clockdrift_max_ticks

cvars.cl_clockdrift_max_ticks: convar_t

Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.


cl_clock_recvmargin_desired

cvars.cl_clock_recvmargin_desired: convar_t

Clock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks


cl_clock_recvmargin_minsamples_speedup

cvars.cl_clock_recvmargin_minsamples_speedup: convar_t

Clock sync will not speed up unless we have N seconds of indicating samples


cl_clock_recvmargin_minsamples_slowdown

cvars.cl_clock_recvmargin_minsamples_slowdown: convar_t

Clock sync will not slow down unless we have N indicating samples


cl_clock_recvmargin_window

cvars.cl_clock_recvmargin_window: convar_t

Clock sync will use past N seconds


cl_clock_recvmargin_timeconstant_speedup

cvars.cl_clock_recvmargin_timeconstant_speedup: convar_t

Clock sync will remove 63.2% of the error in N seconds


cl_clock_recvmargin_timeconstant_slowdown

cvars.cl_clock_recvmargin_timeconstant_slowdown: convar_t

Clock sync will remove 63.2% of the error in N seconds


cl_clock_recvmargin_adjust_limit_speedup

cvars.cl_clock_recvmargin_adjust_limit_speedup: convar_t

Clock sync will not speed up time faster than N%


cl_clock_recvmargin_adjust_limit_slowdown

cvars.cl_clock_recvmargin_adjust_limit_slowdown: convar_t

Clock sync will not slow down time slower than N%


cl_clock_recvmargin_spew_interval

cvars.cl_clock_recvmargin_spew_interval: convar_t


cl_clock_buffer_ticks

cvars.cl_clock_buffer_ticks: convar_t

Clock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired


cl_tickpacket_recvmargin_desired

cvars.cl_tickpacket_recvmargin_desired: convar_t

Recvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength.


cl_tickpacket_recvmargin_minsamples

cvars.cl_tickpacket_recvmargin_minsamples: convar_t

Recvmargin-based usercommand pacing will not take action unless we have N samples


cl_tickpacket_recvmargin_window

cvars.cl_tickpacket_recvmargin_window: convar_t

Recvmargin-based usercommand pacing will use past N seconds


cl_tickpacket_recvmargin_timeconstant

cvars.cl_tickpacket_recvmargin_timeconstant: convar_t

Recvmargin-based usercommand pacing will remove 63.2% of the error in N seconds


cl_tickpacket_recvmargin_adjust_limit

cvars.cl_tickpacket_recvmargin_adjust_limit: convar_t

Recvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime


cl_tickpacket_recvmargin_spew_interval

cvars.cl_tickpacket_recvmargin_spew_interval: convar_t


cl_tickpacket_desired_queuelength

cvars.cl_tickpacket_desired_queuelength: convar_t

This value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.


sv_cq_min_queue

cvars.sv_cq_min_queue: convar_t

Server min buffer size.


cl_cq_min_queue

cvars.cl_cq_min_queue: convar_t

Used by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength


cl_ticks_warning_level

cvars.cl_ticks_warning_level: convar_t

Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation


cq_buffer_bloat_msecs_max

cvars.cq_buffer_bloat_msecs_max: convar_t

Server will not allow the client to buffer up more than N ms of commands.


cl_jitter_bad_threshold_up

cvars.cl_jitter_bad_threshold_up: convar_t

When upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have 'irregular delivery'. This is a derived value and should not be modified manually


r_aspectratio

cvars.r_aspectratio: convar_t


cl_interpolate

cvars.cl_interpolate: convar_t

Interpolate entities on the client.


cl_cache_sendtable

cvars.cl_cache_sendtable: convar_t

Cache sendtables


cl_sendtable_cache_filename

cvars.cl_sendtable_cache_filename: convar_t

Send tables cache file


cl_spawngroup_spewresources

cvars.cl_spawngroup_spewresources: convar_t

Spew all manifest add/updates.


cl_log_tick

cvars.cl_log_tick: convar_t

Log when a tick is received


cl_log_tick_skips

cvars.cl_log_tick_skips: convar_t

Log when the tick delta >= this


cl_spawngroup_log

cvars.cl_spawngroup_log: convar_t

Dump the contents of the next spawngroup manifest to file.


cl_debug_overlays_broadcast

cvars.cl_debug_overlays_broadcast: convar_t

Render debug overlays from server.


sv_pausable_dev

cvars.sv_pausable_dev: convar_t

Whether listen server is pausable when running -dev and playing solo against bots


sv_pausable_dev_ds

cvars.sv_pausable_dev_ds: convar_t

Whether dedicated server is pausable when running -dev and playing solo against bots


sv_pure_kick_clients

cvars.sv_pure_kick_clients: convar_t

If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.


sv_pure_trace

cvars.sv_pure_trace: convar_t

If set to 1, the server will print a message whenever a client is verifying a CRC for a file.


sv_cheats

cvars.sv_cheats: convar_t

Allow cheats on server


sv_lan

cvars.sv_lan: convar_t

Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )


sv_pausable

cvars.sv_pausable: convar_t

Is the server pausable.


sv_voicecodec

cvars.sv_voicecodec: convar_t

Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.


sv_pvs_max_distance

cvars.sv_pvs_max_distance: convar_t

if set, adds a maximum range to PVS/PAS checks


sv_parallel_sendsnapshot

cvars.sv_parallel_sendsnapshot: convar_t

0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients' send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration


sv_skyname

cvars.sv_skyname: convar_t

Current name of the skybox texture


sv_debug_overlays_bandwidth

cvars.sv_debug_overlays_bandwidth: convar_t

Broadcast server debug overlays traffic


sv_debug_overlays_broadcast

cvars.sv_debug_overlays_broadcast: convar_t

Broadcast server debug overlays


sv_voiceenable

cvars.sv_voiceenable: convar_t


voice_debugfeedbackfrom

cvars.voice_debugfeedbackfrom: convar_t


sv_reserve_slots_for_reconnecting_players_kick_prior

cvars.sv_reserve_slots_for_reconnecting_players_kick_prior: convar_t

Kick a previously connected player with the same steamID if a replacement comes along


sv_memlimit

cvars.sv_memlimit: convar_t

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_hibernate_postgame_delay

cvars.sv_hibernate_postgame_delay: convar_t


sv_hibernate_when_empty

cvars.sv_hibernate_when_empty: convar_t

Puts the server into extremely low CPU usage mode when no clients connected


sv_shutdown_immediately_on_request

cvars.sv_shutdown_immediately_on_request: convar_t

The server will always shutdown on receiving the shutdown request, even if not hibernating


sv_search_key

cvars.sv_search_key: convar_t


sv_region

cvars.sv_region: convar_t

The region of the world to report this server in.


sv_cluster

cvars.sv_cluster: convar_t

Data center cluster this server lives in.


sv_instancebaselines

cvars.sv_instancebaselines: convar_t

Enable instanced baselines. Saves network overhead.


sv_stats

cvars.sv_stats: convar_t

Collect CPU usage stats


sv_password

cvars.sv_password: convar_t

Server password for entry into multiplayer games


sv_tags

cvars.sv_tags: convar_t

Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.


sv_visiblemaxplayers

cvars.sv_visiblemaxplayers: convar_t

Overrides the max players reported to prospective clients


sv_steamgroup

cvars.sv_steamgroup: convar_t

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

cvars.sv_steamgroup_exclusive: convar_t

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_hosting_lobby

cvars.sv_hosting_lobby: convar_t


sv_mmqueue_reservation

cvars.sv_mmqueue_reservation: convar_t

Server queue reservation


fs_async_threads

cvars.fs_async_threads: convar_t

Number of IO threads in async filesystem (-1 == auto)


fs_report_async_io

cvars.fs_report_async_io: convar_t


fs_report_sync_opens

cvars.fs_report_sync_opens: convar_t

0:Off, 1:Always, 2:Not during load


fs_report_long_reads

cvars.fs_report_long_reads: convar_t

0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold


fs_warning_mode

cvars.fs_warning_mode: convar_t

0:Off, 1:Warn main thread, 2:Warn other threads


fs_fake_read_delay_ms

cvars.fs_fake_read_delay_ms: convar_t

Add N ms of delay to every low-level read operation, to simulate a slow disk


filesystem_buffer_size

cvars.filesystem_buffer_size: convar_t

Size of per file buffers. 0 for none


filesystem_unbuffered_io

cvars.filesystem_unbuffered_io: convar_t


filesystem_native

cvars.filesystem_native: convar_t

Use native FS or STDIO


filesystem_max_stdio_read

cvars.filesystem_max_stdio_read: convar_t


filesystem_report_buffered_io

cvars.filesystem_report_buffered_io: convar_t


filesystem_fake_latency

cvars.filesystem_fake_latency: convar_t


cl_cursor_scale

cvars.cl_cursor_scale: convar_t

Cursor size scaling factor.


cl_auto_cursor_scale

cvars.cl_auto_cursor_scale: convar_t

Automatic cursor size scaling.


cl_input_enable_raw_keyboard

cvars.cl_input_enable_raw_keyboard: convar_t

Enable raw keyboard input


cl_joystick_enabled

cvars.cl_joystick_enabled: convar_t

Enable joystick input


joy_axisbutton_threshold

cvars.joy_axisbutton_threshold: convar_t

Analog axis range before a button press is registered.


resourcesystem_multiframe_finalize_time_msec

cvars.resourcesystem_multiframe_finalize_time_msec: convar_t

Max time to spend finalizing resources per frame in miliseconds.


d3d_max_feature_level

cvars.d3d_max_feature_level: convar_t

Report the maximum D3D feature level available.


r_low_latency

cvars.r_low_latency: convar_t

NVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost)


r_low_latency_trigger_flash

cvars.r_low_latency_trigger_flash: convar_t

NVIDIA Low Latency Trigger Flash


r_suppress_redundant_state_changes

cvars.r_suppress_redundant_state_changes: convar_t


r_draw_first_tri_only

cvars.r_draw_first_tri_only: convar_t


r_draw_instances

cvars.r_draw_instances: convar_t


r_texturefilteringquality

cvars.r_texturefilteringquality: convar_t

0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x


r_fullscreen_gamma

cvars.r_fullscreen_gamma: convar_t

Screen Gamma (only in fullscreen modes)


r_wait_on_present

cvars.r_wait_on_present: convar_t


r_async_shader_compile_notify_frequency

cvars.r_async_shader_compile_notify_frequency: convar_t


r_flush_on_pooled_ib_resize

cvars.r_flush_on_pooled_ib_resize: convar_t


r_multigpu_num_gpus_found

cvars.r_multigpu_num_gpus_found: convar_t


r_multigpu_num_gpus_used

cvars.r_multigpu_num_gpus_used: convar_t


r_dx11_software_cmd_lists

cvars.r_dx11_software_cmd_lists: convar_t

Enable Software Command lists for DX11 (Avoid using deferred contexts)


r_use_memory_budget_model

cvars.r_use_memory_budget_model: convar_t

Use a model of GPU memory use to determine budget rather than querying the OS.


r_renderdoc_open_captures

cvars.r_renderdoc_open_captures: convar_t


r_renderdoc_validation_error_capture_limit

cvars.r_renderdoc_validation_error_capture_limit: convar_t


r_timestamp_query_multiplier

cvars.r_timestamp_query_multiplier: convar_t

Set the TIMESTAMP query cycle multiplier, for drivers that lie


r_pipeline_stats_present_flush

cvars.r_pipeline_stats_present_flush: convar_t

Experimental: Set to 1 to enable full GPU pipeline flushing after each present.


r_pipeline_stats_command_flush

cvars.r_pipeline_stats_command_flush: convar_t

Experimental: Set to 1 to enable full GPU pipeline flushing after each command list.


r_pipeline_stats_use_flush_api

cvars.r_pipeline_stats_use_flush_api: convar_t

Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.


r_pipeline_stats_flush_before_sleeping

cvars.r_pipeline_stats_flush_before_sleeping: convar_t

Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.


r_frame_sync_enable

cvars.r_frame_sync_enable: convar_t


r_force_no_present

cvars.r_force_no_present: convar_t

Force the render device to not present frames.


r_legacy_vsync

cvars.r_legacy_vsync: convar_t

Use legacy vsync mode -- for testing for a couple user machines.


multigpu_skip_transfers

cvars.multigpu_skip_transfers: convar_t


multigpu_skip_semaphores

cvars.multigpu_skip_semaphores: convar_t


r_texture_pool_size

cvars.r_texture_pool_size: convar_t

Total size of the texture pool in MB


r_texture_stream_mip_bias

cvars.r_texture_stream_mip_bias: convar_t

Biases the mip level the texture streaming system choses to stream for each texture.


r_max_texture_pool_size

cvars.r_max_texture_pool_size: convar_t

Upper limit on texture pool size.


r_texture_nonstreaming_load

cvars.r_texture_nonstreaming_load: convar_t

Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.


r_texture_hookup_uses_threadpool

cvars.r_texture_hookup_uses_threadpool: convar_t

Async Texture hookup uses its own threadpool instead of the global pool.


r_texture_stream_max_resolution

cvars.r_texture_stream_max_resolution: convar_t

Maximum resolution for top mip level in streaming textures


r_texture_stream_resolution_bias

cvars.r_texture_stream_resolution_bias: convar_t


r_validate_texture_streaming

cvars.r_validate_texture_streaming: convar_t

Dumps state of texture streaming at the next frame boundary.


r_texture_eager_eviction

cvars.r_texture_eager_eviction: convar_t


r_texture_stream_throttle_amount

cvars.r_texture_stream_throttle_amount: convar_t


r_texture_stream_throttle_count

cvars.r_texture_stream_throttle_count: convar_t


r_texture_stream_throttle_count_over_budget

cvars.r_texture_stream_throttle_count_over_budget: convar_t


r_texture_streamout_unthrottle_ms

cvars.r_texture_streamout_unthrottle_ms: convar_t

After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.


r_texture_streaming_timesliced

cvars.r_texture_streaming_timesliced: convar_t


r_texture_budget_dynamic

cvars.r_texture_budget_dynamic: convar_t

Dynamically adjust texture streaming budget based on GPU memory usage.


r_texture_budget_update_period

cvars.r_texture_budget_update_period: convar_t

Time (in seconds) between updating texture memory budget.


r_texture_budget_threshold

cvars.r_texture_budget_threshold: convar_t

Reduce texture memory pool size when this percentage of the budget is full.


r_texture_pool_reduce_rate

cvars.r_texture_pool_reduce_rate: convar_t

Reduce texture memory pool size by this many MB / s when over budget.


r_texture_pool_increase_rate

cvars.r_texture_pool_increase_rate: convar_t

Increase texture memory pool size by this many MB / s when under budget.


r_texture_stream_resolution_bias_update_period

cvars.r_texture_stream_resolution_bias_update_period: convar_t


r_texture_stream_resolution_bias_increase_rate

cvars.r_texture_stream_resolution_bias_increase_rate: convar_t


r_texture_stream_resolution_bias_decrease_rate

cvars.r_texture_stream_resolution_bias_decrease_rate: convar_t


r_texture_stream_resolution_bias_min

cvars.r_texture_stream_resolution_bias_min: convar_t


mat_shader_cache

cvars.mat_shader_cache: convar_t


mat_warn_bad_modes

cvars.mat_warn_bad_modes: convar_t


mat_assert_on_error_shader_use

cvars.mat_assert_on_error_shader_use: convar_t


mat_hide_error_shader

cvars.mat_hide_error_shader: convar_t


mat_skip_static_const_eval

cvars.mat_skip_static_const_eval: convar_t


mat_shading_complexity_color

cvars.mat_shading_complexity_color: convar_t


mat_shading_complexity_max_instruction_count

cvars.mat_shading_complexity_max_instruction_count: convar_t


mat_shading_complexity_max_register_count

cvars.mat_shading_complexity_max_register_count: convar_t


mat_overdraw_color

cvars.mat_overdraw_color: convar_t


font_show_glyph_miss

cvars.font_show_glyph_miss: convar_t


mat_colorcorrection

cvars.mat_colorcorrection: convar_t


mat_viewportscale

cvars.mat_viewportscale: convar_t

Scale down the main viewport (to reduce GPU impact on CPU profiling)


panorama_disable_blur

cvars.panorama_disable_blur: convar_t


panorama_disable_box_shadow

cvars.panorama_disable_box_shadow: convar_t


panorama_disable_render_callbacks

cvars.panorama_disable_render_callbacks: convar_t


panorama_disable_draw_fancy_quad

cvars.panorama_disable_draw_fancy_quad: convar_t


panorama_disable_layer_clear

cvars.panorama_disable_layer_clear: convar_t


panorama_disable_draw_text

cvars.panorama_disable_draw_text: convar_t


panorama_force_text_shadow_strength

cvars.panorama_force_text_shadow_strength: convar_t


panorama_disable_draw_text_shadow

cvars.panorama_disable_draw_text_shadow: convar_t


panorama_disable_layer_cache

cvars.panorama_disable_layer_cache: convar_t


panorama_use_backbuffer_directly

cvars.panorama_use_backbuffer_directly: convar_t


panorama_highlight_composition_layers

cvars.panorama_highlight_composition_layers: convar_t


panorama_highlight_slow_operations

cvars.panorama_highlight_slow_operations: convar_t


panorama_highlight_bad_opacity_masks

cvars.panorama_highlight_bad_opacity_masks: convar_t


panorama_stats_log_time

cvars.panorama_stats_log_time: convar_t


panorama_min_comp_layer_cache_cost

cvars.panorama_min_comp_layer_cache_cost: convar_t


panorama_comp_layer_lru_lifetime

cvars.panorama_comp_layer_lru_lifetime: convar_t


panorama_command_reordering

cvars.panorama_command_reordering: convar_t


panorama_composition_atlas

cvars.panorama_composition_atlas: convar_t


panorama_temp_comp_layer_min_dimension

cvars.panorama_temp_comp_layer_min_dimension: convar_t


panorama_disable_render_target_cache

cvars.panorama_disable_render_target_cache: convar_t


panorama_render_target_cache_max_size

cvars.panorama_render_target_cache_max_size: convar_t


panorama_dash_len

cvars.panorama_dash_len: convar_t


panorama_dash_gap_ratio

cvars.panorama_dash_gap_ratio: convar_t


snd_ui_spatialization_spread

cvars.snd_ui_spatialization_spread: convar_t


snd_ui_positional

cvars.snd_ui_positional: convar_t


panorama_spew_async_event_substring

cvars.panorama_spew_async_event_substring: convar_t

If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.


panorama_js_minidumps

cvars.panorama_js_minidumps: convar_t

Enable sending minidumps on JS Exceptions.


panorama_script_cache_enabled

cvars.panorama_script_cache_enabled: convar_t

Enable script caching to speed up recompiling scripts multiple times.


panorama_max_fps

cvars.panorama_max_fps: convar_t


panorama_max_overlay_fps

cvars.panorama_max_overlay_fps: convar_t


panorama_max_oof_overlay_up_fps

cvars.panorama_max_oof_overlay_up_fps: convar_t


panorama_large_dispatch_event_queue

cvars.panorama_large_dispatch_event_queue: convar_t


panorama_reload_animations

cvars.panorama_reload_animations: convar_t


panorama_debug_overlay_opacity_min

cvars.panorama_debug_overlay_opacity_min: convar_t


panorama_debug_overlay_opacity_max

cvars.panorama_debug_overlay_opacity_max: convar_t


panorama_debug_overlay_opacity

cvars.panorama_debug_overlay_opacity: convar_t


panorama_cache_command_list_repaint_threshold

cvars.panorama_cache_command_list_repaint_threshold: convar_t


panorama_cache_command_list_size_threshold

cvars.panorama_cache_command_list_size_threshold: convar_t


panorama_disallow_hover_styles

cvars.panorama_disallow_hover_styles: convar_t


panorama_debug_ready_for_display

cvars.panorama_debug_ready_for_display: convar_t


panorama_style_flag_force_invalidate

cvars.panorama_style_flag_force_invalidate: convar_t

Force style invalidation of the entire panel subtree when adding / removing style flags.


panorama_classes_force_invalidate

cvars.panorama_classes_force_invalidate: convar_t

Force style invalidation of the entire panel subtree when adding / removing classes.


panorama_assert_loading_panel_type

cvars.panorama_assert_loading_panel_type: convar_t

Force style invalidation of the entire panel subtree when adding / removing classes.


panorama_show_fps

cvars.panorama_show_fps: convar_t


panorama_show_fps_scale

cvars.panorama_show_fps_scale: convar_t


panorama_clear_frames_on_device_restore

cvars.panorama_clear_frames_on_device_restore: convar_t


panorama_disable_descendant_filtering

cvars.panorama_disable_descendant_filtering: convar_t

Disable descendant selector filtering


panorama_suspend_paint

cvars.panorama_suspend_paint: convar_t


panorama_enable_secondary_layout_pass

cvars.panorama_enable_secondary_layout_pass: convar_t


panorama_joystick_enabled

cvars.panorama_joystick_enabled: convar_t

Enable panorama joystick input


panorama_joystick_axis_repeat_interval_start

cvars.panorama_joystick_axis_repeat_interval_start: convar_t


panorama_joystick_axis_repeat_interval_end

cvars.panorama_joystick_axis_repeat_interval_end: convar_t


panorama_joystick_axis_repeat_curve_time

cvars.panorama_joystick_axis_repeat_curve_time: convar_t


panorama_joystick_button_repeat_interval_start

cvars.panorama_joystick_button_repeat_interval_start: convar_t


panorama_joystick_button_repeat_interval_end

cvars.panorama_joystick_button_repeat_interval_end: convar_t


panorama_joystick_button_repeat_curve_time

cvars.panorama_joystick_button_repeat_curve_time: convar_t


panorama_dragscroll_affordance

cvars.panorama_dragscroll_affordance: convar_t

Minimum mouse movement in pixels before a move is treated as a drag scroll


panorama_dragscroll_mintime

cvars.panorama_dragscroll_mintime: convar_t

Minimum time that the mouse button must be down before a move is treated as a drag scroll


panorama_dragscroll_velocitymultiplier

cvars.panorama_dragscroll_velocitymultiplier: convar_t

Multiplier for flick velocity off of actual measured velocity


panorama_force_active_controller_type

cvars.panorama_force_active_controller_type: convar_t


panorama_spew_layout_invalidates

cvars.panorama_spew_layout_invalidates: convar_t


panorama_transition_time_factor

cvars.panorama_transition_time_factor: convar_t

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_max_text_shadow_strength

cvars.panorama_max_text_shadow_strength: convar_t


panorama_allow_transitions

cvars.panorama_allow_transitions: convar_t


panorama_2d_translate_no_comp_layer

cvars.panorama_2d_translate_no_comp_layer: convar_t


panorama_might_scroll_no_comp_layer

cvars.panorama_might_scroll_no_comp_layer: convar_t


panorama_box_shadow_no_comp_layer

cvars.panorama_box_shadow_no_comp_layer: convar_t


panorama_simple_borders_no_comp_layer

cvars.panorama_simple_borders_no_comp_layer: convar_t


panorama_allow_texture_composition_layer_fast_path

cvars.panorama_allow_texture_composition_layer_fast_path: convar_t


panorama_transforms_no_comp_layer

cvars.panorama_transforms_no_comp_layer: convar_t


panorama_transform_parents_no_layer_for_perspective

cvars.panorama_transform_parents_no_layer_for_perspective: convar_t


panorama_hsbc_through_fast_path

cvars.panorama_hsbc_through_fast_path: convar_t


panorama_track_render_commands

cvars.panorama_track_render_commands: convar_t


lua_assert_on_error

cvars.lua_assert_on_error: convar_t


lua_shipping_assert_on_error

cvars.lua_shipping_assert_on_error: convar_t


net_max_polymorphic_spew

cvars.net_max_polymorphic_spew: convar_t

Max polymorphic variants to spew when spewing a flattened serializer.


net_use_delta_property_fastpath

cvars.net_use_delta_property_fastpath: convar_t


net_culloptimization

cvars.net_culloptimization: convar_t

Enable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.


net_filelogging

cvars.net_filelogging: convar_t

Log packets to files


net_qosinterval_spew

cvars.net_qosinterval_spew: convar_t

Spew QoS interval data as we gather it


net_qospacketloss_percentage_threshold

cvars.net_qospacketloss_percentage_threshold: convar_t

Spew a warning if packet loss percentage is above this threshold


net_log_processing

cvars.net_log_processing: convar_t

Log network processing


net_use_packet_compression

cvars.net_use_packet_compression: convar_t

Compress network traffic


net_showudp

cvars.net_showudp: convar_t

Dump UDP packets summary to console


net_showudp_remoteonly

cvars.net_showudp_remoteonly: convar_t

Dump non-loopback udp only


net_showmsg

cvars.net_showmsg: convar_t

Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP


net_showreliable

cvars.net_showreliable: convar_t

Like net_showmsg, but only spew reliable messages


net_showpeaks

cvars.net_showpeaks: convar_t

Show messages for large packets only:


net_showdrop

cvars.net_showdrop: convar_t

Show dropped packets in console


net_compresspackets_minsize

cvars.net_compresspackets_minsize: convar_t

Don't bother compressing packets below this size.


net_restrict_showmsg_socket

cvars.net_restrict_showmsg_socket: convar_t

If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.


net_max_message_process_count

cvars.net_max_message_process_count: convar_t

Maximum number of messages to process from a client in a single frame (0 == no limit).


net_max_message_queue_size

cvars.net_max_message_queue_size: convar_t

Maximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit


net_detailed_canpacket_log

cvars.net_detailed_canpacket_log: convar_t


net_showoob

cvars.net_showoob: convar_t

Show connectionless UDP traffic.


ip

cvars.ip: convar_t

Overrides IP for multihomed hosts


hostip

cvars.hostip: convar_t

Host game server ip


net_public_adr

cvars.net_public_adr: convar_t

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_p2p_listen_dedicated

cvars.net_p2p_listen_dedicated: convar_t

Should dedicated server listen for new-style P2P?


net_limit_sv_recvbuffer_kb

cvars.net_limit_sv_recvbuffer_kb: convar_t

Server will not buffer more than N kb from connected clients


net_limit_sv_recvbuffer_msg

cvars.net_limit_sv_recvbuffer_msg: convar_t

Server will not buffer more than N messages from connected clients


net_limit_sv_recv_max_message_size_kb

cvars.net_limit_sv_recv_max_message_size_kb: convar_t

Server will reject message larger than N kb


net_limit_sv_recv_segments_per_packet

cvars.net_limit_sv_recv_segments_per_packet: convar_t

Server will reject packets with more than N segments


net_fs_showindirections

cvars.net_fs_showindirections: convar_t


animgraph_force_full_network_updates

cvars.animgraph_force_full_network_updates: convar_t


animgraph_enable_dirty_netvar_optimization

cvars.animgraph_enable_dirty_netvar_optimization: convar_t


animgraph_verify_dirty_netvar_optimization

cvars.animgraph_verify_dirty_netvar_optimization: convar_t


animgraph_footlock_trace_ground_enabled

cvars.animgraph_footlock_trace_ground_enabled: convar_t

Convar for toggling foot lock ground tracking.


animgraph_footlock_calculate_tilt

cvars.animgraph_footlock_calculate_tilt: convar_t


animgraph_footlock_auto_ledge_detection

cvars.animgraph_footlock_auto_ledge_detection: convar_t

Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom


animgraph_footlock_auto_stair_detection

cvars.animgraph_footlock_auto_stair_detection: convar_t

Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step


animgraph_footlock_debug_foot_index

cvars.animgraph_footlock_debug_foot_index: convar_t


animgraph_footlock_debug_type

cvars.animgraph_footlock_debug_type: convar_t


ik_debug_groundtraces

cvars.ik_debug_groundtraces: convar_t

Show IK trace related details


animgraph_ik_debug

cvars.animgraph_ik_debug: convar_t


animgraph_slowdownonslopes_enabled

cvars.animgraph_slowdownonslopes_enabled: convar_t


animgraph_footlock_enabled

cvars.animgraph_footlock_enabled: convar_t

A master convar that effectively disables the entire footlock node.


animgraph_footlock_hip_offset_enable

cvars.animgraph_footlock_hip_offset_enable: convar_t


animgraph_footlock_tilt_mode

cvars.animgraph_footlock_tilt_mode: convar_t


animgraph_footlock_use_hip_shift

cvars.animgraph_footlock_use_hip_shift: convar_t


animgraph_footlock_draw_footbase

cvars.animgraph_footlock_draw_footbase: convar_t


animgraph_footlock_ik_enable

cvars.animgraph_footlock_ik_enable: convar_t

Enable IK.


animgraph_motionmatching_print_compressionstats

cvars.animgraph_motionmatching_print_compressionstats: convar_t


animgraph_footlock_ground_roll

cvars.animgraph_footlock_ground_roll: convar_t


ik_debug_all_chains_unique_color_per_chain

cvars.ik_debug_all_chains_unique_color_per_chain: convar_t


ik_debug_planetilt

cvars.ik_debug_planetilt: convar_t


ik_debug_planetilt_axis_length

cvars.ik_debug_planetilt_axis_length: convar_t


ik_planetilt_enable

cvars.ik_planetilt_enable: convar_t


ik_debug_constraints

cvars.ik_debug_constraints: convar_t


ik_final_fixup_enable

cvars.ik_final_fixup_enable: convar_t


ik_debug_targets

cvars.ik_debug_targets: convar_t


ik_constraints_enabled

cvars.ik_constraints_enabled: convar_t


ik_enable

cvars.ik_enable: convar_t

Enable IK.


ik_debug_fabrik_backwards_enabled

cvars.ik_debug_fabrik_backwards_enabled: convar_t


ik_debug_fabrik_forwards_enabled

cvars.ik_debug_fabrik_forwards_enabled: convar_t


ik_debug_fabrik_backwards_iterations

cvars.ik_debug_fabrik_backwards_iterations: convar_t


ik_debug_fabrik_forwards_iterations

cvars.ik_debug_fabrik_forwards_iterations: convar_t


ik_fabrik_align_chain

cvars.ik_fabrik_align_chain: convar_t


ik_fabrik_override_num_iterations

cvars.ik_fabrik_override_num_iterations: convar_t


ik_fabrik_forwards_enabled

cvars.ik_fabrik_forwards_enabled: convar_t


ik_fabrik_backwards_enabled

cvars.ik_fabrik_backwards_enabled: convar_t


ik_debug_dogleg3bone

cvars.ik_debug_dogleg3bone: convar_t


ik_debug_dogleg3bone_enabled

cvars.ik_debug_dogleg3bone_enabled: convar_t


ik_debug_ccd

cvars.ik_debug_ccd: convar_t


labelled_debug_helper_show_text

cvars.labelled_debug_helper_show_text: convar_t


labelled_debug_helper_show_position

cvars.labelled_debug_helper_show_position: convar_t


labelled_debug_helper_arc_segments

cvars.labelled_debug_helper_arc_segments: convar_t


labelled_debug_helper_enabled

cvars.labelled_debug_helper_enabled: convar_t


labelled_debug_helper_scale

cvars.labelled_debug_helper_scale: convar_t


labelled_debug_helper_skeleton_show_bone_names

cvars.labelled_debug_helper_skeleton_show_bone_names: convar_t


ik_debug_perlin_solver

cvars.ik_debug_perlin_solver: convar_t


model_default_preview_sequence_name

cvars.model_default_preview_sequence_name: convar_t


ik_debug_chain_to_filter_by

cvars.ik_debug_chain_to_filter_by: convar_t


ik_hinge_debug_bone_index

cvars.ik_hinge_debug_bone_index: convar_t


mesh_calculate_curvature_smooth_pass_count

cvars.mesh_calculate_curvature_smooth_pass_count: convar_t


mesh_calculate_curvature_smooth_invert

cvars.mesh_calculate_curvature_smooth_invert: convar_t


mesh_calculate_curvature_smooth_weight

cvars.mesh_calculate_curvature_smooth_weight: convar_t


anim_decode_forcewritealltransforms

cvars.anim_decode_forcewritealltransforms: convar_t

Force BatchAnimationDecode to write transformations for all bones


iv_debugbone

cvars.iv_debugbone: convar_t

Debug bone name for interpolation spew of CAnimationState.


skel_constraints_enable

cvars.skel_constraints_enable: convar_t


cl_skel_constraints_enable

cvars.cl_skel_constraints_enable: convar_t


sv_skel_constraints_enable

cvars.sv_skel_constraints_enable: convar_t


anim_resource_validate_on_load

cvars.anim_resource_validate_on_load: convar_t

Validates the animation group channel list against the animations on load for every animation


phys_implicit_integarator

cvars.phys_implicit_integarator: convar_t

Use implicit integrator for gyroscopic forces


phys_drag_multiplier

cvars.phys_drag_multiplier: convar_t

Multiply air drag


phys_buoyancy_horizontal_damping_multiplier

cvars.phys_buoyancy_horizontal_damping_multiplier: convar_t

Multiply water damping for buoyancy affecting linear velocity in the horizontal plane


phys_buoyancy_vertical_damping_multiplier

cvars.phys_buoyancy_vertical_damping_multiplier: convar_t

Multiply water damping for buoyancy affecting linear velocity in the vertical direction


phys_buoyancy_angular_damping_multiplier

cvars.phys_buoyancy_angular_damping_multiplier: convar_t

Multiply water damping for buoyancy affecting angular velocity


phys_buoyancy_drag_multiplier

cvars.phys_buoyancy_drag_multiplier: convar_t

Multiply water drag (tries to equalize object velocity with the velocity of the water flow)


phys_buoyancy_max_acceleration

cvars.phys_buoyancy_max_acceleration: convar_t

Maximum acceleration that can be applied by water forces


phys_fastaddcloneshape

cvars.phys_fastaddcloneshape: convar_t


phys_manifold_pool_enabled

cvars.phys_manifold_pool_enabled: convar_t


phys_joint_elasticity_min_rest

cvars.phys_joint_elasticity_min_rest: convar_t


phys_joint_elasticity_max_rest

cvars.phys_joint_elasticity_max_rest: convar_t


phys_joint_plasticity_threshold_min

cvars.phys_joint_plasticity_threshold_min: convar_t


phys_joint_plasticity_threshold_max

cvars.phys_joint_plasticity_threshold_max: convar_t


rubikon_joint_deepdebugging

cvars.rubikon_joint_deepdebugging: convar_t


rubikon_joint_always_draw_at_pivot_point

cvars.rubikon_joint_always_draw_at_pivot_point: convar_t


phys_debug_showdefaultmaterial

cvars.phys_debug_showdefaultmaterial: convar_t

If enabled, surfaces with default material are highlighted in physics debug geometry.


phys_enable_fallback_toi

cvars.phys_enable_fallback_toi: convar_t


phys_build_mass

cvars.phys_build_mass: convar_t


phys_build_bounds

cvars.phys_build_bounds: convar_t


physics_hull_sphere_cast_sat_experimental

cvars.physics_hull_sphere_cast_sat_experimental: convar_t


cloth_step

cvars.cloth_step: convar_t


cloth_sleep_threshold

cvars.cloth_sleep_threshold: convar_t


cloth_resim_after

cvars.cloth_resim_after: convar_t


cloth_max_ticks_per_frame

cvars.cloth_max_ticks_per_frame: convar_t


cloth_step_variability

cvars.cloth_step_variability: convar_t


cloth_interpolation_strategy

cvars.cloth_interpolation_strategy: convar_t


cloth_rigid_update

cvars.cloth_rigid_update: convar_t


cloth_quasistatic_iters

cvars.cloth_quasistatic_iters: convar_t


cloth_sdf_antitunnel

cvars.cloth_sdf_antitunnel: convar_t


cloth_sdf_collision

cvars.cloth_sdf_collision: convar_t


cloth_cdt_mul

cvars.cloth_cdt_mul: convar_t


smooth_cloth_amax

cvars.smooth_cloth_amax: convar_t


smooth_cloth_amin

cvars.smooth_cloth_amin: convar_t


smooth_cloth_amul

cvars.smooth_cloth_amul: convar_t


cloth_guard_threshold

cvars.cloth_guard_threshold: convar_t


cloth_watch

cvars.cloth_watch: convar_t


cloth_debug

cvars.cloth_debug: convar_t


cloth_damping_multiplier

cvars.cloth_damping_multiplier: convar_t


cloth_damping_bias

cvars.cloth_damping_bias: convar_t


cloth_ground_plane_thickness

cvars.cloth_ground_plane_thickness: convar_t


cloth_node_debug_axis_length

cvars.cloth_node_debug_axis_length: convar_t


cloth_quad_smooth_rate

cvars.cloth_quad_smooth_rate: convar_t


cloth_rod_smooth_rate

cvars.cloth_rod_smooth_rate: convar_t


cloth_quad_smooth_iterations

cvars.cloth_quad_smooth_iterations: convar_t


cloth_rod_smooth_iterations

cvars.cloth_rod_smooth_iterations: convar_t


cloth_debug_draw_nodepth_alpha

cvars.cloth_debug_draw_nodepth_alpha: convar_t


cloth_ground_offset

cvars.cloth_ground_offset: convar_t


cloth_legacy_stretch_force

cvars.cloth_legacy_stretch_force: convar_t


cloth_legacy_support

cvars.cloth_legacy_support: convar_t


cloth_wind

cvars.cloth_wind: convar_t


cloth_wind_pitch

cvars.cloth_wind_pitch: convar_t


cloth_dry_drag

cvars.cloth_dry_drag: convar_t


cloth_dry_drag_soften

cvars.cloth_dry_drag_soften: convar_t


cloth_solver

cvars.cloth_solver: convar_t


cloth_approximate_collide

cvars.cloth_approximate_collide: convar_t


phys_validate

cvars.phys_validate: convar_t


phys2_debug_broadphase

cvars.phys2_debug_broadphase: convar_t


phys_solve_in_parallel_with_island_build

cvars.phys_solve_in_parallel_with_island_build: convar_t


phys_skip_creating_trivial_islands

cvars.phys_skip_creating_trivial_islands: convar_t


phys_deterministic

cvars.phys_deterministic: convar_t


cloth_simulate

cvars.cloth_simulate: convar_t


cloth_batch

cvars.cloth_batch: convar_t


cl_jiggle_bone_debug

cvars.cl_jiggle_bone_debug: convar_t

Display physics-based 'jiggle bone' debugging information


cl_jiggle_bone_debug_yaw_constraints

cvars.cl_jiggle_bone_debug_yaw_constraints: convar_t

Display physics-based 'jiggle bone' debugging information


cl_jiggle_bone_debug_pitch_constraints

cvars.cl_jiggle_bone_debug_pitch_constraints: convar_t

Display physics-based 'jiggle bone' debugging information


cl_jiggle_bone_invert

cvars.cl_jiggle_bone_invert: convar_t


cl_jiggle_bone_sanity

cvars.cl_jiggle_bone_sanity: convar_t

Prevent jiggle bones from pointing directly away from their target in case of numerical instability.


phys_jiggle_bone_enable

cvars.phys_jiggle_bone_enable: convar_t


phys_old_contact_draw

cvars.phys_old_contact_draw: convar_t


phys2_contact_debug_draw_size

cvars.phys2_contact_debug_draw_size: convar_t


phys_cull_internal_mesh_contacts

cvars.phys_cull_internal_mesh_contacts: convar_t


phys_mesh_local_toi

cvars.phys_mesh_local_toi: convar_t


phys_enable_gjk_clipping

cvars.phys_enable_gjk_clipping: convar_t


phys_fast_report_contacts

cvars.phys_fast_report_contacts: convar_t

when 1, fast path for collision reporting is implemented making triggers faster in some cases


hullivr_edge_merge_tan

cvars.hullivr_edge_merge_tan: convar_t

Should we try to straighten two faces connected to this edge? (tangent)


hullivr_faceisland_merge_tan

cvars.hullivr_faceisland_merge_tan: convar_t

Should we try to straighten an island of faces deviating from their average normal (tangent)?


hullivr_faceisland_merge_disp

cvars.hullivr_faceisland_merge_disp: convar_t

Should we straighten face island if the displacement is this much? (inches)


hullivr_version

cvars.hullivr_version: convar_t


vphysics_force_apply_magnitude

cvars.vphysics_force_apply_magnitude: convar_t


vphysics_return_implicit_velocity

cvars.vphysics_return_implicit_velocity: convar_t


cloth_filter_transform_stateless

cvars.cloth_filter_transform_stateless: convar_t

Enable the new, stateless version of FilterTransform


phys_position_iterations

cvars.phys_position_iterations: convar_t


phys_velocity_iterations

cvars.phys_velocity_iterations: convar_t


phys_dump_filter_solid_only

cvars.phys_dump_filter_solid_only: convar_t


phys_dump_filter_trace_callstack

cvars.phys_dump_filter_trace_callstack: convar_t


phys_dump_filter_body_name

cvars.phys_dump_filter_body_name: convar_t


phys_min_motion_controller_count_to_run_in_job

cvars.phys_min_motion_controller_count_to_run_in_job: convar_t


phys_intermediate_notify_remove_only

cvars.phys_intermediate_notify_remove_only: convar_t


vphys2_friction_factor

cvars.vphys2_friction_factor: convar_t

Change global friction factor


vphys2_restitution_factor

cvars.vphys2_restitution_factor: convar_t

Change global restitution factor


phys_reload_immediately

cvars.phys_reload_immediately: convar_t

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)


cloth_reload_immediately

cvars.cloth_reload_immediately: convar_t

Reload and reconstruct cloth on the fly after phsyics has been reloaded (usually due to having been recompiled). When set to 0, and the bones change, crashes may occur due to de-sychronization between animation/model state in the game, particles and rendering and cloth state


phys_step_threaded

cvars.phys_step_threaded: convar_t


legacy_models_supported

cvars.legacy_models_supported: convar_t

Whether to support legacy (pre-modeldoc) models


voice_initial_buffer_ms

cvars.voice_initial_buffer_ms: convar_t


snd_sos_show_block_debug

cvars.snd_sos_show_block_debug: convar_t

Spew data about the list of block entries.


snd_sos_show_entry_match_free

cvars.snd_sos_show_entry_match_free: convar_t


snd_group_cluster_debug

cvars.snd_group_cluster_debug: convar_t


snd_group_priority_max_tolerance

cvars.snd_group_priority_max_tolerance: convar_t


snd_group_priority_debug

cvars.snd_group_priority_debug: convar_t


snd_op_test_convar

cvars.snd_op_test_convar: convar_t


snd_dsp_distance_min

cvars.snd_dsp_distance_min: convar_t


snd_dsp_distance_max

cvars.snd_dsp_distance_max: convar_t


snd_sos_report_entity_deleted

cvars.snd_sos_report_entity_deleted: convar_t


snd_sos_calc_angle_debug

cvars.snd_sos_calc_angle_debug: convar_t


snd_sos_show_mixgroup_path_errors

cvars.snd_sos_show_mixgroup_path_errors: convar_t


snd_occlusion_debug

cvars.snd_occlusion_debug: convar_t


cl_snd_cast_clear

cvars.cl_snd_cast_clear: convar_t


cl_snd_cast_retrigger

cvars.cl_snd_cast_retrigger: convar_t


snd_occlusion_min_wall_thickness

cvars.snd_occlusion_min_wall_thickness: convar_t


snd_occlusion_report

cvars.snd_occlusion_report: convar_t


snd_occlusion_override

cvars.snd_occlusion_override: convar_t


snd_occlusion_visualize

cvars.snd_occlusion_visualize: convar_t


snd_use_baked_occlusion

cvars.snd_use_baked_occlusion: convar_t


snd_occlusion_rays

cvars.snd_occlusion_rays: convar_t


snd_occlusion_bounces

cvars.snd_occlusion_bounces: convar_t


snd_occlusion_indirect_radius

cvars.snd_occlusion_indirect_radius: convar_t


snd_occlusion_debug_listener_pos

cvars.snd_occlusion_debug_listener_pos: convar_t


snd_occlusion_indirect_min

cvars.snd_occlusion_indirect_min: convar_t


snd_occlusion_indirect_max

cvars.snd_occlusion_indirect_max: convar_t


snd_sos_show_operator_pause_entry

cvars.snd_sos_show_operator_pause_entry: convar_t


snd_rear_stereo_scale

cvars.snd_rear_stereo_scale: convar_t


snd_steamaudio_source_pathing_debug

cvars.snd_steamaudio_source_pathing_debug: convar_t

Enable path visualization for steam_audio_source operator.


snd_steamaudio_source_pathing_debug_duration

cvars.snd_steamaudio_source_pathing_debug_duration: convar_t

Duration for which path remains visible. Should be close to update rate of the sound operator stack.


snd_steamaudio_source_pathing_enable_validation

cvars.snd_steamaudio_source_pathing_enable_validation: convar_t

Enable real-time pathing validation against dynamic geometry.


snd_sos_show_operator_stop_entry

cvars.snd_sos_show_operator_stop_entry: convar_t


snd_sos_limit_self

cvars.snd_sos_limit_self: convar_t


snd_sos_show_queuetotrack

cvars.snd_sos_show_queuetotrack: convar_t


snd_sos_show_voice_elapsed_time

cvars.snd_sos_show_voice_elapsed_time: convar_t


snd_sos_show_soundevent_start

cvars.snd_sos_show_soundevent_start: convar_t


snd_sos_show_operator_init

cvars.snd_sos_show_operator_init: convar_t


snd_sos_show_operator_updates

cvars.snd_sos_show_operator_updates: convar_t


snd_sos_show_operator_shutdown

cvars.snd_sos_show_operator_shutdown: convar_t


snd_sos_list_operator_updates

cvars.snd_sos_list_operator_updates: convar_t


snd_sos_show_operator_event_filter

cvars.snd_sos_show_operator_event_filter: convar_t


snd_sos_show_operator_operator_filter

cvars.snd_sos_show_operator_operator_filter: convar_t


snd_sos_show_operator_not_executing

cvars.snd_sos_show_operator_not_executing: convar_t


snd_sos_show_operator_event_and_stack

cvars.snd_sos_show_operator_event_and_stack: convar_t


snd_sos_show_operator_field_filter

cvars.snd_sos_show_operator_field_filter: convar_t


snd_sos_print_full_field_info

cvars.snd_sos_print_full_field_info: convar_t


snd_sos_print_field_references

cvars.snd_sos_print_field_references: convar_t


snd_sos_show_soundevent_param_overwrite

cvars.snd_sos_show_soundevent_param_overwrite: convar_t


snd_sos_max_event_base_depth

cvars.snd_sos_max_event_base_depth: convar_t


snd_sos_hide_simple_parameter_overwrite_warnings

cvars.snd_sos_hide_simple_parameter_overwrite_warnings: convar_t


snd_sos_show_parameter_overwrite_warnings

cvars.snd_sos_show_parameter_overwrite_warnings: convar_t


snd_sos_compare_kv3_native_stacks

cvars.snd_sos_compare_kv3_native_stacks: convar_t


snd_sos_print_addfield_dupes

cvars.snd_sos_print_addfield_dupes: convar_t


snd_sos_opvar_debug

cvars.snd_sos_opvar_debug: convar_t


snd_sos_show_opvar_updates

cvars.snd_sos_show_opvar_updates: convar_t


snd_sos_show_opvar_updates_filter

cvars.snd_sos_show_opvar_updates_filter: convar_t


snd_sos_soundevent_filter

cvars.snd_sos_soundevent_filter: convar_t


snd_sos_print_table_arrays

cvars.snd_sos_print_table_arrays: convar_t


snd_sos_pause_system

cvars.snd_sos_pause_system: convar_t


snd_sos_print_fps

cvars.snd_sos_print_fps: convar_t


snd_sos_block_stop_global_stack

cvars.snd_sos_block_stop_global_stack: convar_t


snd_sos_block_global_stack

cvars.snd_sos_block_global_stack: convar_t


snd_sos_ingame_debug

cvars.snd_sos_ingame_debug: convar_t


snd_sos_show_track_list

cvars.snd_sos_show_track_list: convar_t


snd_sequencer_show_bpm

cvars.snd_sequencer_show_bpm: convar_t


snd_sequencer_show_events

cvars.snd_sequencer_show_events: convar_t


snd_sequencer_show_quantize_queue

cvars.snd_sequencer_show_quantize_queue: convar_t


soundsystem_device_used

cvars.soundsystem_device_used: convar_t

Sound device in use (changing this does not change the soundsystem).


snd_diffusor_simd

cvars.snd_diffusor_simd: convar_t

Enable SIMD code path for diffusor processor.


snd_boxverb_simd

cvars.snd_boxverb_simd: convar_t

Enable SIMD code path for shoebox reverb processor.


snd_boxverb_simd_svf

cvars.snd_boxverb_simd_svf: convar_t

0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf


snd_enable_subgraph_log

cvars.snd_enable_subgraph_log: convar_t


snd_enable_subgraph_corenull_passthrough

cvars.snd_enable_subgraph_corenull_passthrough: convar_t


audio_input_test_signal

cvars.audio_input_test_signal: convar_t

For testing the audio input pathway with a sine tone instead of SDL3.


dump_audio_input

cvars.dump_audio_input: convar_t


attached_output_stall_ms

cvars.attached_output_stall_ms: convar_t


silence_dsp

cvars.silence_dsp: convar_t

When on, silences all DSP mixes.


adsp_room_min

cvars.adsp_room_min: convar_t


adsp_duct_min

cvars.adsp_duct_min: convar_t


adsp_hall_min

cvars.adsp_hall_min: convar_t


adsp_tunnel_min

cvars.adsp_tunnel_min: convar_t


adsp_street_min

cvars.adsp_street_min: convar_t


adsp_alley_min

cvars.adsp_alley_min: convar_t


adsp_courtyard_min

cvars.adsp_courtyard_min: convar_t


adsp_openspace_min

cvars.adsp_openspace_min: convar_t


adsp_openwall_min

cvars.adsp_openwall_min: convar_t


adsp_openstreet_min

cvars.adsp_openstreet_min: convar_t


adsp_opencourtyard_min

cvars.adsp_opencourtyard_min: convar_t


adsp_debug

cvars.adsp_debug: convar_t


adsp_door_height

cvars.adsp_door_height: convar_t


adsp_wall_height

cvars.adsp_wall_height: convar_t


adsp_low_ceiling

cvars.adsp_low_ceiling: convar_t


snd_mergemethod

cvars.snd_mergemethod: convar_t

Sound merge method (0 == sum and clip, 1 == max, 2 == avg).


snd_gamevolume

cvars.snd_gamevolume: convar_t

Game volume


snd_voipvolume

cvars.snd_voipvolume: convar_t

Voice volume


snd_gamevoicevolume

cvars.snd_gamevoicevolume: convar_t

Game v.o. volume


snd_delay_sound_ms_shift

cvars.snd_delay_sound_ms_shift: convar_t

Sound device synchronization shift (ms)


snd_delay_sound_ms_max

cvars.snd_delay_sound_ms_max: convar_t

Sound device synchronization max delay (ms)


volume

cvars.volume: convar_t

Sound volume


snd_toolvolume

cvars.snd_toolvolume: convar_t

Volume of sounds in tools (e.g. Hammer, SFM)


snd_musicvolume

cvars.snd_musicvolume: convar_t

Music volume


snd_autodetect_latency

cvars.snd_autodetect_latency: convar_t


snd_mixahead

cvars.snd_mixahead: convar_t


snd_mix_async

cvars.snd_mix_async: convar_t


dsp_dist_min

cvars.dsp_dist_min: convar_t


dsp_dist_max

cvars.dsp_dist_max: convar_t


dsp_mix_min

cvars.dsp_mix_min: convar_t


dsp_mix_max

cvars.dsp_mix_max: convar_t


dsp_db_min

cvars.dsp_db_min: convar_t


dsp_db_mixdrop

cvars.dsp_db_mixdrop: convar_t


snd_showstart

cvars.snd_showstart: convar_t


snd_filter

cvars.snd_filter: convar_t


dsp_automatic

cvars.dsp_automatic: convar_t


dsp_off

cvars.dsp_off: convar_t


dsp_volume

cvars.dsp_volume: convar_t


dsp_vol_5ch

cvars.dsp_vol_5ch: convar_t


dsp_vol_4ch

cvars.dsp_vol_4ch: convar_t


dsp_vol_2ch

cvars.dsp_vol_2ch: convar_t


snd_soundmixer_update_maximum_frame_rate

cvars.snd_soundmixer_update_maximum_frame_rate: convar_t


snd_mixer_master_level

cvars.snd_mixer_master_level: convar_t


snd_mixer_master_dsp

cvars.snd_mixer_master_dsp: convar_t


snd_showclassname

cvars.snd_showclassname: convar_t


snd_list

cvars.snd_list: convar_t


snd_disable_mixer_solo

cvars.snd_disable_mixer_solo: convar_t


snd_soundmixer

cvars.snd_soundmixer: convar_t


snd_disable_mixer_duck

cvars.snd_disable_mixer_duck: convar_t


snd_soundmixer_version

cvars.snd_soundmixer_version: convar_t


snd_async_spew_blocking

cvars.snd_async_spew_blocking: convar_t

Spew message to console any time async sound loading blocks on file i/o.


snd_refdist

cvars.snd_refdist: convar_t

Reference distance for snd_refdb


snd_refdb

cvars.snd_refdb: convar_t

Reference dB at snd_refdist


snd_gain

cvars.snd_gain: convar_t


snd_gain_max

cvars.snd_gain_max: convar_t


snd_gain_min

cvars.snd_gain_min: convar_t


snd_sos_default_update_stack

cvars.snd_sos_default_update_stack: convar_t


snd_compare_KV_convert

cvars.snd_compare_KV_convert: convar_t


snd_sos_use_case_sensitive_soundevents

cvars.snd_sos_use_case_sensitive_soundevents: convar_t


snd_sos_show_soundevent_overwrites

cvars.snd_sos_show_soundevent_overwrites: convar_t


snd_sos_soundevent_deferred_interval_time

cvars.snd_sos_soundevent_deferred_interval_time: convar_t


snd_sos_soundevent_max_deferred_time

cvars.snd_sos_soundevent_max_deferred_time: convar_t


speaker_config

cvars.speaker_config: convar_t


sound_device_override

cvars.sound_device_override: convar_t

ID of the sound device to use


snd_spatialize_lerp

cvars.snd_spatialize_lerp: convar_t


update_voices_low_priority

cvars.update_voices_low_priority: convar_t


snd_enable_imgui

cvars.snd_enable_imgui: convar_t

Game/Sound System Debugger


snd_steamaudio_perspective_correction_front_only

cvars.snd_steamaudio_perspective_correction_front_only: convar_t

Use perspective correction for 3D audio only in the frontal directions.


snd_steamaudio_reverb_level_db

cvars.snd_steamaudio_reverb_level_db: convar_t

Adjust overall volume (dB) of the output from Steam Audio Reverb processor.


snd_steamaudio_enable_reverb

cvars.snd_steamaudio_enable_reverb: convar_t

Enable Steam Audio Reverb processor.


snd_hrtf_distance_behind

cvars.snd_hrtf_distance_behind: convar_t

HRTF calculations will calculate the player as being this far behind the camera.


dota_enable_spatial_audio

cvars.dota_enable_spatial_audio: convar_t

Flag to enable spatial audio in Dota 2.


dota_spatial_audio_mix

cvars.dota_spatial_audio_mix: convar_t

Mix value to blend spatial and non-spatial audio in Dota 2.


snd_vmix_show_input_updates

cvars.snd_vmix_show_input_updates: convar_t

If set to 1, show all incoming updates to vmix inputs.


snd_vmix_override_mix_decay_time

cvars.snd_vmix_override_mix_decay_time: convar_t

If set > 0, overrides how long the decay time is on all mix graphs (in seconds).


run_voicecontainer_async

cvars.run_voicecontainer_async: convar_t


snd_report_verbose_error

cvars.snd_report_verbose_error: convar_t

If set to 1, report more error found when playing sounds.


snd_envelope_rate

cvars.snd_envelope_rate: convar_t


snd_ducktovolume

cvars.snd_ducktovolume: convar_t


snd_duckerattacktime

cvars.snd_duckerattacktime: convar_t


snd_duckerreleasetime

cvars.snd_duckerreleasetime: convar_t


snd_duckerthreshold

cvars.snd_duckerthreshold: convar_t


voice_loopback

cvars.voice_loopback: convar_t


voice_fadeouttime

cvars.voice_fadeouttime: convar_t


opus_decode_test_signal

cvars.opus_decode_test_signal: convar_t


opus_unittest_test_signal

cvars.opus_unittest_test_signal: convar_t


voice_stall_ms

cvars.voice_stall_ms: convar_t


voice_min_buffer_ms

cvars.voice_min_buffer_ms: convar_t


snd_steamaudio_max_occlusion_samples

cvars.snd_steamaudio_max_occlusion_samples: convar_t

The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.


snd_steamaudio_num_rays

cvars.snd_steamaudio_num_rays: convar_t

The number of rays to trace for reflection modeling by Steam Audio.


snd_steamaudio_num_diffuse_samples

cvars.snd_steamaudio_num_diffuse_samples: convar_t

The number of directions considered for ray bounce by Steam Audio.


snd_steamaudio_num_bounces

cvars.snd_steamaudio_num_bounces: convar_t

The maximum number of times any ray can bounce when using Steam Audio.


snd_steamaudio_num_threads

cvars.snd_steamaudio_num_threads: convar_t

Sets the number of threads used for realtime reflection by Steam Audio.


snd_steamaudio_ir_duration

cvars.snd_steamaudio_ir_duration: convar_t

The time delay between a sound being emitted and the last audible reflection in Steam Audio.


snd_steamaudio_pathing_order

cvars.snd_steamaudio_pathing_order: convar_t

The amount of directional detail in the simulated by Steam Audio.


snd_steamaudio_pathing_order_rendering

cvars.snd_steamaudio_pathing_order_rendering: convar_t

The amount of directional detail in the rendered audio by Steam Audio.


snd_steamaudio_max_convolution_sources

cvars.snd_steamaudio_max_convolution_sources: convar_t

The maximum number of simultaneous sources that can be modeled by Steam Audio.


snd_steamaudio_invalid_path_length

cvars.snd_steamaudio_invalid_path_length: convar_t

Path length of invalid path in inches. Set this to .0 to use direct distance as path length.


snd_steamaudio_reverb_order

cvars.snd_steamaudio_reverb_order: convar_t

Ambisonics order to use for simulating reverb.


snd_steamaudio_reverb_order_rendering

cvars.snd_steamaudio_reverb_order_rendering: convar_t

Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.


snd_steamaudio_hybrid_reverb_transition_time

cvars.snd_steamaudio_hybrid_reverb_transition_time: convar_t

Set the transition time (in seconds) between convolution and parametric reverb.


snd_steamaudio_hybrid_reverb_overlap

cvars.snd_steamaudio_hybrid_reverb_overlap: convar_t

Set the overlap fraction (0 to 1) for hybrid reverb.


snd_steamaudio_reverb_update_rate

cvars.snd_steamaudio_reverb_update_rate: convar_t

Set the maximum update rate (in Hz) for reverb.


snd_steamaudio_enable_custom_hrtf

cvars.snd_steamaudio_enable_custom_hrtf: convar_t

Enable custom HRTF loading.


snd_steamaudio_active_hrtf

cvars.snd_steamaudio_active_hrtf: convar_t

Index of active HRTF.


snd_steamaudio_normalize_default_hrtf_volume

cvars.snd_steamaudio_normalize_default_hrtf_volume: convar_t

Normalize volume of default HRTF dataset across all directions.


snd_steamaudio_default_hrtf_volume_gain

cvars.snd_steamaudio_default_hrtf_volume_gain: convar_t

Adjust overall volume of the default HRTF by the specified gain (dB).


snd_steamaudio_max_hrtf_normalization_gain_db

cvars.snd_steamaudio_max_hrtf_normalization_gain_db: convar_t

Maximum gain any HRTF could have during volume normalization.


snd_steamaudio_enable_perspective_correction

cvars.snd_steamaudio_enable_perspective_correction: convar_t

Enable perspective correction for 3D audio.


snd_steamaudio_perspective_correction_factor

cvars.snd_steamaudio_perspective_correction_factor: convar_t

Perspective correction factor, ratio of screen size and view depth from screen, for 3D audio.


snd_steamaudio_enable_probeneighborhood_caching

cvars.snd_steamaudio_enable_probeneighborhood_caching: convar_t

Enable caching listener probe neighborhood for pathing.


snd_steamaudio_pathing_enable_source_probe_interp

cvars.snd_steamaudio_pathing_enable_source_probe_interp: convar_t

If set, all the probes near a source withing probe range are used to find paths instead of nearest probe.


snd_steamaudio_enable_reverb_probe_caching_for_missing_probes

cvars.snd_steamaudio_enable_reverb_probe_caching_for_missing_probes: convar_t

Continue using previous prrobes if probe lookup for reverb fails.


snd_steamaudio_enable_pathing

cvars.snd_steamaudio_enable_pathing: convar_t

This variable is checked by soundstack to globally enabling pathing for audio processing.


snd_steamaudio_load_pathing_data

cvars.snd_steamaudio_load_pathing_data: convar_t

If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.


snd_steamaudio_load_reverb_data

cvars.snd_steamaudio_load_reverb_data: convar_t

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_probes_reverb

cvars.snd_steamaudio_max_probes_reverb: convar_t

Maximum number of probes to create when baking reverb.


snd_steamaudio_max_probes_pathing

cvars.snd_steamaudio_max_probes_pathing: convar_t

Maximum number of probes to create when baking paths.


snd_steamaudio_max_probes_customdata

cvars.snd_steamaudio_max_probes_customdata: convar_t

Maximum number of probes to create when baking custom data.


sc_keep_all_layers

cvars.sc_keep_all_layers: convar_t


sc_batch_layer_cb_updates

cvars.sc_batch_layer_cb_updates: convar_t


sc_spew_cmt_usage

cvars.sc_spew_cmt_usage: convar_t


sc_disableThreading

cvars.sc_disableThreading: convar_t


r_shadows

cvars.r_shadows: convar_t


debugoverlay_show_text_outline

cvars.debugoverlay_show_text_outline: convar_t

Toggle display of box around text


debugoverlay_force_respect_ttl

cvars.debugoverlay_force_respect_ttl: convar_t

Force respect TTL even when clearing scopes


screenmessage_show

cvars.screenmessage_show: convar_t

Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present


debugoverlay_text_scale

cvars.debugoverlay_text_scale: convar_t

Scale of the text used for 3d display


imgui_default_font_size

cvars.imgui_default_font_size: convar_t

Default imgui font size


sc_imgui_show_debug_log

cvars.sc_imgui_show_debug_log: convar_t

SceneSystem/Imgui/Show Debug Log


sc_imgui_show_metrics

cvars.sc_imgui_show_metrics: convar_t

SceneSystem/Imgui/Show Metrics


sc_imgui_show_id_stack

cvars.sc_imgui_show_id_stack: convar_t

SceneSystem/Imgui/Show ID Stack Tool


r_reset_character_decals

cvars.r_reset_character_decals: convar_t


r_character_decal_resolution

cvars.r_character_decal_resolution: convar_t

Resolution of character decal texture.


r_character_decal_renderdoc_capture

cvars.r_character_decal_renderdoc_capture: convar_t


r_fullscreen_quad_single_triangle

cvars.r_fullscreen_quad_single_triangle: convar_t


r_haircull_percent

cvars.r_haircull_percent: convar_t


r_hair_voxels

cvars.r_hair_voxels: convar_t


r_force_thick_hair

cvars.r_force_thick_hair: convar_t


r_hairsort

cvars.r_hairsort: convar_t


hairsim_reset

cvars.hairsim_reset: convar_t


hairsim_force_fixed_timestep

cvars.hairsim_force_fixed_timestep: convar_t


r_shadowtile_waveops

cvars.r_shadowtile_waveops: convar_t


r_ssao_radius

cvars.r_ssao_radius: convar_t


r_ssao_bias

cvars.r_ssao_bias: convar_t


r_ssao_strength

cvars.r_ssao_strength: convar_t


r_ssao_blur

cvars.r_ssao_blur: convar_t


mat_tonemap_force_min

cvars.mat_tonemap_force_min: convar_t


mat_tonemap_force_max

cvars.mat_tonemap_force_max: convar_t


mat_tonemap_force_percent_target

cvars.mat_tonemap_force_percent_target: convar_t

Override. Old default was 45.


mat_tonemap_force_percent_bright_pixels

cvars.mat_tonemap_force_percent_bright_pixels: convar_t

Override. Old value was 1.0


mat_tonemap_force_average_lum_min

cvars.mat_tonemap_force_average_lum_min: convar_t

Override. Old default was 3.0


mat_tonemap_force_rate

cvars.mat_tonemap_force_rate: convar_t


mat_tonemap_force_accelerate_exposure_down

cvars.mat_tonemap_force_accelerate_exposure_down: convar_t


mat_tonemap_force_use_alpha

cvars.mat_tonemap_force_use_alpha: convar_t


mat_tonemap_force_scale

cvars.mat_tonemap_force_scale: convar_t


mat_tonemap_uncap_exposure

cvars.mat_tonemap_uncap_exposure: convar_t


mat_tonemap_debug

cvars.mat_tonemap_debug: convar_t


mat_tonemap_force_log_lum_min

cvars.mat_tonemap_force_log_lum_min: convar_t


mat_tonemap_force_log_lum_max

cvars.mat_tonemap_force_log_lum_max: convar_t


mat_tonemap_bloom_start_value

cvars.mat_tonemap_bloom_start_value: convar_t


mat_tonemap_bloom_scale

cvars.mat_tonemap_bloom_scale: convar_t


sc_show_tonemap_visualizer

cvars.sc_show_tonemap_visualizer: convar_t

SceneSystem/Tonemap Visualizer


volume_fog_enable_jitter

cvars.volume_fog_enable_jitter: convar_t


volume_fog_dither_scale

cvars.volume_fog_dither_scale: convar_t


volume_fog_intermediate_textures_hdr

cvars.volume_fog_intermediate_textures_hdr: convar_t


volume_fog_width

cvars.volume_fog_width: convar_t


volume_fog_height

cvars.volume_fog_height: convar_t


volume_fog_depth

cvars.volume_fog_depth: convar_t


volume_fog_density_scale

cvars.volume_fog_density_scale: convar_t

Scale global volume fog density


volume_fog_temporal_filter

cvars.volume_fog_temporal_filter: convar_t


volume_fog_temporal_weight

cvars.volume_fog_temporal_weight: convar_t

Temporal filtering weight


volume_fog_shadow_penumbra_multiplier

cvars.volume_fog_shadow_penumbra_multiplier: convar_t

Penumbra size multiplier for shadow sampling, reduces fog shadow aliasing


volume_fog_debug_volumes

cvars.volume_fog_debug_volumes: convar_t


volume_fog_depth_warp

cvars.volume_fog_depth_warp: convar_t


volume_fog_depth_warp_debug

cvars.volume_fog_depth_warp_debug: convar_t


volume_fog_force_indirect_lpvs

cvars.volume_fog_force_indirect_lpvs: convar_t

Force use of LPVs for indirect lighting in fog


lb_barnlight_shadowmap_scale

cvars.lb_barnlight_shadowmap_scale: convar_t

Scale for computed barnlight shadowmap size


lb_barnlight_shadow_use_precomputed_vis

cvars.lb_barnlight_shadow_use_precomputed_vis: convar_t


lb_shadow_map_culling

cvars.lb_shadow_map_culling: convar_t


lb_shadow_map_cull_empty_mixed

cvars.lb_shadow_map_cull_empty_mixed: convar_t

Don't render shadows for mixed shadowmaps with no dynamics objects in view


lb_allow_time_sliced_shadow_map_rendering

cvars.lb_allow_time_sliced_shadow_map_rendering: convar_t

Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi


lb_convert_to_barn_lights_falloff_match_point

cvars.lb_convert_to_barn_lights_falloff_match_point: convar_t


lb_cubemap_normalization_max

cvars.lb_cubemap_normalization_max: convar_t


lb_cubemap_normalization_roughness_begin

cvars.lb_cubemap_normalization_roughness_begin: convar_t


lb_override_barn_light_fade_sizes_enable

cvars.lb_override_barn_light_fade_sizes_enable: convar_t


lb_override_barn_light_fade_sizes

cvars.lb_override_barn_light_fade_sizes: convar_t


lb_override_barn_light_shadow_fade_sizes

cvars.lb_override_barn_light_shadow_fade_sizes: convar_t


r_directional_lightmaps

cvars.r_directional_lightmaps: convar_t


sparseshadowtree_cs_debug_colors

cvars.sparseshadowtree_cs_debug_colors: convar_t

Output debug colors for SST CS.


r_pixelvisibility_partial

cvars.r_pixelvisibility_partial: convar_t


r_dopixelvisibility

cvars.r_dopixelvisibility: convar_t


r_pixelvisibility_spew

cvars.r_pixelvisibility_spew: convar_t


r_drawpixelvisibility

cvars.r_drawpixelvisibility: convar_t

Show the occlusion proxies


sc_rendergraph_debug_visualizer

cvars.sc_rendergraph_debug_visualizer: convar_t

SceneSystem/RenderGraph Visualizer


r_render_to_cubemap_debug

cvars.r_render_to_cubemap_debug: convar_t


r_draw_overlays

cvars.r_draw_overlays: convar_t


sc_use_clear_subrect

cvars.sc_use_clear_subrect: convar_t


sc_enable_discard

cvars.sc_enable_discard: convar_t


sc_disable_spotlight_shadows

cvars.sc_disable_spotlight_shadows: convar_t


sc_shadow_depth_bias_state_override

cvars.sc_shadow_depth_bias_state_override: convar_t


sc_shadow_depth_bias

cvars.sc_shadow_depth_bias: convar_t


sc_shadow_slopescale_depth_bias

cvars.sc_shadow_slopescale_depth_bias: convar_t


sc_shadow_depth_bias_clamp

cvars.sc_shadow_depth_bias_clamp: convar_t


sc_barnlight_enable_precomputed_vis

cvars.sc_barnlight_enable_precomputed_vis: convar_t

Enable use of precomputed vis membership for lights (requires map restart)


r_light_probe_volume_debug_grid_prim

cvars.r_light_probe_volume_debug_grid_prim: convar_t

0: spheres, 1: cubes


r_light_probe_volume_debug_grid_samplesize

cvars.r_light_probe_volume_debug_grid_samplesize: convar_t

sphere radius (world) for LPV debug grid


r_light_probe_volume_debug_grid_roughness

cvars.r_light_probe_volume_debug_grid_roughness: convar_t

roughness for LPV debug grid


r_light_probe_volume_debug_grid_metalness

cvars.r_light_probe_volume_debug_grid_metalness: convar_t

metalness for LPV debug grid


r_light_probe_volume_debug_grid_albedo

cvars.r_light_probe_volume_debug_grid_albedo: convar_t

albedo for LPV debug grid


rtx_dynamic_blas

cvars.rtx_dynamic_blas: convar_t

Allow dynamic BLAS creation for geometry going through the compute shader skinning path.


rtx_force_default_hitgroup

cvars.rtx_force_default_hitgroup: convar_t

Forces all ray traced geometry to use default hit shaders instead of specialized ones.


csm_split_log_scalar

cvars.csm_split_log_scalar: convar_t


csm_sst_shadow_focus_region_minz

cvars.csm_sst_shadow_focus_region_minz: convar_t


csm_sst_shadow_focus_region_maxz

cvars.csm_sst_shadow_focus_region_maxz: convar_t


csm_shadow_worldview_align_x_to_u

cvars.csm_shadow_worldview_align_x_to_u: convar_t


csm_shadow_worldview_shear_align_z_to_v

cvars.csm_shadow_worldview_shear_align_z_to_v: convar_t


csm_res_override_0

cvars.csm_res_override_0: convar_t


csm_res_override_1

cvars.csm_res_override_1: convar_t


csm_res_override_2

cvars.csm_res_override_2: convar_t


csm_res_override_3

cvars.csm_res_override_3: convar_t


csm_bias_override_0

cvars.csm_bias_override_0: convar_t


csm_bias_override_1

cvars.csm_bias_override_1: convar_t


csm_bias_override_2

cvars.csm_bias_override_2: convar_t


csm_bias_override_3

cvars.csm_bias_override_3: convar_t


csm_max_num_cascades_override

cvars.csm_max_num_cascades_override: convar_t

Number of cascades in sunlight shadow


csm_max_shadow_dist_override

cvars.csm_max_shadow_dist_override: convar_t


csm_viewmodel_shadows

cvars.csm_viewmodel_shadows: convar_t


csm_viewmodel_max_shadow_dist

cvars.csm_viewmodel_max_shadow_dist: convar_t


csm_viewmodel_nearz

cvars.csm_viewmodel_nearz: convar_t


csm_viewmodel_farz

cvars.csm_viewmodel_farz: convar_t


csm_viewmodel_max_visible_dist

cvars.csm_viewmodel_max_visible_dist: convar_t


csm_max_visible_dist

cvars.csm_max_visible_dist: convar_t


csm_max_dist_between_caster_and_receiver

cvars.csm_max_dist_between_caster_and_receiver: convar_t

default pushback


csm_sst_max_visible_dist

cvars.csm_sst_max_visible_dist: convar_t


csm_sst_pushback_distance

cvars.csm_sst_pushback_distance: convar_t

default pushback


csm_viewdir_shadow_bias

cvars.csm_viewdir_shadow_bias: convar_t


csm_cascade_viewdir_shadow_bias_scale

cvars.csm_cascade_viewdir_shadow_bias_scale: convar_t


csm_cascade0_override_dist

cvars.csm_cascade0_override_dist: convar_t


csm_cascade1_override_dist

cvars.csm_cascade1_override_dist: convar_t


csm_cascade2_override_dist

cvars.csm_cascade2_override_dist: convar_t


csm_cascade3_override_dist

cvars.csm_cascade3_override_dist: convar_t


r_stereo_multiview_instancing

cvars.r_stereo_multiview_instancing: convar_t

Use multiview instancing for stereo rendering.


sc_max_framebuffer_copies_per_layer

cvars.sc_max_framebuffer_copies_per_layer: convar_t


sc_queue_reflection_views_to_layers

cvars.sc_queue_reflection_views_to_layers: convar_t


sc_force_single_display_list_per_layer

cvars.sc_force_single_display_list_per_layer: convar_t


sc_no_cull

cvars.sc_no_cull: convar_t


sc_no_vis

cvars.sc_no_vis: convar_t


sc_bounds_group_cull

cvars.sc_bounds_group_cull: convar_t


sc_disable_culling_boxes

cvars.sc_disable_culling_boxes: convar_t


sc_allow_dithered_lod

cvars.sc_allow_dithered_lod: convar_t

Allow use of dithered lod transitions


sc_dithered_lod_transition_amt

cvars.sc_dithered_lod_transition_amt: convar_t

Percentage of the transition between two lods we will apply a dither


sc_layer_batch_threshold

cvars.sc_layer_batch_threshold: convar_t


sc_layer_batch_threshold_fullsort

cvars.sc_layer_batch_threshold_fullsort: convar_t


sc_disable_shadow_materials

cvars.sc_disable_shadow_materials: convar_t


sc_disable_shadow_fastpath

cvars.sc_disable_shadow_fastpath: convar_t


sc_screen_size_lod_scale_override

cvars.sc_screen_size_lod_scale_override: convar_t


sc_extended_stats

cvars.sc_extended_stats: convar_t


sc_show_view_profiler

cvars.sc_show_view_profiler: convar_t

SceneSystem/View Profiler


sc_hdr_enabled_override

cvars.sc_hdr_enabled_override: convar_t

Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110


sc_show_cs_skinning_stats

cvars.sc_show_cs_skinning_stats: convar_t

SceneSystem/Compute Skinning Stats


r_smooth_morph_normals

cvars.r_smooth_morph_normals: convar_t


sc_force_translation_in_projection

cvars.sc_force_translation_in_projection: convar_t

If enabled, the camera's translation will be included in the projection matrix.


sc_dump_lists

cvars.sc_dump_lists: convar_t


sc_disable_baked_lighting

cvars.sc_disable_baked_lighting: convar_t


sc_check_world

cvars.sc_check_world: convar_t


sc_fade_distance_scale_override

cvars.sc_fade_distance_scale_override: convar_t


r_fallback_texture_lod_scale

cvars.r_fallback_texture_lod_scale: convar_t

Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure


r_texture_lod_scale

cvars.r_texture_lod_scale: convar_t

Scale factor for requested texture size (texture streaming)


sc_force_lod_level

cvars.sc_force_lod_level: convar_t


sc_reject_all_objects

cvars.sc_reject_all_objects: convar_t


sc_skip_traversal

cvars.sc_skip_traversal: convar_t


sc_disable_procedural_layer_rendering

cvars.sc_disable_procedural_layer_rendering: convar_t


sc_only_render_shadowcasters

cvars.sc_only_render_shadowcasters: convar_t


sc_only_render_opaque

cvars.sc_only_render_opaque: convar_t


sc_throw_away_all_layers

cvars.sc_throw_away_all_layers: convar_t


sc_show_gpu_profiler

cvars.sc_show_gpu_profiler: convar_t

SceneSystem/GPU Profiler


sc_show_texture_visualizer

cvars.sc_show_texture_visualizer: convar_t

SceneSystem/Texture Visualizer


sc_draw_aggregate_meshes

cvars.sc_draw_aggregate_meshes: convar_t

SceneSystem/Aggregates/Draw Aggregates


sc_aggregate_gpu_culling

cvars.sc_aggregate_gpu_culling: convar_t

Toggles GPU culling of aggregate meshes


sc_aggregate_gpu_occlusion_culling

cvars.sc_aggregate_gpu_occlusion_culling: convar_t


sc_aggregate_gpu_vis_culling

cvars.sc_aggregate_gpu_vis_culling: convar_t


sc_aggregate_gpu_culling_show_culled

cvars.sc_aggregate_gpu_culling_show_culled: convar_t

SceneSystem/Aggregates/Show GPU Culled Meshes


sc_aggregate_gpu_culling_conservative_bounds

cvars.sc_aggregate_gpu_culling_conservative_bounds: convar_t


sc_aggregate_show_outside_vis

cvars.sc_aggregate_show_outside_vis: convar_t


sc_aggregate_fragment_merging

cvars.sc_aggregate_fragment_merging: convar_t


sc_aggregate_indirect_draw_compaction

cvars.sc_aggregate_indirect_draw_compaction: convar_t

Use multidrawindirect...count if the driver/hardware supports it


sc_aggregate_indirect_draw_compaction_threshold

cvars.sc_aggregate_indirect_draw_compaction_threshold: convar_t

Threshold of indirect draws when we will do compaction


sc_aggregate_debug_draw_meshlets

cvars.sc_aggregate_debug_draw_meshlets: convar_t

SceneSystem/Aggregates/Visualize Meshlets


sc_aggregate_material_solo

cvars.sc_aggregate_material_solo: convar_t


r_aoproxy_min_dist

cvars.r_aoproxy_min_dist: convar_t


r_aoproxy_min_dist_box

cvars.r_aoproxy_min_dist_box: convar_t


r_aoproxy_cull_dist

cvars.r_aoproxy_cull_dist: convar_t

Distance to cull the AO proxy as a factor of size


r_morphing_enabled

cvars.r_morphing_enabled: convar_t


r_skinning_enabled

cvars.r_skinning_enabled: convar_t


sc_clutter_draw

cvars.sc_clutter_draw: convar_t

SceneSystem/Aggregates/Draw Aggregates


sc_clutter_density_full_size

cvars.sc_clutter_density_full_size: convar_t

Screen-size where clutter will be full density


sc_clutter_density_none_size

cvars.sc_clutter_density_none_size: convar_t

Screen-size where clutter will be gone


sc_instanced_mesh_enable

cvars.sc_instanced_mesh_enable: convar_t

Toggles rendering instanced meshes


sc_instanced_mesh_gpu_culling

cvars.sc_instanced_mesh_gpu_culling: convar_t

Toggles GPU culling of instanced meshes


sc_instanced_mesh_gpu_occlusion_culling

cvars.sc_instanced_mesh_gpu_occlusion_culling: convar_t

Toggles GPU occlusion of instanced meshes


sc_instanced_mesh_gpu_vis_culling

cvars.sc_instanced_mesh_gpu_vis_culling: convar_t

Toggles GPU vis of instanced meshes


sc_instanced_mesh_motion_vectors

cvars.sc_instanced_mesh_motion_vectors: convar_t

Toggles motion vector support for instanced meshes


sc_instanced_mesh_lod_bias

cvars.sc_instanced_mesh_lod_bias: convar_t

Bias for LOD selection of instanced meshes


sc_instanced_mesh_lod_bias_shadow

cvars.sc_instanced_mesh_lod_bias_shadow: convar_t

Bias for LOD selection of instanced meshes in shadowmaps


sc_instanced_mesh_size_cull_bias

cvars.sc_instanced_mesh_size_cull_bias: convar_t

Bias for size culling of instanced meshes


sc_instanced_mesh_size_cull_bias_shadow

cvars.sc_instanced_mesh_size_cull_bias_shadow: convar_t

Bias for size culling instanced meshes in shadowmaps


sc_instanced_mesh_solo

cvars.sc_instanced_mesh_solo: convar_t


sc_instanced_material_solo

cvars.sc_instanced_material_solo: convar_t


sc_allow_dynamic_constant_batching

cvars.sc_allow_dynamic_constant_batching: convar_t


sc_visualize_sceneobjects

cvars.sc_visualize_sceneobjects: convar_t

1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding, 7 == instancing


sc_visualize_batches

cvars.sc_visualize_batches: convar_t

color per batch


sc_mesh_backface_culling

cvars.sc_mesh_backface_culling: convar_t


sc_allow_write_depth_before_blend

cvars.sc_allow_write_depth_before_blend: convar_t


sc_force_materials_batchable

cvars.sc_force_materials_batchable: convar_t


sc_disable_world_materials

cvars.sc_disable_world_materials: convar_t


fog_override

cvars.fog_override: convar_t

Overrides the map's fog settings (-1 populates fog_ vars with map's values)


fog_color

cvars.fog_color: convar_t


fog_hdrcolorscale

cvars.fog_hdrcolorscale: convar_t


r_light_probe_volume_debug_colors

cvars.r_light_probe_volume_debug_colors: convar_t


r_cubemap_debug_colors

cvars.r_cubemap_debug_colors: convar_t


r_light_probe_volume_debug_grid

cvars.r_light_probe_volume_debug_grid: convar_t

Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all


r_light_probe_volume_debug_grid_bbox

cvars.r_light_probe_volume_debug_grid_bbox: convar_t

Show LPV bounding box when debug grid is on, 0: off, 1: on


sc_cache_envmap_lpv_lookup

cvars.sc_cache_envmap_lpv_lookup: convar_t


lb_enable_lights

cvars.lb_enable_lights: convar_t

SceneSystem/LightBinner/Enable Lights


lb_enable_envmaps

cvars.lb_enable_envmaps: convar_t

SceneSystem/LightBinner/Enable EnvMaps


lb_use_illumination_silhouette

cvars.lb_use_illumination_silhouette: convar_t

SceneSystem/LightBinner/Use Illumination Bounds


lb_use_ellipsoid_bounds

cvars.lb_use_ellipsoid_bounds: convar_t


lb_debug_silhouette

cvars.lb_debug_silhouette: convar_t

SceneSystem/LightBinner/Debug Silhouettes


lb_debug_tiles

cvars.lb_debug_tiles: convar_t

SceneSystem/LightBinner/Debug Tiles


lb_debug_visualize_shadowed_lights

cvars.lb_debug_visualize_shadowed_lights: convar_t

SceneSystem/LightBinner/Debug Visualize Shadowed Lights


lb_debug_light_bounds

cvars.lb_debug_light_bounds: convar_t

SceneSystem/LightBinner/Debug Light Bounds


lb_debug_shadow_atlas

cvars.lb_debug_shadow_atlas: convar_t

SceneSystem/LightBinner/Debug Shadow Atlas


lb_debug_shadowtile_atlas

cvars.lb_debug_shadowtile_atlas: convar_t

SceneSystem/LightBinner/Debug ShadowTile Atlas


lb_allow_shadow_rotation

cvars.lb_allow_shadow_rotation: convar_t

SceneSystem/LightBinner/Shadow Rotation


lb_enable_stationary_lights

cvars.lb_enable_stationary_lights: convar_t

Allows rendering stationary/mixed lights


lb_enable_dynamic_lights

cvars.lb_enable_dynamic_lights: convar_t

Allows rendering dynamic lights


lb_enable_shadow_casting

cvars.lb_enable_shadow_casting: convar_t

Allow stationary/dynamic lights to cast shadows.


lb_enable_baked_shadows

cvars.lb_enable_baked_shadows: convar_t

SceneSystem/LightBinner/Enable Baked Shadows


lb_mixed_shadows

cvars.lb_mixed_shadows: convar_t

SceneSystem/LightBinner/Enable Mixed Shadows


lb_enable_fog_mixed_shadows

cvars.lb_enable_fog_mixed_shadows: convar_t

SceneSystem/LightBinner/Enable Fog Mixed Shadows


lb_enable_binning

cvars.lb_enable_binning: convar_t

SceneSystem/LightBinner/Enable Binning


lb_tile_pixels

cvars.lb_tile_pixels: convar_t


lb_bin_slices

cvars.lb_bin_slices: convar_t


lb_shadow_texture_width_override

cvars.lb_shadow_texture_width_override: convar_t

Override width of shadow atlas texture


lb_shadow_texture_height_override

cvars.lb_shadow_texture_height_override: convar_t

Override height of shadow atlas texture


lb_csm_cascade_size_override

cvars.lb_csm_cascade_size_override: convar_t

Override width/height of individual cascades in the CSM


lb_csm_receiver_plane_depth_bias

cvars.lb_csm_receiver_plane_depth_bias: convar_t

Shader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0)


lb_csm_receiver_plane_depth_bias_transmissive_backface

cvars.lb_csm_receiver_plane_depth_bias_transmissive_backface: convar_t

Depth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0)


lb_csm_draw_alpha_tested

cvars.lb_csm_draw_alpha_tested: convar_t


lb_csm_draw_translucent

cvars.lb_csm_draw_translucent: convar_t


lb_csm_fov_override

cvars.lb_csm_fov_override: convar_t


lb_csm_cross_fade_override

cvars.lb_csm_cross_fade_override: convar_t

Override CSM cross fade amount


lb_csm_distance_fade_override

cvars.lb_csm_distance_fade_override: convar_t

Override CSM distance fade


lb_csm_override_staticgeo_cascades

cvars.lb_csm_override_staticgeo_cascades: convar_t

Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value


lb_csm_override_staticgeo_cascades_value

cvars.lb_csm_override_staticgeo_cascades_value: convar_t

If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects


lb_sun_csm_size_cull_threshold_texels

cvars.lb_sun_csm_size_cull_threshold_texels: convar_t

Size, in texels, where we will cull an object in the shadowmap


lb_csm_override_bulb_radius

cvars.lb_csm_override_bulb_radius: convar_t

Override bulb radius for CSM


lb_dynamic_shadow_penumbra

cvars.lb_dynamic_shadow_penumbra: convar_t

Adjust shadow penumbra based on light size


lb_dynamic_shadow_resolution

cvars.lb_dynamic_shadow_resolution: convar_t

Dynamically adjust shadow resolution


lb_dynamic_shadow_resolution_base

cvars.lb_dynamic_shadow_resolution_base: convar_t

Base resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light


lb_dynamic_shadow_resolution_quantization

cvars.lb_dynamic_shadow_resolution_quantization: convar_t

Quantization of dynamically computed shadow size


lb_dynamic_shadow_resolution_hysteresis

cvars.lb_dynamic_shadow_resolution_hysteresis: convar_t

Update hysteresis for shadow size


lb_dynamic_shadow_resolution_delay

cvars.lb_dynamic_shadow_resolution_delay: convar_t

Update delay for shadow size


lb_timesliced_shadows_dynamic_size

cvars.lb_timesliced_shadows_dynamic_size: convar_t


lb_enable_sunlight

cvars.lb_enable_sunlight: convar_t

SceneSystem/LightBinner/Enable Sunlight


lb_low_quality_shader_fade_region_rescale

cvars.lb_low_quality_shader_fade_region_rescale: convar_t

For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.


lb_max_visible_envmaps_override

cvars.lb_max_visible_envmaps_override: convar_t

Override maximum visible envmaps


lb_max_visible_barn_lights_override

cvars.lb_max_visible_barn_lights_override: convar_t

Override maximum visible barn lights


r_grass_vertex_lighting

cvars.r_grass_vertex_lighting: convar_t


r_grass_alpha_test

cvars.r_grass_alpha_test: convar_t


r_grass_start_fade

cvars.r_grass_start_fade: convar_t


r_grass_end_fade

cvars.r_grass_end_fade: convar_t


r_grass_density_mode

cvars.r_grass_density_mode: convar_t

0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 1


r_grass_quality

cvars.r_grass_quality: convar_t

0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra


r_grass_max_brightness_change

cvars.r_grass_max_brightness_change: convar_t


r_grass_allow_flattening

cvars.r_grass_allow_flattening: convar_t


r_grass_parallel_load

cvars.r_grass_parallel_load: convar_t


r_render_world_node_bounds

cvars.r_render_world_node_bounds: convar_t

Render world node bounds


r_lightmap_size

cvars.r_lightmap_size: convar_t

Maximum lightmap resolution.


r_lightmap_size_directional_irradiance

cvars.r_lightmap_size_directional_irradiance: convar_t

Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size


r_lightmap_set

cvars.r_lightmap_set: convar_t

Lightmap set to use, only works on map load


sc_allow_precomputed_vismembers

cvars.sc_allow_precomputed_vismembers: convar_t


r_drawworld

cvars.r_drawworld: convar_t

Render the world.


r_world_wind_strength

cvars.r_world_wind_strength: convar_t


r_world_wind_offset_speed

cvars.r_world_wind_offset_speed: convar_t


r_world_wind_frequency_grass

cvars.r_world_wind_frequency_grass: convar_t


r_world_wind_frequency_trees

cvars.r_world_wind_frequency_trees: convar_t


r_world_wind_dir

cvars.r_world_wind_dir: convar_t


r_world_wind_smooth_time

cvars.r_world_wind_smooth_time: convar_t


r_world_frame_load_threshold_ms

cvars.r_world_frame_load_threshold_ms: convar_t


v8_jitless

cvars.v8_jitless: convar_t

Disable runtime allocation of executable memory for V8.


v8_stack_size

cvars.v8_stack_size: convar_t

Default size of stack region v8 is allowed to use (in kBytes)


v8_maximum_heap_size_mb

cvars.v8_maximum_heap_size_mb: convar_t

Hard limit for the v8 heap size (in mBytes)


pulse_save_execution_history

cvars.pulse_save_execution_history: convar_t

Keep a history of all instructions run on a per graph basis.


pulse_save_execution_history_limit

cvars.pulse_save_execution_history_limit: convar_t

Keep a history of all instructions run on a per graph basis.


r_particle_max_detail_level

cvars.r_particle_max_detail_level: convar_t

The maximum detail level of particle to create


particle_debug_creation_filter

cvars.particle_debug_creation_filter: convar_t


cl_max_particle_pvs_aabb_edge_length

cvars.cl_max_particle_pvs_aabb_edge_length: convar_t


r_drawparticles

cvars.r_drawparticles: convar_t

Enable/disable particle rendering


r_draw_particle_children_with_parents

cvars.r_draw_particle_children_with_parents: convar_t

Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)


r_particle_debug_filter

cvars.r_particle_debug_filter: convar_t

Limit debug visualizations to substring match of effect name


r_particle_debug_randomseeds

cvars.r_particle_debug_randomseeds: convar_t

Use random seeds in debug


r_particle_fixedrandomseeds

cvars.r_particle_fixedrandomseeds: convar_t

Use fixed seeds for easier debugging


r_particle_max_size_cull

cvars.r_particle_max_size_cull: convar_t

Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.


r_particle_render_test

cvars.r_particle_render_test: convar_t

render particles 100 times and show perf


r_particle_render_refreshes_sleep_timer

cvars.r_particle_render_refreshes_sleep_timer: convar_t

Disable to get a better look at what's happening offscreen


particles_multiplier

cvars.particles_multiplier: convar_t

Multiply # of rendered particles by this for perf testing


r_particle_warn_threshold_ms

cvars.r_particle_warn_threshold_ms: convar_t

Threshold to warn about when rendering particles.


r_particle_min_timestep

cvars.r_particle_min_timestep: convar_t

A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.


r_particle_newinput

cvars.r_particle_newinput: convar_t

Enable input path in particle ops


particle_snapshot_allow_combined_models

cvars.particle_snapshot_allow_combined_models: convar_t


r_particle_max_draw_distance

cvars.r_particle_max_draw_distance: convar_t

The maximum distance that particles will render


particle_layer_id_whitelist

cvars.particle_layer_id_whitelist: convar_t


cl_particle_batch_mode

cvars.cl_particle_batch_mode: convar_t


cl_particle_fallback_multiplier

cvars.cl_particle_fallback_multiplier: convar_t

Multiplier for falling back to cheaper effects under load.


cl_particle_fallback_base

cvars.cl_particle_fallback_base: convar_t

Base for falling back to cheaper effects under load.


cl_particle_retire_cost

cvars.cl_particle_retire_cost: convar_t


cl_particle_simulate

cvars.cl_particle_simulate: convar_t

Enables/Disables Particle Simulation


cl_particle_max_count

cvars.cl_particle_max_count: convar_t


cl_aggregate_particles

cvars.cl_aggregate_particles: convar_t


r_freezeparticles

cvars.r_freezeparticles: convar_t

Pause particle simulation


r_threaded_particles

cvars.r_threaded_particles: convar_t


r_limit_particle_job_duration

cvars.r_limit_particle_job_duration: convar_t


r_particle_timescale

cvars.r_particle_timescale: convar_t


r_particle_debug_force_simulation

cvars.r_particle_debug_force_simulation: convar_t

-1 for all asleep, 1 for all awake


cl_particle_log_creates

cvars.cl_particle_log_creates: convar_t

Print debug message every time a particle collection is created


cl_particle_sim_fallback_threshold_ms

cvars.cl_particle_sim_fallback_threshold_ms: convar_t

Amount of simulation time that can elapse before new systems start falling back to cheaper versions


cl_particle_sim_fallback_base_multiplier

cvars.cl_particle_sim_fallback_base_multiplier: convar_t

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.


r_particle_cables_cast_shadows

cvars.r_particle_cables_cast_shadows: convar_t


particle_powsimd_random_range_exp

cvars.particle_powsimd_random_range_exp: convar_t


r_particle_max_texture_layers

cvars.r_particle_max_texture_layers: convar_t


r_particle_gpu_implicit

cvars.r_particle_gpu_implicit: convar_t


r_particle_gpu_implicit_debug_bricks

cvars.r_particle_gpu_implicit_debug_bricks: convar_t


r_particle_gpu_implicit_debug_wireframe

cvars.r_particle_gpu_implicit_debug_wireframe: convar_t


r_particle_gpu_implicit_debug_stats

cvars.r_particle_gpu_implicit_debug_stats: convar_t


r_particle_gpu_implicit_lds_cache

cvars.r_particle_gpu_implicit_lds_cache: convar_t


r_particle_model_per_thread_count

cvars.r_particle_model_per_thread_count: convar_t


r_particle_model_old

cvars.r_particle_model_old: convar_t


r_physics_particle_op_spawn_scale

cvars.r_physics_particle_op_spawn_scale: convar_t


r_particle_mixed_resolution_viewstart

cvars.r_particle_mixed_resolution_viewstart: convar_t


r_particle_enable_fastpath

cvars.r_particle_enable_fastpath: convar_t


r_particle_force_material_binds

cvars.r_particle_force_material_binds: convar_t


panorama_debugger_theme

cvars.panorama_debugger_theme: convar_t


panorama_label_wrap_before_shrink

cvars.panorama_label_wrap_before_shrink: convar_t

Should labels try to wrap text before using text-overflow: shrink


panorama_debug_movies

cvars.panorama_debug_movies: convar_t


panorama_movie_async_load_size_bytes

cvars.panorama_movie_async_load_size_bytes: convar_t


panorama_movie_force_not_ready_behavior

cvars.panorama_movie_force_not_ready_behavior: convar_t


panorama_console_position_and_size

cvars.panorama_console_position_and_size: convar_t


panorama_console_max_history

cvars.panorama_console_max_history: convar_t


panorama_console_max_autocomplete

cvars.panorama_console_max_autocomplete: convar_t


panorama_console_max_lines

cvars.panorama_console_max_lines: convar_t


panorama_dragscroll_minflickvelocity

cvars.panorama_dragscroll_minflickvelocity: convar_t

Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick


panorama_dragscroll_maxflickvelocity

cvars.panorama_dragscroll_maxflickvelocity: convar_t

Maximum velocity for a drag scroll flick


panorama_daisy_wheel

cvars.panorama_daisy_wheel: convar_t

Daisy wheel input mode: RS | ABXY


cvars.nav_smooth_relax_use_timesteps: convar_t


cvars.nav_curve_iter: convar_t


cvars.nav_curve_step: convar_t


cvars.nav_curve_max_step: convar_t


cvars.nav_curve_set: convar_t


cvars.nav_curve_lock: convar_t


cvars.nav_curve_alt: convar_t


cvars.nav_find_occluded_node_nozup_use_raycast: convar_t


cvars.navspace_debug_pathfind: convar_t


cvars.navspace_debug_stringpull: convar_t


cvars.navspace_debug_transition_calc: convar_t


cvars.navspace_path_use_water_level_locator: convar_t


population_distribution_debug

cvars.population_distribution_debug: convar_t


cvars.nav_bfs_debug: convar_t


cvars.navspace_debug_trace: convar_t


cvars.navspace_create_water_transition_connections: convar_t


cvars.navspace_create_water_smooth_connections: convar_t


cvars.navspace_draw_water_changes: convar_t

Draw changes in water volumes


npcsolve_path_lookahead_const

cvars.npcsolve_path_lookahead_const: convar_t


npcsolve_path_lookahead_dist

cvars.npcsolve_path_lookahead_dist: convar_t


npcsolve_path_close_const

cvars.npcsolve_path_close_const: convar_t


npcsolve_path_close_max_tension

cvars.npcsolve_path_close_max_tension: convar_t


npcsolve_path_vel_const

cvars.npcsolve_path_vel_const: convar_t


npcsolve_attract_draw

cvars.npcsolve_attract_draw: convar_t


npcsolve_drag_linear

cvars.npcsolve_drag_linear: convar_t


npcsolve_constraint_npc

cvars.npcsolve_constraint_npc: convar_t


npcsolve_constraint_nav

cvars.npcsolve_constraint_nav: convar_t


npcsolve_separation

cvars.npcsolve_separation: convar_t


npcsolve_separation_const

cvars.npcsolve_separation_const: convar_t


npcsolve_separation_dist

cvars.npcsolve_separation_dist: convar_t


npcsolve_separation_r2

cvars.npcsolve_separation_r2: convar_t


npcsolve_separation_jitter

cvars.npcsolve_separation_jitter: convar_t


npcsolve_separation_draw

cvars.npcsolve_separation_draw: convar_t


npcsolve_forward

cvars.npcsolve_forward: convar_t


npcsolve_forward_const

cvars.npcsolve_forward_const: convar_t


npcsolve_forward_dist

cvars.npcsolve_forward_dist: convar_t


npcsolve_forward_margin

cvars.npcsolve_forward_margin: convar_t


fire_extinguishes_under_water

cvars.fire_extinguishes_under_water: convar_t


cvars.nav_pathfind_debug_log: convar_t


cvars.nav_pathfind_draw: convar_t


cvars.nav_pathfind_draw_blocked: convar_t


cvars.nav_pathfind_draw_fail: convar_t


cvars.nav_pathfind_draw_costs: convar_t


cvars.nav_pathfind_draw_total_costs: convar_t


cvars.nav_pathfind_inadmissable_heuristic_factor: convar_t


cvars.nav_pathfind_multithread: convar_t


cvars.nav_volume_debug: convar_t

Draw or print debug information about nav volume queries.


cojob_max_no_yield_time_us

cvars.cojob_max_no_yield_time_us: convar_t

Will spew if a job takes longer than the specified number of microseconds


cojob_lock_hold_warning_threshold_ms

cvars.cojob_lock_hold_warning_threshold_ms: convar_t

How long in milliseconds before we warn about lock hold duration


cvars.nav_test_bfs_lattice_simple: convar_t


cvars.nav_test_bfs_lattice_hex: convar_t

Demonstrates searching hexagonal lattice over nav mesh.


cvars.nav_test_detour: convar_t


cvars.nav_test_smooth: convar_t


cvars.nav_test_smooth_in_yaw: convar_t


cvars.nav_test_smooth_in_speed: convar_t


cvars.nav_test_smooth_path_speed: convar_t


cvars.nav_test_smooth_separating_dist: convar_t


cvars.nav_test_smooth_spring_const: convar_t


cvars.nav_test_smooth_spring_tension_max: convar_t


cvars.nav_test_smooth_extern_push: convar_t


cvars.nav_test_find_nearest: convar_t

Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.


cvars.nav_test_find_nearest_clear: convar_t

Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.


cvars.nav_test_find_z: convar_t


cvars.nav_test_multi_connection: convar_t


cvars.nav_test_split_obstacle: convar_t


cvars.nav_test_split_obstacle_size: convar_t


cvars.nav_test_split_obstacle_update_pos: convar_t


cvars.nav_test_split_obstacle_dirty: convar_t


cvars.nav_test_split_obstacle_leave: convar_t


cvars.nav_test_find_random_connected: convar_t

Demonstrates finding random points that are connected in the nav mesh to the start point.


cvars.nav_test_find_random_connected_dist_min: convar_t


cvars.nav_test_find_random_connected_dist_max: convar_t


cvars.nav_test_genrt: convar_t


cvars.nav_test_genrt_place: convar_t


cvars.nav_test_spline: convar_t


cvars.nav_test_curve_opt: convar_t


cvars.nav_test_force_npc_repath: convar_t


cvars.nav_test_npc_collision: convar_t


cvars.nav_test_npc_collision_range: convar_t


cvars.nav_test_npc_collision_show_geometry: convar_t


cvars.nav_test_npc_area: convar_t


cvars.nav_test_area_gravity: convar_t


cvars.nav_test_getnearestnav_gravity: convar_t


cvars.nav_test_getareaoverlapping_gravity: convar_t


cvars.nav_test_pos_name: convar_t


cvars.nav_test_pos_place: convar_t


cvars.nav_flow_map_enabled: convar_t


sv_no_navmesh

cvars.sv_no_navmesh: convar_t

Block loading of the navmesh. Unplayable, only used for memory sampling.


cvars.nav_genrt_no_split: convar_t


cvars.nav_genrt_no_splice: convar_t


cvars.nav_genrt_step: convar_t


cvars.nav_genrt_debug: convar_t


cvars.nav_obstacle_validate: convar_t


cvars.nav_obstruction_draw: convar_t


cvars.nav_obstruction_draw_dist: convar_t


cvars.nav_obstruction_draw_island: convar_t


cvars.nav_obstruction_draw_island_hull: convar_t


cvars.nav_obstruction_draw_movefail_blocking: convar_t


cvars.nav_debug_blocked: convar_t


cvars.nav_obstacle_genrt: convar_t


cvars.nav_obstruction_draw_change: convar_t


cvars.nav_avoid_obstacles: convar_t


cvars.nav_path_draw_arrow: convar_t


cvars.nav_path_draw_tick: convar_t


cvars.nav_path_draw_areas: convar_t


cvars.nav_path_draw_connected_areas: convar_t


cvars.nav_path_draw_ground_segments: convar_t


cvars.nav_path_draw_ladder_segments: convar_t


cvars.nav_path_draw_jump_segments: convar_t


cvars.nav_path_draw_climb_segments: convar_t


cvars.nav_path_draw_link_segments: convar_t


cvars.nav_path_debug_compute_with_open_goal: convar_t


cvars.nav_path_fixup_gap_segments: convar_t


cvars.nav_path_record_enable: convar_t


cvars.nav_path_record_draw_last_fail: convar_t


cvars.nav_path_optimize: convar_t


cvars.nav_path_optimize_portals: convar_t


cvars.nav_path_fixup_climb_up_segments: convar_t


cvars.nav_path_optimizer_debug: convar_t


cvars.nav_path_jump_process_debug: convar_t


cvars.nav_path_debug: convar_t


cvars.nav_smooth_enable: convar_t


cvars.nav_smooth_use_opt: convar_t


cvars.nav_smooth_constrain_results: convar_t


cvars.nav_smooth_constrain_results_relax: convar_t


cvars.nav_smooth_constrain_spring: convar_t


cvars.nav_smooth_constrain_spring_relax: convar_t


cvars.nav_smooth_draw_calc: convar_t


cvars.nav_smooth_draw_boundary: convar_t


cvars.nav_smooth_draw_constraint_spline: convar_t


cvars.nav_smooth_draw_constraint_spring: convar_t


cvars.nav_smooth_draw_speed: convar_t


cvars.nav_smooth_draw_accel: convar_t


cvars.nav_smooth_spring_enable: convar_t


cvars.nav_smooth_spring_const_override: convar_t


cvars.nav_smooth_spring_tension_max_override: convar_t


cvars.nav_smooth_spring_forward_dist_base: convar_t


cvars.nav_smooth_spring_forward_dist_time_limit: convar_t


cvars.nav_smooth_spring_factor_dist: convar_t


cvars.nav_smooth_spring_factor_deriv: convar_t


cvars.nav_smooth_spring_factor_speed: convar_t


cvars.nav_smooth_spring_max_dist: convar_t


cvars.nav_smooth_spring_timestep_min: convar_t


cvars.nav_smooth_spring_timestep_max: convar_t


cvars.nav_smooth_spring_timestep_factor_speed: convar_t


cvars.nav_smooth_spring_timestep_factor_accel: convar_t


cvars.nav_smooth_spring_yaw_rotation_speed: convar_t


cvars.nav_smooth_spring_yaw_threshold: convar_t


cvars.nav_smooth_relax: convar_t


snd_steamaudio_dynamicpathing_max_samples

cvars.snd_steamaudio_dynamicpathing_max_samples: convar_t


snd_steamaudio_pathing_enable_caching

cvars.snd_steamaudio_pathing_enable_caching: convar_t


snd_steamaudio_pathing_caching_threshold

cvars.snd_steamaudio_pathing_caching_threshold: convar_t


snd_new_visualize

cvars.snd_new_visualize: convar_t

Displays soundevent name played at it's 3d position


soundevent_check_networked_entity

cvars.soundevent_check_networked_entity: convar_t


snd_disable_radar_visualize

cvars.snd_disable_radar_visualize: convar_t


ai_debug_soundent

cvars.ai_debug_soundent: convar_t

Reports sounds being entered into the AI sound list. Set to 1 to see all sounds, set to 2 to only see DANGER sounds.


ai_debug_soundent_duration

cvars.ai_debug_soundent_duration: convar_t

Length of time to display ai_debug_soundent visual displays.


soundpatch_captionlength

cvars.soundpatch_captionlength: convar_t

How long looping soundpatch captions should display for.


phys_pushscale

cvars.phys_pushscale: convar_t


debug_takedamage_summaries

cvars.debug_takedamage_summaries: convar_t


tool_spawned_model_scales

cvars.tool_spawned_model_scales: convar_t


g_debug_transitions

cvars.g_debug_transitions: convar_t

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.


snd_sos_debug_trigger_opvar

cvars.snd_sos_debug_trigger_opvar: convar_t


teleport_trigger_debug

cvars.teleport_trigger_debug: convar_t


sv_debug_client_not_in_pvs

cvars.sv_debug_client_not_in_pvs: convar_t

If set, draw failed client PVS checks with red box


sv_strict_notarget

cvars.sv_strict_notarget: convar_t

If set, notarget will cause entities to never think they are in the pvs


voice_serverdebug

cvars.voice_serverdebug: convar_t


sv_alltalk

cvars.sv_alltalk: convar_t

Players can hear all other players' voice communication, no team restrictions


mp_tournament_whitelist

cvars.mp_tournament_whitelist: convar_t

Specifies the item whitelist file to use.


gc_secret_key

cvars.gc_secret_key: convar_t

Secret key for authenticating with the GC


cvars.nav_draw_area_filled: convar_t


cvars.nav_draw_area_ztest: convar_t


cvars.nav_draw_area_ids: convar_t


cvars.nav_draw_area_hull_support: convar_t


cvars.nav_draw_area_connections: convar_t


cvars.nav_draw_blocked: convar_t


cvars.nav_draw_blocked_connections: convar_t


cvars.nav_draw_connected_area_radius: convar_t


cvars.nav_draw_area_inset_margin: convar_t


cvars.nav_draw_area_should_be_destroyed: convar_t


cvars.nav_draw_area_split_by_obstacle_mgr: convar_t


cvars.nav_draw_area_split_by_nav_link_mgr: convar_t


cvars.nav_draw_externally_created: convar_t


cvars.nav_draw_area_normal: convar_t


cvars.nav_draw_area_ground: convar_t


cvars.nav_draw_area_gravity: convar_t


cvars.nav_edit: convar_t

Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.


cvars.nav_edit_validate: convar_t

Validate navmesh structures.


cvars.nav_space_select_dist: convar_t


cvars.nav_draw_mesh: convar_t


cvars.nav_draw_mesh_offset: convar_t

Vertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground


cvars.nav_draw_jump_links: convar_t


cvars.nav_draw_mesh_grid: convar_t

Draw the mesh's spatial grid structure around the edit cursor position.


cvars.nav_draw_markup: convar_t


cvars.nav_draw_space_swim: convar_t


cvars.nav_draw_space_fly: convar_t


cvars.nav_draw_space_radius: convar_t


cvars.nav_draw_space_neighbors: convar_t


cvars.nav_draw_space_portals: convar_t


cvars.nav_draw_space_cells: convar_t


cvars.nav_draw_space_scatter: convar_t


cvars.nav_draw_attribute_game: convar_t

Draw all nav areas with this game attribute


cvars.nav_draw_attribute_dynamic: convar_t

Draw all nav areas with this dynamic attribute


cvars.nav_draw_links: convar_t


cvars.nav_draw_link_alignment: convar_t


cvars.nav_draw_indirect_connections: convar_t


cvars.nav_show_area_info_font: convar_t


cvars.nav_show_area_info_font_size: convar_t


cvars.nav_show_area_info_font_voffset: convar_t


cvars.nav_show_area_connections: convar_t

Show connections to selected area when true


cvars.nav_show_area_verts: convar_t

Show area vertex positions


cvars.nav_show_area_water_info: convar_t


cvars.nav_select_hull: convar_t

Restrict area selection to areas that can support a hull of the given category


cvars.nav_select_allow_blocked: convar_t

When selecting an area under nav_edit, allow area marked as blocked.


cvars.nav_select_area_id: convar_t

Select nav area with matching ID.


cvars.nav_select_block_id: convar_t

Select nav space block with matching ID.


cvars.nav_draw_limit: convar_t

The maximum number of areas to draw in edit mode


cvars.nav_drag_selection_volume_zmax_offset: convar_t

The offset of the nav drag volume top from center


cvars.nav_drag_selection_volume_zmin_offset: convar_t

The offset of the nav drag volume bottom from center


cvars.nav_split_show_line: convar_t

Show the free split line.


cvars.nav_test_path: convar_t

Calculate and draw a path from player/camera position to the test position.


cvars.nav_test_path_space: convar_t

Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground


cvars.nav_test_path_space_fly: convar_t

Test flight paths


cvars.nav_test_path_space_swim: convar_t

Test swim paths


cvars.nav_test_path_lock_start: convar_t

Lock the pathfinding start to the current intersection point.


cvars.nav_test_path_lock_goal: convar_t

Lock the pathfinding goal to the current intersection point.


cvars.nav_test_path_opt: convar_t

Enable path optimization for nav_edit_path paths.


cvars.nav_test_path_opt_transitions: convar_t


cvars.nav_test_path_expansion_search: convar_t

Extend nav_test_path by doing an expansion search on that path. Convar value defines dist.


cvars.nav_test_path_move: convar_t


cvars.nav_test_path_return: convar_t

Calculate a return path from cursor position to the path calculated by nav_test_path.


cvars.nav_test_rays: convar_t


cvars.nav_test_ray_space: convar_t


cvars.nav_test_boundary_zone_circle: convar_t


cvars.nav_test_boundary_zone_sphere: convar_t


cvars.nav_test_boundary_zone_path: convar_t


cvars.nav_test_boundary_zone_rays: convar_t


cvars.nav_test_boundary_zone_rays_random: convar_t


cvars.nav_test_boundary_zone_rays_margin: convar_t


cvars.nav_test_boundary_zone_force: convar_t


cvars.nav_test_boundary_zone_grid_dim: convar_t


cvars.nav_test_bfs_lattice_dist_0: convar_t


cvars.nav_test_bfs_lattice_spacing_0: convar_t


cvars.nav_test_bfs_lattice_dist_1: convar_t


cvars.nav_test_bfs_lattice_spacing_1: convar_t


cvars.nav_test_bfs_lattice_dist_2: convar_t


cvars.nav_test_bfs_lattice_spacing_2: convar_t


cvars.nav_test_bfs_lattice_mark: convar_t


cvars.nav_test_bfs_simple: convar_t


sv_rollspeed

cvars.sv_rollspeed: convar_t


sv_rollangle

cvars.sv_rollangle: convar_t

Max view roll angle


sv_friction

cvars.sv_friction: convar_t

World friction.


sv_bounce

cvars.sv_bounce: convar_t

Bounce multiplier for when physically simulated objects collide with other objects.


sv_maxvelocity

cvars.sv_maxvelocity: convar_t

Maximum speed any ballistically moving object is allowed to attain per axis.


sv_stepsize

cvars.sv_stepsize: convar_t


sv_backspeed

cvars.sv_backspeed: convar_t

How much to slow down backwards motion


sv_waterdist

cvars.sv_waterdist: convar_t

Vertical view fixup when eyes are near water plane.


sv_mover_pogofrequency

cvars.sv_mover_pogofrequency: convar_t

The capsule pogo stick frequency [hz].


sv_mover_pogodampingratio

cvars.sv_mover_pogodampingratio: convar_t

The capsule pogo stick damping ratio [-]


sv_mover_maxslope

cvars.sv_mover_maxslope: convar_t

The maximum slope the player can overcome [-]


r_JeepViewDampenFreq

cvars.r_JeepViewDampenFreq: convar_t


r_JeepViewDampenDamp

cvars.r_JeepViewDampenDamp: convar_t


r_JeepViewZHeight

cvars.r_JeepViewZHeight: convar_t


r_AirboatViewDampenFreq

cvars.r_AirboatViewDampenFreq: convar_t


r_AirboatViewDampenDamp

cvars.r_AirboatViewDampenDamp: convar_t


r_AirboatViewZHeight

cvars.r_AirboatViewZHeight: convar_t


mp_restartgame

cvars.mp_restartgame: convar_t

If non-zero, game will restart in the specified number of seconds


sv_allchat

cvars.sv_allchat: convar_t

Players can receive all other players' text chat, no death restrictions


spec_replay_bot

cvars.spec_replay_bot: convar_t

Enable Spectator Hltv Replay when killed by bot


particle_test_file

cvars.particle_test_file: convar_t

Name of the particle system to dynamically spawn


particle_test_attach_mode

cvars.particle_test_attach_mode: convar_t

Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'


particle_test_attach_attachment

cvars.particle_test_attach_attachment: convar_t

Attachment index for attachment mode


g_debug_constraint_sounds

cvars.g_debug_constraint_sounds: convar_t

Enable debug printing about constraint sounds.


phys_use_block_solver

cvars.phys_use_block_solver: convar_t

Use block solving for constraint entities


phys_joint_teleport

cvars.phys_joint_teleport: convar_t

Teleport joint anchors if connected to world


phys_length_frequency

cvars.phys_length_frequency: convar_t

Spring stiffness for length constraint


phys_length_damping_ratio

cvars.phys_length_damping_ratio: convar_t

Spring damping ratio for length constraint


vehicle_debug_impact_damage

cvars.vehicle_debug_impact_damage: convar_t


crowbar_impact_damage_scale

cvars.crowbar_impact_damage_scale: convar_t


crowbar_impact_damage_mass

cvars.crowbar_impact_damage_mass: convar_t


ent_debug_draw_thinkers

cvars.ent_debug_draw_thinkers: convar_t


think_limit

cvars.think_limit: convar_t

Maximum think time in milliseconds, warning is printed if this is exceeded.


ragdoll_prop_sleepdisabletime

cvars.ragdoll_prop_sleepdisabletime: convar_t

Ragdoll is not allowed to physically sleep until this timer has elapsed.


ragdoll_prop_sleepaftertime

cvars.ragdoll_prop_sleepaftertime: convar_t

After this many seconds of being basically stationary, the ragdoll will go to sleep.


ragdoll_prop_settle

cvars.ragdoll_prop_settle: convar_t

Enable more aggressive ragdoll settling


ragdoll_visualize_creation_skeleton

cvars.ragdoll_visualize_creation_skeleton: convar_t


ragdoll_visualize_targetpose

cvars.ragdoll_visualize_targetpose: convar_t


ragdoll_validate_targetpose

cvars.ragdoll_validate_targetpose: convar_t


ragdoll_debug_item_detachment

cvars.ragdoll_debug_item_detachment: convar_t


ragdoll_scale_sleep_tolerance

cvars.ragdoll_scale_sleep_tolerance: convar_t


ragdoll_override_root_orientation

cvars.ragdoll_override_root_orientation: convar_t


ragdoll_relax_limts

cvars.ragdoll_relax_limts: convar_t


prop_nav_ignore_mass

cvars.prop_nav_ignore_mass: convar_t


prop_nav_ignore_edge_len

cvars.prop_nav_ignore_edge_len: convar_t


prop_nav_obstacle_avoid_mass

cvars.prop_nav_obstacle_avoid_mass: convar_t


prop_nav_obstacle_avoid_use_connection_blocker

cvars.prop_nav_obstacle_avoid_use_connection_blocker: convar_t


prop_nav_obstacle_block_mass_a

cvars.prop_nav_obstacle_block_mass_a: convar_t


prop_nav_obstacle_block_edge_min_a

cvars.prop_nav_obstacle_block_edge_min_a: convar_t


prop_nav_obstacle_block_mass_b

cvars.prop_nav_obstacle_block_mass_b: convar_t


prop_nav_obstacle_block_edge_min_b

cvars.prop_nav_obstacle_block_edge_min_b: convar_t


prop_debug_collision

cvars.prop_debug_collision: convar_t

Highlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)


phys_shoot_speed

cvars.phys_shoot_speed: convar_t


phys_shoot_angular_speed

cvars.phys_shoot_angular_speed: convar_t


debug_physimpact

cvars.debug_physimpact: convar_t


sv_unlag

cvars.sv_unlag: convar_t

Enables player lag compensation


sv_showlagcompensation_rec

cvars.sv_showlagcompensation_rec: convar_t

If > 0, show lag compensation hitboxes as they're recorded. Value is for how long.


sv_lagcompensationforcerestore

cvars.sv_lagcompensationforcerestore: convar_t

Don't test validity of a lag comp restore, just do it.


sv_unlag_fixstuck

cvars.sv_unlag_fixstuck: convar_t

Disallow backtracking a player for lag compensation if it will cause them to become stuck


sv_unlag_debug

cvars.sv_unlag_debug: convar_t


physcannon_minforce

cvars.physcannon_minforce: convar_t


physcannon_maxforce

cvars.physcannon_maxforce: convar_t


voice_player_speaking_delay_threshold

cvars.voice_player_speaking_delay_threshold: convar_t


cq_debug

cvars.cq_debug: convar_t

Verbose command queue logging.


cq_fake_starve

cvars.cq_fake_starve: convar_t

if set, starve this many commands by discarding during process usercmds.


cq_logging

cvars.cq_logging: convar_t

command queue logging of events.


cq_logging_interval

cvars.cq_logging_interval: convar_t

command queue logging per player stats every N seconds, 0 to disable.


cq_print_every_command

cvars.cq_print_every_command: convar_t

print every command as we execute it


tv_include_usercommands

cvars.tv_include_usercommands: convar_t

HLTV streams will include player usercommands each tick


cq_max_starved_substitute_commands

cvars.cq_max_starved_substitute_commands: convar_t

Server will stop generating substitute commands if client hasn't sent one, after N in a row


sv_cq_trim_bloat_remainder

cvars.sv_cq_trim_bloat_remainder: convar_t

When trimming a bloated CQ, leave at least N more commands than the minimum


sv_cq_trim_bloat_space

cvars.sv_cq_trim_bloat_space: convar_t

When trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.


sv_cq_trim_catchup_remainder

cvars.sv_cq_trim_catchup_remainder: convar_t

When trimming an overful CQ due to app 'catchup' request, leave at least N more commands than the minimum


cq_runtests

cvars.cq_runtests: convar_t


cq_runtests_interval

cvars.cq_runtests_interval: convar_t


cq_runtests_broadcast_info

cvars.cq_runtests_broadcast_info: convar_t

send message to remote client console when tests change.


sv_remapper_range_multiplier

cvars.sv_remapper_range_multiplier: convar_t


sv_player_search_range

cvars.sv_player_search_range: convar_t


sv_remapper_loopsoundfix

cvars.sv_remapper_loopsoundfix: convar_t


g_debug_angularsensor

cvars.g_debug_angularsensor: convar_t


sv_disable_querycache

cvars.sv_disable_querycache: convar_t

debug - disable trace query cache


g_ragdoll_maxcount

cvars.g_ragdoll_maxcount: convar_t


ragdoll_lru_debug_removal

cvars.ragdoll_lru_debug_removal: convar_t


sv_ragdoll_lru_debug

cvars.sv_ragdoll_lru_debug: convar_t


ragdoll_lru_min_age

cvars.ragdoll_lru_min_age: convar_t


g_ragdoll_important_maxcount

cvars.g_ragdoll_important_maxcount: convar_t


scene_maxcaptionradius

cvars.scene_maxcaptionradius: convar_t

Only show closed captions if recipient is within this many units of speaking actor (0==disabled).


cc_showmissing

cvars.cc_showmissing: convar_t

Show missing closecaption entries.


cc_norepeat

cvars.cc_norepeat: convar_t

In multiplayer games, don't repeat captions more often than this many seconds.


scene_print

cvars.scene_print: convar_t

When playing back a scene, print timing and event info to console.


scene_clientflex

cvars.scene_clientflex: convar_t

Do client side flex animation.


ai_debug_scripted_sequence

cvars.ai_debug_scripted_sequence: convar_t


sv_regeneration_force_on

cvars.sv_regeneration_force_on: convar_t

Cheat to test regenerative health systems


snd_opvar_set_point_debug

cvars.snd_opvar_set_point_debug: convar_t


snd_opvar_set_point_update_interval

cvars.snd_opvar_set_point_update_interval: convar_t


ai_force_serverside_ragdoll

cvars.ai_force_serverside_ragdoll: convar_t


phys_stressbodyweights

cvars.phys_stressbodyweights: convar_t


phys_impactforcescale

cvars.phys_impactforcescale: convar_t


phys_vehicleimpactforcescale

cvars.phys_vehicleimpactforcescale: convar_t


phys_upimpactforcescale

cvars.phys_upimpactforcescale: convar_t


target_scan_use_query_cache

cvars.target_scan_use_query_cache: convar_t


ai_debug_los

cvars.ai_debug_los: convar_t

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_expression_optimization

cvars.ai_expression_optimization: convar_t

Disable npc background expressions when you can't see them.


ai_expression_frametime

cvars.ai_expression_frametime: convar_t

Maximum frametime to still play background expressions.


sv_regeneration_wait_time

cvars.sv_regeneration_wait_time: convar_t


buddha

cvars.buddha: convar_t

Player takes damage but won't die


buddha_ignore_bots

cvars.buddha_ignore_bots: convar_t

Bots always buddha 0


buddha_reset_hp

cvars.buddha_reset_hp: convar_t

HP to set when damaged below zero in Buddha Mode


sk_player_head

cvars.sk_player_head: convar_t


sk_player_chest

cvars.sk_player_chest: convar_t


sk_player_stomach

cvars.sk_player_stomach: convar_t


sk_player_arm

cvars.sk_player_arm: convar_t


sk_player_leg

cvars.sk_player_leg: convar_t


player_debug_print_damage

cvars.player_debug_print_damage: convar_t

When true, print amount and type of all damage received by player to console.


spec_replay_winddown_time

cvars.spec_replay_winddown_time: convar_t

The trailing time, in seconds, of replay past the event, including fade-out


vis_force

cvars.vis_force: convar_t


g_debug_doors

cvars.g_debug_doors: convar_t


camera_datadriven_disable_cache

cvars.camera_datadriven_disable_cache: convar_t


tv_show_allchat

cvars.tv_show_allchat: convar_t


commentary_available

cvars.commentary_available: convar_t

Automatically set by the game when a commentary file is available for the current map.


commentary

cvars.commentary: convar_t

Desired commentary mode state.


ai_debug_ragdoll_magnets

cvars.ai_debug_ragdoll_magnets: convar_t


debug_visibility_monitor

cvars.debug_visibility_monitor: convar_t


vismon_poll_frequency

cvars.vismon_poll_frequency: convar_t


vismon_trace_limit

cvars.vismon_trace_limit: convar_t


imgui_show_overlay_nav_editor

cvars.imgui_show_overlay_nav_editor: convar_t

Game/Nav Editor


r_decals_overide_fadestarttime_params

cvars.r_decals_overide_fadestarttime_params: convar_t


fire_maxabsorb

cvars.fire_maxabsorb: convar_t


fire_absorbrate

cvars.fire_absorbrate: convar_t


fire_extscale

cvars.fire_extscale: convar_t


fire_extabsorb

cvars.fire_extabsorb: convar_t


fire_heatscale

cvars.fire_heatscale: convar_t


fire_incomingheatscale

cvars.fire_incomingheatscale: convar_t


fire_dmgscale

cvars.fire_dmgscale: convar_t


fire_dmgbase

cvars.fire_dmgbase: convar_t


fire_growthrate

cvars.fire_growthrate: convar_t


fire_dmginterval

cvars.fire_dmginterval: convar_t


fish_dormant

cvars.fish_dormant: convar_t

Turns off interactive fish behavior. Fish become immobile and unresponsive.


func_break_max_pieces

cvars.func_break_max_pieces: convar_t


func_break_reduction_factor

cvars.func_break_reduction_factor: convar_t


sv_showladders

cvars.sv_showladders: convar_t

Show bbox and dismount points for all ladders (must be set before level load.)


sv_ladder_slack_z_mult

cvars.sv_ladder_slack_z_mult: convar_t

Difference in Z increases toward the middle of the slack ladder.


func_mover_debug

cvars.func_mover_debug: convar_t


func_mover_get_speed_override

cvars.func_mover_get_speed_override: convar_t


shatterglass_debug

cvars.shatterglass_debug: convar_t


shatterglass_cleanup

cvars.shatterglass_cleanup: convar_t


shatterglass_cleanup_max

cvars.shatterglass_cleanup_max: convar_t


shatterglass_shard_lifetime

cvars.shatterglass_shard_lifetime: convar_t


shatterglass_hit_tolerance

cvars.shatterglass_hit_tolerance: convar_t


servercfgfile

cvars.servercfgfile: convar_t


lservercfgfile

cvars.lservercfgfile: convar_t


mp_teamplay

cvars.mp_teamplay: convar_t


mp_forcerespawn

cvars.mp_forcerespawn: convar_t


decalfrequency

cvars.decalfrequency: convar_t


check_transmit_dump_ents

cvars.check_transmit_dump_ents: convar_t


sv_parallel_checktransmit

cvars.sv_parallel_checktransmit: convar_t

Set to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.


sv_hide_ent_in_pvs

cvars.sv_hide_ent_in_pvs: convar_t


sv_early_network_message_processing

cvars.sv_early_network_message_processing: convar_t

Processes network messages on the server before entities think, instead of at the end of the tick.


ent_steadystate_enable

cvars.ent_steadystate_enable: convar_t


ent_bitvec_enable

cvars.ent_bitvec_enable: convar_t


ent_steadystate_delay

cvars.ent_steadystate_delay: convar_t

Time in seconds without network state changes until an entity is considered for trickle updates


net_debug_to_file

cvars.net_debug_to_file: convar_t


motdfile

cvars.motdfile: convar_t

The MOTD file to load.


hostfile

cvars.hostfile: convar_t

The HOST file to load.


sv_shared_team_pvs

cvars.sv_shared_team_pvs: convar_t

PVS is shared between teams


sv_remove_ent_from_pvs

cvars.sv_remove_ent_from_pvs: convar_t


sk_autoaim_mode

cvars.sk_autoaim_mode: convar_t


mp_friendlyfire

cvars.mp_friendlyfire: convar_t

Allows team members to injure other members of their team


tv_delay

cvars.tv_delay: convar_t

SourceTV broadcast delay in seconds


tv_delay1

cvars.tv_delay1: convar_t

SourceTV[instance 1] broadcast delay in seconds


tv_allow_static_shots

cvars.tv_allow_static_shots: convar_t

Auto director uses fixed level cameras for shots


tv_allow_camera_man

cvars.tv_allow_camera_man: convar_t

Auto director allows spectators to become camera man


tv_log_director_events

cvars.tv_log_director_events: convar_t

Log game events being considered by the director


tv_allow_autorecording_index

cvars.tv_allow_autorecording_index: convar_t

When >=0 restricts autorecording only to the specified TV index


pickup_check_period

cvars.pickup_check_period: convar_t


logic_npc_counter_debug

cvars.logic_npc_counter_debug: convar_t


markup_volume_ref_cone_angle

cvars.markup_volume_ref_cone_angle: convar_t


sv_stopspeed

cvars.sv_stopspeed: convar_t

Minimum stopping speed when on ground.


sv_noclipaccelerate

cvars.sv_noclipaccelerate: convar_t


sv_noclipspeed

cvars.sv_noclipspeed: convar_t


sv_noclipfriction

cvars.sv_noclipfriction: convar_t

Friction during noclip move.


sv_specaccelerate

cvars.sv_specaccelerate: convar_t


sv_specspeed

cvars.sv_specspeed: convar_t


sv_specnoclip

cvars.sv_specnoclip: convar_t


sv_maxspeed

cvars.sv_maxspeed: convar_t


sv_accelerate

cvars.sv_accelerate: convar_t


sv_airaccelerate

cvars.sv_airaccelerate: convar_t


sv_wateraccelerate

cvars.sv_wateraccelerate: convar_t


sv_waterfriction

cvars.sv_waterfriction: convar_t


sv_footsteps

cvars.sv_footsteps: convar_t

Play footstep sound for players


sv_client_min_interp_ratio

cvars.sv_client_min_interp_ratio: convar_t

This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).


sv_client_max_interp_ratio

cvars.sv_client_max_interp_ratio: convar_t

This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).


cq_enable

cvars.cq_enable: convar_t

Run one usercmd per server tick and maintain a buffer. Client speeds up/slows down it's usercmd tick rate to maintain server command queue buffering.


cq_dilation_percentage

cvars.cq_dilation_percentage: convar_t

When speeding up slowing down, this is how much


pawn_mimic_all

cvars.pawn_mimic_all: convar_t


sv_maxunlag

cvars.sv_maxunlag: convar_t

Maximum lag compensation in seconds


sv_showhitregistration

cvars.sv_showhitregistration: convar_t

Display lag_compensated hitboxes. 0 = off, 1 = server only, 2 = client only, 3 = both server and client


disable_dynamic_prop_loading

cvars.disable_dynamic_prop_loading: convar_t

If non-zero when a map loads, dynamic props won't be loaded


breakable_multiplayer

cvars.breakable_multiplayer: convar_t


func_breakdmg_bullet

cvars.func_breakdmg_bullet: convar_t


func_breakdmg_club

cvars.func_breakdmg_club: convar_t


func_breakdmg_explosive

cvars.func_breakdmg_explosive: convar_t


ent_joint_axis_size

cvars.ent_joint_axis_size: convar_t


ent_joint_names

cvars.ent_joint_names: convar_t


ent_joint_filter_substring

cvars.ent_joint_filter_substring: convar_t


ent_joint_use_bind_pose

cvars.ent_joint_use_bind_pose: convar_t


ent_joint_only_ik_joints

cvars.ent_joint_only_ik_joints: convar_t


ent_skeleton_only_ik_joints

cvars.ent_skeleton_only_ik_joints: convar_t


screenmessage_notifytime

cvars.screenmessage_notifytime: convar_t

How long to display screen message text


imgui_domain

cvars.imgui_domain: convar_t

1 == client, 2 == server


imgui_enable

cvars.imgui_enable: convar_t

if imgui should display


imgui_temp_enable

cvars.imgui_temp_enable: convar_t

if imgui should display temporarily


imgui_enable_input

cvars.imgui_enable_input: convar_t

if imgui should consume input


imgui_debug_draw_dashboard_window

cvars.imgui_debug_draw_dashboard_window: convar_t

Dashboard/Show Dashboard


imgui_debug_draw_dashboard_window_toggle_focus

cvars.imgui_debug_draw_dashboard_window_toggle_focus: convar_t

Dashboard toggle focus


imgui_debug_draw_dashboard_toggle_pause

cvars.imgui_debug_draw_dashboard_toggle_pause: convar_t

Dashboard/Pause Game When Activated


imgui_ent_text_enable

cvars.imgui_ent_text_enable: convar_t

Show Entity Text in Window


sv_pause_on_tick

cvars.sv_pause_on_tick: convar_t

Tick count to pause on


ent_showonlyattachment

cvars.ent_showonlyattachment: convar_t


imgui_show_entity_browser

cvars.imgui_show_entity_browser: convar_t

Game/Show Entity Browser


imgui_entity_browser_size

cvars.imgui_entity_browser_size: convar_t


imgui_show_command_tool

cvars.imgui_show_command_tool: convar_t

Game/Show Command Tool


imgui_show_sim_history_window

cvars.imgui_show_sim_history_window: convar_t

Simulation History


imgui_show_entity_catalog

cvars.imgui_show_entity_catalog: convar_t

Game/Show Entity Catalog


imgui_show_example_window

cvars.imgui_show_example_window: convar_t

Source2/Show Example Window


imgui_show_sound_window

cvars.imgui_show_sound_window: convar_t

Source2/Show Sound Window


particle_cluster_debug

cvars.particle_cluster_debug: convar_t


particle_cluster_use_collision_hulls

cvars.particle_cluster_use_collision_hulls: convar_t


particle_cluster_nodraw

cvars.particle_cluster_nodraw: convar_t


particle_cluster_manager_search_dist

cvars.particle_cluster_manager_search_dist: convar_t


save_async

cvars.save_async: convar_t


autosave_fully_async

cvars.autosave_fully_async: convar_t

Set to 1 to have autosaves execute completely on the save thread, forces 'render only' mode while the save completes


save_fake_hitch

cvars.save_fake_hitch: convar_t

Force a busy wait for the specified number of milliseconds during save to simulate a hitch


sv_autosave

cvars.sv_autosave: convar_t

Set to 1 to autosave game on level transition. Does not affect autosave triggers.


save_screenshot

cvars.save_screenshot: convar_t

0 = none, 1 = non-autosave, 2 = always, 3 = bug_only


save_history_count

cvars.save_history_count: convar_t

Keep this many old copies in history of autosaves and quicksaves.


save_spew

cvars.save_spew: convar_t


save_maxarray_spew

cvars.save_maxarray_spew: convar_t

Max number of array entries to spew when using SaveRestoreIO spewing.


ent_messages_draw

cvars.ent_messages_draw: convar_t

Visualizes all entity input/output activity.


net_showevents

cvars.net_showevents: convar_t

Dump game events to console (1=client only, 2=all).


net_showeventlisteners

cvars.net_showeventlisteners: convar_t

Show listening addition/removals


display_game_events

cvars.display_game_events: convar_t


phys_visualize_traces

cvars.phys_visualize_traces: convar_t


gamestats_file_output_directory

cvars.gamestats_file_output_directory: convar_t

When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath


path_simple_closest_point_on_path_debug

cvars.path_simple_closest_point_on_path_debug: convar_t


smoothstairs

cvars.smoothstairs: convar_t

Smooth player eye z coordinate when traversing stairs.


sv_suppress_viewpunch

cvars.sv_suppress_viewpunch: convar_t


in_button_double_press_window

cvars.in_button_double_press_window: convar_t

How short the time between presses needs to be for us to consider it a double-press


sv_late_commands_allowed

cvars.sv_late_commands_allowed: convar_t

Allow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value


in_spewinput

cvars.in_spewinput: convar_t

Spew input, 0 = off, 1 = server, 2 = client, 3 = both


in_spewbuttondelta

cvars.in_spewbuttondelta: convar_t

Spew button deltas, 0 = off, 1 = server, 2 = client, 3 = both


in_spewbuttonhold

cvars.in_spewbuttonhold: convar_t

Spew button hold times, 0 = off, 1 = server, 2 = client, 3 = both


in_spewent

cvars.in_spewent: convar_t

Which entity should we spew input for? (Useful for debugging bot input)


sv_condense_late_buttons

cvars.sv_condense_late_buttons: convar_t

When condensing late commands. Should we compress multiple moves of button presses into the target move?


sv_usercmd_custom_random_seed

cvars.sv_usercmd_custom_random_seed: convar_t

When enabled server will populate an additional random seed independent of the client


sv_noclipduringpause

cvars.sv_noclipduringpause: convar_t

If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).


noclip_fixup

cvars.noclip_fixup: convar_t


mp_forcecamera

cvars.mp_forcecamera: convar_t

Restricts spectator modes for dead players


mp_allowspectators

cvars.mp_allowspectators: convar_t

toggles whether the server allows spectator mode or not


mp_fadetoblack

cvars.mp_fadetoblack: convar_t

fade a player's screen to black when he dies


sv_infinite_ammo

cvars.sv_infinite_ammo: convar_t

Player's active weapon will never run out of ammo


skeleton_instance_scaleset_enable

cvars.skeleton_instance_scaleset_enable: convar_t


skeleton_instance_smear_boneflags

cvars.skeleton_instance_smear_boneflags: convar_t

Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.


phys_dynamic_scaling

cvars.phys_dynamic_scaling: convar_t


test_restoreonnewmodel

cvars.test_restoreonnewmodel: convar_t


anim_disable

cvars.anim_disable: convar_t


skeleton_instance_lod_optimization

cvars.skeleton_instance_lod_optimization: convar_t

Compute LOD mask internally like since 2016, i.e. force all LOD groups' bones to compute


skel_debug

cvars.skel_debug: convar_t


sv_ent_showonlyhitbox

cvars.sv_ent_showonlyhitbox: convar_t


debug_shared_random

cvars.debug_shared_random: convar_t


sv_vac_webapi_auth_key

cvars.sv_vac_webapi_auth_key: convar_t

Key for when posting to vac related webapis.


ai_debug_speech

cvars.ai_debug_speech: convar_t


rr_followup_maxdist

cvars.rr_followup_maxdist: convar_t

'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.


rr_thenany_score_slop

cvars.rr_thenany_score_slop: convar_t

When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.


snd_foliage_db_loss

cvars.snd_foliage_db_loss: convar_t

foliage dB loss per 1200 units


player_debug_off_nav

cvars.player_debug_off_nav: convar_t


ai_off_nav_show_nearest

cvars.ai_off_nav_show_nearest: convar_t


ai_use_visibility_cache

cvars.ai_use_visibility_cache: convar_t

Sets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPC->Target results match that of Target->NPC.


ai_use_visibility_cache_reciprocation

cvars.ai_use_visibility_cache_reciprocation: convar_t

Sets whether or not the visibility check cache should be reciprocal.


sv_standable_normal

cvars.sv_standable_normal: convar_t


sv_ladder_dampen

cvars.sv_ladder_dampen: convar_t

Amount to dampen perpendicular movement on a ladder


sv_ladder_angle

cvars.sv_ladder_angle: convar_t

Cos of angle of incidence to ladder perpendicular for applying ladder_dampen


sv_ladder_scale_speed

cvars.sv_ladder_scale_speed: convar_t

Scale top speed on ladders


sv_falldamage_scale

cvars.sv_falldamage_scale: convar_t


sv_water_slow_amount

cvars.sv_water_slow_amount: convar_t


sv_jump_precision_enable

cvars.sv_jump_precision_enable: convar_t

Enable jump precision. Some game modes benefit from being able to turn this off.


bot_crouch

cvars.bot_crouch: convar_t


sv_optimizedmovement

cvars.sv_optimizedmovement: convar_t


sv_enablebunnyhopping

cvars.sv_enablebunnyhopping: convar_t

Allow player speed to exceed maximum running speed


sv_autobunnyhopping

cvars.sv_autobunnyhopping: convar_t

Players automatically re-jump while holding jump button


dev_create_bhop_reports

cvars.dev_create_bhop_reports: convar_t

Whether we should create bhop reports when you jump. Reports are created for the client and server and are numbered monotonically


sv_showplayerhitboxes

cvars.sv_showplayerhitboxes: convar_t

Show lag compensated hitboxes for the specified player index whenever a player fires.


sv_spec_use_tournament_content_standards

cvars.sv_spec_use_tournament_content_standards: convar_t


slope_drop_debug

cvars.slope_drop_debug: convar_t

Toggles a test dropping the view offset based on the slope


sv_server_verify_blood_on_player

cvars.sv_server_verify_blood_on_player: convar_t


dev_cs_force_disable_move

cvars.dev_cs_force_disable_move: convar_t

forcibly prevent players from moving


slope_drop_enable

cvars.slope_drop_enable: convar_t

Toggles a test dropping the view offset based on the slope


slope_drop_max_offset

cvars.slope_drop_max_offset: convar_t

The maximum distance to adjust the view height


slope_drop_off_ground_blend_speed

cvars.slope_drop_off_ground_blend_speed: convar_t

The speed with which the slope drop is blended out when the entity leaves the ground


sv_cs_player_speed_has_hostage

cvars.sv_cs_player_speed_has_hostage: convar_t


sv_min_jump_landing_sound

cvars.sv_min_jump_landing_sound: convar_t


cam_head_constraint_distance

cvars.cam_head_constraint_distance: convar_t

Distance to constrain first/thirdperson camera and head


cam_head_constraint_soft_transition

cvars.cam_head_constraint_soft_transition: convar_t

Constraint soft transition distance


cam_head_constraint_debug

cvars.cam_head_constraint_debug: convar_t

Show camera head constraint debug info


dev_cs_ragdoll_progress_check_interval

cvars.dev_cs_ragdoll_progress_check_interval: convar_t


dev_cs_ragdoll_nudge_max_duration

cvars.dev_cs_ragdoll_nudge_max_duration: convar_t


dev_cs_ragdoll_nudge_intensity

cvars.dev_cs_ragdoll_nudge_intensity: convar_t


dev_cs_ragdoll_head_ankle_delta_z_threshold

cvars.dev_cs_ragdoll_head_ankle_delta_z_threshold: convar_t


camera_jolt_fix

cvars.camera_jolt_fix: convar_t

camera jolt fix


sv_max_distance_transmit_footsteps

cvars.sv_max_distance_transmit_footsteps: convar_t

Maximum distance to transmit footstep sound effects.


mp_tagging_scale

cvars.mp_tagging_scale: convar_t

Scalar for player tagging modifier when hit. Lower values for greater tagging.


player_ping_token_cooldown

cvars.player_ping_token_cooldown: convar_t

Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).


player_use_radius

cvars.player_use_radius: convar_t


sv_debug_player_use

cvars.sv_debug_player_use: convar_t

Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success


sv_weapon_swap_difficulty_near_hi_pri

cvars.sv_weapon_swap_difficulty_near_hi_pri: convar_t

0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority items


sv_use_hi_pri_context_switch_time

cvars.sv_use_hi_pri_context_switch_time: convar_t

+use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action.


sv_extract_ammo_from_dropped_weapons

cvars.sv_extract_ammo_from_dropped_weapons: convar_t


sv_guardian_refresh_ammo_for_items_on_waves

cvars.sv_guardian_refresh_ammo_for_items_on_waves: convar_t

List of additional weapons to refill ammo on waves.


mp_fists_replace_melee

cvars.mp_fists_replace_melee: convar_t

If enabled then when melee weapon is dropped player will have fists, when melee weapon is picked up then fists are unavailable


mp_weaponstay

cvars.mp_weaponstay: convar_t


mp_drop_knife_enable

cvars.mp_drop_knife_enable: convar_t

Allows players to drop knives.


mp_drop_grenade_enable

cvars.mp_drop_grenade_enable: convar_t

Allows players to drop grenades.


sv_sniper_tracer_mode

cvars.sv_sniper_tracer_mode: convar_t

Mode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate.


sv_sniper_tracer_innacuracy

cvars.sv_sniper_tracer_innacuracy: convar_t

How inaccurate a sniper shot can be before we trip sv_sniper_tracer_mode behavior.


sv_sniper_tracer_innacuracy_length

cvars.sv_sniper_tracer_innacuracy_length: convar_t

How far should the tracer draw if we trip sv_sniper_tracer_mode behavior.


sv_allow_ground_weapon_pickup

cvars.sv_allow_ground_weapon_pickup: convar_t


sv_buymenu_open_prevents_opportunistic_pickup

cvars.sv_buymenu_open_prevents_opportunistic_pickup: convar_t


sv_allow_switching_weapon_handedness

cvars.sv_allow_switching_weapon_handedness: convar_t


sv_weapon_require_use_grace_period

cvars.sv_weapon_require_use_grace_period: convar_t


sv_dev_damage_use_netvars

cvars.sv_dev_damage_use_netvars: convar_t

Whether we should use network vars (true) or legacy messages (false).


mp_logmoney

cvars.mp_logmoney: convar_t

Enables money logging. Values are: 0=off, 1=on


anim_dampedaccel16_timewindow

cvars.anim_dampedaccel16_timewindow: convar_t


anim_dampedaccel16_scale

cvars.anim_dampedaccel16_scale: convar_t


anim_damped_move_speed_timewindow

cvars.anim_damped_move_speed_timewindow: convar_t


anim_scale_wasd_input_hip_dip

cvars.anim_scale_wasd_input_hip_dip: convar_t


anim_scale_wasd_input_hip_swivel

cvars.anim_scale_wasd_input_hip_swivel: convar_t


rr_debugrule

cvars.rr_debugrule: convar_t

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_debugresponseconcept

cvars.rr_debugresponseconcept: convar_t

If set, rr_debugresponseconcept will print only responses testing for the specified concept


rr_debugresponses

cvars.rr_debugresponses: convar_t

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_debugclassname

cvars.rr_debugclassname: convar_t

If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.


rr_dacmode

cvars.rr_dacmode: convar_t

If set to 1, enable special functionality for DAC


ragdoll_gravity_scale

cvars.ragdoll_gravity_scale: convar_t


ragdoll_friction_scale

cvars.ragdoll_friction_scale: convar_t


ragdoll_resolve_initial_conflict

cvars.ragdoll_resolve_initial_conflict: convar_t


ragdoll_resolve_separation

cvars.ragdoll_resolve_separation: convar_t


ragdoll_move_entity

cvars.ragdoll_move_entity: convar_t


ragdoll_update_from_weights

cvars.ragdoll_update_from_weights: convar_t


ragdoll_parallel_pose_control

cvars.ragdoll_parallel_pose_control: convar_t


animgraph_slope_enable

cvars.animgraph_slope_enable: convar_t


phys_powered_ragdoll_debug

cvars.phys_powered_ragdoll_debug: convar_t


footstep_audible_threshold

cvars.footstep_audible_threshold: convar_t


animgraph_debug_tags

cvars.animgraph_debug_tags: convar_t


animgraph_debug_set_filter_params

cvars.animgraph_debug_set_filter_params: convar_t

Comma separated list of params to filter against when drawing debug text overlays


animgraph_debug_show_unreferenced_params

cvars.animgraph_debug_show_unreferenced_params: convar_t


footstep_debug

cvars.footstep_debug: convar_t


footstep_force_volume

cvars.footstep_force_volume: convar_t


sv_ag2_low_skel_lod

cvars.sv_ag2_low_skel_lod: convar_t


animgraph_debug_variables

cvars.animgraph_debug_variables: convar_t

Turn on to see animgraph variable changes for entities passing animgraph_debug_filterent.


animgraph_debug_variables_ignore_missing

cvars.animgraph_debug_variables_ignore_missing: convar_t

If set, animgraph_debug_variables won't show debug for warnings about sets to missing variables.


animgraph_debug_variables_ignore_nonchanges

cvars.animgraph_debug_variables_ignore_nonchanges: convar_t

If set, animgraph_debug_variables won't show debug for variable sets that don't change the value.


animgraph_debug_filterent

cvars.animgraph_debug_filterent: convar_t

Filter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.


animgraph_enable

cvars.animgraph_enable: convar_t

Enable animation graph


animgraph_network_enable

cvars.animgraph_network_enable: convar_t

Enable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.


animgraph_debug

cvars.animgraph_debug: convar_t

Debug animation graph


animgraph_debug_entindex

cvars.animgraph_debug_entindex: convar_t

The entity to specifically debug


animgraph_debug_animevents

cvars.animgraph_debug_animevents: convar_t

Print info about animevents emitted by AnimGraph


animgraph_record_all

cvars.animgraph_record_all: convar_t

Automatically start recording AnimGraphs when they get created, and save them to disk when they are destroyed


sv_sequence_debug

cvars.sv_sequence_debug: convar_t


sv_sequence_debug2

cvars.sv_sequence_debug2: convar_t


sv_sequence_model_substring

cvars.sv_sequence_model_substring: convar_t


ai_sequence_debug

cvars.ai_sequence_debug: convar_t


debug_destructible_parts

cvars.debug_destructible_parts: convar_t

Draw debug information for destructible parts.


fire_use_modifier

cvars.fire_use_modifier: convar_t


sv_suppress_friendlyfire_decals

cvars.sv_suppress_friendlyfire_decals: convar_t


sv_clockcorrection_msecs

cvars.sv_clockcorrection_msecs: convar_t

The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount


sv_usercmd_execute_warning_ms

cvars.sv_usercmd_execute_warning_ms: convar_t

Emit a warning if we spend more than N ms executing user commands for a single player


ent_steadystate_interval

cvars.ent_steadystate_interval: convar_t

Rate at which entities can be trickled to players


ent_steadystate_batchsize

cvars.ent_steadystate_batchsize: convar_t

Max number of entities to transmit to player


mp_plant_c4_anywhere

cvars.mp_plant_c4_anywhere: convar_t


mp_guardian_bomb_plant_custom_x_mark_location

cvars.mp_guardian_bomb_plant_custom_x_mark_location: convar_t

x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.


sv_c4_upright_constraint_enabled

cvars.sv_c4_upright_constraint_enabled: convar_t

Use a constraint to keep C4 pointed upright when thrown


sv_c4_upright_constraint_strength

cvars.sv_c4_upright_constraint_strength: convar_t

How quickly the constraint converges


sv_c4_upright_constraint_damping

cvars.sv_c4_upright_constraint_damping: convar_t

Controls how much velocity is damped on the constraint. 0 = undamped wobbly spring, 1 = critically damped no wobble fast converge, >1 = over damped


sv_c4_center_of_mass_offset

cvars.sv_c4_center_of_mass_offset: convar_t

Shifts center-of-mass along z-axis from default


weapon_land_dip_amt

cvars.weapon_land_dip_amt: convar_t

The amount the gun should dip when the player lands after a jump.


weapon_accuracy_forcespread

cvars.weapon_accuracy_forcespread: convar_t

Force spread to the specified value.


weapon_accuracy_nospread

cvars.weapon_accuracy_nospread: convar_t

Disable weapon inaccuracy spread


weapon_air_spread_scale

cvars.weapon_air_spread_scale: convar_t

Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing


weapon_reticle_knife_show

cvars.weapon_reticle_knife_show: convar_t

When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.


weapon_auto_cleanup_time

cvars.weapon_auto_cleanup_time: convar_t

If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.


weapon_max_before_cleanup

cvars.weapon_max_before_cleanup: convar_t

If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.


weapon_sound_falloff_multiplier

cvars.weapon_sound_falloff_multiplier: convar_t

Scaling for falloff of weapon firing sounds


dev_cs_frame_firing_enable

cvars.dev_cs_frame_firing_enable: convar_t

Enable that firing will pretend like it's happening on frames.


dev_cs_frame_firing_tick_offset_enable

cvars.dev_cs_frame_firing_tick_offset_enable: convar_t

Should we offset the current frame to the tick


dev_cs_frame_firing_skip_first_frame_enable

cvars.dev_cs_frame_firing_skip_first_frame_enable: convar_t

Should we skip the first frame of shooting to make the animation punchier?


dev_cs_frame_firing_insert_idle_pose_now

cvars.dev_cs_frame_firing_insert_idle_pose_now: convar_t

Should we insert the idle pose at this time to make the animation interpolation punchier?


dev_cs_frame_firing_play_animevents

cvars.dev_cs_frame_firing_play_animevents: convar_t

Should we play the animevents that animgraph will skip over?


sv_turning_inaccuracy_enabled

cvars.sv_turning_inaccuracy_enabled: convar_t


sv_turning_inaccuracy_angle_min

cvars.sv_turning_inaccuracy_angle_min: convar_t


sv_turning_inaccuracy_decay

cvars.sv_turning_inaccuracy_decay: convar_t


sv_strafing_inaccuracy_enabled

cvars.sv_strafing_inaccuracy_enabled: convar_t


sv_strafing_inaccuracy_bias

cvars.sv_strafing_inaccuracy_bias: convar_t


sv_strafing_inaccuracy_scale

cvars.sv_strafing_inaccuracy_scale: convar_t


weapon_skin_force_legacy

cvars.weapon_skin_force_legacy: convar_t


weapon_accuracy_reset_on_deploy

cvars.weapon_accuracy_reset_on_deploy: convar_t

On deploy, forcibly reset weapon accuracy to zero.


mp_weapon_next_owner_touch_time

cvars.mp_weapon_next_owner_touch_time: convar_t


mp_weapon_prev_owner_touch_time

cvars.mp_weapon_prev_owner_touch_time: convar_t


sv_csgo_shoot_log

cvars.sv_csgo_shoot_log: convar_t


sv_csgo_shoot_log_attack_cmds_only

cvars.sv_csgo_shoot_log_attack_cmds_only: convar_t


sv_csgo_shoot_verify

cvars.sv_csgo_shoot_verify: convar_t


sv_csgo_shoot_assert_lagcompensation_error

cvars.sv_csgo_shoot_assert_lagcompensation_error: convar_t


sv_csgo_shoot_lagcompensation_max_error

cvars.sv_csgo_shoot_lagcompensation_max_error: convar_t

Warn if lag compensated head hitbox position doesn't match that on client.


sv_csgo_shoot_verify_on_attack_only

cvars.sv_csgo_shoot_verify_on_attack_only: convar_t

Only run lag compensation error check when primary attack goes down.


sv_csgo_shoot_use_full_interp

cvars.sv_csgo_shoot_use_full_interp: convar_t


sv_csgo_shoot_force_full_interp

cvars.sv_csgo_shoot_force_full_interp: convar_t


sv_csgo_shoot_force_use_target_time

cvars.sv_csgo_shoot_force_use_target_time: convar_t


sv_fistpunch_damage

cvars.sv_fistpunch_damage: convar_t


sv_fistpunch_damage_to_player_multiplier

cvars.sv_fistpunch_damage_to_player_multiplier: convar_t


sv_fistpunch_damage_hard

cvars.sv_fistpunch_damage_hard: convar_t


sv_fistpunch_viewmove

cvars.sv_fistpunch_viewmove: convar_t


sv_fistpunch_impact_sounds

cvars.sv_fistpunch_impact_sounds: convar_t


sv_shield_explosive_damage_scale

cvars.sv_shield_explosive_damage_scale: convar_t


sv_shield_explosive_damage_mult

cvars.sv_shield_explosive_damage_mult: convar_t


sv_shield_explosive_damage_cap

cvars.sv_shield_explosive_damage_cap: convar_t


sv_shield_explosive_damage_mindist

cvars.sv_shield_explosive_damage_mindist: convar_t


sv_shield_explosive_damage_crouch_bonus

cvars.sv_shield_explosive_damage_crouch_bonus: convar_t


sv_shield_hitpoints

cvars.sv_shield_hitpoints: convar_t


sv_shield_bash_damage_to_players

cvars.sv_shield_bash_damage_to_players: convar_t


sv_shield_bash_damage_to_nonplayer

cvars.sv_shield_bash_damage_to_nonplayer: convar_t


mp_taser_recharge_time

cvars.mp_taser_recharge_time: convar_t

Determines recharge time for taser. -1 = disabled.


spec_freeze_time

cvars.spec_freeze_time: convar_t

Time spend frozen in observer freeze cam.


spec_freeze_traveltime

cvars.spec_freeze_traveltime: convar_t

Time taken to zoom in to frame a target in observer freeze cam.


spec_freeze_time_lock

cvars.spec_freeze_time_lock: convar_t

Time players are prevented from skipping the freeze cam


spec_freeze_deathanim_time

cvars.spec_freeze_deathanim_time: convar_t

The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.


sv_spawn_afk_bomb_drop_time

cvars.sv_spawn_afk_bomb_drop_time: convar_t

Players that have never moved since they spawned will drop the bomb after this amount of time.


sv_showimpacts_penetration

cvars.sv_showimpacts_penetration: convar_t

Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)


sv_showimpacts

cvars.sv_showimpacts: convar_t

Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)


sv_showimpacts_time

cvars.sv_showimpacts_time: convar_t

Duration bullet impact indicators remain before disappearing


sv_showbullethits

cvars.sv_showbullethits: convar_t

1=show hits and near misses, 2=show hits only


ff_damage_reduction_grenade

cvars.ff_damage_reduction_grenade: convar_t

How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)


ff_damage_reduction_grenade_self

cvars.ff_damage_reduction_grenade_self: convar_t

How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)


ff_damage_reduction_bullets

cvars.ff_damage_reduction_bullets: convar_t

How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)


ff_damage_reduction_other

cvars.ff_damage_reduction_other: convar_t

How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)


ff_damage_bullet_penetration

cvars.ff_damage_bullet_penetration: convar_t

If friendly fire is off, this will scale the penetration power and damage a bullet does when penetrating another friendly player


sv_clip_penetration_traces_to_players

cvars.sv_clip_penetration_traces_to_players: convar_t


sv_autobuyammo

cvars.sv_autobuyammo: convar_t

Enable automatic ammo purchase when inside buy zones during buy periods


mp_promoted_item_enabled

cvars.mp_promoted_item_enabled: convar_t

Allow the purchasing of the promoted item.


sv_limit_buyrandom_per_life

cvars.sv_limit_buyrandom_per_life: convar_t

Enable to limit buyrandom command to only run once per player life


sv_nomvp

cvars.sv_nomvp: convar_t

Disable MVP awards.


sv_disconnected_player_data_hold_time

cvars.sv_disconnected_player_data_hold_time: convar_t

Duration, in seconds, to hold onto the data of disconnected players, for scoreboard display.


sv_runcmds

cvars.sv_runcmds: convar_t


sv_mute_players_with_social_penalties

cvars.sv_mute_players_with_social_penalties: convar_t


sv_damage_prediction_allowed

cvars.sv_damage_prediction_allowed: convar_t


sv_predictable_damage_tag_ticks

cvars.sv_predictable_damage_tag_ticks: convar_t

Delay player slowdown when damaged by # ticks to reduce misprediction effects


healthshot_healthboost_damage_multiplier

cvars.healthshot_healthboost_damage_multiplier: convar_t


CS_WarnFriendlyDamageInterval

cvars.CS_WarnFriendlyDamageInterval: convar_t

Defines how frequently the server notifies clients that a player damaged a friend


mp_flinch_punch_scale

cvars.mp_flinch_punch_scale: convar_t

Scalar for first person view punch when getting hit.


phys_playerscale

cvars.phys_playerscale: convar_t

This multiplies the bullet impact impuse on players for more dramatic results when players are shot.


phys_headshotscale

cvars.phys_headshotscale: convar_t

Modifier for the headshot impulse hits on players


sv_guardian_extra_equipment_ct

cvars.sv_guardian_extra_equipment_ct: convar_t

Extra starting equipment for CT players in guardian modes


sv_guardian_extra_equipment_t

cvars.sv_guardian_extra_equipment_t: convar_t

Extra starting equipment for Terrorist players in guardian modes


dev_create_move_report

cvars.dev_create_move_report: convar_t

Whether we should create move reports when you push movement keys. Reports are created for the server and are numbered monotonically


sv_update_animgraph_movement_in_finish

cvars.sv_update_animgraph_movement_in_finish: convar_t

Whether we should update animgraph movement in FinishMove.


sv_staminajumpcost

cvars.sv_staminajumpcost: convar_t

Stamina penalty for jumping


sv_staminalandcost

cvars.sv_staminalandcost: convar_t

Stamina penalty for landing


sv_staminarecoveryrate

cvars.sv_staminarecoveryrate: convar_t

Rate at which stamina recovers (units/sec)


sv_staminamax

cvars.sv_staminamax: convar_t

Maximum stamina penalty


sv_jump_spam_penalty_time

cvars.sv_jump_spam_penalty_time: convar_t

For subtick jumps, if this much time has elapsed since the last time the user has pressed the jump key, pretend they hadn't. Lowering this makes bunnyhopping easier.


sv_timebetweenducks

cvars.sv_timebetweenducks: convar_t

Minimum time before recognizing consecutive duck key


sv_accelerate_use_weapon_speed

cvars.sv_accelerate_use_weapon_speed: convar_t


sv_accelerate_debug_speed

cvars.sv_accelerate_debug_speed: convar_t


sv_show_move_collisions

cvars.sv_show_move_collisions: convar_t

Enable this to visualize collisions between player and geometry.


sv_step_move_vel_min

cvars.sv_step_move_vel_min: convar_t

Min velocity for step move.


sv_extreme_strafe_accuracy_fishtail

cvars.sv_extreme_strafe_accuracy_fishtail: convar_t

Number of degrees of aim 'fishtail' when making an extreme strafe direction change


sv_jump_impulse

cvars.sv_jump_impulse: convar_t

Initial upward velocity for player jumps; sqrt(2gravityheight).


sv_air_max_wishspeed

cvars.sv_air_max_wishspeed: convar_t


view_punch_decay

cvars.view_punch_decay: convar_t

Decay factor exponent for view punch


sv_walkable_normal

cvars.sv_walkable_normal: convar_t


mp_endmatch_votenextmap_wargames_nummaps

cvars.mp_endmatch_votenextmap_wargames_nummaps: convar_t

Maximum number of maps to include in endmatch voting during War Games


mp_endmatch_votenextmap_wargames_nummodes

cvars.mp_endmatch_votenextmap_wargames_nummodes: convar_t

Maximum number of other War Games to include in endmatch voting during War Games


cash_team_terrorist_win_bomb

cvars.cash_team_terrorist_win_bomb: convar_t


cash_team_elimination_hostage_map_t

cvars.cash_team_elimination_hostage_map_t: convar_t


cash_team_elimination_hostage_map_ct

cvars.cash_team_elimination_hostage_map_ct: convar_t


cash_team_elimination_bomb_map

cvars.cash_team_elimination_bomb_map: convar_t


cash_team_win_by_time_running_out_hostage

cvars.cash_team_win_by_time_running_out_hostage: convar_t


cash_team_win_by_time_running_out_bomb

cvars.cash_team_win_by_time_running_out_bomb: convar_t


cash_team_win_by_defusing_bomb

cvars.cash_team_win_by_defusing_bomb: convar_t


cash_team_win_by_hostage_rescue

cvars.cash_team_win_by_hostage_rescue: convar_t


cash_team_loser_bonus

cvars.cash_team_loser_bonus: convar_t


cash_team_loser_bonus_consecutive_rounds

cvars.cash_team_loser_bonus_consecutive_rounds: convar_t


cash_team_winner_bonus_consecutive_rounds

cvars.cash_team_winner_bonus_consecutive_rounds: convar_t


cash_team_rescued_hostage

cvars.cash_team_rescued_hostage: convar_t


cash_team_hostage_alive

cvars.cash_team_hostage_alive: convar_t


cash_team_planted_bomb_but_defused

cvars.cash_team_planted_bomb_but_defused: convar_t


cash_team_hostage_interaction

cvars.cash_team_hostage_interaction: convar_t


cash_team_bonus_shorthanded

cvars.cash_team_bonus_shorthanded: convar_t


cash_player_killed_teammate

cvars.cash_player_killed_teammate: convar_t


cash_player_killed_enemy_factor

cvars.cash_player_killed_enemy_factor: convar_t


cash_player_killed_enemy_default

cvars.cash_player_killed_enemy_default: convar_t


cash_player_bomb_planted

cvars.cash_player_bomb_planted: convar_t


cash_player_bomb_defused

cvars.cash_player_bomb_defused: convar_t


cash_player_rescued_hostage

cvars.cash_player_rescued_hostage: convar_t


cash_player_interact_with_hostage

cvars.cash_player_interact_with_hostage: convar_t


cash_player_damage_hostage

cvars.cash_player_damage_hostage: convar_t


cash_player_killed_hostage

cvars.cash_player_killed_hostage: convar_t


cash_player_respawn_amount

cvars.cash_player_respawn_amount: convar_t


cash_player_get_killed

cvars.cash_player_get_killed: convar_t


mp_solid_teammates

cvars.mp_solid_teammates: convar_t

How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads


mp_free_armor

cvars.mp_free_armor: convar_t

Determines whether kevlar (1+) and/or helmet (2+) are given automatically.


mp_max_armor

cvars.mp_max_armor: convar_t

Determines the highest level of armor allowed to be purchased. (0) None, (1) Kevlar, (2) Helmet


mp_halftime

cvars.mp_halftime: convar_t

Determines whether the match switches sides in a halftime event.


mp_randomspawn

cvars.mp_randomspawn: convar_t

Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.


mp_randomspawn_los

cvars.mp_randomspawn_los: convar_t

If using mp_randomspawn, determines whether to test Line of Sight when spawning.


mp_randomspawn_dist

cvars.mp_randomspawn_dist: convar_t

If using mp_randomspawn, determines whether to test distance when selecting this spot.


sv_competitive_minspec

cvars.sv_competitive_minspec: convar_t

Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.


mp_retake_t_count

cvars.mp_retake_t_count: convar_t

Number of terrorists when playing retakes.


mp_retake_ct_count

cvars.mp_retake_ct_count: convar_t

Number of CT's when playing retakes.


mp_retake_ct_loadout_default_pistol_round

cvars.mp_retake_ct_loadout_default_pistol_round: convar_t

CT Loadouts for default pistol round when playing bomb site retake.


mp_retake_ct_loadout_upgraded_pistol_round

cvars.mp_retake_ct_loadout_upgraded_pistol_round: convar_t

CT Loadouts for upgraded pistol round when playing bomb site retake.


mp_retake_ct_loadout_light_buy_round

cvars.mp_retake_ct_loadout_light_buy_round: convar_t

CT Loadouts for force buy round when playing bomb site retake.


mp_retake_ct_loadout_full_buy_round

cvars.mp_retake_ct_loadout_full_buy_round: convar_t

CT Loadouts for full buy round when playing bomb site retake.


mp_retake_ct_loadout_bonus_card_availability

cvars.mp_retake_ct_loadout_bonus_card_availability: convar_t

CT bonus card availability pattern for full buy round when playing bomb site retake.


mp_retake_ct_loadout_bonus_card

cvars.mp_retake_ct_loadout_bonus_card: convar_t

CT bonus card for full buy round when playing bomb site retake.


mp_retake_ct_loadout_enemy_card

cvars.mp_retake_ct_loadout_enemy_card: convar_t

CT enemy card for full buy round when playing bomb site retake.


mp_retake_t_loadout_default_pistol_round

cvars.mp_retake_t_loadout_default_pistol_round: convar_t

T Loadouts for default pistol round when playing bomb site retake.


mp_retake_t_loadout_upgraded_pistol_round

cvars.mp_retake_t_loadout_upgraded_pistol_round: convar_t

T Loadouts for upgraded pistol round when playing bomb site retake.


mp_retake_t_loadout_light_buy_round

cvars.mp_retake_t_loadout_light_buy_round: convar_t

T Loadouts for force buy round when playing bomb site retake.


mp_retake_t_loadout_full_buy_round

cvars.mp_retake_t_loadout_full_buy_round: convar_t

T Loadouts for full buy round when playing bomb site retake.


mp_retake_t_loadout_bonus_card_availability

cvars.mp_retake_t_loadout_bonus_card_availability: convar_t

T bonus card availability pattern for full buy round when playing bomb site retake.


mp_retake_t_loadout_bonus_card

cvars.mp_retake_t_loadout_bonus_card: convar_t

T bonus card for full buy round when playing bomb site retake.


mp_retake_t_loadout_enemy_card

cvars.mp_retake_t_loadout_enemy_card: convar_t

T enemy card for full buy round when playing bomb site retake.


mp_retake_max_consecutive_rounds_same_target_site

cvars.mp_retake_max_consecutive_rounds_same_target_site: convar_t

Limit the number of consecutive rounds targeting the same site.


mp_teammates_are_enemies

cvars.mp_teammates_are_enemies: convar_t

When set, your teammates act as enemies and all players are valid targets.


mp_buy_anywhere

cvars.mp_buy_anywhere: convar_t

When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.


mp_buy_during_immunity

cvars.mp_buy_during_immunity: convar_t

When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.


mp_only_cts_rescue_hostages

cvars.mp_only_cts_rescue_hostages: convar_t


hostage_debug

cvars.hostage_debug: convar_t

Show hostage AI debug information


hostage_is_silent

cvars.hostage_is_silent: convar_t

When set, the hostage won't play any code driven response rules lines


sv_force_team_intro_variant

cvars.sv_force_team_intro_variant: convar_t


sv_force_team_intro_random

cvars.sv_force_team_intro_random: convar_t


imgui_show_bullets

cvars.imgui_show_bullets: convar_t

CSGO/Bullets


imgui_show_grenades_window

cvars.imgui_show_grenades_window: convar_t

CS2/Show Grenades History


sv_pushaway_force

cvars.sv_pushaway_force: convar_t

How hard physics objects are pushed away from the players on the server.


sv_pushaway_min_player_speed

cvars.sv_pushaway_min_player_speed: convar_t

If a player is moving slower than this, don't push away physics objects (enables ducking behind things).


sv_pushaway_max_force

cvars.sv_pushaway_max_force: convar_t

Maximum amount of force applied to physics objects by players.


sv_pushaway_clientside

cvars.sv_pushaway_clientside: convar_t

Clientside physics push away (0=off, 1=only localplayer, 1=all players)


sv_pushaway_player_force

cvars.sv_pushaway_player_force: convar_t

How hard the player is pushed away from physics objects (falls off with inverse square of distance).


sv_pushaway_max_player_force

cvars.sv_pushaway_max_player_force: convar_t

Maximum of how hard the player is pushed away from physics objects.


sv_turbophysics

cvars.sv_turbophysics: convar_t

Turns on turbo physics


steamworks_sessionid_server

cvars.steamworks_sessionid_server: convar_t

The server session ID for the new steamworks gamestats.


sv_grenade_trajectory_time_spectator

cvars.sv_grenade_trajectory_time_spectator: convar_t

Length of time grenade trajectory remains visible as a spectator.


sv_grenade_trajectory_prac_trailtime

cvars.sv_grenade_trajectory_prac_trailtime: convar_t

Shows grenade trajectory practice visualization for this number of seconds.


sv_grenade_trajectory_prac_pipreview

cvars.sv_grenade_trajectory_prac_pipreview: convar_t

Shows grenade trajectory practice picture-in-picture preview.


vm_debug

cvars.vm_debug: convar_t


healthshot_health

cvars.healthshot_health: convar_t


healthshot_healthboost_time

cvars.healthshot_healthboost_time: convar_t


healthshot_healthboost_speed_multiplier

cvars.healthshot_healthboost_speed_multiplier: convar_t


healthshot_allow_use_at_full

cvars.healthshot_allow_use_at_full: convar_t


sv_health_approach_enabled

cvars.sv_health_approach_enabled: convar_t


sv_health_approach_speed

cvars.sv_health_approach_speed: convar_t


molotov_throw_detonate_time

cvars.molotov_throw_detonate_time: convar_t


weapon_molotov_maxdetonateslope

cvars.weapon_molotov_maxdetonateslope: convar_t

Maximum angle of slope on which the molotov will detonate


molotov_usethrow_direction

cvars.molotov_usethrow_direction: convar_t


cl_smoke_origin_height

cvars.cl_smoke_origin_height: convar_t


cl_smoke_torus_ring_radius

cvars.cl_smoke_torus_ring_radius: convar_t


cl_smoke_torus_ring_subradius

cvars.cl_smoke_torus_ring_subradius: convar_t


cl_smoke_edge_feather

cvars.cl_smoke_edge_feather: convar_t


cl_smoke_lower_speed

cvars.cl_smoke_lower_speed: convar_t


smoke_grenade_custom_color

cvars.smoke_grenade_custom_color: convar_t

0 = Gray (classic), 1 = Red, 2 = Orange, 3 = Skyblue, 4 = Yellow, 5 = Green, , 6 = Blue, 7 = Purple, 8 = pink


smoke_grenade_ct_color

cvars.smoke_grenade_ct_color: convar_t


smoke_grenade_t_color

cvars.smoke_grenade_t_color: convar_t


smoke_param1

cvars.smoke_param1: convar_t


smoke_param2

cvars.smoke_param2: convar_t


smoke_param3

cvars.smoke_param3: convar_t


smoke_param4

cvars.smoke_param4: convar_t


smoke_param5

cvars.smoke_param5: convar_t


smoke_use_noise_texture

cvars.smoke_use_noise_texture: convar_t


sv_ignoregrenaderadio

cvars.sv_ignoregrenaderadio: convar_t

Turn off Fire in the hole messages


mp_match_end_changelevel

cvars.mp_match_end_changelevel: convar_t

At the end of the match, perform a changelevel even if next map is the same


mp_defuser_allocation

cvars.mp_defuser_allocation: convar_t

How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone


mp_give_player_c4

cvars.mp_give_player_c4: convar_t

Whether this map should spawn a c4 bomb for a player or not.


mp_require_gun_use_to_acquire

cvars.mp_require_gun_use_to_acquire: convar_t

Whether guns must be +used to acquire or default is touch-to-pickup


mp_death_drop_gun

cvars.mp_death_drop_gun: convar_t

Which gun to drop on player death: 0=none, 1=best, 2=current or best


mp_death_drop_c4

cvars.mp_death_drop_c4: convar_t

Whether c4 is droppable


mp_death_drop_grenade

cvars.mp_death_drop_grenade: convar_t

Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades


mp_death_drop_defuser

cvars.mp_death_drop_defuser: convar_t

Drop defuser on player death


mp_death_drop_taser

cvars.mp_death_drop_taser: convar_t

Drop taser on player death


mp_death_drop_breachcharge

cvars.mp_death_drop_breachcharge: convar_t

Drop breachcharge on player death


mp_death_drop_healthshot

cvars.mp_death_drop_healthshot: convar_t

Drop healthshot on player death


mp_force_pick_time

cvars.mp_force_pick_time: convar_t

The amount of time a player has on the team screen to make a selection before being auto-teamed


bot_autodifficulty_threshold_low

cvars.bot_autodifficulty_threshold_low: convar_t

Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty


bot_autodifficulty_threshold_high

cvars.bot_autodifficulty_threshold_high: convar_t

Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty


mp_equipment_reset_rounds

cvars.mp_equipment_reset_rounds: convar_t

Reset all player equipment every N rounds (0 for never)


mp_economy_reset_rounds

cvars.mp_economy_reset_rounds: convar_t

Reset all player money every N rounds (0 for never)


mp_weapons_allow_zeus

cvars.mp_weapons_allow_zeus: convar_t

Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).


mp_weapons_allow_pistols

cvars.mp_weapons_allow_pistols: convar_t

Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs.


mp_weapons_allow_smgs

cvars.mp_weapons_allow_smgs: convar_t

Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs.


mp_weapons_allow_heavy

cvars.mp_weapons_allow_heavy: convar_t

Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs.


mp_weapons_allow_rifles

cvars.mp_weapons_allow_rifles: convar_t

Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs.


mp_weapons_allow_heavyassaultsuit

cvars.mp_weapons_allow_heavyassaultsuit: convar_t

Determines whether heavyassaultsuit is permitted.


mp_heavyassaultsuit_cooldown

cvars.mp_heavyassaultsuit_cooldown: convar_t

Determines cooldown of purchase.


mp_weapons_allow_typecount

cvars.mp_weapons_allow_typecount: convar_t

Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit).


mp_weapons_allow_map_placed

cvars.mp_weapons_allow_map_placed: convar_t

If this convar is set, when a match starts, the game will not delete weapons placed in the map.


mp_default_team_winner_no_objective

cvars.mp_default_team_winner_no_objective: convar_t

If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.


mp_respawn_on_death_t

cvars.mp_respawn_on_death_t: convar_t

When set to 1, terrorists will respawn after dying.


mp_respawn_on_death_ct

cvars.mp_respawn_on_death_ct: convar_t

When set to 1, counter-terrorists will respawn after dying.


mp_use_respawn_waves

cvars.mp_use_respawn_waves: convar_t

When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the whole team is dead.


mp_items_prohibited

cvars.mp_items_prohibited: convar_t

Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.


mp_respawnwavetime_ct

cvars.mp_respawnwavetime_ct: convar_t

Time between respawn waves for CTs.


mp_respawnwavetime_t

cvars.mp_respawnwavetime_t: convar_t

Time between respawn waves for Terrorists.


mp_competitive_endofmatch_extra_time

cvars.mp_competitive_endofmatch_extra_time: convar_t

After a competitive match finishes rematch voting extra time is given for rankings.


mp_endmatch_votenextmap

cvars.mp_endmatch_votenextmap: convar_t

Whether or not players vote for the next map at the end of the match when the final scoreboard comes up


mp_endmatch_votenextmap_keepcurrent

cvars.mp_endmatch_votenextmap_keepcurrent: convar_t

If set, keeps the current map in the list of voting options. If not set, the current map will not appear in the list of voting options.


mp_endmatch_votenextleveltime

cvars.mp_endmatch_votenextleveltime: convar_t

If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.


sv_endmatch_item_drop_interval

cvars.sv_endmatch_item_drop_interval: convar_t

The time between drops on the end match scoreboard


sv_endmatch_item_drop_interval_rare

cvars.sv_endmatch_item_drop_interval_rare: convar_t

The time between drops on the end match scoreboard for rare items


sv_endmatch_item_drop_interval_mythical

cvars.sv_endmatch_item_drop_interval_mythical: convar_t

The time between drops on the end match scoreboard for mythical items


sv_endmatch_item_drop_interval_legendary

cvars.sv_endmatch_item_drop_interval_legendary: convar_t

The time between drops on the end match scoreboard for legendary items


sv_endmatch_item_drop_interval_ancient

cvars.sv_endmatch_item_drop_interval_ancient: convar_t

The time between drops on the end match scoreboard for ancient items


sv_compute_per_bot_difficulty

cvars.sv_compute_per_bot_difficulty: convar_t

0 = compute all bot difficulties equally, 1 = compute unique bot difficulty for each bot


sv_show_bot_difficulty_in_name

cvars.sv_show_bot_difficulty_in_name: convar_t

0 = hide bot difficulty in bot name, 1 = show bot difficulty in bot name


sv_bot_difficulty_kbm

cvars.sv_bot_difficulty_kbm: convar_t

Bot difficulty while playing with Keyboard/Mouse device


sv_kick_ban_duration

cvars.sv_kick_ban_duration: convar_t

How long should a kick ban from the server should last (in minutes)


sv_disable_immunity_alpha

cvars.sv_disable_immunity_alpha: convar_t

If set, clients won't slam the player model render settings each frame for immunity [mod authors use this]


sv_deadtalk

cvars.sv_deadtalk: convar_t

Dead players can speak (voice, text) to the living


sv_full_alltalk

cvars.sv_full_alltalk: convar_t

Any player (including Spectator team) can speak to any other player


sv_talk_enemy_dead

cvars.sv_talk_enemy_dead: convar_t

Dead players can hear all dead enemy communication (voice, chat)


sv_talk_enemy_living

cvars.sv_talk_enemy_living: convar_t

Living players can hear all living enemy communication (voice, chat)


sv_talk_after_dying_time

cvars.sv_talk_after_dying_time: convar_t

The number of seconds a player can continue talking after dying as if they were still alive


sv_auto_full_alltalk_during_warmup_half_end

cvars.sv_auto_full_alltalk_during_warmup_half_end: convar_t

When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match


sv_spec_hear

cvars.sv_spec_hear: convar_t

Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team; 3: self only; 4: nobody


mp_c4timer

cvars.mp_c4timer: convar_t

how long from when the C4 is armed until it blows


mp_damage_headshot_only

cvars.mp_damage_headshot_only: convar_t

Determines whether non-headshot hits do any damage.


mp_damage_scale_ct_body

cvars.mp_damage_scale_ct_body: convar_t

Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)


mp_damage_scale_ct_head

cvars.mp_damage_scale_ct_head: convar_t

Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.


mp_damage_scale_t_body

cvars.mp_damage_scale_t_body: convar_t

Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)


mp_damage_scale_t_head

cvars.mp_damage_scale_t_head: convar_t

Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.5 == 50%). REMEMBER! headshots do 4x the damage of the body before this scaler is applied.


dev_reportmoneychanges

cvars.dev_reportmoneychanges: convar_t

Displays money account changes for players in the console


mp_roundtime

cvars.mp_roundtime: convar_t

How many minutes each round takes.


mp_roundtime_hostage

cvars.mp_roundtime_hostage: convar_t

How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.


mp_roundtime_defuse

cvars.mp_roundtime_defuse: convar_t

How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.


mp_team_intro_time

cvars.mp_team_intro_time: convar_t

How many seconds for team intro


mp_freezetime

cvars.mp_freezetime: convar_t

how many seconds to keep players frozen when the round starts


mp_limitteams

cvars.mp_limitteams: convar_t

Max # of players 1 team can have over another (0 disables check)


mp_tkpunish

cvars.mp_tkpunish: convar_t

Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}


mp_autokick

cvars.mp_autokick: convar_t

Kick idle/team-killing/team-damaging players


mp_suicide_penalty

cvars.mp_suicide_penalty: convar_t

Punish players for suicides


mp_spawnprotectiontime

cvars.mp_spawnprotectiontime: convar_t

Kick players who team-kill within this many seconds of a round restart.


mp_td_spawndmgthreshold

cvars.mp_td_spawndmgthreshold: convar_t

The damage threshold players have to exceed at the start of the round to be warned/kick.


mp_td_dmgtowarn

cvars.mp_td_dmgtowarn: convar_t

The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.


mp_td_dmgtokick

cvars.mp_td_dmgtokick: convar_t

The damage threshhold players have to exceed in a match to get kicked.


mp_humanteam

cvars.mp_humanteam: convar_t

Restricts human players to a single team {any, CT, T}


mp_ignore_round_win_conditions

cvars.mp_ignore_round_win_conditions: convar_t

Ignore conditions which would end the current round


mp_dogtag_pickup_rule

cvars.mp_dogtag_pickup_rule: convar_t

Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = killer & victim's team, 4 = anyone)


mp_dogtag_despawn_on_killer_death

cvars.mp_dogtag_despawn_on_killer_death: convar_t

Whether dogtags should despawn when their killer dies


mp_dogtag_despawn_time

cvars.mp_dogtag_despawn_time: convar_t

How many seconds dogtags should stay around before despawning automatically (0 = infinite)


mp_weapon_self_inflict_amount

cvars.mp_weapon_self_inflict_amount: convar_t

If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.


mp_damage_vampiric_amount

cvars.mp_damage_vampiric_amount: convar_t

If Set to non-0, will determine the fraction of damage dealt that will be given to attacker.


mp_global_damage_per_second

cvars.mp_global_damage_per_second: convar_t

If above 0, deal non-lethal damage to players over time.


contributionscore_assist_reqs

cvars.contributionscore_assist_reqs: convar_t

extra requirements to earn contribution score for an assist


contributionscore_assist

cvars.contributionscore_assist: convar_t

amount of contribution score added for an assist


contributionscore_kill_reqs

cvars.contributionscore_kill_reqs: convar_t

extra requirements to earn contribution score for a kill


contributionscore_kill

cvars.contributionscore_kill: convar_t

amount of contribution score added for a kill


contributionscore_objective_kill

cvars.contributionscore_objective_kill: convar_t

amount of contribution score added for an objective related kill


contributionscore_hostage_rescue_minor

cvars.contributionscore_hostage_rescue_minor: convar_t

amount of contribution score added to all alive CTs per hostage rescued


contributionscore_hostage_rescue_major

cvars.contributionscore_hostage_rescue_major: convar_t

amount of contribution score added to rescuer per hostage rescued


contributionscore_bomb_defuse_minor

cvars.contributionscore_bomb_defuse_minor: convar_t

amount of contribution score for defusing a bomb after eliminating enemy team


contributionscore_bomb_defuse_major

cvars.contributionscore_bomb_defuse_major: convar_t

amount of contribution score for defusing a bomb while at least one enemy remains alive


contributionscore_bomb_planted

cvars.contributionscore_bomb_planted: convar_t

amount of contribution score for planting a bomb


contributionscore_bomb_exploded

cvars.contributionscore_bomb_exploded: convar_t

amount of contribution score awarded to bomb planter and terrorists remaining alive if bomb explosion wins the round


contributionscore_participation

cvars.contributionscore_participation: convar_t

amount of contribution score awarded to players for active participation in the round


contributionscore_suicide

cvars.contributionscore_suicide: convar_t

amount of contribution score for a suicide, normally negative


contributionscore_team_kill

cvars.contributionscore_team_kill: convar_t

amount of contribution score for a team kill, normally negative


contributionscore_hostage_kill

cvars.contributionscore_hostage_kill: convar_t

amount of contribution score for killing a hostage, normally negative


contributionscore_cash_bundle

cvars.contributionscore_cash_bundle: convar_t

amount of contribution score for picking up a cash bundle


contributionscore_crate_break

cvars.contributionscore_crate_break: convar_t

amount of contribution score for breaking an item crate


contributionscore_kill_factor

cvars.contributionscore_kill_factor: convar_t

percentage of victim's contribution score to award to their killer as a bonus


mp_endmatch_votenextmap_wargames_modes

cvars.mp_endmatch_votenextmap_wargames_modes: convar_t

Modes available for endmatch voting during War Games. Separate names with spaces.


mp_timelimit

cvars.mp_timelimit: convar_t

game time per map in minutes


mp_fraglimit

cvars.mp_fraglimit: convar_t


nextmode

cvars.nextmode: convar_t

Sets the game mode to be played when the next level loads


nextlevel

cvars.nextlevel: convar_t

If set to a valid map name, will trigger a changelevel to the specified map at the end of the round


mapcyclefile

cvars.mapcyclefile: convar_t

Name of the .txt file used to cycle the maps on multiplayer servers


game_online

cvars.game_online: convar_t

The current game is online.


game_public

cvars.game_public: convar_t

The current game is public.


mp_teamname_1

cvars.mp_teamname_1: convar_t

A non-empty string overrides the first team's name.


mp_teamname_2

cvars.mp_teamname_2: convar_t

A non-empty string overrides the second team's name.


mp_teamflag_1

cvars.mp_teamflag_1: convar_t

Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.


mp_teamflag_2

cvars.mp_teamflag_2: convar_t

Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.


mp_teamlogo_1

cvars.mp_teamlogo_1: convar_t

Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'


mp_teamlogo_2

cvars.mp_teamlogo_2: convar_t

Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams'


mp_teamprediction_txt

cvars.mp_teamprediction_txt: convar_t

A value between 1 and 99 will set predictions in favor of first team.


mp_teamprediction_pct

cvars.mp_teamprediction_pct: convar_t

A value between 1 and 99 will show predictions in favor of CT team.


mp_teammatchstat_txt

cvars.mp_teammatchstat_txt: convar_t

A non-empty string sets the match stat description, e.g. 'Match 2 of 3'.


mp_teammatchstat_1

cvars.mp_teammatchstat_1: convar_t

A non-empty string sets first team's match stat.


mp_teammatchstat_2

cvars.mp_teammatchstat_2: convar_t

A non-empty string sets second team's match stat.


mp_teamscore_1

cvars.mp_teamscore_1: convar_t

A non-empty string for best-of-N maps won by the first team.


mp_teamscore_2

cvars.mp_teamscore_2: convar_t

A non-empty string for best-of-N maps won by the second team.


mp_teamscore_max

cvars.mp_teamscore_max: convar_t

How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)


mp_teammatchstat_holdtime

cvars.mp_teammatchstat_holdtime: convar_t

Decide on a match stat and hold it additionally for at least so many seconds


mp_teammatchstat_cycletime

cvars.mp_teammatchstat_cycletime: convar_t

Cycle match stats after so many seconds


mp_heavyassaultsuit_speed

cvars.mp_heavyassaultsuit_speed: convar_t

The max speed of a player when they are wearing the heavy assault suit


mp_heavybot_damage_reduction_scale

cvars.mp_heavybot_damage_reduction_scale: convar_t

How much damage should scale when the player wearing the heavy assault suit is shot (1.0 = no change, 0.5 = half damage)


mp_heavyassaultsuit_deploy_timescale

cvars.mp_heavyassaultsuit_deploy_timescale: convar_t

How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)


mp_heavyassaultsuit_aimpunch

cvars.mp_heavyassaultsuit_aimpunch: convar_t

How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot


mp_shield_speed_deployed

cvars.mp_shield_speed_deployed: convar_t

The max speed of a player when they have a shield deployed


mp_shield_speed_holstered

cvars.mp_shield_speed_holstered: convar_t

The max speed of a player when they have a shield holstered


mp_backup_round_auto

cvars.mp_backup_round_auto: convar_t

If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk


mp_backup_round_file

cvars.mp_backup_round_file: convar_t

If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.txt


mp_backup_round_file_pattern

cvars.mp_backup_round_file_pattern: convar_t

If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%%date%%time%%team1%%team2%%map%_round%round%_score%score1%_%score2%.txt'


mp_backup_round_file_last

cvars.mp_backup_round_file_last: convar_t

Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.


mp_backup_restore_load_autopause

cvars.mp_backup_restore_load_autopause: convar_t

Whether to automatically pause the match after restoring round data from backup


sv_gameinstructor_disable

cvars.sv_gameinstructor_disable: convar_t

Force all clients to disable their game instructors.


cs_AssistDamageThreshold

cvars.cs_AssistDamageThreshold: convar_t

cs_AssistDamageThreshold defines the amount of damage needed to score an assist


sv_matchpause_auto_5v5

cvars.sv_matchpause_auto_5v5: convar_t

When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.


mp_spectators_max

cvars.mp_spectators_max: convar_t

How many spectators are allowed in a match.


mp_buytime

cvars.mp_buytime: convar_t

How many seconds after round start players can buy items for.


mp_buy_allow_grenades

cvars.mp_buy_allow_grenades: convar_t

Whether players can purchase grenades from the buy menu or not.


mp_buy_allow_guns

cvars.mp_buy_allow_guns: convar_t

Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).


mp_warmup_online_enabled

cvars.mp_warmup_online_enabled: convar_t

Whether or not to do a warmup period at the start of an online match.


mp_warmup_offline_enabled

cvars.mp_warmup_offline_enabled: convar_t

Whether or not to do a warmup period at the start of a match in an offline (bot) match.


mp_startmoney

cvars.mp_startmoney: convar_t

amount of money each player gets when they reset


mp_maxmoney

cvars.mp_maxmoney: convar_t

maximum amount of money allowed in a player's account


mp_afterroundmoney

cvars.mp_afterroundmoney: convar_t

amount of money awared to every player after each round


mp_playercashawards

cvars.mp_playercashawards: convar_t

Players can earn money by performing in-game actions


mp_teamcashawards

cvars.mp_teamcashawards: convar_t

Teams can earn money by performing in-game actions


mp_overtime_enable

cvars.mp_overtime_enable: convar_t

If a match ends in a tie, use overtime rules to determine winner


mp_overtime_limit

cvars.mp_overtime_limit: convar_t

When overtime is enabled, only so many overtimes can be played


mp_overtime_maxrounds

cvars.mp_overtime_maxrounds: convar_t

When overtime is enabled play additional rounds to determine winner


mp_overtime_startmoney

cvars.mp_overtime_startmoney: convar_t

Money assigned to all players at start of every overtime half


mp_hostages_takedamage

cvars.mp_hostages_takedamage: convar_t

Whether or not hostages can be hurt.


mp_hostages_rescuetowin

cvars.mp_hostages_rescuetowin: convar_t

0 == all alive, any other number is the number the CT's need to rescue to win the round.


mp_hostages_rescuetime

cvars.mp_hostages_rescuetime: convar_t

Additional time added to round time if a hostage is reached by a CT.


mp_anyone_can_pickup_c4

cvars.mp_anyone_can_pickup_c4: convar_t

If set, everyone can pick up the c4, not just Ts.


mp_c4_cannot_be_defused

cvars.mp_c4_cannot_be_defused: convar_t

If set, the planted c4 cannot be defused.


sv_coaching_enabled

cvars.sv_coaching_enabled: convar_t

Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )


sv_party_mode

cvars.sv_party_mode: convar_t

Party!!


sv_dz_hostage_rescue_reward

cvars.sv_dz_hostage_rescue_reward: convar_t

Number of cash bundles to award for rescuing a hostage


sv_dz_squad_wipe_reward

cvars.sv_dz_squad_wipe_reward: convar_t

Number of cash bundles to award for eliminating a squad


mp_shorthanded_cash_bonus_round_delay

cvars.mp_shorthanded_cash_bonus_round_delay: convar_t

number of previous rounds that a team needs to have been shorthanded before they are eligible for the short-handed bonus


mp_shorthanded_cash_bonus_ignore_kicked

cvars.mp_shorthanded_cash_bonus_ignore_kicked: convar_t

Determines whether kicked players are included in the assessment for short-handedness


mp_disconnect_kills_players

cvars.mp_disconnect_kills_players: convar_t

When a player disconnects, kill them first (triggering item drops, stats, etc.)


mp_disconnect_kills_bots

cvars.mp_disconnect_kills_bots: convar_t

When a bot disconnects, kill them first. Requires mp_disconnect_kills_players.


mp_verbose_changelevel_spew

cvars.mp_verbose_changelevel_spew: convar_t


mp_warmuptime

cvars.mp_warmuptime: convar_t

How long the warmup period lasts. Changing this value resets warmup.


mp_warmuptime_all_players_connected

cvars.mp_warmuptime_all_players_connected: convar_t

Warmup time to use when all players have connected. 0 to disable.


mp_warmuptime_match_cancelled

cvars.mp_warmuptime_match_cancelled: convar_t

Warmup time to use when the match will be cancelled (eg. due to a live VAC ban).


mp_endwarmup_player_count

cvars.mp_endwarmup_player_count: convar_t

Number of players required to be connected to end warmup early. 0 to require maximum players for mode.


mp_warmup_pausetimer

cvars.mp_warmup_pausetimer: convar_t

Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.


mp_halftime_pausetimer

cvars.mp_halftime_pausetimer: convar_t

Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.


mp_halftime_pausematch

cvars.mp_halftime_pausematch: convar_t

Set to 1 to pause match after halftime countdown elapses. Match must be resumed by vote or admin.


mp_overtime_halftime_pausetimer

cvars.mp_overtime_halftime_pausetimer: convar_t

If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the timer.


mp_respawn_immunitytime

cvars.mp_respawn_immunitytime: convar_t

How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity.


mp_playerid

cvars.mp_playerid: convar_t

Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names


mp_playerid_delay

cvars.mp_playerid_delay: convar_t

Number of seconds to delay showing information in the status bar


mp_playerid_hold

cvars.mp_playerid_hold: convar_t

Number of seconds to keep showing old information in the status bar


mp_round_restart_delay

cvars.mp_round_restart_delay: convar_t

Number of seconds to delay before restarting a round after a win


mp_halftime_duration

cvars.mp_halftime_duration: convar_t

Target number of seconds that halftime lasts; shortened if team intros are active


mp_min_halftime_duration

cvars.mp_min_halftime_duration: convar_t

Minimum number of seconds that halftime lasts even if team intros are active


mp_match_can_clinch

cvars.mp_match_can_clinch: convar_t

Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?


mp_ct_default_melee

cvars.mp_ct_default_melee: convar_t

The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!


mp_ct_default_secondary

cvars.mp_ct_default_secondary: convar_t

The default secondary (pistol) weapon that the CTs will spawn with


mp_ct_default_primary

cvars.mp_ct_default_primary: convar_t

The default primary (rifle) weapon that the CTs will spawn with


mp_ct_default_grenades

cvars.mp_ct_default_grenades: convar_t

The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'


mp_t_default_melee

cvars.mp_t_default_melee: convar_t

The default melee weapon that the Ts will spawn with


mp_t_default_secondary

cvars.mp_t_default_secondary: convar_t

The default secondary (pistol) weapon that the Ts will spawn with


mp_t_default_primary

cvars.mp_t_default_primary: convar_t

The default primary (rifle) weapon that the Ts will spawn with


mp_t_default_grenades

cvars.mp_t_default_grenades: convar_t

The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'


mp_join_grace_time

cvars.mp_join_grace_time: convar_t

Number of seconds after round start to allow a player to join a game


mp_win_panel_display_time

cvars.mp_win_panel_display_time: convar_t

The amount of time to show the win panel between matches / halfs


mp_dm_dogtag_score

cvars.mp_dm_dogtag_score: convar_t

Points to award for picking up a dogtag in deathmatch.


mp_dm_teammode

cvars.mp_dm_teammode: convar_t

In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contribution score)


mp_dm_teammode_kill_score

cvars.mp_dm_teammode_kill_score: convar_t

Team deathmatch victory points to award for enemy kill


mp_dm_teammode_bonus_score

cvars.mp_dm_teammode_bonus_score: convar_t

Team deathmatch victory points to award for kill with bonus weapon


mp_dm_teammode_dogtag_score

cvars.mp_dm_teammode_dogtag_score: convar_t

Team deathmatch victory points to award for collecting enemy dogtags


mp_dm_bonusweapon_dogtags

cvars.mp_dm_bonusweapon_dogtags: convar_t

Additional dogtags to drop when making a kill with the bonus weapon


mp_display_kill_assists

cvars.mp_display_kill_assists: convar_t

Whether to display and score player assists


mp_match_end_restart

cvars.mp_match_end_restart: convar_t

At the end of the match, perform a restart instead of loading a new map


ammo_45acp_max

cvars.ammo_45acp_max: convar_t


ammo_357sig_max

cvars.ammo_357sig_max: convar_t


ammo_357sig_p250_max

cvars.ammo_357sig_p250_max: convar_t


ammo_357sig_small_max

cvars.ammo_357sig_small_max: convar_t


ammo_357sig_min_max

cvars.ammo_357sig_min_max: convar_t


ammo_57mm_max

cvars.ammo_57mm_max: convar_t


ammo_grenade_limit_default

cvars.ammo_grenade_limit_default: convar_t


ammo_grenade_limit_flashbang

cvars.ammo_grenade_limit_flashbang: convar_t


ammo_grenade_limit_total

cvars.ammo_grenade_limit_total: convar_t


ammo_grenade_limit_snowballs

cvars.ammo_grenade_limit_snowballs: convar_t


ammo_grenade_limit_tripwirefire

cvars.ammo_grenade_limit_tripwirefire: convar_t


ammo_item_limit_adrenaline

cvars.ammo_item_limit_adrenaline: convar_t


ammo_grenade_limit_breachcharge

cvars.ammo_grenade_limit_breachcharge: convar_t


ammo_grenade_limit_bumpmine

cvars.ammo_grenade_limit_bumpmine: convar_t


ammo_item_limit_healthshot

cvars.ammo_item_limit_healthshot: convar_t


ammo_50AE_impulse

cvars.ammo_50AE_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_762mm_impulse

cvars.ammo_762mm_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_556mm_impulse

cvars.ammo_556mm_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_556mm_box_impulse

cvars.ammo_556mm_box_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_338mag_impulse

cvars.ammo_338mag_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_9mm_impulse

cvars.ammo_9mm_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_buckshot_impulse

cvars.ammo_buckshot_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_45acp_impulse

cvars.ammo_45acp_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_357sig_impulse

cvars.ammo_357sig_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_57mm_impulse

cvars.ammo_57mm_impulse: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_50AE_headshot_mult

cvars.ammo_50AE_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_762mm_headshot_mult

cvars.ammo_762mm_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_556mm_headshot_mult

cvars.ammo_556mm_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_556mm_box_headshot_mult

cvars.ammo_556mm_box_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_338mag_headshot_mult

cvars.ammo_338mag_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_9mm_headshot_mult

cvars.ammo_9mm_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_buckshot_headshot_mult

cvars.ammo_buckshot_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_45acp_headshot_mult

cvars.ammo_45acp_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_357sig_headshot_mult

cvars.ammo_357sig_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


ammo_57mm_headshot_mult

cvars.ammo_57mm_headshot_mult: convar_t

You must enable tweaking via tweak_ammo_impulses to use this value.


frag_grenade_blip_frequency

cvars.frag_grenade_blip_frequency: convar_t


mp_dm_time_between_bonus_min

cvars.mp_dm_time_between_bonus_min: convar_t

Minimum time a bonus time will start after the round start or after the last bonus (in seconds)


mp_dm_time_between_bonus_max

cvars.mp_dm_time_between_bonus_max: convar_t

Maximum time a bonus time will start after the round start or after the last bonus (in seconds)


mp_dm_bonus_length_min

cvars.mp_dm_bonus_length_min: convar_t

Minimum time the bonus time will last (in seconds)


mp_dm_bonus_length_max

cvars.mp_dm_bonus_length_max: convar_t

Maximum time the bonus time will last (in seconds)


mp_dm_healthshot_killcount

cvars.mp_dm_healthshot_killcount: convar_t

Grant healthshots in deathmatch after n kills


mp_dm_kill_base_score

cvars.mp_dm_kill_base_score: convar_t

Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.


mp_dm_bonus_percent

cvars.mp_dm_bonus_percent: convar_t

Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.


spec_replay_round_delay

cvars.spec_replay_round_delay: convar_t

Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)


mp_footsteps_serverside

cvars.mp_footsteps_serverside: convar_t

Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.


sv_reliableavatardata

cvars.sv_reliableavatardata: convar_t

Use server overrides for steam avatars


sv_warmup_to_freezetime_delay

cvars.sv_warmup_to_freezetime_delay: convar_t

Delay between end of warmup and start of match.


sv_disable_teamselect_menu

cvars.sv_disable_teamselect_menu: convar_t

Disable teamselect menu on clients


sv_human_autojoin_team

cvars.sv_human_autojoin_team: convar_t

Force human players on to a team. 0 to disable.


sv_server_graphic1

cvars.sv_server_graphic1: convar_t

A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.


sv_server_graphic2

cvars.sv_server_graphic2: convar_t

A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.


sv_disable_observer_interpolation

cvars.sv_disable_observer_interpolation: convar_t

Disallow interpolating between observer targets on this server.


sv_invites_only_mainmenu

cvars.sv_invites_only_mainmenu: convar_t

If turned on, will ignore all invites when user is playing a match


sv_teamid_overhead_always_prohibit

cvars.sv_teamid_overhead_always_prohibit: convar_t

Determines whether cl_teamid_overhead_always is prohibited.


sv_versus_screen_scene_id

cvars.sv_versus_screen_scene_id: convar_t

Determines which scene is used for the versus screen.


sv_disconnected_players_cleanup_delay

cvars.sv_disconnected_players_cleanup_delay: convar_t

Delay between player disconnecting and their corpse getting cleaned up.


sv_log_roundstats

cvars.sv_log_roundstats: convar_t


sv_autoexec_mapname_cfg

cvars.sv_autoexec_mapname_cfg: convar_t

Execute a mapname cfg file on the server automatically in custom game modes that require it.


sv_show_team_equipment_prohibit

cvars.sv_show_team_equipment_prohibit: convar_t

Determines whether +cl_show_team_equipment is prohibited.


sv_show_team_equipment_force_on

cvars.sv_show_team_equipment_force_on: convar_t

Force on if not prohibited


sv_teamid_overhead_maxdist_spec

cvars.sv_teamid_overhead_maxdist_spec: convar_t

If >0, server will override cl_teamid_overhead_maxdist_spec


sv_teamid_overhead_maxdist

cvars.sv_teamid_overhead_maxdist: convar_t

If >0, server will override cl_teamid_overhead_maxdist


sv_teamid_overhead

cvars.sv_teamid_overhead: convar_t

Shows teamID over player's heads. 0 = off, 1 = on


sv_disable_radar

cvars.sv_disable_radar: convar_t

0: regular radar; 1: always disabled; 2: disabled in warmup


sv_hide_roundtime_until_seconds

cvars.sv_hide_roundtime_until_seconds: convar_t


sv_outofammo_indicator

cvars.sv_outofammo_indicator: convar_t


sv_falldamage_to_below_player_ratio

cvars.sv_falldamage_to_below_player_ratio: convar_t

Landing on a another player's head gives them this ratio of the damage.


sv_falldamage_to_below_player_multiplier

cvars.sv_falldamage_to_below_player_multiplier: convar_t

Scale damage when distributed across two players


sv_chat_proximity

cvars.sv_chat_proximity: convar_t


sv_voice_proximity

cvars.sv_voice_proximity: convar_t


sv_highlight_duration

cvars.sv_highlight_duration: convar_t


sv_highlight_distance

cvars.sv_highlight_distance: convar_t


sv_fade_player_visibility_farz

cvars.sv_fade_player_visibility_farz: convar_t


mp_consecutive_loss_max

cvars.mp_consecutive_loss_max: convar_t


mp_starting_losses

cvars.mp_starting_losses: convar_t

Determines what the initial loss streak is.


mp_consecutive_loss_aversion

cvars.mp_consecutive_loss_aversion: convar_t

How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second win


sv_kick_players_with_cooldown

cvars.sv_kick_players_with_cooldown: convar_t

(0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)


sv_matchend_drops_enabled

cvars.sv_matchend_drops_enabled: convar_t

Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented


sv_buy_status_override

cvars.sv_buy_status_override: convar_t

Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody


sv_auto_adjust_bot_difficulty

cvars.sv_auto_adjust_bot_difficulty: convar_t

Adjust the difficulty of bots each round based on contribution score.


sv_bots_get_easier_each_win

cvars.sv_bots_get_easier_each_win: convar_t

If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.


tv_delaymapchange

cvars.tv_delaymapchange: convar_t

Delays map change until broadcast is complete


sv_game_mode_flags

cvars.sv_game_mode_flags: convar_t

Dedicated server game mode flags to run


nextmap_print_enabled

cvars.nextmap_print_enabled: convar_t

When enabled prints next map to clients


sv_skirmish_id

cvars.sv_skirmish_id: convar_t

Dedicated server skirmish id to run


ff_damage_decoy_explosion

cvars.ff_damage_decoy_explosion: convar_t

Enables or disables team damage from decoy detonation


mp_autoteambalance

cvars.mp_autoteambalance: convar_t


mp_maxrounds

cvars.mp_maxrounds: convar_t

max number of rounds to play before server changes maps


mp_winlimit

cvars.mp_winlimit: convar_t

Max score one team can reach before server changes maps


mp_tournament

cvars.mp_tournament: convar_t


mp_team_timeout_time

cvars.mp_team_timeout_time: convar_t

Duration of each timeout.


mp_team_timeout_max

cvars.mp_team_timeout_max: convar_t

Number of timeouts each team gets per match.


mp_team_timeout_ot_add_once

cvars.mp_team_timeout_ot_add_once: convar_t

Number of timeouts to add for each team when regulation time ends and match goes to overtime.


mp_team_timeout_ot_add_each

cvars.mp_team_timeout_ot_add_each: convar_t

Number of timeouts to add for each team when match goes to 2nd and each next overtime.


mp_team_timeout_ot_max

cvars.mp_team_timeout_ot_max: convar_t

Max number of timeouts each team can have per OT after all OT timeouts got added.


mp_technical_timeout_per_team

cvars.mp_technical_timeout_per_team: convar_t

How many technical timeouts are there per team?


mp_technical_timeout_duration_s

cvars.mp_technical_timeout_duration_s: convar_t

How many seconds is a full technical timeout?


mp_weapons_max_gun_purchases_per_weapon_per_match

cvars.mp_weapons_max_gun_purchases_per_weapon_per_match: convar_t

Max number of times a player may purchase any weapon per match


mp_match_restart_delay

cvars.mp_match_restart_delay: convar_t

Time (in seconds) until a match restarts.


mp_chattime

cvars.mp_chattime: convar_t

amount of time players can chat after the game is over


inferno_velocity_normal_factor

cvars.inferno_velocity_normal_factor: convar_t


inferno_surface_offset

cvars.inferno_surface_offset: convar_t


inferno_child_spawn_max_depth

cvars.inferno_child_spawn_max_depth: convar_t


inferno_max_trace_per_tick

cvars.inferno_max_trace_per_tick: convar_t


inferno_forward_reduction_factor

cvars.inferno_forward_reduction_factor: convar_t


inferno_smoke_volume_density

cvars.inferno_smoke_volume_density: convar_t


inferno_damage_timer

cvars.inferno_damage_timer: convar_t

How long between times for the inferno to deal damage.


inferno_ct_experiment

cvars.inferno_ct_experiment: convar_t

enable ct incendiary experiment


hostage_drop_time

cvars.hostage_drop_time: convar_t

Time for the hostage before it fully drops to ground


sv_pushaway_hostage_force

cvars.sv_pushaway_hostage_force: convar_t

How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).


sv_pushaway_max_hostage_force

cvars.sv_pushaway_max_hostage_force: convar_t

Maximum of how hard the hostage is pushed away from physics objects.


mp_hostages_max

cvars.mp_hostages_max: convar_t

Maximum number of hostages to spawn.


mp_hostages_spawn_farthest

cvars.mp_hostages_spawn_farthest: convar_t

When enabled will consistently force the farthest hostages to spawn.


mp_hostages_spawn_same_every_round

cvars.mp_hostages_spawn_same_every_round: convar_t

0 = spawn hostages randomly every round, 1 = same spawns for entire match.


mp_hostages_spawn_force_positions

cvars.mp_hostages_spawn_force_positions: convar_t

Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6'


mp_hostages_spawn_force_positions_xyz

cvars.mp_hostages_spawn_force_positions_xyz: convar_t

Comma separated list of xyz locations to force spawn positions, e.g. 'x1 y1 z1,x2 y2 z2'


mp_hostages_run_speed_modifier

cvars.mp_hostages_run_speed_modifier: convar_t

Default is 1.0, slow down hostages by setting this to < 1.0.


cvars.nav_approach_points_area_size_threshold: convar_t

Ignore nav areas with at least one side smaller than this amount during approach point calculation.


cvars.nav_draw_hidingspots: convar_t


cvars.nav_draw_dangerareas: convar_t


mp_guardian_target_site

cvars.mp_guardian_target_site: convar_t

If set to the index of a bombsite, will cause random spawns to be only created near that site.


sv_hegrenade_damage_multiplier

cvars.sv_hegrenade_damage_multiplier: convar_t


sv_hegrenade_radius_multiplier

cvars.sv_hegrenade_radius_multiplier: convar_t


dota_overhead_on_received_item

cvars.dota_overhead_on_received_item: convar_t

Emit an overhead particle effect on receiving an item from an ally.


ai_debug_shoot_positions

cvars.ai_debug_shoot_positions: convar_t


ai_disabled

cvars.ai_disabled: convar_t


filter_player_simulation_time

cvars.filter_player_simulation_time: convar_t


sv_script_think_interval

cvars.sv_script_think_interval: convar_t


vprof_scope_entity_thinks

cvars.vprof_scope_entity_thinks: convar_t


vprof_think_limit

cvars.vprof_think_limit: convar_t


ent_pivot_size

cvars.ent_pivot_size: convar_t


debug_overlay_fullposition

cvars.debug_overlay_fullposition: convar_t


ent_text_no_name_really_i_mean_it

cvars.ent_text_no_name_really_i_mean_it: convar_t


ent_show_contexts

cvars.ent_show_contexts: convar_t

Show entity contexts in ent_text display


ent_actornames_font

cvars.ent_actornames_font: convar_t

ent_actornames font name


ent_actornames_fontsize

cvars.ent_actornames_fontsize: convar_t

ent_actornames font size


ent_text_flags_active

cvars.ent_text_flags_active: convar_t


phys_async_buoyancy_update

cvars.phys_async_buoyancy_update: convar_t

If true, buoyancy motion controllers are updated in an async job after the tick has completed.


sv_pushaway_clientside_size

cvars.sv_pushaway_clientside_size: convar_t

Minimum size of pushback objects


props_break_max_pieces_perframe

cvars.props_break_max_pieces_perframe: convar_t

Maximum prop breakable piece count per frame (-1 = model default)


break_damage_inherit_scale

cvars.break_damage_inherit_scale: convar_t


break_invulnerable_spawn_duration

cvars.break_invulnerable_spawn_duration: convar_t


props_break_apply_radial_forces

cvars.props_break_apply_radial_forces: convar_t


props_break_radial_force_ratio

cvars.props_break_radial_force_ratio: convar_t


props_breakable_debug_spawn

cvars.props_breakable_debug_spawn: convar_t


snd_event_oriented_box_debug

cvars.snd_event_oriented_box_debug: convar_t


animgraph_enable_parallel_update

cvars.animgraph_enable_parallel_update: convar_t


animgraph_enable_parallel_op_evaluation

cvars.animgraph_enable_parallel_op_evaluation: convar_t


animgraph_force_tick_all_graphs

cvars.animgraph_force_tick_all_graphs: convar_t


sv_skip_update_animations

cvars.sv_skip_update_animations: convar_t

Enable to skip game animations


animgraph_slope_draw_raycasts

cvars.animgraph_slope_draw_raycasts: convar_t


animgraph_trace_static_only

cvars.animgraph_trace_static_only: convar_t


animgraph_draw_traces

cvars.animgraph_draw_traces: convar_t


animgraph_trace_ignore_prop_physics

cvars.animgraph_trace_ignore_prop_physics: convar_t


cl_skip_hierarchy_update_for_unchanged_entities

cvars.cl_skip_hierarchy_update_for_unchanged_entities: convar_t

Skip updating hierarchy information in PostDataUpdate for entities that have not changed


sv_massreport

cvars.sv_massreport: convar_t


ent_skeleton_duration

cvars.ent_skeleton_duration: convar_t

Duration of ent_skeleton display


skill

cvars.skill: convar_t

Game skill level.


sv_lightquery_debug

cvars.sv_lightquery_debug: convar_t


lightquery_debug_direct_lighting

cvars.lightquery_debug_direct_lighting: convar_t


lightquery_debug_indirect_lighting

cvars.lightquery_debug_indirect_lighting: convar_t


phys_active

cvars.phys_active: convar_t

Whether PLAYER physics is actively simulated (ie. noclip)


sv_phys_enabled

cvars.sv_phys_enabled: convar_t

Enable all physics simulation


sv_phys_stop_at_collision

cvars.sv_phys_stop_at_collision: convar_t


sv_phys_sleep_enable

cvars.sv_phys_sleep_enable: convar_t

Enable sleeping for dynamic physics bodies.


sv_phys_animated_hierarchy

cvars.sv_phys_animated_hierarchy: convar_t


phys_show_stats

cvars.phys_show_stats: convar_t


phys_threaded_transform_update

cvars.phys_threaded_transform_update: convar_t


phys_threaded_kinematic_bone_update

cvars.phys_threaded_kinematic_bone_update: convar_t


sv_gravity

cvars.sv_gravity: convar_t

World gravity.


phys_timescale

cvars.phys_timescale: convar_t

Scale time for physics


phys_continuous_kinematic_update

cvars.phys_continuous_kinematic_update: convar_t


phys_parallel_islands

cvars.phys_parallel_islands: convar_t

Enable/Disable Parallel Island Solving


sv_phys_visualize_awake

cvars.sv_phys_visualize_awake: convar_t


phys_visualize_awake_dynamic_only

cvars.phys_visualize_awake_dynamic_only: convar_t


phys_visualize_awake_unattached_only

cvars.phys_visualize_awake_unattached_only: convar_t


sv_phys_debug_callback_entities

cvars.sv_phys_debug_callback_entities: convar_t

Print all entities that get touch callbacks. Each entity is printed only once.


phys_log_updaters_include

cvars.phys_log_updaters_include: convar_t


phys_log_updaters_exclude

cvars.phys_log_updaters_exclude: convar_t


phys_log_updaters

cvars.phys_log_updaters: convar_t


sv_hitbox_debug

cvars.sv_hitbox_debug: convar_t


sos_debug_emit

cvars.sos_debug_emit: convar_t


snd_break_on_start_soundevent

cvars.snd_break_on_start_soundevent: convar_t

Use to debug break on any soundevent that is started matching this name


soundscape_debug

cvars.soundscape_debug: convar_t

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_update_include_bots

cvars.soundscape_update_include_bots: convar_t

Enable to calculate soundscape audio params for bots.


disable_source_soundscape_trace

cvars.disable_source_soundscape_trace: convar_t

Bypasses lookup of soundscapes for indvidual audio sources when enabled.


script_break_in_native_debugger_on_error

cvars.script_break_in_native_debugger_on_error: convar_t


script_attach_debugger_at_startup

cvars.script_attach_debugger_at_startup: convar_t


ai_debug_dyninteractions

cvars.ai_debug_dyninteractions: convar_t

Debug the NPC dynamic interaction system.


fog_volume_debug

cvars.fog_volume_debug: convar_t

If enabled, prints diagnostic information about the current fog volume


ammo_50AE_max

cvars.ammo_50AE_max: convar_t


ammo_762mm_max

cvars.ammo_762mm_max: convar_t


ammo_556mm_max

cvars.ammo_556mm_max: convar_t


ammo_556mm_small_max

cvars.ammo_556mm_small_max: convar_t


ammo_556mm_box_max

cvars.ammo_556mm_box_max: convar_t


ammo_338mag_max

cvars.ammo_338mag_max: convar_t


ammo_9mm_max

cvars.ammo_9mm_max: convar_t


ammo_buckshot_max

cvars.ammo_buckshot_max: convar_t


weapon_accuracy_logging

cvars.weapon_accuracy_logging: convar_t


weapon_near_empty_sound

cvars.weapon_near_empty_sound: convar_t


weapon_debug_max_inaccuracy

cvars.weapon_debug_max_inaccuracy: convar_t

Force all shots to have maximum inaccuracy


weapon_debug_inaccuracy_only_up

cvars.weapon_debug_inaccuracy_only_up: convar_t

Force weapon inaccuracy to be in exactly the up direction


snd_max_pitch_shift_inaccuracy

cvars.snd_max_pitch_shift_inaccuracy: convar_t


weapon_accuracy_shotgun_spread_patterns

cvars.weapon_accuracy_shotgun_spread_patterns: convar_t


use_fx_queue

cvars.use_fx_queue: convar_t

use_fx_queue


suspicious_hit_strategy

cvars.suspicious_hit_strategy: convar_t

What to do about suspicious hits. 0: Nothing. 1: Skip the bullet. 2: Skip the bullet and re-roll a new bullet.


suspicious_hit_player_radius

cvars.suspicious_hit_player_radius: convar_t


suspicious_hit_odds_threshold

cvars.suspicious_hit_odds_threshold: convar_t


debug_aim_angle

cvars.debug_aim_angle: convar_t


cvars.nav_max_view_distance: convar_t

Maximum range for precomputed nav mesh visibility (0 = default 1500 units)


cvars.nav_potentially_visible_dot_tolerance: convar_t


logaddress_token_secret

cvars.logaddress_token_secret: convar_t

Set a secret string that will be hashed when using logaddress with explicit token hash.


sv_log_http_record_before_any_listeners

cvars.sv_log_http_record_before_any_listeners: convar_t


bot_force_duck

cvars.bot_force_duck: convar_t


mp_coopmission_bot_difficulty_offset

cvars.mp_coopmission_bot_difficulty_offset: convar_t

The difficulty offset modifier for bots during coop missions.


bot_traceview

cvars.bot_traceview: convar_t

For internal testing purposes.


bot_stop

cvars.bot_stop: convar_t

bot_stop <1|all> | | |


bot_ignore_enemies

cvars.bot_ignore_enemies: convar_t

If nonzero, bots will ignore enemies (for debugging).


bot_show_nav

cvars.bot_show_nav: convar_t

For internal testing purposes.


bot_walk

cvars.bot_walk: convar_t

If nonzero, bots can only walk, not run.


bot_difficulty

cvars.bot_difficulty: convar_t

Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.


bot_debug

cvars.bot_debug: convar_t

For internal testing purposes.


bot_debug_target

cvars.bot_debug_target: convar_t

For internal testing purposes.


bot_quota

cvars.bot_quota: convar_t

Determines the total number of bots in the game.


bot_quota_mode

cvars.bot_quota_mode: convar_t

Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.


bot_prefix

cvars.bot_prefix: convar_t

This string is prefixed to the name of all bots that join the game. will be replaced with the bot's difficulty. will be replaced with the bot's desired weapon class. will be replaced with a 0-100 representation of the bot's skill.


bot_allow_rogues

cvars.bot_allow_rogues: convar_t

If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.


bot_allow_pistols

cvars.bot_allow_pistols: convar_t

If nonzero, bots may use pistols.


bot_allow_shotguns

cvars.bot_allow_shotguns: convar_t

If nonzero, bots may use shotguns.


bot_allow_sub_machine_guns

cvars.bot_allow_sub_machine_guns: convar_t

If nonzero, bots may use sub-machine guns.


bot_allow_rifles

cvars.bot_allow_rifles: convar_t

If nonzero, bots may use rifles.


bot_allow_machine_guns

cvars.bot_allow_machine_guns: convar_t

If nonzero, bots may use the machine gun.


bot_allow_grenades

cvars.bot_allow_grenades: convar_t

If nonzero, bots may use grenades.


bot_allow_snipers

cvars.bot_allow_snipers: convar_t

If nonzero, bots may use sniper rifles.


bot_join_team

cvars.bot_join_team: convar_t

Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.


bot_join_after_player

cvars.bot_join_after_player: convar_t

If nonzero, bots wait until a player joins before entering the game.


bot_auto_vacate

cvars.bot_auto_vacate: convar_t

If nonzero, bots will automatically leave to make room for human players.


bot_zombie

cvars.bot_zombie: convar_t

If nonzero, bots will stay in idle mode and not attack.


bot_defer_to_human_goals

cvars.bot_defer_to_human_goals: convar_t

If nonzero and there is a human on the team, the bots will not do the scenario tasks.


bot_defer_to_human_items

cvars.bot_defer_to_human_items: convar_t

If nonzero and there is a human on the team, the bots will not get scenario items.


bot_chatter

cvars.bot_chatter: convar_t

Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.


bot_dont_shoot

cvars.bot_dont_shoot: convar_t

If nonzero, bots will not fire weapons (for debugging).


bot_eco_limit

cvars.bot_eco_limit: convar_t

If nonzero, bots will not buy if their money falls below this amount.


bot_auto_follow

cvars.bot_auto_follow: convar_t

If nonzero, bots with high co-op may automatically follow a nearby human player.


bot_flipout

cvars.bot_flipout: convar_t

If nonzero, bots use no CPU for AI. Instead, they run around randomly.


bot_controllable

cvars.bot_controllable: convar_t

Determines whether bots can be controlled by players


mp_bot_ai_bt

cvars.mp_bot_ai_bt: convar_t

Use the specified behavior tree file to drive the bot behavior.


bot_show_occupy_time

cvars.bot_show_occupy_time: convar_t

Show when each nav area can first be reached by each team.


bot_show_battlefront

cvars.bot_show_battlefront: convar_t

Show areas where rushing players will initially meet.


bot_join_delay

cvars.bot_join_delay: convar_t

Prevents bots from joining the server for this many seconds after a map change.


bot_join_in_warmup

cvars.bot_join_in_warmup: convar_t

Prevents bots from joining the server while warmup phase is active.


throttle_expensive_ai

cvars.throttle_expensive_ai: convar_t


cvars.csgo_nav_jump_link_detour_threshold: convar_t

don't traverse a jump link if there's a detour that costs less than this amount


mp_guardian_force_collect_hostages_timeout

cvars.mp_guardian_force_collect_hostages_timeout: convar_t

Force bots to collect hostages after this amount of time if no enemy has been seen.


bot_max_vision_distance_override

cvars.bot_max_vision_distance_override: convar_t

Max distance bots can see targets.


bot_ignore_players

cvars.bot_ignore_players: convar_t

Bots will not see non-bot players.


bot_coop_idle_max_vision_distance

cvars.bot_coop_idle_max_vision_distance: convar_t

Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.


cv_bot_ai_bt_debug_target

cvars.cv_bot_ai_bt_debug_target: convar_t

Draw the behavior tree of the given bot.


cv_bot_ai_bt_moveto_show_next_hiding_spot

cvars.cv_bot_ai_bt_moveto_show_next_hiding_spot: convar_t

Draw the hiding spot the bot will check next.


cv_bot_ai_bt_hiding_spot_show

cvars.cv_bot_ai_bt_hiding_spot_show: convar_t

Draw hiding spots.


sv_bot_parallel_threat_detection

cvars.sv_bot_parallel_threat_detection: convar_t

Perform bot threat detection in parallel


bot_max_visible_smoke_length

cvars.bot_max_visible_smoke_length: convar_t

Bots will see players through smoke clouds up to this length.


csgo_fatdemo_enable

cvars.csgo_fatdemo_enable: convar_t


csgo_fatdemo_output

cvars.csgo_fatdemo_output: convar_t


bot_loadout

cvars.bot_loadout: convar_t

bots are given these items at round start


bot_randombuy

cvars.bot_randombuy: convar_t

should bots ignore their prefered weapons and just buy weapons at random?


sv_bot_buy_grenade_chance

cvars.sv_bot_buy_grenade_chance: convar_t

Chance bots will buy a grenade with leftover money (after prim, sec and armor). Input as percent (0-100.0)


sv_bot_buy_smoke_weight

cvars.sv_bot_buy_smoke_weight: convar_t

Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.


sv_bot_buy_flash_weight

cvars.sv_bot_buy_flash_weight: convar_t

Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.


sv_bot_buy_decoy_weight

cvars.sv_bot_buy_decoy_weight: convar_t

Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.


sv_bot_buy_molotov_weight

cvars.sv_bot_buy_molotov_weight: convar_t

Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.


sv_bot_buy_hegrenade_weight

cvars.sv_bot_buy_hegrenade_weight: convar_t

Given a bot will buy a grenade, controls the odds of the grenade type. Proportional to all other sv_bot_buy_*_weight convars.


devonly_chicken_feeler_distance

cvars.devonly_chicken_feeler_distance: convar_t

Chicken feeler distance


devonly_chicken_feeler_height

cvars.devonly_chicken_feeler_height: convar_t

Chicken feeler height


devonly_chicken_feeler_pitch

cvars.devonly_chicken_feeler_pitch: convar_t

Chicken feeler pitch


devonly_chicken_blocktimer

cvars.devonly_chicken_blocktimer: convar_t

Chicken blockertimer


devonly_chicken_activity_debug

cvars.devonly_chicken_activity_debug: convar_t

Print chicken activity info to the console


debug_chicken

cvars.debug_chicken: convar_t

Chicken debug info


glow_chickens

cvars.glow_chickens: convar_t

Glow chickens with a green outline.


chicken_stop

cvars.chicken_stop: convar_t


sv_minimum_desired_chicken_count

cvars.sv_minimum_desired_chicken_count: convar_t

Minimum number of chickens to attempt to spawn in the map


inferno_per_flame_spawn_duration

cvars.inferno_per_flame_spawn_duration: convar_t

Duration each new flame will attempt to spawn new flames


inferno_initial_spawn_interval

cvars.inferno_initial_spawn_interval: convar_t

Time between spawning flames for first fire


inferno_child_spawn_interval_multiplier

cvars.inferno_child_spawn_interval_multiplier: convar_t

Amount spawn interval increases for each child


inferno_max_child_spawn_interval

cvars.inferno_max_child_spawn_interval: convar_t

Largest time interval for child flame spawning


inferno_spawn_angle

cvars.inferno_spawn_angle: convar_t

Angular change from parent


inferno_max_flames

cvars.inferno_max_flames: convar_t

Maximum number of flames that can be created


inferno_flame_spacing

cvars.inferno_flame_spacing: convar_t

Minimum distance between separate flame spawns


inferno_flame_lifetime_incendiary

cvars.inferno_flame_lifetime_incendiary: convar_t

Average lifetime of each flame in seconds (incgrenade)


inferno_flame_lifetime

cvars.inferno_flame_lifetime: convar_t

Average lifetime of each flame in seconds


inferno_friendly_fire_duration

cvars.inferno_friendly_fire_duration: convar_t

For this long, FF is credited back to the thrower.


inferno_debug

cvars.inferno_debug: convar_t


inferno_damage

cvars.inferno_damage: convar_t

Damage per second


inferno_damage_ct

cvars.inferno_damage_ct: convar_t

Damage per second from CT inferno


inferno_max_range

cvars.inferno_max_range: convar_t

Maximum distance flames can spread from their initial ignition point


inferno_max_range_ct

cvars.inferno_max_range_ct: convar_t

Maximum distance flames can spread from their initial ignition point for an incendiary


inferno_velocity_factor

cvars.inferno_velocity_factor: convar_t


inferno_velocity_decay_factor

cvars.inferno_velocity_decay_factor: convar_t


r_light_flickering_enabled

cvars.r_light_flickering_enabled: convar_t


r_mixed_shadows_fade_out_time

cvars.r_mixed_shadows_fade_out_time: convar_t


r_mixed_shadows_fade_in_time

cvars.r_mixed_shadows_fade_in_time: convar_t


sv_log_change_offsets

cvars.sv_log_change_offsets: convar_t

Log change offsets to game/varchangeinfoN.log files.


sv_use_pvs_cache

cvars.sv_use_pvs_cache: convar_t


sv_pvs_cache_query_inflate_amount

cvars.sv_pvs_cache_query_inflate_amount: convar_t


sv_watchtransmit

cvars.sv_watchtransmit: convar_t

Watch NetworkStateChanged info for this entity index.


sv_max_change_offsets

cvars.sv_max_change_offsets: convar_t

How many network changes to track before requiring full diff check.


sv_pvs_entity

cvars.sv_pvs_entity: convar_t

If set, only allows this ent index to network (other than players and things that force sending).


sv_pvs_random

cvars.sv_pvs_random: convar_t

If set, objects blink in/out of pvs randomly.


pvs_flowtype

cvars.pvs_flowtype: convar_t

Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.


pvs_debugentity

cvars.pvs_debugentity: convar_t

Verbose spew for this entity when doing IsInPVS computation.


sv_workshop_allow_other_maps

cvars.sv_workshop_allow_other_maps: convar_t

When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.


tv_allow_camera_man_steamid

cvars.tv_allow_camera_man_steamid: convar_t

Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.


tv_allow_camera_man_steamid2

cvars.tv_allow_camera_man_steamid2: convar_t

Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.


game_type

cvars.game_type: convar_t

The current game type. See GameModes.txt.


game_mode

cvars.game_mode: convar_t

The current game mode (based on game type). See GameModes.txt.


sv_prime_accounts_only

cvars.sv_prime_accounts_only: convar_t

When this setting is enabled only prime users can connect to this game server.


sv_maxuptimelimit

cvars.sv_maxuptimelimit: convar_t

Number of hours to operate before trying sv_shutdown.


sv_auto_cstrafe_min_attempts

cvars.sv_auto_cstrafe_min_attempts: convar_t

The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks).


sv_auto_cstrafe_attempt_window

cvars.sv_auto_cstrafe_attempt_window: convar_t

The length of the window of trailing counter-strafe attempts considered during input automation detection.


sv_auto_cstrafe_sequence_length

cvars.sv_auto_cstrafe_sequence_length: convar_t

The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window.


sv_auto_cstrafe_success_threshold

cvars.sv_auto_cstrafe_success_threshold: convar_t

The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts.


sv_auto_cstrafe_lower_overlap_pct_threshold

cvars.sv_auto_cstrafe_lower_overlap_pct_threshold: convar_t

The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.


sv_auto_cstrafe_upper_overlap_pct_threshold

cvars.sv_auto_cstrafe_upper_overlap_pct_threshold: convar_t

The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.


sv_auto_cstrafe_logging

cvars.sv_auto_cstrafe_logging: convar_t

0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe


sv_auto_cstrafe_kick

cvars.sv_auto_cstrafe_kick: convar_t

Whether or not to kick players when counter-strafe input automation is detected.


radarvismethod

cvars.radarvismethod: convar_t

0 for traditional method, 1 for more realistic method


radarvispow

cvars.radarvispow: convar_t

the degree to which you can point away from a target, and still see them on radar.


radarvisdistance

cvars.radarvisdistance: convar_t

at this distance and beyond you need to be point right at someone to see them


radarvismaxdot

cvars.radarvismaxdot: convar_t

how closely you have to point at someone to see them beyond max distance


mp_logdetail

cvars.mp_logdetail: convar_t

Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)


mp_logdetail_items

cvars.mp_logdetail_items: convar_t

Logs a line any time a player acquires or loses an item.


sv_nonemesis

cvars.sv_nonemesis: convar_t

Disable nemesis and revenge.


sv_debugroundstats

cvars.sv_debugroundstats: convar_t


sv_record_item_time_data

cvars.sv_record_item_time_data: convar_t

Turn on recording of per player item time data into the server log.


dev_add_onground_on_spawn

cvars.dev_add_onground_on_spawn: convar_t

Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.


sv_guardian_min_wave_for_heavy

cvars.sv_guardian_min_wave_for_heavy: convar_t


sv_guardian_max_wave_for_heavy

cvars.sv_guardian_max_wave_for_heavy: convar_t


sv_guardian_heavy_count

cvars.sv_guardian_heavy_count: convar_t


sv_guardian_heavy_all

cvars.sv_guardian_heavy_all: convar_t


sv_guardian_starting_equipment_humans

cvars.sv_guardian_starting_equipment_humans: convar_t

Extra starting equipment for human players in guardian modes


sv_guardian_health_refresh_per_wave

cvars.sv_guardian_health_refresh_per_wave: convar_t

Health given to survivors per wave in guardian mode.


sv_guardian_respawn_health

cvars.sv_guardian_respawn_health: convar_t

Starting health of guardian players when respawned.


cs_logtouchexpansion

cvars.cs_logtouchexpansion: convar_t

cs_logtouchexpansion . Log player touch expansion component.


sv_show_teammate_death_notification

cvars.sv_show_teammate_death_notification: convar_t

Show chat notification upon teammate death


bot_mimic_yaw_offset

cvars.bot_mimic_yaw_offset: convar_t


cs_ShowStateTransitions

cvars.cs_ShowStateTransitions: convar_t

cs_ShowStateTransitions . Show player state transitions.


sv_guardian_spawn_health_ct

cvars.sv_guardian_spawn_health_ct: convar_t

Starting health in guardian modes.


sv_guardian_spawn_health_t

cvars.sv_guardian_spawn_health_t: convar_t

Starting health in guardian modes.


sv_nowinpanel

cvars.sv_nowinpanel: convar_t

Turn on/off win panel on server


sv_show_voip_indicator_for_enemies

cvars.sv_show_voip_indicator_for_enemies: convar_t

Makes it so the voip icon is shown over enemies as well as allies when they are talking


bot_mimic

cvars.bot_mimic: convar_t

Bot uses usercmd of player by index.


bot_freeze

cvars.bot_freeze: convar_t


cs_hostage_near_rescue_music_distance

cvars.cs_hostage_near_rescue_music_distance: convar_t


sv_dz_cash_bundle_size

cvars.sv_dz_cash_bundle_size: convar_t

Size of a cash bundle


sv_dz_cash_mega_bundle_size

cvars.sv_dz_cash_mega_bundle_size: convar_t

Size of a mega cash bundle


sv_dz_contractkill_reward

cvars.sv_dz_contractkill_reward: convar_t

Cash bundles to award for a successful contract kill


mp_deathcam_skippable

cvars.mp_deathcam_skippable: convar_t

Determines whether a player can early-out of the deathcam.


sv_max_deathmatch_respawns_per_tick

cvars.sv_max_deathmatch_respawns_per_tick: convar_t


sv_radio_throttle_window

cvars.sv_radio_throttle_window: convar_t

The number of seconds before radio command tokens refresh.


tv_relayradio

cvars.tv_relayradio: convar_t

Relay team radio commands to TV: 0=off, 1=on


bot_chatter_use_rr

cvars.bot_chatter_use_rr: convar_t

0 = Use old bot chatter system, 1 = Use response rules


sv_playerradio_use_allowlist

cvars.sv_playerradio_use_allowlist: convar_t

playerradio commands may only use responses from an allow list of commands.


sv_vote_timer_duration

cvars.sv_vote_timer_duration: convar_t

How long to allow voting on an issue


sv_vote_command_delay

cvars.sv_vote_command_delay: convar_t

How long after a vote passes until the action happens


sv_allow_votes

cvars.sv_allow_votes: convar_t

Allow voting?


sv_vote_failure_timer

cvars.sv_vote_failure_timer: convar_t

A vote that fails cannot be re-submitted for this long


sv_vote_creation_timer

cvars.sv_vote_creation_timer: convar_t

How often someone can individually call a vote.


sv_vote_quorum_ratio

cvars.sv_vote_quorum_ratio: convar_t

The minimum ratio of players needed to vote on an issue to resolve it.


sv_vote_allow_spectators

cvars.sv_vote_allow_spectators: convar_t

Allow spectators to initiate votes?


sv_vote_count_spectator_votes

cvars.sv_vote_count_spectator_votes: convar_t

Allow spectators to vote on issues?


sv_vote_allow_in_warmup

cvars.sv_vote_allow_in_warmup: convar_t

Allow voting during warmup?


sv_vote_disallow_kick_on_match_point

cvars.sv_vote_disallow_kick_on_match_point: convar_t

Disallow vote kicking on the match point round.


sv_mapvetopickvote_maps

cvars.sv_mapvetopickvote_maps: convar_t

Which maps are used for map veto pick sequence


sv_mapvetopickvote_phase_duration

cvars.sv_mapvetopickvote_phase_duration: convar_t

How many seconds each phase lasts


sv_mapvetopickvote_rnd

cvars.sv_mapvetopickvote_rnd: convar_t

When enabled will shuffle veto pick maps list order every time


sv_vote_issue_restart_game_allowed

cvars.sv_vote_issue_restart_game_allowed: convar_t

Can people hold votes to restart the game?


sv_vote_issue_kick_allowed

cvars.sv_vote_issue_kick_allowed: convar_t

Can people hold votes to kick players from the server?


sv_vote_kick_ban_duration

cvars.sv_vote_kick_ban_duration: convar_t

How long should a kick vote ban someone from the server? (in minutes)


sv_vote_issue_loadbackup_allowed

cvars.sv_vote_issue_loadbackup_allowed: convar_t

Can people hold votes to load match from backup?


sv_vote_issue_loadbackup_spec_only

cvars.sv_vote_issue_loadbackup_spec_only: convar_t

When enabled, only admins load match from backup


sv_vote_issue_loadbackup_spec_safe

cvars.sv_vote_issue_loadbackup_spec_safe: convar_t

When enabled, admins load match from backup in safe time of the round only


sv_vote_issue_loadbackup_spec_authoritative

cvars.sv_vote_issue_loadbackup_spec_authoritative: convar_t

When enabled, admins load match from backup without players vote


sv_vote_issue_changelevel_allowed

cvars.sv_vote_issue_changelevel_allowed: convar_t

Can people hold votes to change levels?


sv_vote_to_changelevel_before_match_point

cvars.sv_vote_to_changelevel_before_match_point: convar_t

Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed)


sv_vote_to_changelevel_rndmin

cvars.sv_vote_to_changelevel_rndmin: convar_t

When non-zero, restricts vote to change level to this many first rounds or minutes of the match (default 0, vote is not disallowed)


sv_vote_issue_nextlevel_allowed

cvars.sv_vote_issue_nextlevel_allowed: convar_t

Can people hold votes to set the next level?


sv_vote_issue_nextlevel_choicesmode

cvars.sv_vote_issue_nextlevel_choicesmode: convar_t

Present players with a list of lowest playtime maps to choose from?


sv_vote_issue_nextlevel_allowextend

cvars.sv_vote_issue_nextlevel_allowextend: convar_t

Allow players to extend the current map?


sv_vote_issue_nextlevel_prevent_change

cvars.sv_vote_issue_nextlevel_prevent_change: convar_t

Not allowed to vote for a nextlevel if one has already been set.


sv_vote_issue_scramble_teams_allowed

cvars.sv_vote_issue_scramble_teams_allowed: convar_t

Can people hold votes to scramble the teams?


sv_vote_issue_pause_match_allowed

cvars.sv_vote_issue_pause_match_allowed: convar_t

Can people hold votes to pause/unpause the match?


sv_vote_issue_pause_match_spec_only

cvars.sv_vote_issue_pause_match_spec_only: convar_t

When enabled, only admins start technical pause


sv_vote_issue_timeout_allowed

cvars.sv_vote_issue_timeout_allowed: convar_t

Can people hold votes to time out?


sv_vote_issue_matchready_allowed

cvars.sv_vote_issue_matchready_allowed: convar_t

Can people hold votes to ready/unready the match?


sv_vote_issue_swap_teams_allowed

cvars.sv_vote_issue_swap_teams_allowed: convar_t

Can people hold votes to swap the teams?


sv_vote_issue_surrrender_allowed

cvars.sv_vote_issue_surrrender_allowed: convar_t

Can people hold votes to surrender?


sv_smoke_perf_test

cvars.sv_smoke_perf_test: convar_t


r_csgo_lowend_objects

cvars.r_csgo_lowend_objects: convar_t

0 = Force disable, 1 = use video settings


r_refraction_clip_plane_adjust

cvars.r_refraction_clip_plane_adjust: convar_t


r_particle_shadows

cvars.r_particle_shadows: convar_t


r_particle_shadows_cast_on_particles

cvars.r_particle_shadows_cast_on_particles: convar_t


r_particle_shadows_cast_on_particles_scale

cvars.r_particle_shadows_cast_on_particles_scale: convar_t


r_particle_shadows_compute

cvars.r_particle_shadows_compute: convar_t


r_particle_shadows_cast_on_world

cvars.r_particle_shadows_cast_on_world: convar_t


r_particle_shadow_map_texture_size

cvars.r_particle_shadow_map_texture_size: convar_t


r_debug_particle_shadows

cvars.r_debug_particle_shadows: convar_t


r_csgo_fsr_upsample

cvars.r_csgo_fsr_upsample: convar_t

0 == bilinear upsampe, 1 == FSR upsample, 2 == FSR + RCAS upsample


r_csgo_fsr_rcas_sharpness

cvars.r_csgo_fsr_rcas_sharpness: convar_t

RCAS sharpness when using FSR + RCAS upsample.


r_csgo_fsr_enable_mip_bias

cvars.r_csgo_fsr_enable_mip_bias: convar_t

Apply negative mip bias when rendering with FSR.


r_csgo_enable_sunlight_check

cvars.r_csgo_enable_sunlight_check: convar_t

Enable vis tests for sunlight.


r_csgo_mixed_resolution_particles

cvars.r_csgo_mixed_resolution_particles: convar_t


r_csgo_mixed_resolution_color_slices

cvars.r_csgo_mixed_resolution_color_slices: convar_t


r_csgo_mixed_resolution_particles_scale

cvars.r_csgo_mixed_resolution_particles_scale: convar_t


r_csgo_mixed_resolution_particles_minmax

cvars.r_csgo_mixed_resolution_particles_minmax: convar_t


r_csgo_mboit

cvars.r_csgo_mboit: convar_t


r_csgo_mboit_debug

cvars.r_csgo_mboit_debug: convar_t


r_csgo_mboit_overestimation

cvars.r_csgo_mboit_overestimation: convar_t


r_csgo_mboit_bias

cvars.r_csgo_mboit_bias: convar_t


r_csgo_mboit_use_4_moments

cvars.r_csgo_mboit_use_4_moments: convar_t


r_csgo_mboit_upscale_cs

cvars.r_csgo_mboit_upscale_cs: convar_t


r_csgo_mboit_force_mixed_resolution

cvars.r_csgo_mboit_force_mixed_resolution: convar_t


r_csgo_joint_upscale_sigma

cvars.r_csgo_joint_upscale_sigma: convar_t


r_csgo_upscale_depth_threshold

cvars.r_csgo_upscale_depth_threshold: convar_t


r_csgo_volume_mboit_optimization

cvars.r_csgo_volume_mboit_optimization: convar_t


r_csgo_cmaa_enable

cvars.r_csgo_cmaa_enable: convar_t


r_csgo_cmaa_quality

cvars.r_csgo_cmaa_quality: convar_t

0=low, 1=medium, 2=high, 3=ultra


r_csgo_cmaa_extra_sharp

cvars.r_csgo_cmaa_extra_sharp: convar_t

trade more sharpness for reduced antialiasing


r_csgo_cmaa_debug_edges

cvars.r_csgo_cmaa_debug_edges: convar_t

debug visualize edges


r_csgo_gpu_culling

cvars.r_csgo_gpu_culling: convar_t

CSGO/Graphics/GPU Culling


r_csgo_gpu_culling_two_pass

cvars.r_csgo_gpu_culling_two_pass: convar_t

CSGO/Graphics/GPU Culling (Two Pass)


r_csgo_gpu_culling_shadows

cvars.r_csgo_gpu_culling_shadows: convar_t

CSGO/Graphics/GPU Cull Shadow Views


r_csgo_gpu_culling_camera_offset

cvars.r_csgo_gpu_culling_camera_offset: convar_t


r_csgo_decals_use_msaa

cvars.r_csgo_decals_use_msaa: convar_t


r_csgo_smoke_overlay_min_dt

cvars.r_csgo_smoke_overlay_min_dt: convar_t


r_csgo_smoke_fullres_pass

cvars.r_csgo_smoke_fullres_pass: convar_t

Does a full res pass to cover holes and artifacts in smoke low res


r_csgo_smoke_fullres_enhance

cvars.r_csgo_smoke_fullres_enhance: convar_t

Enhance edges of smokes to eliminate bad pixels


r_csgo_msaa_resolve_apply_exposure_scale

cvars.r_csgo_msaa_resolve_apply_exposure_scale: convar_t

0 - before, 1 - after fix for a2c fringing


r_csgo_resolve_dither_noise_amount

cvars.r_csgo_resolve_dither_noise_amount: convar_t

Amount of screen space dither noise to apply during resolve (used/essential with R11G11B10_FLOAT RT)


r_csgo_resolve_dither_bluenoise_amount

cvars.r_csgo_resolve_dither_bluenoise_amount: convar_t

Equivalent to r_csgo_render_dither_scale, but purely to control bluenoise for R11G11B10 downsample dither (if r_csgo_r11g11b10_dither_mode = 2)


r_csgo_r11g11b10_dither_mode

cvars.r_csgo_r11g11b10_dither_mode: convar_t

0 - disabled, 1 - regular dither noise, 2 - blue noise dither


r_csgo_cable_pixel_radius_clamp

cvars.r_csgo_cable_pixel_radius_clamp: convar_t

Minimum clamped size in pixels of a cable (if using F_CLAMP_MIN_RADIUS 1 in cable material)


r_csgo_override_global_time

cvars.r_csgo_override_global_time: convar_t


r_csgo_mouse_trace_coord

cvars.r_csgo_mouse_trace_coord: convar_t


r_csgo_smoke_shadow

cvars.r_csgo_smoke_shadow: convar_t


r_csgo_smoke_upscale_discard_pixels_behind

cvars.r_csgo_smoke_upscale_discard_pixels_behind: convar_t

When upsampling smoke discard pixels behind solid depth to avoid pixelated artifacts


r_csgo_reconstruct_normals

cvars.r_csgo_reconstruct_normals: convar_t


r_csgo_reconstruct_normals_method

cvars.r_csgo_reconstruct_normals_method: convar_t


r_csgo_smoke_avoid_flat

cvars.r_csgo_smoke_avoid_flat: convar_t


r_csgo_smoke_clip_sniper

cvars.r_csgo_smoke_clip_sniper: convar_t


r_csgo_viewmodel_near_plane

cvars.r_csgo_viewmodel_near_plane: convar_t


r_csgo_viewmodel_far_plane

cvars.r_csgo_viewmodel_far_plane: convar_t


r_csgo_viewmodel_csm_pushback_distance

cvars.r_csgo_viewmodel_csm_pushback_distance: convar_t


r_csgo_csm_pushback_distance

cvars.r_csgo_csm_pushback_distance: convar_t


csgo_3d_skybox

cvars.csgo_3d_skybox: convar_t


csgo_use_fullsort_for_opaque

cvars.csgo_use_fullsort_for_opaque: convar_t

fullsort the opaque pass when there wasn't a depth prepass


r_csgo_prewarm_particles

cvars.r_csgo_prewarm_particles: convar_t


r_show_build_info

cvars.r_show_build_info: convar_t

Build information. Leave this enabled when submitting bug screenshots and videos, please!


r_show_time_info

cvars.r_show_time_info: convar_t

Show real time, large.


r_csgo_preview_csm_pushback_distance

cvars.r_csgo_preview_csm_pushback_distance: convar_t


r_csgo_preview_csm_max_visible_distance

cvars.r_csgo_preview_csm_max_visible_distance: convar_t


r_csgo_debug_reflection_rects

cvars.r_csgo_debug_reflection_rects: convar_t


r_csgo_depth_prepass_reflections_large

cvars.r_csgo_depth_prepass_reflections_large: convar_t


r_csgo_depth_prepass_reflections_small

cvars.r_csgo_depth_prepass_reflections_small: convar_t


r_csgo_water_reflections

cvars.r_csgo_water_reflections: convar_t


camera_datadriven_debug

cvars.camera_datadriven_debug: convar_t


webapi_values_max_pool_size_mb

cvars.webapi_values_max_pool_size_mb: convar_t

Maximum size in bytes of the WebAPIValues buffer pool


webapi_values_init_buffer_size

cvars.webapi_values_init_buffer_size: convar_t

Initial buffer size for buffers in the WebAPIValues buffer pool


weapon_debug_spread_show

cvars.weapon_debug_spread_show: convar_t

Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair


weapon_debug_spread_gap

cvars.weapon_debug_spread_gap: convar_t


cl_crosshair_drawoutline

cvars.cl_crosshair_drawoutline: convar_t

Draws a black outline around the crosshair for better visibility


cl_crosshair_outlinethickness

cvars.cl_crosshair_outlinethickness: convar_t

Set how thick you want your crosshair outline to draw (0-3)


cl_crosshair_dynamic_splitdist

cvars.cl_crosshair_dynamic_splitdist: convar_t

If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)


cl_crosshair_dynamic_splitalpha_innermod

cvars.cl_crosshair_dynamic_splitalpha_innermod: convar_t

If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]


cl_crosshair_dynamic_splitalpha_outermod

cvars.cl_crosshair_dynamic_splitalpha_outermod: convar_t

If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1]


cl_crosshair_dynamic_maxdist_splitratio

cvars.cl_crosshair_dynamic_maxdist_splitratio: convar_t

If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsizecl_crosshair_dynamic_maxdist_splitratio] [0 - 1]


cl_show_observer_crosshair

cvars.cl_show_observer_crosshair: convar_t

Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone


cl_observed_bot_crosshair

cvars.cl_observed_bot_crosshair: convar_t

Control the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots.


cl_fixedcrosshairgap

cvars.cl_fixedcrosshairgap: convar_t

For crosshair style 1: How big to make the gap between the pips in the fixed crosshair


cl_crosshair_t

cvars.cl_crosshair_t: convar_t

T style crosshair


cl_show_quest_info

cvars.cl_show_quest_info: convar_t


cl_paintkit_override

cvars.cl_paintkit_override: convar_t


econ_enable_inventory_images

cvars.econ_enable_inventory_images: convar_t

allow inventory image rendering for use by scaleform


econ_inventory_image_pinboard

cvars.econ_inventory_image_pinboard: convar_t


cl_ignore_campaign_completion_requirements

cvars.cl_ignore_campaign_completion_requirements: convar_t

Ignores campaign progression requirements when granting quests.


cl_use_old_wearable_shoulddraw

cvars.cl_use_old_wearable_shoulddraw: convar_t


cl_hud_telemetry_frametime_show

cvars.cl_hud_telemetry_frametime_show: convar_t

Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always


cl_hud_telemetry_frametime_poor

cvars.cl_hud_telemetry_frametime_poor: convar_t

Frame time greater than this is considered 'poor'.


cl_hud_telemetry_ping_show

cvars.cl_hud_telemetry_ping_show: convar_t

Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always


cl_hud_telemetry_ping_poor

cvars.cl_hud_telemetry_ping_poor: convar_t

Ping higher than this (ms) is considered 'poor'.


cl_hud_telemetry_net_misdelivery_show

cvars.cl_hud_telemetry_net_misdelivery_show: convar_t

Show packet delivery anomaly (loss or out-of-order) rate in the HUD. 0=never, 1=only in poor conditions, 2=always


cl_hud_telemetry_net_misdelivery_poor

cvars.cl_hud_telemetry_net_misdelivery_poor: convar_t

Packet delivery anomaly rate (0..100) higher than this is considered 'poor'.


cl_hud_telemetry_net_quality_graph_show

cvars.cl_hud_telemetry_net_quality_graph_show: convar_t

Show packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always


cl_hud_telemetry_serverrecvmargin_graph_show

cvars.cl_hud_telemetry_serverrecvmargin_graph_show: convar_t

Show graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always


dota_toast_manager_override_duration

cvars.dota_toast_manager_override_duration: convar_t


sticky_tooltips

cvars.sticky_tooltips: convar_t

Don't ever hide tooltips. Helpful when debugging complicated tooltip layouts.


r_csgo_render_post_fxaa

cvars.r_csgo_render_post_fxaa: convar_t


r_csgo_render_post_colorcorrection

cvars.r_csgo_render_post_colorcorrection: convar_t


r_csgo_render_post_bloom

cvars.r_csgo_render_post_bloom: convar_t


r_csgo_render_post_film_grain

cvars.r_csgo_render_post_film_grain: convar_t


r_csgo_render_dither_scale

cvars.r_csgo_render_dither_scale: convar_t


r_csgo_render_post_mirror_horizontal

cvars.r_csgo_render_post_mirror_horizontal: convar_t


r_csgo_render_post_mirror_vertical

cvars.r_csgo_render_post_mirror_vertical: convar_t


glow_outline_width

cvars.glow_outline_width: convar_t

Width of glow outline effect in screen space.


r_bloom_tent_filter_radius

cvars.r_bloom_tent_filter_radius: convar_t

bloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius => box (2x2) filter with (fixed) 1.0 radius


r_depth_of_field

cvars.r_depth_of_field: convar_t

0 = off, 1 = enabled (high quality, circular bokeh, HDR)


r_dof2_radiusscale

cvars.r_dof2_radiusscale: convar_t


r_dof2_maxblursize

cvars.r_dof2_maxblursize: convar_t


mat_disable_normal_mapping

cvars.mat_disable_normal_mapping: convar_t


r_csgo_enable_tonemapping

cvars.r_csgo_enable_tonemapping: convar_t


r_csgo_enable_volume_fog

cvars.r_csgo_enable_volume_fog: convar_t


r_csgo_enable_cubemap_fog

cvars.r_csgo_enable_cubemap_fog: convar_t


r_csgo_enable_gradient_fog

cvars.r_csgo_enable_gradient_fog: convar_t


r_csgo_shadows_debug

cvars.r_csgo_shadows_debug: convar_t


r_aoproxy_debug

cvars.r_aoproxy_debug: convar_t


r_aoproxy_enable

cvars.r_aoproxy_enable: convar_t


r_csgo_decal_debug

cvars.r_csgo_decal_debug: convar_t


r_csgo_depth_prepass

cvars.r_csgo_depth_prepass: convar_t


r_csgo_depth_prepass_cull_threshold

cvars.r_csgo_depth_prepass_cull_threshold: convar_t


r_csgo_depth_prepass_small_cull_threshold

cvars.r_csgo_depth_prepass_small_cull_threshold: convar_t


r_csgo_depth_prepass_viewmodel

cvars.r_csgo_depth_prepass_viewmodel: convar_t


r_csgo_depth_prepass_skybox_alpha_tested

cvars.r_csgo_depth_prepass_skybox_alpha_tested: convar_t


r_csgo_render_opaque

cvars.r_csgo_render_opaque: convar_t


r_csgo_render_overlays

cvars.r_csgo_render_overlays: convar_t


r_csgo_render_decals

cvars.r_csgo_render_decals: convar_t


r_csgo_render_inferno_decals

cvars.r_csgo_render_inferno_decals: convar_t


r_csgo_render_decals_on_translucent

cvars.r_csgo_render_decals_on_translucent: convar_t


r_csgo_render_translucent

cvars.r_csgo_render_translucent: convar_t


r_csgo_readonly_depth_stencil_enable

cvars.r_csgo_readonly_depth_stencil_enable: convar_t


r_csgo_enable_glows

cvars.r_csgo_enable_glows: convar_t


r_csgo_outline_glow_scaledenom

cvars.r_csgo_outline_glow_scaledenom: convar_t


r_csgo_enable_translucent_screen_space

cvars.r_csgo_enable_translucent_screen_space: convar_t


r_csgo_render_dynamic_objects

cvars.r_csgo_render_dynamic_objects: convar_t


r_csgo_no_shader_resolve

cvars.r_csgo_no_shader_resolve: convar_t


r_csgo_effects_bloom

cvars.r_csgo_effects_bloom: convar_t


r_csgo_effects_bloom_when_smoked

cvars.r_csgo_effects_bloom_when_smoked: convar_t


r_csgo_cubemap_normalization

cvars.r_csgo_cubemap_normalization: convar_t


r_csgo_postprocess_enable

cvars.r_csgo_postprocess_enable: convar_t


r_csgo_enable_high_precision_lighting

cvars.r_csgo_enable_high_precision_lighting: convar_t


r_csgo_render_post_local_contrast

cvars.r_csgo_render_post_local_contrast: convar_t


r_csgo_directional_lightmaps

cvars.r_csgo_directional_lightmaps: convar_t


r_csgo_multiscattering

cvars.r_csgo_multiscattering: convar_t


r_csgo_microshadowing

cvars.r_csgo_microshadowing: convar_t


r_csgo_viewmodel_envmap_position_bias

cvars.r_csgo_viewmodel_envmap_position_bias: convar_t


r_csgo_viewmodel_envmap_clamp_plane_distance

cvars.r_csgo_viewmodel_envmap_clamp_plane_distance: convar_t


r_csgo_tools_vis_cubemap_roughness

cvars.r_csgo_tools_vis_cubemap_roughness: convar_t


r_csgo_stencil_sniper_zoom

cvars.r_csgo_stencil_sniper_zoom: convar_t


r_csgo_firstpersonlegs_nearz_offset

cvars.r_csgo_firstpersonlegs_nearz_offset: convar_t


r_csgo_shadow_map_allocation_failure_policy

cvars.r_csgo_shadow_map_allocation_failure_policy: convar_t

What happens when a shadow map fails allocation? 0 = don't render, 1 = render unshadowed


r_csgo_water_effects

cvars.r_csgo_water_effects: convar_t


r_csgo_reflection_min_far_plane

cvars.r_csgo_reflection_min_far_plane: convar_t


r_csgo_water_refraction

cvars.r_csgo_water_refraction: convar_t


r_csgo_water_skybox_depth

cvars.r_csgo_water_skybox_depth: convar_t


r_player_fog_maxdensity_multiplier

cvars.r_player_fog_maxdensity_multiplier: convar_t


r_player_fog_distance_multiplier

cvars.r_player_fog_distance_multiplier: convar_t


r_player_visibility_mode

cvars.r_player_visibility_mode: convar_t


r_player_visibility_strength

cvars.r_player_visibility_strength: convar_t


r_player_visibility_stencil

cvars.r_player_visibility_stencil: convar_t


r_post_bloom_debug

cvars.r_post_bloom_debug: convar_t

1 = bloom output (before thresholding), 2 = quarter res downsample, 3 = quarter res effects bloom 4 = quarter res effects raw


r_csgo_render_post_bloom_strength

cvars.r_csgo_render_post_bloom_strength: convar_t


r_csgo_bloom_threshold_all_samples

cvars.r_csgo_bloom_threshold_all_samples: convar_t

Execute bloom threshold once per sample during downsample (default enabled, higher quality, less bloom aliasing)


r_csgo_bloom_threshold_downsample_jimenez

cvars.r_csgo_bloom_threshold_downsample_jimenez: convar_t

Custom downsample based on Jimenez14, (default enabled, higher quality, decreases bloom aliasing further)


r_render_to_cubemap_begin_mixing_roughness

cvars.r_render_to_cubemap_begin_mixing_roughness: convar_t


cl_loadout_saved_sort

cvars.cl_loadout_saved_sort: convar_t


ui_lobby_draft_enabled

cvars.ui_lobby_draft_enabled: convar_t


gotv_theater_container

cvars.gotv_theater_container: convar_t

Enables GOTV theater mode for the specified container, setting it to 'live' will play top live matches


cl_spec_stats

cvars.cl_spec_stats: convar_t


cl_server_graphic1_enable

cvars.cl_server_graphic1_enable: convar_t

When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators.


cl_server_graphic2_enable

cvars.cl_server_graphic2_enable: convar_t

When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators.


ui_render_task_fps

cvars.ui_render_task_fps: convar_t


ui_render_task_file

cvars.ui_render_task_file: convar_t


ui_render_task_generate_clips

cvars.ui_render_task_generate_clips: convar_t


ui_render_task_clips_label

cvars.ui_render_task_clips_label: convar_t


partybrowser_throttle_data

cvars.partybrowser_throttle_data: convar_t


partybrowser_timeout

cvars.partybrowser_timeout: convar_t


cl_invites_only_friends

cvars.cl_invites_only_friends: convar_t

If turned on, will ignore in-game invites from recent teammates or other non-friends


cl_invites_only_mainmenu

cvars.cl_invites_only_mainmenu: convar_t

If turned on, will ignore all invites when user is playing a match


cachedvalue_count_partybrowser

cvars.cachedvalue_count_partybrowser: convar_t


cl_voip_lobby_audio_volume

cvars.cl_voip_lobby_audio_volume: convar_t

Lobby voip stream audio volume


cl_matchlist_controlroom_aid

cvars.cl_matchlist_controlroom_aid: convar_t


ui_nearbylobbies_filter3

cvars.ui_nearbylobbies_filter3: convar_t


ui_playsettings_mode_listen

cvars.ui_playsettings_mode_listen: convar_t


ui_playsettings_mode_official_v20

cvars.ui_playsettings_mode_official_v20: convar_t


ui_playsettings_maps_official_casual

cvars.ui_playsettings_maps_official_casual: convar_t


ui_playsettings_maps_official_deathmatch

cvars.ui_playsettings_maps_official_deathmatch: convar_t


ui_playsettings_maps_listen_competitive

cvars.ui_playsettings_maps_listen_competitive: convar_t


ui_playsettings_maps_listen_scrimcomp2v2

cvars.ui_playsettings_maps_listen_scrimcomp2v2: convar_t


ui_playsettings_maps_listen_skirmish

cvars.ui_playsettings_maps_listen_skirmish: convar_t


ui_playsettings_maps_listen_casual

cvars.ui_playsettings_maps_listen_casual: convar_t


ui_playsettings_maps_listen_deathmatch

cvars.ui_playsettings_maps_listen_deathmatch: convar_t


ui_playsettings_maps_official_gungameprogressive

cvars.ui_playsettings_maps_official_gungameprogressive: convar_t


ui_playsettings_custom_preset

cvars.ui_playsettings_custom_preset: convar_t


ui_playsettings_flags_listen_scrimcomp2v2

cvars.ui_playsettings_flags_listen_scrimcomp2v2: convar_t


ui_playsettings_flags_listen_skirmish

cvars.ui_playsettings_flags_listen_skirmish: convar_t


ui_playsettings_flags_listen_casual

cvars.ui_playsettings_flags_listen_casual: convar_t


ui_playsettings_flags_listen_survival

cvars.ui_playsettings_flags_listen_survival: convar_t


ui_playsettings_flags_listen_cooperative

cvars.ui_playsettings_flags_listen_cooperative: convar_t


ui_playsettings_flags_listen_competitive

cvars.ui_playsettings_flags_listen_competitive: convar_t


ui_playsettings_flags_listen_deathmatch

cvars.ui_playsettings_flags_listen_deathmatch: convar_t


ui_playsettings_flags_official_scrimcomp2v2

cvars.ui_playsettings_flags_official_scrimcomp2v2: convar_t


ui_playsettings_flags_official_skirmish

cvars.ui_playsettings_flags_official_skirmish: convar_t


ui_playsettings_flags_official_casual

cvars.ui_playsettings_flags_official_casual: convar_t


ui_playsettings_flags_official_survival

cvars.ui_playsettings_flags_official_survival: convar_t


ui_playsettings_flags_official_cooperative

cvars.ui_playsettings_flags_official_cooperative: convar_t


ui_playsettings_flags_official_competitive

cvars.ui_playsettings_flags_official_competitive: convar_t


ui_playsettings_flags_official_deathmatch

cvars.ui_playsettings_flags_official_deathmatch: convar_t


ui_playsettings_directchallengekey

cvars.ui_playsettings_directchallengekey: convar_t


ui_playsettings_maps_workshop

cvars.ui_playsettings_maps_workshop: convar_t


ui_vanitysetting_team

cvars.ui_vanitysetting_team: convar_t


ui_show_unlock_competitive_alert

cvars.ui_show_unlock_competitive_alert: convar_t


ui_vanitysetting_loadoutslot_ct

cvars.ui_vanitysetting_loadoutslot_ct: convar_t


ui_vanitysetting_loadoutslot_t

cvars.ui_vanitysetting_loadoutslot_t: convar_t


cvars.ui_news_last_read_link: convar_t


ui_notification_tb_snooze

cvars.ui_notification_tb_snooze: convar_t


ui_playsettings_warmup_map_name

cvars.ui_playsettings_warmup_map_name: convar_t


ui_playsettings_survival_solo

cvars.ui_playsettings_survival_solo: convar_t


ui_inventorysettings_recently_acknowledged

cvars.ui_inventorysettings_recently_acknowledged: convar_t


player_botdifflast_s

cvars.player_botdifflast_s: convar_t


ui_deepstats_toplevel_mode

cvars.ui_deepstats_toplevel_mode: convar_t


ui_deepstats_radio_heat_tab

cvars.ui_deepstats_radio_heat_tab: convar_t


ui_deepstats_radio_heat_team

cvars.ui_deepstats_radio_heat_team: convar_t


ui_deepstats_radio_heat_figurine

cvars.ui_deepstats_radio_heat_figurine: convar_t


ui_popup_weaponupdate_version

cvars.ui_popup_weaponupdate_version: convar_t


ui_show_subscription_alert

cvars.ui_show_subscription_alert: convar_t


cl_redemption_reset_timestamp

cvars.cl_redemption_reset_timestamp: convar_t


ui_mainmenu_bkgnd_movie_B0B70CFF

cvars.ui_mainmenu_bkgnd_movie_B0B70CFF: convar_t

Main menu background movie


ui_inspect_bkgnd_map_B0B70CFF

cvars.ui_inspect_bkgnd_map_B0B70CFF: convar_t

Inspect background map


lobby_default_privacy_bits2

cvars.lobby_default_privacy_bits2: convar_t

Lobby default permissions (0: private, 1: public)


cl_clanid

cvars.cl_clanid: convar_t

Current clan ID for name decoration


ui_setting_advertiseforhire_auto

cvars.ui_setting_advertiseforhire_auto: convar_t

Whether users will automatically advertise for invites (0: off; 1: last; 2: auto)


ui_setting_advertiseforhire_auto_last

cvars.ui_setting_advertiseforhire_auto_last: convar_t

Which game mode users last used to advertise for invites


install_dlc_workshoptools_cvar

cvars.install_dlc_workshoptools_cvar: convar_t

DLC Install Status


key_bind_version

cvars.key_bind_version: convar_t


cl_net_buffer_ticks_use_interp

cvars.cl_net_buffer_ticks_use_interp: convar_t

If false, we smooth over packet loss by adjusting the clock synchronization to buffer packets. If true, we process packets immediately and use cl_interp to delay their effects


cl_net_buffer_ticks

cvars.cl_net_buffer_ticks: convar_t

Number of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly.


cl_streams_request_url

cvars.cl_streams_request_url: convar_t

Number of streams requested for display


cl_streams_request_accept

cvars.cl_streams_request_accept: convar_t

Header for api request


cl_streams_image_sfurl

cvars.cl_streams_image_sfurl: convar_t

Format of Scaleform image representing the stream


cl_streams_refresh_interval

cvars.cl_streams_refresh_interval: convar_t

How often to refresh streams list


cl_streams_write_response_file

cvars.cl_streams_write_response_file: convar_t

When set will save streams info file for diagnostics


cvars.cl_streams_mytwitchtv_nolink: convar_t

Twitch.tv account linking URL


cl_streams_mytwitchtv_channel

cvars.cl_streams_mytwitchtv_channel: convar_t

Twitch.tv account channel URL


cachedvalue_count_teammates

cvars.cachedvalue_count_teammates: convar_t


vm_draw_always

cvars.vm_draw_always: convar_t


vm_camera

cvars.vm_camera: convar_t


vm_camera_scale

cvars.vm_camera_scale: convar_t


vm_camera_no_roll

cvars.vm_camera_no_roll: convar_t


vm_camera_interp_speed

cvars.vm_camera_interp_speed: convar_t


cl_crosshairstyle

cvars.cl_crosshairstyle: convar_t

0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback)


cl_crosshaircolor

cvars.cl_crosshaircolor: convar_t

Set crosshair color as defined in game_options.consoles.txt


cl_crosshairalpha

cvars.cl_crosshairalpha: convar_t


cl_crosshairusealpha

cvars.cl_crosshairusealpha: convar_t


cl_crosshairgap

cvars.cl_crosshairgap: convar_t


cl_crosshairgap_useweaponvalue

cvars.cl_crosshairgap_useweaponvalue: convar_t

If set to 1, the gap will update dynamically based on which weapon is currently equipped


cl_crosshairsize

cvars.cl_crosshairsize: convar_t


cl_crosshairthickness

cvars.cl_crosshairthickness: convar_t


cl_crosshairdot

cvars.cl_crosshairdot: convar_t


cl_crosshair_recoil

cvars.cl_crosshair_recoil: convar_t


cl_crosshaircolor_r

cvars.cl_crosshaircolor_r: convar_t


cl_crosshaircolor_g

cvars.cl_crosshaircolor_g: convar_t


cl_crosshaircolor_b

cvars.cl_crosshaircolor_b: convar_t


cl_min_movie_time

cvars.cl_min_movie_time: convar_t


cl_min_china_movie_time

cvars.cl_min_china_movie_time: convar_t


csgo_vanity_defer_teleport

cvars.csgo_vanity_defer_teleport: convar_t


cl_quickinventory_lastinv

cvars.cl_quickinventory_lastinv: convar_t


cl_quickinventory_line_update_speed

cvars.cl_quickinventory_line_update_speed: convar_t


cl_quickinventory_filename

cvars.cl_quickinventory_filename: convar_t


cl_radial_radio_tab

cvars.cl_radial_radio_tab: convar_t


cl_radial_radio_tab_0_text_1

cvars.cl_radial_radio_tab_0_text_1: convar_t


cl_radial_radio_tab_0_text_2

cvars.cl_radial_radio_tab_0_text_2: convar_t


cl_radial_radio_tab_0_text_3

cvars.cl_radial_radio_tab_0_text_3: convar_t


cl_radial_radio_tab_0_text_4

cvars.cl_radial_radio_tab_0_text_4: convar_t


cl_radial_radio_tab_0_text_5

cvars.cl_radial_radio_tab_0_text_5: convar_t


cl_radial_radio_tab_0_text_6

cvars.cl_radial_radio_tab_0_text_6: convar_t


cl_radial_radio_tab_0_text_7

cvars.cl_radial_radio_tab_0_text_7: convar_t


cl_radial_radio_tab_0_text_8

cvars.cl_radial_radio_tab_0_text_8: convar_t


cl_radial_radio_tab_1_text_1

cvars.cl_radial_radio_tab_1_text_1: convar_t


cl_radial_radio_tab_1_text_2

cvars.cl_radial_radio_tab_1_text_2: convar_t


cl_radial_radio_tab_1_text_3

cvars.cl_radial_radio_tab_1_text_3: convar_t


cl_radial_radio_tab_1_text_4

cvars.cl_radial_radio_tab_1_text_4: convar_t


cl_radial_radio_tab_1_text_5

cvars.cl_radial_radio_tab_1_text_5: convar_t


cl_radial_radio_tab_1_text_6

cvars.cl_radial_radio_tab_1_text_6: convar_t


cl_radial_radio_tab_1_text_7

cvars.cl_radial_radio_tab_1_text_7: convar_t


cl_radial_radio_tab_1_text_8

cvars.cl_radial_radio_tab_1_text_8: convar_t


cl_radial_radio_tab_2_text_1

cvars.cl_radial_radio_tab_2_text_1: convar_t


cl_radial_radio_tab_2_text_2

cvars.cl_radial_radio_tab_2_text_2: convar_t


cl_radial_radio_tab_2_text_3

cvars.cl_radial_radio_tab_2_text_3: convar_t


cl_radial_radio_tab_2_text_4

cvars.cl_radial_radio_tab_2_text_4: convar_t


cl_radial_radio_tab_2_text_5

cvars.cl_radial_radio_tab_2_text_5: convar_t


cl_radial_radio_tab_2_text_6

cvars.cl_radial_radio_tab_2_text_6: convar_t


cl_radial_radio_tab_2_text_7

cvars.cl_radial_radio_tab_2_text_7: convar_t


cl_radial_radio_tab_2_text_8

cvars.cl_radial_radio_tab_2_text_8: convar_t


cl_radial_radio_version_reset

cvars.cl_radial_radio_version_reset: convar_t


cl_radial_radio_tap_to_ping

cvars.cl_radial_radio_tap_to_ping: convar_t

When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration


cl_radialmenu_deadzone_size

cvars.cl_radialmenu_deadzone_size: convar_t


cl_radialmenu_deadzone_size_joystick

cvars.cl_radialmenu_deadzone_size_joystick: convar_t


cl_radial_menu_icon_radius

cvars.cl_radial_menu_icon_radius: convar_t


cl_radial_menu_tap_duration

cvars.cl_radial_menu_tap_duration: convar_t

If nothing in a radial menu is selected, and the button engaging the radial menu is released within this duration, fallback on the radial's tap functionality


cl_radial_coyote_time

cvars.cl_radial_coyote_time: convar_t

Selection lenience: How long in seconds the last selected radial segment is used if no segment is selected.


cl_scoreboard_survivors_always_on

cvars.cl_scoreboard_survivors_always_on: convar_t


cl_ui_particles_destroy_when_not_painting

cvars.cl_ui_particles_destroy_when_not_painting: convar_t


r_dac_disable_portrait_world_renderer

cvars.r_dac_disable_portrait_world_renderer: convar_t


videocfg_shadow_quality

cvars.videocfg_shadow_quality: convar_t


videocfg_texture_detail

cvars.videocfg_texture_detail: convar_t


videocfg_particle_detail

cvars.videocfg_particle_detail: convar_t


videocfg_ao_detail

cvars.videocfg_ao_detail: convar_t


videocfg_hdr_detail

cvars.videocfg_hdr_detail: convar_t


videocfg_fsr_detail

cvars.videocfg_fsr_detail: convar_t


debug_video_config_cvars

cvars.debug_video_config_cvars: convar_t


safezonex

cvars.safezonex: convar_t

The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height.


safezoney

cvars.safezoney: convar_t

The percentage of the screen height that is considered safe from overscan


hud_scaling

cvars.hud_scaling: convar_t

Scales hud elements


demo_ui_mode

cvars.demo_ui_mode: convar_t

UI mode for demo playback. 0 = disabled, 1 = minimal, 2 = full


demo_mouse_enable_binding

cvars.demo_mouse_enable_binding: convar_t

Name of the binding to enable mouse on demo playback UI


cl_deathnotices_show_numbers

cvars.cl_deathnotices_show_numbers: convar_t

0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name


spec_death_panel_replay_position

cvars.spec_death_panel_replay_position: convar_t


cl_deathcampanel_position_dynamic

cvars.cl_deathcampanel_position_dynamic: convar_t

Turn on/off deathcam's kill panel dynamic Y movement


death_panel_delay_time

cvars.death_panel_delay_time: convar_t


death_panel_travel_time

cvars.death_panel_travel_time: convar_t


csgo_demoui_player_death_seek_lead_up_time

cvars.csgo_demoui_player_death_seek_lead_up_time: convar_t

Seek to a moment this amount of seconds leading up to a player death instead of the exact time of the death.


csgo_demoui_previous_event_search_offset

cvars.csgo_demoui_previous_event_search_offset: convar_t

Do not consider events that happened in the last specified number of seconds when a user clicks 'previous' on the UI.


csgo_demoui_playbeck_timestep_value

cvars.csgo_demoui_playbeck_timestep_value: convar_t

Number of seconds to seek when using TimeStep buttons on demo playback controller.


hinttext_displaytime

cvars.hinttext_displaytime: convar_t


cl_fake_timeout

cvars.cl_fake_timeout: convar_t


cl_crosshair_friendly_warning

cvars.cl_crosshair_friendly_warning: convar_t

0: off, 1: on


cl_ping_fade_deadzone

cvars.cl_ping_fade_deadzone: convar_t

Distance from the crosshair over which the ping is completely invisible


cl_ping_fade_distance

cvars.cl_ping_fade_distance: convar_t

Distance from the crosshair over which the ping fades


sv_dz_show_enemy_name_scope_range

cvars.sv_dz_show_enemy_name_scope_range: convar_t


cl_teamcounter_playercount_instead_of_avatars

cvars.cl_teamcounter_playercount_instead_of_avatars: convar_t


cl_teammate_color_1

cvars.cl_teammate_color_1: convar_t


cl_teammate_color_2

cvars.cl_teammate_color_2: convar_t


cl_teammate_color_3

cvars.cl_teammate_color_3: convar_t


cl_teammate_color_4

cvars.cl_teammate_color_4: convar_t


cl_teammate_color_5

cvars.cl_teammate_color_5: convar_t


cl_drawhud_specvote

cvars.cl_drawhud_specvote: convar_t

1: default; 0: disables vote UI for spectators


cl_disable_round_end_report

cvars.cl_disable_round_end_report: convar_t


player_competitive_maplist_8_10_0_CAE97738

cvars.player_competitive_maplist_8_10_0_CAE97738: convar_t


player_competitive_maplist_2v2_10_0_12FCB095

cvars.player_competitive_maplist_2v2_10_0_12FCB095: convar_t


player_wargames_list2_10_0_0

cvars.player_wargames_list2_10_0_0: convar_t


player_survival_list_10_0_303

cvars.player_survival_list_10_0_303: convar_t


cl_embedded_stream_audio_volume

cvars.cl_embedded_stream_audio_volume: convar_t

Embedded stream audio volume


cl_embedded_stream_audio_volume_xmaster

cvars.cl_embedded_stream_audio_volume_xmaster: convar_t

Whether embedded stream audio volume gets multiplied by master volume


cl_embedded_stream_video_playing

cvars.cl_embedded_stream_video_playing: convar_t

Embedded stream video playing state


cl_promoted_settings_acknowledged

cvars.cl_promoted_settings_acknowledged: convar_t


cl_graphics_driver_warning_dont_show_again

cvars.cl_graphics_driver_warning_dont_show_again: convar_t


cl_vrr_recommendation_dont_show_again

cvars.cl_vrr_recommendation_dont_show_again: convar_t


cl_refresh_rate_recommendation_dont_show_again

cvars.cl_refresh_rate_recommendation_dont_show_again: convar_t


cl_low_latency_vsync_recommendation_dont_show_again

cvars.cl_low_latency_vsync_recommendation_dont_show_again: convar_t


cl_mute_player_after_reporting_abuse

cvars.cl_mute_player_after_reporting_abuse: convar_t

Mute players reported for abuse automatically.


cl_inventory_saved_filter2

cvars.cl_inventory_saved_filter2: convar_t


cl_inventory_saved_sort2

cvars.cl_inventory_saved_sort2: convar_t


cl_inventory_debug_tooltip

cvars.cl_inventory_debug_tooltip: convar_t


cl_access_all_missions

cvars.cl_access_all_missions: convar_t


ui_leaderboards_top_public_appid

cvars.ui_leaderboards_top_public_appid: convar_t


damage_impact_medium

cvars.damage_impact_medium: convar_t

Damage BELOW this value is considered light damage


steam_controller_haptics

cvars.steam_controller_haptics: convar_t


steamworks_sessionid_client

cvars.steamworks_sessionid_client: convar_t

The client session ID for the new steamworks gamestats.


r_drawchickens

cvars.r_drawchickens: convar_t

Render chickens


inferno_dlight_spacing

cvars.inferno_dlight_spacing: convar_t

Inferno dlights are at least this far apart


inferno_dlights

cvars.inferno_dlights: convar_t

Min FPS at which molotov dlights will be created


inferno_fire

cvars.inferno_fire: convar_t


Inferno_concav_plane_threshold

cvars.Inferno_concav_plane_threshold: convar_t


inferno_batched_rays

cvars.inferno_batched_rays: convar_t


snd_mainmenu_music_break_time_min

cvars.snd_mainmenu_music_break_time_min: convar_t

Minimum amount of time to pause between playing main menu music


snd_mainmenu_music_break_time_max

cvars.snd_mainmenu_music_break_time_max: convar_t

Maximum amount of time to pause between playing main menu music


snd_menumusic_volume

cvars.snd_menumusic_volume: convar_t

Volume of Menu / Non-gameplay music


snd_roundstart_volume

cvars.snd_roundstart_volume: convar_t

Volume of Round Start Music


snd_roundaction_volume

cvars.snd_roundaction_volume: convar_t

Volume of Move Action Music


snd_roundend_volume

cvars.snd_roundend_volume: convar_t

Volume of Won/Lost Music


snd_mvp_volume

cvars.snd_mvp_volume: convar_t

Volume of MVP Music


snd_mapobjective_volume

cvars.snd_mapobjective_volume: convar_t

Volume of Map Objective Music


snd_tensecondwarning_volume

cvars.snd_tensecondwarning_volume: convar_t

Volume of Ten Second Warnings


snd_deathcamera_volume

cvars.snd_deathcamera_volume: convar_t

Volume of Deathcam Timers


player_nevershow_communityservermessage

cvars.player_nevershow_communityservermessage: convar_t


ui_steam_overlay_notification_position

cvars.ui_steam_overlay_notification_position: convar_t

Steam overlay notification position


ui_steam_overlay_notification_position_horz

cvars.ui_steam_overlay_notification_position_horz: convar_t

Steam overlay notification position horizontal offset


ui_steam_overlay_notification_position_vert

cvars.ui_steam_overlay_notification_position_vert: convar_t

Steam overlay notification position vertical offset


connect_lobby

cvars.connect_lobby: convar_t

Sets the lobby ID to connect to on start.


trusted_launch

cvars.trusted_launch: convar_t

Trusted launch status


snd_headphone_eq

cvars.snd_headphone_eq: convar_t

Select Headphone EQ Preset


snd_headphone_eq_active

cvars.snd_headphone_eq_active: convar_t

Select Headphone EQ Preset


cl_hide_avatar_images

cvars.cl_hide_avatar_images: convar_t

Hide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends


cl_show_equipped_character_for_player_avatars

cvars.cl_show_equipped_character_for_player_avatars: convar_t


cl_allow_animated_avatars

cvars.cl_allow_animated_avatars: convar_t

Whether or not to allow animated avatars


cl_buywheel_nonumberpurchasing

cvars.cl_buywheel_nonumberpurchasing: convar_t

Set non-zero to prevent buy wheel from purchasing via number keys


cl_buywheel_donate_key

cvars.cl_buywheel_donate_key: convar_t

Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift.


cl_buymenu_ct_nextround_high

cvars.cl_buymenu_ct_nextround_high: convar_t


cl_buymenu_ct_nextround_low

cvars.cl_buymenu_ct_nextround_low: convar_t


cl_buymenu_t_nextround_high

cvars.cl_buymenu_t_nextround_high: convar_t


cl_buymenu_t_nextround_low

cvars.cl_buymenu_t_nextround_low: convar_t


ui_party_msg_sound_enabled

cvars.ui_party_msg_sound_enabled: convar_t

When enabled, lobby messages will play a short sound


cl_grenadecrosshair_keepusercrosshair

cvars.cl_grenadecrosshair_keepusercrosshair: convar_t

Keep the user's crosshair when the grenade crosshair is enabled


cl_grenadecrosshair_tickinterval

cvars.cl_grenadecrosshair_tickinterval: convar_t


cl_grenadecrosshair_tickscaling

cvars.cl_grenadecrosshair_tickscaling: convar_t


cl_grenadecrosshair_ticklabels

cvars.cl_grenadecrosshair_ticklabels: convar_t


eom_local_player_defeat_anim_enabled

cvars.eom_local_player_defeat_anim_enabled: convar_t


cl_inventory_radial_immediate_select

cvars.cl_inventory_radial_immediate_select: convar_t

In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.


cl_inventory_radial_tap_to_cycle

cvars.cl_inventory_radial_tap_to_cycle: convar_t

In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit.


cl_itemimages_dynamically_generated

cvars.cl_itemimages_dynamically_generated: convar_t

2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets only


panorama_3dpanel_camera_preset_blend_time

cvars.panorama_3dpanel_camera_preset_blend_time: convar_t

time to blend between camera presets


panorama_3dpanel_anim_fadeinout_time_scale

cvars.panorama_3dpanel_anim_fadeinout_time_scale: convar_t

temp scale factor for animation fade in/out time


panorama_3dpanel_anims_pivotlock

cvars.panorama_3dpanel_anims_pivotlock: convar_t

default true.


panorama_3dpanel_loadout_rotate_scale

cvars.panorama_3dpanel_loadout_rotate_scale: convar_t


panorama_3dpanel_loadout_rotate_drag

cvars.panorama_3dpanel_loadout_rotate_drag: convar_t


panorama_3dpanel_loadout_rotate_grab_scale

cvars.panorama_3dpanel_loadout_rotate_grab_scale: convar_t


panorama_3dpanel_loadout_rotate_frametime_multiplier

cvars.panorama_3dpanel_loadout_rotate_frametime_multiplier: convar_t


panorama_3dpanel_camera_rotate_azimuth_scale

cvars.panorama_3dpanel_camera_rotate_azimuth_scale: convar_t


panorama_3dpanel_camera_rotate_altitude_scale

cvars.panorama_3dpanel_camera_rotate_altitude_scale: convar_t


panorama_3dpanel_light_rotate_azimuth_scale

cvars.panorama_3dpanel_light_rotate_azimuth_scale: convar_t


panorama_3dpanel_light_rotate_altitude_scale

cvars.panorama_3dpanel_light_rotate_altitude_scale: convar_t


panorama_3dpanel_light_move_scale

cvars.panorama_3dpanel_light_move_scale: convar_t


panorama_3dpanel_camera_inout_scale_kb

cvars.panorama_3dpanel_camera_inout_scale_kb: convar_t


panorama_3dpanel_camera_inout_scale

cvars.panorama_3dpanel_camera_inout_scale: convar_t


panorama_3dpanel_camera_lookat_scale

cvars.panorama_3dpanel_camera_lookat_scale: convar_t


panorama_light_inout_scale

cvars.panorama_light_inout_scale: convar_t


panorama_3dpanel_debuginfo_manifest

cvars.panorama_3dpanel_debuginfo_manifest: convar_t


panorama_3dpanel_debuginfo_item

cvars.panorama_3dpanel_debuginfo_item: convar_t


panorama_3dpanel_debuginfo_cam

cvars.panorama_3dpanel_debuginfo_cam: convar_t


panorama_3dpanel_debuginfo_paused

cvars.panorama_3dpanel_debuginfo_paused: convar_t


panorama_3dpanel_debuginfo_player

cvars.panorama_3dpanel_debuginfo_player: convar_t


panorama_3dpanel_debuginfo_anim

cvars.panorama_3dpanel_debuginfo_anim: convar_t


panorama_3dpanel_camera_blend_mode

cvars.panorama_3dpanel_camera_blend_mode: convar_t


csgo_map_preview_scale

cvars.csgo_map_preview_scale: convar_t


keychain_preview_limit_step

cvars.keychain_preview_limit_step: convar_t


mapoverview_allow_client_draw

cvars.mapoverview_allow_client_draw: convar_t

Allow a client to draw on the map overview


mapoverview_icon_scale

cvars.mapoverview_icon_scale: convar_t

Sets the icon scale multiplier for the overview map. Valid values are 0.5 to 3.0.


csgo_disable_preview_maps

cvars.csgo_disable_preview_maps: convar_t


cl_map_preview_debug_jitter

cvars.cl_map_preview_debug_jitter: convar_t


csgo_mappreview_transparent_background_col_performance

cvars.csgo_mappreview_transparent_background_col_performance: convar_t


csgo_mappreview_transparent_background_col_quality

cvars.csgo_mappreview_transparent_background_col_quality: convar_t


snd_vol_competitive

cvars.snd_vol_competitive: convar_t


snd_vol_casual

cvars.snd_vol_casual: convar_t


snd_vol_spectator

cvars.snd_vol_spectator: convar_t


snd_vol_warmup

cvars.snd_vol_warmup: convar_t


snd_eq_arms_race

cvars.snd_eq_arms_race: convar_t


snd_eq_deathmatch

cvars.snd_eq_deathmatch: convar_t


snd_eq_competitive

cvars.snd_eq_competitive: convar_t


snd_eq_casual

cvars.snd_eq_casual: convar_t


snd_eq_spectator

cvars.snd_eq_spectator: convar_t


snd_eq_warmup

cvars.snd_eq_warmup: convar_t


spec_replay_colorcorrection

cvars.spec_replay_colorcorrection: convar_t

Amount of color correction in deathcam replay


cl_disable_postprocessing

cvars.cl_disable_postprocessing: convar_t


cl_instant_death_anim

cvars.cl_instant_death_anim: convar_t


cl_disable_deathcam_audio_mix_fade_out

cvars.cl_disable_deathcam_audio_mix_fade_out: convar_t

When set to true, disables audio being silenced while the death cam fades out.


cl_deathcam_audio_mix_phase1_fade_time

cvars.cl_deathcam_audio_mix_phase1_fade_time: convar_t

Sets the amount of time we fade out over.


cl_deathcam_audio_mix_phase1_fade_amount

cvars.cl_deathcam_audio_mix_phase1_fade_amount: convar_t

Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.


cl_deathcam_audio_mix_phase2_fade_time

cvars.cl_deathcam_audio_mix_phase2_fade_time: convar_t

Sets the amount of time we fade out over.


cl_deathcam_audio_mix_phase2_fade_amount

cvars.cl_deathcam_audio_mix_phase2_fade_amount: convar_t

Sets the amount of ducking to do on death cam fade out. When set to 1, full DeathFadeLayer is applied.


cl_scoreboard_mouse_enable_binding

cvars.cl_scoreboard_mouse_enable_binding: convar_t

Name of the binding to enable mouse selection in the scoreboard


snd_mute_mvp_music_live_players

cvars.snd_mute_mvp_music_live_players: convar_t

If set, MVP music is muted if players from both teams are still alive.


force_spectator_only_tools

cvars.force_spectator_only_tools: convar_t


cl_import_csgo_config

cvars.cl_import_csgo_config: convar_t


cl_debug_client_gamestats

cvars.cl_debug_client_gamestats: convar_t


steamworks_sessionid_lifetime_client

cvars.steamworks_sessionid_lifetime_client: convar_t

The full client session ID for the new steamworks gamestats.


cl_debug_round_stat_submission

cvars.cl_debug_round_stat_submission: convar_t


cl_csgo_shoot_debugvis_show_rdp

cvars.cl_csgo_shoot_debugvis_show_rdp: convar_t


cl_csgo_shoot_debugvis_rdp_text_x

cvars.cl_csgo_shoot_debugvis_rdp_text_x: convar_t


cl_csgo_shoot_debugvis_rdp_text_l

cvars.cl_csgo_shoot_debugvis_rdp_text_l: convar_t


cl_csgo_shoot_debugvis_show_los

cvars.cl_csgo_shoot_debugvis_show_los: convar_t

Show line of last shot.


cl_csgo_shoot_trim_input_frames

cvars.cl_csgo_shoot_trim_input_frames: convar_t


cl_scoreboard_toggle_enable

cvars.cl_scoreboard_toggle_enable: convar_t


cl_interp_ratio

cvars.cl_interp_ratio: convar_t

Set number of client simulation interpolation ticks.


cl_allow_multi_input_binds

cvars.cl_allow_multi_input_binds: convar_t


demo_skip_to_shot_seconds_before

cvars.demo_skip_to_shot_seconds_before: convar_t

How many seconds before the shot to skip to when skipping to a specific shot ID.


demo_highlight_seconds_before

cvars.demo_highlight_seconds_before: convar_t

How many seconds before the actual highlight event to show when viewing highlights.


demo_highlight_seconds_after

cvars.demo_highlight_seconds_after: convar_t

How many seconds after the actual highlight event to show when viewing highlights.


demo_highlight_fade_duration

cvars.demo_highlight_fade_duration: convar_t

Duration of the fade in and of the fade out transitions (fade in + fade out is 2x this value).


demo_movie_write_intervals

cvars.demo_movie_write_intervals: convar_t

Write highlight interval metadata along with movie files when recording.


demo_pause_at_end

cvars.demo_pause_at_end: convar_t

Pause demo playback when the end of the file is reached, otherwise quit to main menu.


r_cs2_show_icon_editor

cvars.r_cs2_show_icon_editor: convar_t

CSGO/Icon Editor


r_icon_rendering_4xnice

cvars.r_icon_rendering_4xnice: convar_t

icon rendering 4x nice


r_icon_rendering_msaa_mode

cvars.r_icon_rendering_msaa_mode: convar_t

MSAA mode used for icon rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc


r_icon_rendering_width

cvars.r_icon_rendering_width: convar_t

icon rendering width


r_icon_rendering_height

cvars.r_icon_rendering_height: convar_t

icon rendering height


r_icon_generate_runtime_mips

cvars.r_icon_generate_runtime_mips: convar_t

generate mips for runtime


r_icon_generate_offline_mips

cvars.r_icon_generate_offline_mips: convar_t

generate mips via sidecar file for offline


r_icon_max_mip_width

cvars.r_icon_max_mip_width: convar_t

r_icon_max_mip_width


r_icon_show_timing

cvars.r_icon_show_timing: convar_t

show timing in output


r_icon_csm_pushback_distance

cvars.r_icon_csm_pushback_distance: convar_t

csm pushback distance, should be much shorter/disabled for icon rendering


net_client_steamdatagram_enable_override

cvars.net_client_steamdatagram_enable_override: convar_t

0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible


cl_show_matchmaking_stat_spew

cvars.cl_show_matchmaking_stat_spew: convar_t


cl_search_key_token

cvars.cl_search_key_token: convar_t

Development search key token.


lobby_stats_fake

cvars.lobby_stats_fake: convar_t


lobby_gamesearch_fake

cvars.lobby_gamesearch_fake: convar_t


cl_session

cvars.cl_session: convar_t


cl_color

cvars.cl_color: convar_t

Preferred teammate color


tv_spectator_port_offset

cvars.tv_spectator_port_offset: convar_t


cl_new_user_phase

cvars.cl_new_user_phase: convar_t

0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled


cl_player_visibility_stencil_bloat_amount

cvars.cl_player_visibility_stencil_bloat_amount: convar_t


cl_player_visibility_show_stencil_proxy

cvars.cl_player_visibility_show_stencil_proxy: convar_t


cl_player_visibility_stencil_proxy_min_dist

cvars.cl_player_visibility_stencil_proxy_min_dist: convar_t


cl_player_visibility_stencil_proxy_min_dist_box

cvars.cl_player_visibility_stencil_proxy_min_dist_box: convar_t


cl_player_visibility_stencil_proxy_type

cvars.cl_player_visibility_stencil_proxy_type: convar_t

0 - box, 1 - dodecahedron


cl_player_visibility_near

cvars.cl_player_visibility_near: convar_t

cull characters nearer than this


cl_player_visibility_far

cvars.cl_player_visibility_far: convar_t

distance at which proxy scale is maximized


cl_player_visibility_far_scale

cvars.cl_player_visibility_far_scale: convar_t

proxy scale multiplier at max dist (is 1.0 at mindist)


cl_track_aim_head_threshold

cvars.cl_track_aim_head_threshold: convar_t

Notify render device when rendering a frame with enemy head within threshold distance


cl_track_aim_head_log_closest

cvars.cl_track_aim_head_log_closest: convar_t

Log when closest distance to head was reached and what it was


cl_track_render_eye_angles

cvars.cl_track_render_eye_angles: convar_t

Spew render eye angles


cl_lagcompensation_test_target

cvars.cl_lagcompensation_test_target: convar_t

Player whose head is tracked to test lag compensation.


cl_lagcompensation_test_auto_target

cvars.cl_lagcompensation_test_auto_target: convar_t

Auto-pick value of cl_lagcompensation_test_target.


smoke_volume_lod_ratio_change

cvars.smoke_volume_lod_ratio_change: convar_t


cs_steamvideo_max_time_between_multikill_events

cvars.cs_steamvideo_max_time_between_multikill_events: convar_t

Maximum time in seconds between consecutive kills for them to be combined into a multikill event


cs_steamvideo_multikill_padding_time

cvars.cs_steamvideo_multikill_padding_time: convar_t

Time in seconds to add before the first kill and after the last kill for multikill events


cs_steamvideo_max_kills_per_multikill

cvars.cs_steamvideo_max_kills_per_multikill: convar_t

Max number of kills for a single multikill event


cl_clutch_mode

cvars.cl_clutch_mode: convar_t

Silence voice and other distracting sounds until the end of round or next death.


cl_mute_enemy_team

cvars.cl_mute_enemy_team: convar_t

Block all communication from players on the enemy team.


cl_mute_all_but_friends_and_party

cvars.cl_mute_all_but_friends_and_party: convar_t

Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes.


cl_workshop_map_download_timeout

cvars.cl_workshop_map_download_timeout: convar_t


r_drawdetailprops

cvars.r_drawdetailprops: convar_t


r_detail_lerp_znormal

cvars.r_detail_lerp_znormal: convar_t


r_detailprop_lod_dist

cvars.r_detailprop_lod_dist: convar_t


r_detailprop_fade_dist

cvars.r_detailprop_fade_dist: convar_t


r_detailprop_force_probe

cvars.r_detailprop_force_probe: convar_t


cl_http_log_enable

cvars.cl_http_log_enable: convar_t

Allows sending HTTP log from client main menu.


damage_impact_heavy

cvars.damage_impact_heavy: convar_t

Damage ABOVE this value is considered heavy damage


r_decals

cvars.r_decals: convar_t


cl_fasttempentcollision

cvars.cl_fasttempentcollision: convar_t


cl_tracer_whiz_distance

cvars.cl_tracer_whiz_distance: convar_t


cl_tracer_whiz_infront_distance

cvars.cl_tracer_whiz_infront_distance: convar_t


fx_drawmetalspark

cvars.fx_drawmetalspark: convar_t

Draw metal spark effects.


cl_playerspraydisable

cvars.cl_playerspraydisable: convar_t

Disable player sprays.


r_icon_custommaterial_maxres

cvars.r_icon_custommaterial_maxres: convar_t

maxres for custommaterials when rendering icons


r_icon_player_equip_gloves_from_loadout

cvars.r_icon_player_equip_gloves_from_loadout: convar_t

equip gloves on player for icon rendering from loadout, or use default gloves


r_icon_use_kv3_camera

cvars.r_icon_use_kv3_camera: convar_t

use test kv3 data for camera


r_icon_reload_map

cvars.r_icon_reload_map: convar_t

force reload map on new request


r_icon_highcontrast_postprocessing_weight

cvars.r_icon_highcontrast_postprocessing_weight: convar_t

if using high contrast postprocessing, use this weight (weight = 1.0 for characters)


spec_replay_outline

cvars.spec_replay_outline: convar_t

Enable outline selecting victim in hltv replay: 0 - none; 1 - ouline YOU; 2 - outline YOU, with red ragdoll outline; 3 - normal spectator outlines


spec_glow_silent_factor

cvars.spec_glow_silent_factor: convar_t

Lurking player xray glow scaling.


spec_glow_spike_factor

cvars.spec_glow_spike_factor: convar_t

Noisy player xray glow scaling (pop when noise is made). Make >1 to add a 'spike' to noise-making players


spec_glow_full_time

cvars.spec_glow_full_time: convar_t

Noisy players stay at full brightness for this long.


spec_glow_decay_time

cvars.spec_glow_decay_time: convar_t

Time to decay glow from 1.0 to spec_glow_silent_factor after spec_glow_full_time.


spec_glow_spike_time

cvars.spec_glow_spike_time: convar_t

Time for noisy player glow 'spike' to show that they made noise very recently.


spec_show_xray

cvars.spec_show_xray: convar_t

If set to 1, you can see player outlines and name IDs through walls - who you can see depends on your team and mode


cl_show_equipment_value

cvars.cl_show_equipment_value: convar_t


cl_prefer_lefthanded

cvars.cl_prefer_lefthanded: convar_t

Left handed preference


r_drawcsplayers

cvars.r_drawcsplayers: convar_t

Render CS players


cl_random_taser_bone_y

cvars.cl_random_taser_bone_y: convar_t

The Y position used for the random taser force.


cl_random_taser_force_y

cvars.cl_random_taser_force_y: convar_t

The Y position used for the random taser force.


cl_random_taser_power

cvars.cl_random_taser_power: convar_t

Power used when applying the taser effect.


cl_ragdoll_workaround_threshold

cvars.cl_ragdoll_workaround_threshold: convar_t

Mainly cosmetic, client-only effect: when client doesn't know the last position of another player that spawns a ragdoll, the ragdoll creation is simplified and ragdoll is created in the right place. If you increase this significantly, ragdoll positions on your client may be dramatically wrong, but it won't affect other clients


cl_ragdoll_physics_enable

cvars.cl_ragdoll_physics_enable: convar_t

Enable/disable ragdoll physics.


cl_display_player_visibilty

cvars.cl_display_player_visibilty: convar_t


character_patches

cvars.character_patches: convar_t


cl_player_proximity_debug

cvars.cl_player_proximity_debug: convar_t


cl_show_head_trajectory

cvars.cl_show_head_trajectory: convar_t


cl_show_camera_position

cvars.cl_show_camera_position: convar_t


sv_smoke_volume_blind_start

cvars.sv_smoke_volume_blind_start: convar_t


cl_crosshair_sniper_width

cvars.cl_crosshair_sniper_width: convar_t

If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)


debug_entity_outline_highlight

cvars.debug_entity_outline_highlight: convar_t


cl_player_lighting_origin_offset

cvars.cl_player_lighting_origin_offset: convar_t


cl_inferno_bodyburn

cvars.cl_inferno_bodyburn: convar_t


cl_display_flashbang_values

cvars.cl_display_flashbang_values: convar_t


cl_player_ragdolls_collide

cvars.cl_player_ragdolls_collide: convar_t


cl_borrow_music_from_player_slot

cvars.cl_borrow_music_from_player_slot: convar_t


cl_spec_show_bindings

cvars.cl_spec_show_bindings: convar_t

Toggle the visibility of the spectator bindings.


cl_teamid_overhead_maxdist

cvars.cl_teamid_overhead_maxdist: convar_t

max distance at which the overhead team id icons will show


cl_teamid_overhead_maxdist_spec

cvars.cl_teamid_overhead_maxdist_spec: convar_t

max distance at which the overhead team id icons will show when a spectator


cl_show_clan_in_death_notice

cvars.cl_show_clan_in_death_notice: convar_t

Is set, the clan name will show next to player names in the death notices.


cl_dm_buyrandomweapons

cvars.cl_dm_buyrandomweapons: convar_t

Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon)


cl_hud_color

cvars.cl_hud_color: convar_t

0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color.


cl_hud_radar_scale

cvars.cl_hud_radar_scale: convar_t


cl_use_entity_as_targetid

cvars.cl_use_entity_as_targetid: convar_t


cl_dangerzone_approaching_sound_radius

cvars.cl_dangerzone_approaching_sound_radius: convar_t


cl_dangerzone_sound_volume

cvars.cl_dangerzone_sound_volume: convar_t


cl_dangerzone_moving_sound_volume

cvars.cl_dangerzone_moving_sound_volume: convar_t


cl_weapon_pickup_lerp

cvars.cl_weapon_pickup_lerp: convar_t


cl_firstperson_legs

cvars.cl_firstperson_legs: convar_t


cl_smoke_player_particle_effect

cvars.cl_smoke_player_particle_effect: convar_t


cl_weapon_clip_thinwalls

cvars.cl_weapon_clip_thinwalls: convar_t


cl_weapon_clip_thinwalls_debug

cvars.cl_weapon_clip_thinwalls_debug: convar_t


cl_weapon_clip_thinwalls_lock

cvars.cl_weapon_clip_thinwalls_lock: convar_t


cl_weapon_clip_thinwalls_pitchlimit_up

cvars.cl_weapon_clip_thinwalls_pitchlimit_up: convar_t


cl_weapon_clip_thinwalls_pitchlimit_down

cvars.cl_weapon_clip_thinwalls_pitchlimit_down: convar_t


cl_view_near_hud_player_eye_dist

cvars.cl_view_near_hud_player_eye_dist: convar_t


cl_view_near_other_player_eye_dist

cvars.cl_view_near_other_player_eye_dist: convar_t


clDrawTargetIDTrace

cvars.clDrawTargetIDTrace: convar_t

visualizing line trace for target ID


snd_report_c4_sounds

cvars.snd_report_c4_sounds: convar_t


viewmodel_presetpos

cvars.viewmodel_presetpos: convar_t

1:"Desktop", 2:"Classic"


crosshair

cvars.crosshair: convar_t


lockMoveControllerRet

cvars.lockMoveControllerRet: convar_t


hud_showtargetid

cvars.hud_showtargetid: convar_t

Enables display of target names


cl_drawhud_force_teamid_overhead

cvars.cl_drawhud_force_teamid_overhead: convar_t

0: default; 1: draw teamid even if hud disabled; -1: force no teamid


cl_versus_intro

cvars.cl_versus_intro: convar_t


cl_teamid_overhead_mode

cvars.cl_teamid_overhead_mode: convar_t

Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment


cl_teamid_overhead_colors_show

cvars.cl_teamid_overhead_colors_show: convar_t

Show team overhead id in teammate color


cl_teamid_overhead_fade_near_crosshair

cvars.cl_teamid_overhead_fade_near_crosshair: convar_t

The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off


cl_drawhud_force_deathnotices

cvars.cl_drawhud_force_deathnotices: convar_t

0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices


cl_showloadout

cvars.cl_showloadout: convar_t

Toggles display of current loadout.


cl_draw_only_deathnotices

cvars.cl_draw_only_deathnotices: convar_t

For drawing only the crosshair and death notices (used for moviemaking)


cl_radar_square_with_scoreboard

cvars.cl_radar_square_with_scoreboard: convar_t

If set, the radar will toggle to square when the scoreboard is visible.


cl_radar_rotate

cvars.cl_radar_rotate: convar_t

1


cl_radar_scale

cvars.cl_radar_scale: convar_t

Sets the radar scale. Valid values are 0.25 to 1.0.


cl_radar_scale_alternate

cvars.cl_radar_scale_alternate: convar_t

Sets the alternate radar scale. Valid values are 0.25 to 1.0.


cl_radar_always_centered

cvars.cl_radar_always_centered: convar_t

If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.


cl_radar_icon_scale_min

cvars.cl_radar_icon_scale_min: convar_t

Sets the minimum icon scale. Valid values are 0.4 to 1.25.


cl_drawhud_force_radar

cvars.cl_drawhud_force_radar: convar_t

0: default; 1: draw radar even if hud disabled; -1: force no radar


cl_radar_fast_transforms

cvars.cl_radar_fast_transforms: convar_t

Faster way of placing icons on the mini map.


default_fov

cvars.default_fov: convar_t


player_teamplayedlast

cvars.player_teamplayedlast: convar_t


voice_vox

cvars.voice_vox: convar_t

Voice chat uses a vox-style always on


voice_vox_current_peak

cvars.voice_vox_current_peak: convar_t

Current peak value (out of 64k) of the incoming voice stream


cl_autobuy

cvars.cl_autobuy: convar_t

The order in which autobuy will attempt to purchase items


cl_rebuy

cvars.cl_rebuy: convar_t

The order in which rebuy will attempt to repurchase items


snd_vol_per_game_mode

cvars.snd_vol_per_game_mode: convar_t


snd_vol_arms_race

cvars.snd_vol_arms_race: convar_t


snd_vol_deathmatch

cvars.snd_vol_deathmatch: convar_t


r_propsmaxdist

cvars.r_propsmaxdist: convar_t

Maximum visible distance


cl_showerror

cvars.cl_showerror: convar_t

Show prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity.


cl_error_report_time

cvars.cl_error_report_time: convar_t

Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.


cl_pdump

cvars.cl_pdump: convar_t

Dump info about this entity to screen.


cl_pclass

cvars.cl_pclass: convar_t

Dump entity by prediction classname.


cl_pred_optimize

cvars.cl_pred_optimize: convar_t

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_print_every_cmd

cvars.cl_pred_print_every_cmd: convar_t

Print something every time we predict a command


cl_pred_always_latch

cvars.cl_pred_always_latch: convar_t


cl_pred_parallel_postnetwork

cvars.cl_pred_parallel_postnetwork: convar_t


cl_true_sight_spectate

cvars.cl_true_sight_spectate: convar_t


cl_ragdoll_lru_debug

cvars.cl_ragdoll_lru_debug: convar_t


cl_ragdoll_limit

cvars.cl_ragdoll_limit: convar_t

Maximum number of ragdolls to show (-1 disables limit)


snd_sound_areas_debug

cvars.snd_sound_areas_debug: convar_t


snd_sound_areas_debug_interval

cvars.snd_sound_areas_debug_interval: convar_t


cl_snd_new_visualize

cvars.cl_snd_new_visualize: convar_t

Displays soundevent name played at it's 3d position


viewmodel_fov

cvars.viewmodel_fov: convar_t

Viewmodel FOV


cl_leveloverview

cvars.cl_leveloverview: convar_t


r_mapextents

cvars.r_mapextents: convar_t

Set the max dimension for the map. This determines the far clipping plane


gl_clear

cvars.gl_clear: convar_t


gl_clear_randomcolor

cvars.gl_clear_randomcolor: convar_t

Clear the back buffer to random colors every frame. Helps spot open seams in geometry.


gl_clear_gray

cvars.gl_clear_gray: convar_t

Clear the back buffer to gray every frame.


r_nearz

cvars.r_nearz: convar_t

Override the near clipping plane. -1 means use the default.


r_farz

cvars.r_farz: convar_t

Override the far clipping plane. -1 means to use the value in env_fog_controller.


cl_demoviewoverride

cvars.cl_demoviewoverride: convar_t

Override view during demo playback


cl_demo_view_offset_left

cvars.cl_demo_view_offset_left: convar_t

View offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)


cl_lock_camera

cvars.cl_lock_camera: convar_t


_fov

cvars._fov: convar_t

Automates fov command to server.


cl_demo_steadycam_enable

cvars.cl_demo_steadycam_enable: convar_t

Stabilize camera orientation/position during demo playback. 1 == remove roll, 2 == steadycam


cl_demo_steadycam_radius

cvars.cl_demo_steadycam_radius: convar_t

if camera moves this much from last anchor update anchor


cl_demo_steadycam_deflection

cvars.cl_demo_steadycam_deflection: convar_t

if camera orientation changes this much update orientation


cl_demo_steadycam_blendframes

cvars.cl_demo_steadycam_blendframes: convar_t

blend over this many frames


fade_debug_splitscreen_slot

cvars.fade_debug_splitscreen_slot: convar_t


shake_show

cvars.shake_show: convar_t

Displays a list of the active screen shakes.


r_screen_size_expansion

cvars.r_screen_size_expansion: convar_t


r_drawdevvisualizers

cvars.r_drawdevvisualizers: convar_t

Render dev visualizers


fog_start

cvars.fog_start: convar_t


fog_end

cvars.fog_end: convar_t


fog_startskybox

cvars.fog_startskybox: convar_t


fog_endskybox

cvars.fog_endskybox: convar_t


fog_maxdensityskybox

cvars.fog_maxdensityskybox: convar_t


fog_colorskybox

cvars.fog_colorskybox: convar_t


fog_enableskybox

cvars.fog_enableskybox: convar_t


fog_maxdensity

cvars.fog_maxdensity: convar_t


fog_hdrcolorscaleskybox

cvars.fog_hdrcolorscaleskybox: convar_t


voice_modenable

cvars.voice_modenable: convar_t

Enable/disable voice in this mod.


voice_clientdebug

cvars.voice_clientdebug: convar_t


voice_all_icons

cvars.voice_all_icons: convar_t

Draw all players' voice icons


hud_fastswitch

cvars.hud_fastswitch: convar_t


cc_linger_time

cvars.cc_linger_time: convar_t

Close caption linger time.


cc_delay_time

cvars.cc_delay_time: convar_t

Close caption delay before showing caption.


cc_captiontrace

cvars.cc_captiontrace: convar_t

Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)


cc_log

cvars.cc_log: convar_t

Log caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)


cc_subtitles

cvars.cc_subtitles: convar_t

If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).


english

cvars.english: convar_t

If set to 1, running the english language set of assets.


cc_vr_debug

cvars.cc_vr_debug: convar_t

Debug visualization of VR closed caption placement


cc_vr_depth_test

cvars.cc_vr_depth_test: convar_t

Have closed caption Panorama panel perform depth testing against the scene


cc_vr_forward_offset

cvars.cc_vr_forward_offset: convar_t

Subtitle offset distance (forward, in front of player)


cc_vr_vertical_offset

cvars.cc_vr_vertical_offset: convar_t

Subtitle vertical offset distance (positive is up)


cc_vr_epsilon

cvars.cc_vr_epsilon: convar_t

Epsilon to trigger movement of VR subtitle panel in world space


cc_vr_caption_catchup_interval

cvars.cc_vr_caption_catchup_interval: convar_t

Duration it takes for attached caption to ideal point


cc_vr_font_size

cvars.cc_vr_font_size: convar_t

0 = small, 1 = med (default), 2 = large


cc_vr_caption_speed

cvars.cc_vr_caption_speed: convar_t

0 = slow, 1 = medium (default), 2 = fast


cc_spectator_only

cvars.cc_spectator_only: convar_t


cc_vr_width

cvars.cc_vr_width: convar_t

0 = narrow, 1 = med (default), 2 = wide


cc_lang

cvars.cc_lang: convar_t

Current close caption language (emtpy = use game UI language)


r_RainParticleDensity

cvars.r_RainParticleDensity: convar_t

Density of Particle Rain 0-1


r_RainAllowInSplitScreen

cvars.r_RainAllowInSplitScreen: convar_t

Allows rain in splitscreen


r_debug_precipitation

cvars.r_debug_precipitation: convar_t

Show precipitation volumes


r_flashlightfov

cvars.r_flashlightfov: convar_t


r_flashlightoffsetright

cvars.r_flashlightoffsetright: convar_t


r_flashlightoffsetup

cvars.r_flashlightoffsetup: convar_t


r_flashlightoffsetforward

cvars.r_flashlightoffsetforward: convar_t


r_flashlightnear

cvars.r_flashlightnear: convar_t


r_flashlightfar

cvars.r_flashlightfar: convar_t


r_flashlightconstant

cvars.r_flashlightconstant: convar_t


r_flashlightquadratic

cvars.r_flashlightquadratic: convar_t


r_flashlightbrightness

cvars.r_flashlightbrightness: convar_t


r_flashlightvisualizetrace

cvars.r_flashlightvisualizetrace: convar_t


r_flashlightambient

cvars.r_flashlightambient: convar_t


r_flashlightshadowatten

cvars.r_flashlightshadowatten: convar_t


r_flashlightladderdist

cvars.r_flashlightladderdist: convar_t


r_flashlightlinear

cvars.r_flashlightlinear: convar_t


r_muzzleflashlinear

cvars.r_muzzleflashlinear: convar_t


r_muzzleflashbrightness

cvars.r_muzzleflashbrightness: convar_t


r_flashlightnearoffsetscale

cvars.r_flashlightnearoffsetscale: convar_t


r_flashlighttracedistcutoff

cvars.r_flashlighttracedistcutoff: convar_t


r_flashlightbacktraceoffset

cvars.r_flashlightbacktraceoffset: convar_t


r_flashlighttracedistwatercutoff

cvars.r_flashlighttracedistwatercutoff: convar_t


muzzle_flash_debug

cvars.muzzle_flash_debug: convar_t


r_flashlightmuzzleflashfov

cvars.r_flashlightmuzzleflashfov: convar_t


cl_async_client_shatter

cvars.cl_async_client_shatter: convar_t

spawn client glass shards asynchronously during demos or when remotely connected.


r_impacts_alt_orientation

cvars.r_impacts_alt_orientation: convar_t


r_impacts_decal_grazing_incidence_cutoff

cvars.r_impacts_decal_grazing_incidence_cutoff: convar_t


r_impacts_decal_grazing_incidence_variance

cvars.r_impacts_decal_grazing_incidence_variance: convar_t


r_impact_ricochet_chance

cvars.r_impact_ricochet_chance: convar_t


r_drawtracers

cvars.r_drawtracers: convar_t


r_drawtracers_firstperson

cvars.r_drawtracers_firstperson: convar_t

Toggle visibility of first person weapon tracers


cl_show_splashes

cvars.cl_show_splashes: convar_t


cl_frametime_summary_report_detailed

cvars.cl_frametime_summary_report_detailed: convar_t

When a perf report is dumped at the end of the session, should it be detailed?


glow_use_tolerance

cvars.glow_use_tolerance: convar_t


spec_autodirector

cvars.spec_autodirector: convar_t

Auto-director chooses best view modes while spectating


debug_hltv

cvars.debug_hltv: convar_t

Print out hltv events


locator_topdown_style

cvars.locator_topdown_style: convar_t

Topdown games set this to handle distance and offscreen location differently.


hidehud

cvars.hidehud: convar_t

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


joy_vehicle_turn_lowend

cvars.joy_vehicle_turn_lowend: convar_t


joy_vehicle_turn_lowmap

cvars.joy_vehicle_turn_lowmap: convar_t


joy_sensitive_step0

cvars.joy_sensitive_step0: convar_t


joy_sensitive_step1

cvars.joy_sensitive_step1: convar_t


joy_sensitive_step2

cvars.joy_sensitive_step2: convar_t


joy_lowend

cvars.joy_lowend: convar_t


joy_lowmap

cvars.joy_lowmap: convar_t


joy_accelscale

cvars.joy_accelscale: convar_t


joy_accelmax

cvars.joy_accelmax: convar_t


joy_pegged

cvars.joy_pegged: convar_t


joy_virtual_peg

cvars.joy_virtual_peg: convar_t


joy_accel_filter

cvars.joy_accel_filter: convar_t


joy_response_look

cvars.joy_response_look: convar_t


joy_response_move

cvars.joy_response_move: convar_t


joy_response_move_vehicle

cvars.joy_response_move_vehicle: convar_t


joy_circle_correct_mode

cvars.joy_circle_correct_mode: convar_t


joy_circle_correct_mode_vehicle

cvars.joy_circle_correct_mode_vehicle: convar_t


mouse_inverty

cvars.mouse_inverty: convar_t


joy_pitch_sensitivity

cvars.joy_pitch_sensitivity: convar_t


joy_yaw_sensitivity

cvars.joy_yaw_sensitivity: convar_t


joy_forward_sensitivity

cvars.joy_forward_sensitivity: convar_t


joy_side_sensitivity

cvars.joy_side_sensitivity: convar_t


joy_autosprint

cvars.joy_autosprint: convar_t

Automatically sprint when moving with an analog joystick


sensitivity

cvars.sensitivity: convar_t

Mouse sensitivity.


m_yaw

cvars.m_yaw: convar_t

Mouse yaw factor.


m_pitch

cvars.m_pitch: convar_t

Mouse pitch factor.


joy_display_input

cvars.joy_display_input: convar_t


dev_create_sensitivity_report

cvars.dev_create_sensitivity_report: convar_t


r_drawropes

cvars.r_drawropes: convar_t


r_ropetranslucent

cvars.r_ropetranslucent: convar_t


rope_wind_dist

cvars.rope_wind_dist: convar_t

Don't use CPU applying small wind gusts to ropes when they're past this distance.


rope_averagelight

cvars.rope_averagelight: convar_t

Makes ropes use average of cubemap lighting instead of max intensity.


cl_sceneentity_debug

cvars.cl_sceneentity_debug: convar_t

Display all thinking scene entities and its data.


scene_vcdautosave

cvars.scene_vcdautosave: convar_t

Create a savegame before VCD playback


tv_listen_voice_indices

cvars.tv_listen_voice_indices: convar_t

Bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none


tv_listen_voice_indices_h

cvars.tv_listen_voice_indices_h: convar_t

High 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none


mic_listen_while_nonfocused

cvars.mic_listen_while_nonfocused: convar_t

Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings


soundscape_fadetime

cvars.soundscape_fadetime: convar_t

Time to crossfade sound effects between soundscapes


soundscape_message

cvars.soundscape_message: convar_t


soundscape_radius_debug

cvars.soundscape_radius_debug: convar_t

Prints current volume of radius sounds


freecamera_fog_start

cvars.freecamera_fog_start: convar_t

Fog start for Free Camera.


freecamera_fog_end

cvars.freecamera_fog_end: convar_t

Fog end for Free Camera.


freecamera_zfar

cvars.freecamera_zfar: convar_t

Fog start for Free Camera.


freecamera_rotation_multiplier

cvars.freecamera_rotation_multiplier: convar_t

Tweak this parameter to adjust Free Camera mouse rotation.


freecamera_max_speed

cvars.freecamera_max_speed: convar_t

Tweak this parameter to adjust Free Camera movement max speed.


freecamera_accel

cvars.freecamera_accel: convar_t

Tweak this parameter to adjust Free Camera movement acceleration.


stats_highlight_interval

cvars.stats_highlight_interval: convar_t

Interval between hightlight screens in the transition stats panel


cl_change_callback_limit

cvars.cl_change_callback_limit: convar_t

change callback msec warning limit


cl_ShowBoneSetupEnts

cvars.cl_ShowBoneSetupEnts: convar_t

Show which entities are having their bones setup each frame.


cpu_level

cvars.cpu_level: convar_t

CPU Level - Default: High


gpu_level

cvars.gpu_level: convar_t

GPU Level - Default: High


mem_level

cvars.mem_level: convar_t

Memory Level - Default: High


gpu_mem_level

cvars.gpu_mem_level: convar_t

Memory Level - Default: High


cl_dormant_spew

cvars.cl_dormant_spew: convar_t

Spew state on when client entities become dormant or active.


cl_showtextmsg

cvars.cl_showtextmsg: convar_t

Enable/disable text messages printing on the screen.


cl_chat_active

cvars.cl_chat_active: convar_t


cl_showfps

cvars.cl_showfps: convar_t

Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )


cl_showpos

cvars.cl_showpos: convar_t

Draw current position at top of screen


cl_showmem

cvars.cl_showmem: convar_t

Draw approximate memory use at top of screen


report_clientthinklist

cvars.report_clientthinklist: convar_t

List all clientside entities thinking and time - will report and turn itself off.


vprof_scope_entity_clientthink

cvars.vprof_scope_entity_clientthink: convar_t

Does nothing whatsoever.


cl_showusercmd

cvars.cl_showusercmd: convar_t

Show user command encoding


cl_anglespeedkey

cvars.cl_anglespeedkey: convar_t


cl_yawspeed

cvars.cl_yawspeed: convar_t


cl_pitchspeed

cvars.cl_pitchspeed: convar_t


cl_pitchdown

cvars.cl_pitchdown: convar_t


cl_pitchup

cvars.cl_pitchup: convar_t


joystick

cvars.joystick: convar_t

True if the joystick is enabled, false otherwise.


cl_boxmove

cvars.cl_boxmove: convar_t

run in a square, # represents how many usercommands to run before turning.


cl_boxmove_speed

cvars.cl_boxmove_speed: convar_t

how fast to run (1 to use player max run speed).


cl_mouselook

cvars.cl_mouselook: convar_t

Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.


cl_debugviewangle

cvars.cl_debugviewangle: convar_t

Plots view angles yaw at various stages of the frame/tick in Tracy.


ss_mimic

cvars.ss_mimic: convar_t

Split screen users mimic base player's CUserCmds


cam_snapto

cvars.cam_snapto: convar_t


cam_ideallag

cvars.cam_ideallag: convar_t

Amount of lag used when matching offset to ideal angles in thirdperson view


cam_idealdelta

cvars.cam_idealdelta: convar_t

Controls the speed when matching offset to ideal angles in thirdperson view


cam_idealyaw

cvars.cam_idealyaw: convar_t


cam_idealpitch

cvars.cam_idealpitch: convar_t


cam_idealdist

cvars.cam_idealdist: convar_t


cam_collision

cvars.cam_collision: convar_t

When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.


cam_showangles

cvars.cam_showangles: convar_t

When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.


c_maxpitch

cvars.c_maxpitch: convar_t


c_minpitch

cvars.c_minpitch: convar_t


c_maxyaw

cvars.c_maxyaw: convar_t


c_minyaw

cvars.c_minyaw: convar_t


c_maxdistance

cvars.c_maxdistance: convar_t


c_mindistance

cvars.c_mindistance: convar_t


c_orthowidth

cvars.c_orthowidth: convar_t


c_orthoheight

cvars.c_orthoheight: convar_t


c_thirdpersonshoulder

cvars.c_thirdpersonshoulder: convar_t


c_thirdpersonshoulderoffset

cvars.c_thirdpersonshoulderoffset: convar_t


c_thirdpersonshoulderdist

cvars.c_thirdpersonshoulderdist: convar_t


c_thirdpersonshoulderheight

cvars.c_thirdpersonshoulderheight: convar_t


c_thirdpersonshoulderaimdist

cvars.c_thirdpersonshoulderaimdist: convar_t


joy_name

cvars.joy_name: convar_t


joy_advanced

cvars.joy_advanced: convar_t


joy_advaxisx

cvars.joy_advaxisx: convar_t


joy_advaxisy

cvars.joy_advaxisy: convar_t


joy_advaxisz

cvars.joy_advaxisz: convar_t


joy_advaxisr

cvars.joy_advaxisr: convar_t


joy_advaxisu

cvars.joy_advaxisu: convar_t


joy_advaxisv

cvars.joy_advaxisv: convar_t


joy_sidesensitivity

cvars.joy_sidesensitivity: convar_t


joy_pitchsensitivity

cvars.joy_pitchsensitivity: convar_t


joy_yawsensitivity

cvars.joy_yawsensitivity: convar_t


joy_movement_stick

cvars.joy_movement_stick: convar_t

Which stick controls movement (0 is left stick)


joy_xcontroller_cfg_loaded

cvars.joy_xcontroller_cfg_loaded: convar_t

If 0, the 360controller.cfg file will be executed on startup & option changes.


cl_drawhud

cvars.cl_drawhud: convar_t

Enable the rendering of the hud


fov_desired

cvars.fov_desired: convar_t

Sets the base field-of-view.


cl_glow_item_far_r

cvars.cl_glow_item_far_r: convar_t


cl_glow_item_far_g

cvars.cl_glow_item_far_g: convar_t


cl_glow_item_far_b

cvars.cl_glow_item_far_b: convar_t


cl_glow_brightness

cvars.cl_glow_brightness: convar_t

Brightness of player halos


mat_colcorrection_editor

cvars.mat_colcorrection_editor: convar_t


compositematerial_showdebugwindow

cvars.compositematerial_showdebugwindow: convar_t

Source2/Composite Material Debug


r_decals_default_start_fade

cvars.r_decals_default_start_fade: convar_t


r_decals_default_fade_duration

cvars.r_decals_default_fade_duration: convar_t


r_decals_overlap_threshold

cvars.r_decals_overlap_threshold: convar_t


r_flashlightlockposition

cvars.r_flashlightlockposition: convar_t


sparseshadowtree_unpack_direct_to_shadow_atlas

cvars.sparseshadowtree_unpack_direct_to_shadow_atlas: convar_t

unpack SST directly into shadow atlas cascade vs via staging texture PS copy (NOTE - rendersystem fix reqd for AMD + driver fix required for NV + VK only.


sparseshadowtree_cs_exclude_next_cascade_region

cvars.sparseshadowtree_cs_exclude_next_cascade_region: convar_t

Exclude the inner region of a cascade during CS unpack if there is a higher resolution cascade that will cover that area.


sparseshadowtree_cs_unpack_mode

cvars.sparseshadowtree_cs_unpack_mode: convar_t

Unpack mode in cs, 0 - one leaf per thread (16 output pixels), 1 (default) - one leaf row per thread (4 output pixels), 2 - one pixel out per thread.


cl_interp_threadmodeticks

cvars.cl_interp_threadmodeticks: convar_t

Additional interpolation ticks to use when interpolating with threaded engine mode set.


report_cliententitysim

cvars.report_cliententitysim: convar_t

List all clientside simulations and time - will report and turn itself off.


cl_extrapolate

cvars.cl_extrapolate: convar_t

Enable/disable extrapolation if interpolation history runs out.


cl_interp_npcs

cvars.cl_interp_npcs: convar_t

Interpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater)


cl_interp_all

cvars.cl_interp_all: convar_t

Disable interpolation list optimizations.


r_drawmodeldecals

cvars.r_drawmodeldecals: convar_t


cl_simulate_dormant_entities

cvars.cl_simulate_dormant_entities: convar_t


cl_draw_simulating_entities

cvars.cl_draw_simulating_entities: convar_t


cl_draw_simulating_entities_distance

cvars.cl_draw_simulating_entities_distance: convar_t


ent_test_interpolation

cvars.ent_test_interpolation: convar_t


cl_interp_animationvars

cvars.cl_interp_animationvars: convar_t

Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval


cl_interp_simulationvars

cvars.cl_interp_simulationvars: convar_t

Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval


iv_wrapped_parallel_latch

cvars.iv_wrapped_parallel_latch: convar_t


iv_parallel_latch

cvars.iv_parallel_latch: convar_t


iv_parallel_restore

cvars.iv_parallel_restore: convar_t


cl_latch_report

cvars.cl_latch_report: convar_t

Enable to output stats about latching


cl_interpolate_report

cvars.cl_interpolate_report: convar_t

Enable to show interpolation profile timing


cl_interp_hermite

cvars.cl_interp_hermite: convar_t

Set to zero do disable hermite interpolation.


cl_extrapolate_amount

cvars.cl_extrapolate_amount: convar_t

Set how many seconds the client will extrapolate entities for.


phonemedelay

cvars.phonemedelay: convar_t

Phoneme delay to account for sound system latency.


phonemefilter

cvars.phonemefilter: convar_t

Time duration of box filter to pass over phonemes.


cvars.blink_duration: convar_t

How many seconds an eye blink will last.


cl_vsnd_morph_override_ease_enabled

cvars.cl_vsnd_morph_override_ease_enabled: convar_t

Controls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are used


cl_vsnd_morph_override_ease_in

cvars.cl_vsnd_morph_override_ease_in: convar_t

If cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds.


cl_vsnd_morph_override_ease_out

cvars.cl_vsnd_morph_override_ease_out: convar_t

If cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds.


cl_viewtarget_clamp

cvars.cl_viewtarget_clamp: convar_t


cl_enable_eye_occlusion

cvars.cl_enable_eye_occlusion: convar_t


cl_eye_occlusion_debug

cvars.cl_eye_occlusion_debug: convar_t


enable_boneflex

cvars.enable_boneflex: convar_t


phonemesnap

cvars.phonemesnap: convar_t

Lod at level at which visemes stops always considering two phonemes, regardless of duration.


cl_eye_target_override

cvars.cl_eye_target_override: convar_t


cl_eye_yaw_multiplier

cvars.cl_eye_yaw_multiplier: convar_t


cl_eye_sin_wave

cvars.cl_eye_sin_wave: convar_t


cl_smooth

cvars.cl_smooth: convar_t

Smooth view/eye origin after prediction errors


cl_smoothtime

cvars.cl_smoothtime: convar_t

Smooth client's view after prediction error over this many seconds


cl_smooth_targetspeed

cvars.cl_smooth_targetspeed: convar_t


zoom_sensitivity_ratio

cvars.zoom_sensitivity_ratio: convar_t

Additional mouse sensitivity scale factor applied when FOV is zoomed in.


ragdoll_impact_strength

cvars.ragdoll_impact_strength: convar_t


g_debug_ragdoll_visualize

cvars.g_debug_ragdoll_visualize: convar_t


g_ragdoll_fadespeed

cvars.g_ragdoll_fadespeed: convar_t


g_ragdoll_lvfadespeed

cvars.g_ragdoll_lvfadespeed: convar_t


mat_colcorrection_disableentities

cvars.mat_colcorrection_disableentities: convar_t

Disable map color-correction entities


mat_colcorrection_forceentitiesclientside

cvars.mat_colcorrection_forceentitiesclientside: convar_t

Forces color correction entities to be updated on the client


cl_retire_low_priority_lights

cvars.cl_retire_low_priority_lights: convar_t

Low priority dlights are replaced by high priority ones


cl_globallight_freeze

cvars.cl_globallight_freeze: convar_t


cl_globallight_expansion

cvars.cl_globallight_expansion: convar_t


cl_globallight_debug

cvars.cl_globallight_debug: convar_t


cl_globallight_shadow_mode

cvars.cl_globallight_shadow_mode: convar_t


mat_slopescaledepthbias_shadowmap

cvars.mat_slopescaledepthbias_shadowmap: convar_t


mat_depthbias_shadowmap

cvars.mat_depthbias_shadowmap: convar_t


cl_globallight_orig_calc_frustum

cvars.cl_globallight_orig_calc_frustum: convar_t


cl_globallight_world_bottom_height

cvars.cl_globallight_world_bottom_height: convar_t


cl_globallight_world_top_height

cvars.cl_globallight_world_top_height: convar_t


cl_globallight_use_alt_focus_region

cvars.cl_globallight_use_alt_focus_region: convar_t


cl_globallight_slope_scale_depth_bias

cvars.cl_globallight_slope_scale_depth_bias: convar_t


cl_globallight_depth_bias

cvars.cl_globallight_depth_bias: convar_t


cl_globallight_use_shaadow_near_offset

cvars.cl_globallight_use_shaadow_near_offset: convar_t


cl_cameraoverride_fade_in_amount

cvars.cl_cameraoverride_fade_in_amount: convar_t


cl_cameraoverride_shadow_depth_bias

cvars.cl_cameraoverride_shadow_depth_bias: convar_t


cl_cameraoverride_shadow_end

cvars.cl_cameraoverride_shadow_end: convar_t


cl_globallight_use_optimized_calc_frustum

cvars.cl_globallight_use_optimized_calc_frustum: convar_t


fish_debug

cvars.fish_debug: convar_t

Show debug info for fish


r_monitor_3dskybox

cvars.r_monitor_3dskybox: convar_t


gameinstructor_verbose

cvars.gameinstructor_verbose: convar_t

Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.


gameinstructor_verbose_lesson

cvars.gameinstructor_verbose_lesson: convar_t

Display more verbose information for lessons have this name.


gameinstructor_find_errors

cvars.gameinstructor_find_errors: convar_t

Set to 1 and the game instructor will run EVERY scripted command to uncover errors.


gameinstructor_enable

cvars.gameinstructor_enable: convar_t

Display in game lessons that teach new players.


gameinstructor_start_sound_cooldown

cvars.gameinstructor_start_sound_cooldown: convar_t

Number of seconds forced between similar lesson start sounds.


sv_gameinstructor_enable

cvars.sv_gameinstructor_enable: convar_t

Force all clients to enable their game instructors.


cl_voiceenabled

cvars.cl_voiceenabled: convar_t


cl_debug_force_push_to_talk

cvars.cl_debug_force_push_to_talk: convar_t


commentary_node_use_viewfacing

cvars.commentary_node_use_viewfacing: convar_t


rope_shake

cvars.rope_shake: convar_t


rope_subdiv

cvars.rope_subdiv: convar_t

Rope subdivision amount


rope_collide

cvars.rope_collide: convar_t

Collide rope with the world


rope_smooth_enlarge

cvars.rope_smooth_enlarge: convar_t

How much to enlarge ropes in screen space for antialiasing effect


rope_smooth_minwidth

cvars.rope_smooth_minwidth: convar_t

When using smoothing, this is the min screenspace width it lets a rope shrink to


rope_smooth_minalpha

cvars.rope_smooth_minalpha: convar_t

Alpha for rope antialiasing effect


rope_smooth_maxalphawidth

cvars.rope_smooth_maxalphawidth: convar_t


rope_smooth_maxalpha

cvars.rope_smooth_maxalpha: convar_t

Alpha for rope antialiasing effect


cl_ent_joint_axis_size

cvars.cl_ent_joint_axis_size: convar_t


cl_ent_joint_names

cvars.cl_ent_joint_names: convar_t


cl_ent_joint_filter_substring

cvars.cl_ent_joint_filter_substring: convar_t


cl_ent_joint_use_bind_pose

cvars.cl_ent_joint_use_bind_pose: convar_t


cl_ent_joint_only_ik_joints

cvars.cl_ent_joint_only_ik_joints: convar_t


cl_ent_skeleton_only_ik_joints

cvars.cl_ent_skeleton_only_ik_joints: convar_t


cl_screenmessage_notifytime

cvars.cl_screenmessage_notifytime: convar_t

How long to display screen message text


cl_ent_showonlyattachment

cvars.cl_ent_showonlyattachment: convar_t


game_particle_manager_requeue_messages

cvars.game_particle_manager_requeue_messages: convar_t


cl_hold_game_events_until_server_tick

cvars.cl_hold_game_events_until_server_tick: convar_t

Holds game events until client has received the tick the event was fired on.


cl_hold_game_events_force_delay_ticks

cvars.cl_hold_game_events_force_delay_ticks: convar_t

Debugging convar to force late dispatch of game events.


cl_net_showevents

cvars.cl_net_showevents: convar_t

Dump game events to console (1=client only, 2=all).


cl_net_showeventlisteners

cvars.cl_net_showeventlisteners: convar_t

Show listening addition/removals


cl_display_game_events

cvars.cl_display_game_events: convar_t


ent_revert_dormancy_change

cvars.ent_revert_dormancy_change: convar_t


r_draw3dskybox

cvars.r_draw3dskybox: convar_t


option_duck_method

cvars.option_duck_method: convar_t

Input toggle control


spec_chasedistance

cvars.spec_chasedistance: convar_t

Chase cam's ideal distance from target


spec_chasedistancespeed

cvars.spec_chasedistancespeed: convar_t

Chase cam's ideal distance from target


spec_centerchasecam

cvars.spec_centerchasecam: convar_t

Looks at the target player's center, instead of his eye position, in chase came mode


spec_track

cvars.spec_track: convar_t

Tracks an entity in spec mode


bot_mimic_spec_buttons

cvars.bot_mimic_spec_buttons: convar_t

+attack, +jump etc are used for spectator control instead of being passed on to spectated bot


cl_skeleton_instance_smear_boneflags

cvars.cl_skeleton_instance_smear_boneflags: convar_t

Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.


cl_phys_networked_start_sleep

cvars.cl_phys_networked_start_sleep: convar_t


phys_expensive_shape_threshold

cvars.phys_expensive_shape_threshold: convar_t


cl_bone_cache_optimization

cvars.cl_bone_cache_optimization: convar_t


cloth_iv_dump

cvars.cloth_iv_dump: convar_t


r_enable_rigid_animation

cvars.r_enable_rigid_animation: convar_t


cloth_iv_store_back

cvars.cloth_iv_store_back: convar_t


cl_ent_showonlyhitbox

cvars.cl_ent_showonlyhitbox: convar_t


sparseshadowtree_parallel_generation

cvars.sparseshadowtree_parallel_generation: convar_t

Split SST tile generation into threadjobs (0 - disabled, 1 - wait on readpixels for job batch, 2 - async readpixels).


sparseshadowtree_renderdoc_capture_generation

cvars.sparseshadowtree_renderdoc_capture_generation: convar_t

Capture dual shadow maps during sparseshadowtree generation.


sparseshadowtree_debug_tile_range_xmin

cvars.sparseshadowtree_debug_tile_range_xmin: convar_t

SST Tile range for renderdoc/debug capturing.


sparseshadowtree_debug_tile_range_xmax

cvars.sparseshadowtree_debug_tile_range_xmax: convar_t

SST Tile range for renderdoc/debug capturing.


sparseshadowtree_debug_tile_range_ymin

cvars.sparseshadowtree_debug_tile_range_ymin: convar_t

SST Tile range for renderdoc/debug capturing.


sparseshadowtree_debug_tile_range_ymax

cvars.sparseshadowtree_debug_tile_range_ymax: convar_t

SST Tile range for renderdoc/debug capturing.


sparseshadowtree_leaf_precision

cvars.sparseshadowtree_leaf_precision: convar_t

precision for depth compression at SST leaf nodes.


sparseshadowtree_plane_max_error

cvars.sparseshadowtree_plane_max_error: convar_t

max error (distance away in depth) candidate plane is allowed before rejecting.


sparseshadowtree_plane_incr_per_step

cvars.sparseshadowtree_plane_incr_per_step: convar_t

depth to increment candidate plane values per iteration to satisfy selection.


sparseshadowtree_plane_num_iter

cvars.sparseshadowtree_plane_num_iter: convar_t

number of steps to push candidate plane behind depths.


sparseshadowtree_leaf_compress_scaleoffset

cvars.sparseshadowtree_leaf_compress_scaleoffset: convar_t

Compress leaf node depths using scale & offset.


sparseshadowtree_render_cables

cvars.sparseshadowtree_render_cables: convar_t

Render cables into SST.


sparseshadowtree_leaf_precision_viewmodel

cvars.sparseshadowtree_leaf_precision_viewmodel: convar_t

(viewmodel) precision for depth compression at SST leaf nodes.


sparseshadowtree_plane_incr_per_step_viewmodel

cvars.sparseshadowtree_plane_incr_per_step_viewmodel: convar_t

(viewmodel) depth to increment candidate plane values per iteration to satisfy selection.


sparseshadowtree_plane_max_error_viewmodel

cvars.sparseshadowtree_plane_max_error_viewmodel: convar_t

(viewmodel) max error (distance away in depth) candidate plane is allowed before rejecting.


sparseshadowtree_viewmodel_uses_cascade0

cvars.sparseshadowtree_viewmodel_uses_cascade0: convar_t

Re-use cascade 0 SST for viewmodel to save on the significant extra memory. Flipping this invalidates generated SSTs if viewmodel SST not already generated.


sparseshadowtree_disable_for_viewmodel

cvars.sparseshadowtree_disable_for_viewmodel: convar_t

Disable SST generation and runtime for viewmodel (use original CSM rendering).


sparseshadowtree_uv_frac_offset_x

cvars.sparseshadowtree_uv_frac_offset_x: convar_t

uv x offset during copy to cascade.


sparseshadowtree_uv_frac_offset_y

cvars.sparseshadowtree_uv_frac_offset_y: convar_t

uv y offset during copy to cascade.


sparseshadowtree_enable_rendering

cvars.sparseshadowtree_enable_rendering: convar_t

Enable use of SST at runtime (static geo rendered into cascades via SST).


sparseshadowtree_copy_to_shadow_atlas_ps

cvars.sparseshadowtree_copy_to_shadow_atlas_ps: convar_t

Copy layer from CS output to shadow atlas uses PS copy (vs CopyTexture).


option_speed_method

cvars.option_speed_method: convar_t

Input toggle control


cl_pred_checkstuck

cvars.cl_pred_checkstuck: convar_t

Perform the additional 'stuck' traces on the client side during prediction.


cl_spec_use_tournament_content_standards

cvars.cl_spec_use_tournament_content_standards: convar_t


cl_player_ping_mute

cvars.cl_player_ping_mute: convar_t

If 1, player pinging will make a sound, if 0, pings will be silent


cl_tracer_frequency_override

cvars.cl_tracer_frequency_override: convar_t

Override tracer frequency (-1 to disable)


cl_weapon_debug_print_accuracy

cvars.cl_weapon_debug_print_accuracy: convar_t


cl_ragdoll_reload

cvars.cl_ragdoll_reload: convar_t


cl_ragdoll_default_scale

cvars.cl_ragdoll_default_scale: convar_t


cl_disable_ragdolls

cvars.cl_disable_ragdolls: convar_t


animated_material_attributes

cvars.animated_material_attributes: convar_t


cl_sequence_debug

cvars.cl_sequence_debug: convar_t


cl_sequence_debug2

cvars.cl_sequence_debug2: convar_t


cl_sequence_model_substring

cvars.cl_sequence_model_substring: convar_t


r_aoproxy_show

cvars.r_aoproxy_show: convar_t


weapon_all_stattrak

cvars.weapon_all_stattrak: convar_t


weapon_all_nametag

cvars.weapon_all_nametag: convar_t


cl_debounce_zoom

cvars.cl_debounce_zoom: convar_t

Whether or not to disable holding secondary fire to cycle zoom levels


cl_sniper_auto_rezoom

cvars.cl_sniper_auto_rezoom: convar_t

Auto-rezoom snipers after a shot


econ_debug_loadout_ui

cvars.econ_debug_loadout_ui: convar_t

Show debug data when players change their loadout.


spec_lock_to_accountid

cvars.spec_lock_to_accountid: convar_t

As an observer, lock the spectator target to the given accountid.


spec_usenumberkeys_nobinds

cvars.spec_usenumberkeys_nobinds: convar_t

If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).


cl_obs_interp_enable

cvars.cl_obs_interp_enable: convar_t

Enables interpolation between observer targets


cl_obs_interp_pos_rate

cvars.cl_obs_interp_pos_rate: convar_t


cl_obs_interp_pos_halflife

cvars.cl_obs_interp_pos_halflife: convar_t


cl_obs_interp_snap_dist

cvars.cl_obs_interp_snap_dist: convar_t


cl_obs_interp_settle_dist

cvars.cl_obs_interp_settle_dist: convar_t


cl_obs_interp_dist_to_turn_to_face

cvars.cl_obs_interp_dist_to_turn_to_face: convar_t

Changing to a target further than this will cause the camera to face the direction of travel


cl_obs_interp_angle_progress_headstart

cvars.cl_obs_interp_angle_progress_headstart: convar_t


cl_obs_interp_turn_to_face_start_frac

cvars.cl_obs_interp_turn_to_face_start_frac: convar_t


cl_obs_interp_turn_to_face_end_frac

cvars.cl_obs_interp_turn_to_face_end_frac: convar_t


cl_obs_interp_obstruction_behavior

cvars.cl_obs_interp_obstruction_behavior: convar_t


fov_cs_debug

cvars.fov_cs_debug: convar_t

Sets the view fov if cheats are on.


fov_cs_near_z

cvars.fov_cs_near_z: convar_t


fov_cs_ultrawide_near_z

cvars.fov_cs_ultrawide_near_z: convar_t


fov_cs_super_ultrawide_near_z

cvars.fov_cs_super_ultrawide_near_z: convar_t


cl_sniper_delay_unscope

cvars.cl_sniper_delay_unscope: convar_t


death_chase_distance

cvars.death_chase_distance: convar_t


cl_sanitize_player_names

cvars.cl_sanitize_player_names: convar_t

Replace names of other players with something non-offensive.


cl_sanitize_muted_players

cvars.cl_sanitize_muted_players: convar_t

Hide names and avatars of muted players.


cl_show_playernames_max_chars_console

cvars.cl_show_playernames_max_chars_console: convar_t

Shows all player names (including bots) as 16 W's.


cl_teammate_colors_show

cvars.cl_teammate_colors_show: convar_t

In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters


cl_show_enemy_avatar_colors

cvars.cl_show_enemy_avatar_colors: convar_t


cl_predict_weapon_drop

cvars.cl_predict_weapon_drop: convar_t


cs_minimap_create_output_size

cvars.cs_minimap_create_output_size: convar_t

Size of minimap texture generated with cs_minimap_create (512 default)


cs_minimap_rendering_msaa_mode

cvars.cs_minimap_rendering_msaa_mode: convar_t

MSAA mode used for minimap rendering 0-none, 1-2xMSAA, 2-4xMSAA, 3-6X, 4-8X, etc


cs_minimap_renderdoc_capture_enabled

cvars.cs_minimap_renderdoc_capture_enabled: convar_t


composite_material_cache_count_max

cvars.composite_material_cache_count_max: convar_t


composite_material_use_gpu

cvars.composite_material_use_gpu: convar_t


composite_material_use_bc7

cvars.composite_material_use_bc7: convar_t


composite_material_use_gpu_perceptual_error_metric

cvars.composite_material_use_gpu_perceptual_error_metric: convar_t


composite_material_use_gpu_endpoint_optimization

cvars.composite_material_use_gpu_endpoint_optimization: convar_t


composite_material_dump_images

cvars.composite_material_dump_images: convar_t


composite_material_save_to_disk

cvars.composite_material_save_to_disk: convar_t


viewmodel_offset_x

cvars.viewmodel_offset_x: convar_t

viewmodel_offset_x


viewmodel_offset_y

cvars.viewmodel_offset_y: convar_t

viewmodel_offset_y


viewmodel_offset_z

cvars.viewmodel_offset_z: convar_t

viewmodel_offset_z


cl_gunlowerangle

cvars.cl_gunlowerangle: convar_t


cl_gunlowerspeed

cvars.cl_gunlowerspeed: convar_t


cl_mantle_gunloweramt

cvars.cl_mantle_gunloweramt: convar_t


cl_mantle_gunlowerspeed

cvars.cl_mantle_gunlowerspeed: convar_t


cl_death_anim_viewmodel_drop_rate

cvars.cl_death_anim_viewmodel_drop_rate: convar_t


cl_death_anim_viewmodel_pitch_rate

cvars.cl_death_anim_viewmodel_pitch_rate: convar_t


cl_viewmodel_reprediction_override

cvars.cl_viewmodel_reprediction_override: convar_t

Disable reprediction for CS2 viewmodels. 0 = Leave it as-is, 1 = allow prediction errors, 2 = ignore prediction errors, 3 = ignore prediction errors and copy corrections forward


cl_viewmodel_reprediction_override_restore_during_skips

cvars.cl_viewmodel_reprediction_override_restore_during_skips: convar_t

When skipping prediction for the viewmodel. Should we restore the predicted data for that predicted command?


cl_viewmodel_reprediction_override_early_prediction_handling

cvars.cl_viewmodel_reprediction_override_early_prediction_handling: convar_t

Choose how to handle early predictions when disabling reprediction. 0 = allow reprediction of early commands, 1 = skip early prediction and wait for full predictions, 2 = early predictions are considered final predictions


cl_smoke_volumeprop

cvars.cl_smoke_volumeprop: convar_t


cl_smoke_volume_growth

cvars.cl_smoke_volume_growth: convar_t


cl_grenadecrosshair_fire

cvars.cl_grenadecrosshair_fire: convar_t

Is the grenade crosshair enabled


cl_grenadecrosshair_smoke

cvars.cl_grenadecrosshair_smoke: convar_t

Is the grenade crosshair enabled


cl_grenadecrosshair_flash

cvars.cl_grenadecrosshair_flash: convar_t

Is the grenade crosshair enabled


cl_grenadecrosshair_explosive

cvars.cl_grenadecrosshair_explosive: convar_t

Is the grenade crosshair enabled


cl_grenadecrosshair_decoy

cvars.cl_grenadecrosshair_decoy: convar_t

Is the grenade crosshair enabled


cl_grenadecrosshairdelay_fire

cvars.cl_grenadecrosshairdelay_fire: convar_t

How long should the pin be pulled for before showing the grenade crosshair


cl_grenadecrosshairdelay_smoke

cvars.cl_grenadecrosshairdelay_smoke: convar_t

How long should the pin be pulled for before showing the grenade crosshair


cl_grenadecrosshairdelay_flash

cvars.cl_grenadecrosshairdelay_flash: convar_t

How long should the pin be pulled for before showing the grenade crosshair


cl_grenadecrosshairdelay_explosive

cvars.cl_grenadecrosshairdelay_explosive: convar_t

How long should the pin be pulled for before showing the grenade crosshair


cl_grenadecrosshairdelay_decoy

cvars.cl_grenadecrosshairdelay_decoy: convar_t

How long should the pin be pulled for before showing the grenade crosshair


cl_predict_bomb_defusal

cvars.cl_predict_bomb_defusal: convar_t


cl_viewmodelsclonedasworld

cvars.cl_viewmodelsclonedasworld: convar_t


cl_weapon_debug_show_accuracy

cvars.cl_weapon_debug_show_accuracy: convar_t

Draws a circle representing the effective range with every shot.


cl_weapon_debug_show_accuracy_duration

cvars.cl_weapon_debug_show_accuracy_duration: convar_t


cl_wallbang_heavy_threshold

cvars.cl_wallbang_heavy_threshold: convar_t

The Threshold where to switch from Light to Heavy Wallbang tracer


weapon_skins

cvars.weapon_skins: convar_t


weapon_skins_on_default

cvars.weapon_skins_on_default: convar_t


weapon_random_stickers

cvars.weapon_random_stickers: convar_t


cl_use_opens_buy_menu

cvars.cl_use_opens_buy_menu: convar_t

Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).


cl_silencer_mode

cvars.cl_silencer_mode: convar_t

0: cannot detach; 1: press secondary fire to detach


cl_autohelp

cvars.cl_autohelp: convar_t

Auto-help


cl_join_advertise

cvars.cl_join_advertise: convar_t

Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none)


spec_autodirector_cameraman

cvars.spec_autodirector_cameraman: convar_t


cl_script_break_in_native_debugger_on_error

cvars.cl_script_break_in_native_debugger_on_error: convar_t


cl_script_attach_debugger_at_startup

cvars.cl_script_attach_debugger_at_startup: convar_t


spec_replay_review_sound

cvars.spec_replay_review_sound: convar_t

When set to non-0, a sound effect is played during Killer Replay


spec_replay_rate_slowdown

cvars.spec_replay_rate_slowdown: convar_t

The part of Killer Replay right before death is played at this rate


spec_replay_rate_slowdown_length

cvars.spec_replay_rate_slowdown_length: convar_t

The part of Killer Replay right before death is played at this rate


spec_replay_fadein

cvars.spec_replay_fadein: convar_t

Amount of time in seconds it takes to visually fade into replay, or into real-time after replay


spec_replay_fadeout

cvars.spec_replay_fadeout: convar_t

Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replay


spec_replay_sound_fadein

cvars.spec_replay_sound_fadein: convar_t

Amount of time in seconds it takes to fade in the audio before or after replay


spec_replay_sound_fadeout

cvars.spec_replay_sound_fadeout: convar_t

Amount of time in seconds it takes to fade out the audio before or after replay


spec_replay_cache_ragdolls

cvars.spec_replay_cache_ragdolls: convar_t

when set to 0, ragdolls will settle dynamically before and after Killer Replay


spec_replay_others_experimental

cvars.spec_replay_others_experimental: convar_t

Replay the last death of the round, if possible. Disabled on official servers by default. Experimental.


spec_replay_autostart

cvars.spec_replay_autostart: convar_t

Auto-start Killer Replay when available


spec_replay_victim_pov

cvars.spec_replay_victim_pov: convar_t

Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental.


r_replay_post_effect

cvars.r_replay_post_effect: convar_t


leaderboards_cache_duration

cvars.leaderboards_cache_duration: convar_t


cl_predictioncopy_runs

cvars.cl_predictioncopy_runs: convar_t


pwatchent

cvars.pwatchent: convar_t

Entity to watch for prediction system changes.


pwatchvar

cvars.pwatchvar: convar_t

Entity variable to watch in prediction system for changes.


cl_pred_build_verbose

cvars.cl_pred_build_verbose: convar_t

Verbose spew when building prediction optimized data runs.


cl_panel_freeze_time_after_press

cvars.cl_panel_freeze_time_after_press: convar_t

time to freeze mouse/pointer motion after a mouse button press


r_dashboard_render_quality

cvars.r_dashboard_render_quality: convar_t


panorama_focus_world_panels

cvars.panorama_focus_world_panels: convar_t

when set request key focus when a world panel is enabled


panorama_async_compute_mipgen

cvars.panorama_async_compute_mipgen: convar_t

use asynchronous compute for mipmap generation.


panorama_worldpanel_update_culling

cvars.panorama_worldpanel_update_culling: convar_t


panorama_worldpanel_update_cull_distance

cvars.panorama_worldpanel_update_cull_distance: convar_t


panorama_worldpanel_update_cull_size_threshold

cvars.panorama_worldpanel_update_cull_size_threshold: convar_t


ui_hud_dist

cvars.ui_hud_dist: convar_t

distance from the player to the hud


cl_ent_pivot_size

cvars.cl_ent_pivot_size: convar_t


cl_debug_overlay_fullposition

cvars.cl_debug_overlay_fullposition: convar_t


cl_ent_text_no_name_really_i_mean_it

cvars.cl_ent_text_no_name_really_i_mean_it: convar_t


cl_ent_show_contexts

cvars.cl_ent_show_contexts: convar_t

Show entity contexts in ent_text display


cl_ent_text_flags_active

cvars.cl_ent_text_flags_active: convar_t


buildcubemaps_renderdoc_capture

cvars.buildcubemaps_renderdoc_capture: convar_t

Capture a specific cubemap with RenderDoc during buildcubemaps.


show_visibility_boxes

cvars.show_visibility_boxes: convar_t

Enable or Disable debug display of visibility boxes


snd_log_empty_event_entities

cvars.snd_log_empty_event_entities: convar_t

Logs the sound event entities that have empty names.


demo_playback_override_settings

cvars.demo_playback_override_settings: convar_t


cl_skip_update_animations

cvars.cl_skip_update_animations: convar_t

Enable to skip game animations


cl_animgraph_history_force_temporal_consistency

cvars.cl_animgraph_history_force_temporal_consistency: convar_t


cl_massreport

cvars.cl_massreport: convar_t


cl_lightquery_debug

cvars.cl_lightquery_debug: convar_t


cl_phys_enabled

cvars.cl_phys_enabled: convar_t

Enable all physics simulation


cl_phys_stop_at_collision

cvars.cl_phys_stop_at_collision: convar_t


cl_phys_sleep_enable

cvars.cl_phys_sleep_enable: convar_t

Enable sleeping for dynamic physics bodies.


cl_phys_animated_hierarchy

cvars.cl_phys_animated_hierarchy: convar_t


cl_phys_block_fraction

cvars.cl_phys_block_fraction: convar_t


cl_phys_block_dist

cvars.cl_phys_block_dist: convar_t


cloth_sim_on_tick

cvars.cloth_sim_on_tick: convar_t


cloth_debug_draw

cvars.cloth_debug_draw: convar_t


cloth_update

cvars.cloth_update: convar_t


pred_cloth_substeps

cvars.pred_cloth_substeps: convar_t


keychain_reactivity

cvars.keychain_reactivity: convar_t


keychain_wmul

cvars.keychain_wmul: convar_t


pred_cloth_vmax

cvars.pred_cloth_vmax: convar_t


pred_cloth_vw

cvars.pred_cloth_vw: convar_t


dev_create_smooth_motion_report

cvars.dev_create_smooth_motion_report: convar_t


cl_phys_timescale

cvars.cl_phys_timescale: convar_t

Scale time for physics


presettle_cloth_iterations

cvars.presettle_cloth_iterations: convar_t


pred_cloth_rot_multiplier

cvars.pred_cloth_rot_multiplier: convar_t


pred_cloth_rot_low

cvars.pred_cloth_rot_low: convar_t


pred_cloth_rot_high

cvars.pred_cloth_rot_high: convar_t


pred_cloth_pos_strength

cvars.pred_cloth_pos_strength: convar_t


pred_cloth_pos_multiplier

cvars.pred_cloth_pos_multiplier: convar_t


pred_cloth_pos_max

cvars.pred_cloth_pos_max: convar_t


pred_cloth_smooth_motion

cvars.pred_cloth_smooth_motion: convar_t


keychain_animation_reactivity

cvars.keychain_animation_reactivity: convar_t


cl_phys_visualize_awake

cvars.cl_phys_visualize_awake: convar_t


phys_batch_ray_test

cvars.phys_batch_ray_test: convar_t


cl_phys_debug_callback_entities

cvars.cl_phys_debug_callback_entities: convar_t

Print all entities that get touch callbacks. Each entity is printed only once.


cl_hitbox_debug

cvars.cl_hitbox_debug: convar_t


r_strip_invisible_during_sceneobject_update

cvars.r_strip_invisible_during_sceneobject_update: convar_t


r_threaded_scene_object_update

cvars.r_threaded_scene_object_update: convar_t


r_freeze_sceneobjects

cvars.r_freeze_sceneobjects: convar_t


r_late_particle_job_sync

cvars.r_late_particle_job_sync: convar_t


r_update_particles_on_render_only_frames

cvars.r_update_particles_on_render_only_frames: convar_t


mm_player_search_requests_limit

cvars.mm_player_search_requests_limit: convar_t

How many friend requests are displayed.


mm_player_search_update_interval

cvars.mm_player_search_update_interval: convar_t

Interval between players searches.


mm_player_search_lan_ping_interval

cvars.mm_player_search_lan_ping_interval: convar_t

Interval between LAN discovery pings.


mm_player_search_lan_ping_duration

cvars.mm_player_search_lan_ping_duration: convar_t

Duration of LAN discovery ping phase.


mm_events_listeners_validation

cvars.mm_events_listeners_validation: convar_t


net_allow_multicast

cvars.net_allow_multicast: convar_t


cl_names_debug

cvars.cl_names_debug: convar_t


mm_player_search_count

cvars.mm_player_search_count: convar_t


mm_debug_friend_rp

cvars.mm_debug_friend_rp: convar_t


mm_use_p2p_for_listen_server

cvars.mm_use_p2p_for_listen_server: convar_t


mm_ignored_sessions_forget_time

cvars.mm_ignored_sessions_forget_time: convar_t


mm_ignored_sessions_forget_pass

cvars.mm_ignored_sessions_forget_pass: convar_t


mm_server_search_update_interval

cvars.mm_server_search_update_interval: convar_t

Interval between servers updates.


mm_server_search_inet_ping_interval

cvars.mm_server_search_inet_ping_interval: convar_t

How long to wait between pinging internet server details.


mm_server_search_inet_ping_timeout

cvars.mm_server_search_inet_ping_timeout: convar_t

How long to wait for internet server details.


mm_server_search_inet_ping_window

cvars.mm_server_search_inet_ping_window: convar_t

How many servers can be pinged for server details in a batch.


mm_server_search_inet_ping_refresh

cvars.mm_server_search_inet_ping_refresh: convar_t

How often to refresh a listed server.


mm_server_search_server_lifetime

cvars.mm_server_search_server_lifetime: convar_t

How long until a server is no longer returned by the master till we remove it.


mm_server_search_lan_ping_interval

cvars.mm_server_search_lan_ping_interval: convar_t

Interval between LAN discovery pings.


mm_server_search_lan_ping_duration

cvars.mm_server_search_lan_ping_duration: convar_t

Duration of LAN discovery ping phase.


mm_server_search_lan_ports

cvars.mm_server_search_lan_ports: convar_t

Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.


mm_datacenter_update_interval

cvars.mm_datacenter_update_interval: convar_t

Interval between datacenter stats updates.


mm_datacenter_retry_interval

cvars.mm_datacenter_retry_interval: convar_t

Interval between datacenter stats retries.


mm_datacenter_query_delay

cvars.mm_datacenter_query_delay: convar_t

Delay after datacenter update is enabled before data is actually queried.


mm_session_sys_delay_create

cvars.mm_session_sys_delay_create: convar_t


mm_session_sys_delay_create_host

cvars.mm_session_sys_delay_create_host: convar_t


mm_session_sys_connect_timeout

cvars.mm_session_sys_connect_timeout: convar_t


mm_session_team_res_timeout

cvars.mm_session_team_res_timeout: convar_t


mm_session_voice_loading

cvars.mm_session_voice_loading: convar_t


mm_session_sys_ranking_timeout

cvars.mm_session_sys_ranking_timeout: convar_t


mm_session_sys_slots_guaranteed

cvars.mm_session_sys_slots_guaranteed: convar_t


mm_session_sys_pkey

cvars.mm_session_sys_pkey: convar_t


mm_session_sys_kick_ban_duration

cvars.mm_session_sys_kick_ban_duration: convar_t


voice_test_log_send

cvars.voice_test_log_send: convar_t


mm_dlcs_mask_fake

cvars.mm_dlcs_mask_fake: convar_t


mm_dlcs_mask_extras

cvars.mm_dlcs_mask_extras: convar_t


mm_tu_string

cvars.mm_tu_string: convar_t


mm_dedicated_allow

cvars.mm_dedicated_allow: convar_t

1 = allow searches for dedicated servers


mm_dedicated_fake

cvars.mm_dedicated_fake: convar_t

1 = pretend like search is going, but abort after some time


mm_dedicated_force_servers

cvars.mm_dedicated_force_servers: convar_t

Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use syntax publicip1:port|privateip1:port,publicip2:port|privateip2:port if your server is behind NAT. If the server is behind NAT, you can specify 0.0.0.0|privateip:port and if server port is in the list of mm_server_search_lan_ports its public address should be automatically detected.


mm_dedicated_ip

cvars.mm_dedicated_ip: convar_t

IP address of dedicated servers to consider available


mm_dedicated_timeout_request

cvars.mm_dedicated_timeout_request: convar_t


mm_dedicated_search_maxping

cvars.mm_dedicated_search_maxping: convar_t

Longest preferred ping to dedicated servers for games


mm_dedicated_search_maxresults

cvars.mm_dedicated_search_maxresults: convar_t


mm_teamsearch_errortime

cvars.mm_teamsearch_errortime: convar_t

Time team search is in error state until it self-cancels


mm_teamsearch_nostart

cvars.mm_teamsearch_nostart: convar_t

Team search will fake cancel before searching for server


sv_search_team_key

cvars.sv_search_team_key: convar_t

When initiating team search, set this key to match with known opponents team


mm_session_search_num_results

cvars.mm_session_search_num_results: convar_t


mm_session_search_qos_timeout

cvars.mm_session_search_qos_timeout: convar_t


mm_match_search_update_interval

cvars.mm_match_search_update_interval: convar_t

Interval between matchsearcher updates.


mm_sv_load_test

cvars.mm_sv_load_test: convar_t


mm_title_debug_version

cvars.mm_title_debug_version: convar_t

This matchmaking version will override .res file version for isolating matchmaking


mm_csgo_community_search_players_min

cvars.mm_csgo_community_search_players_min: convar_t

When performing CSGO community matchmaking look for servers with at least so many human players


custom_bot_difficulty

cvars.custom_bot_difficulty: convar_t

Bot difficulty for offline play.


diffcheck_playerslot

cvars.diffcheck_playerslot: convar_t


diffcheck_spew

cvars.diffcheck_spew: convar_t

Actually show diffcheck results.


diffcheck_spew_diff_only

cvars.diffcheck_spew_diff_only: convar_t

Show diff only.


diffcheck_spew_diff_filter

cvars.diffcheck_spew_diff_filter: convar_t

Show diff with matching filter substring only.


diffcheck

cvars.diffcheck: convar_t

Activate diffcheck system.


cvars.nav_gen_true: convar_t

Always true


cvars.nav_gen_false: convar_t

Always false


cvars.nav_gen_match_ground: convar_t


cvars.nav_gen_opt_to_quads: convar_t


cvars.nav_gen_opt_to_quads_angle_limit: convar_t


cvars.nav_gen_opt_to_quads_planar_deviation_limit: convar_t


cvars.nav_gen_opt_to_quads_num_steps: convar_t


cvars.nav_gen_opt_to_quads_se_limit_start: convar_t


cvars.nav_gen_opt_to_quads_se_limit_end: convar_t


cvars.nav_gen_opt_to_quads_weld_limit_start: convar_t


cvars.nav_gen_opt_to_quads_weld_limit_end: convar_t


cvars.nav_gen_degen_limit: convar_t


cvars.nav_gen_markup_split_tol_base: convar_t


cvars.nav_gen_markup_split_tol_nonentity: convar_t


cvars.nav_gen_markup_split_tol_nonav: convar_t


cvars.nav_gen_markup_split_expand: convar_t


cvars.nav_gen_max_edge_len_do_clip: convar_t


cvars.nav_gen_max_edge_len: convar_t


cvars.nav_gen_max_edge_len_split_tol: convar_t


cvars.nav_gen_max_bottleneck_width_do_clip: convar_t


cvars.nav_gen_max_bottleneck_width: convar_t


cvars.nav_gen_island_removal: convar_t


cvars.nav_gen_island_removal_all_hulls: convar_t


cvars.nav_gen_connect_dist_a: convar_t


cvars.nav_gen_connect_dist_b: convar_t


cvars.nav_gen_connect_dist_z_mult: convar_t


cvars.nav_gen_connect_angle: convar_t


cvars.nav_gen_connect_angle_ignore_z: convar_t


cvars.nav_gen_connect_overlap: convar_t


cvars.nav_gen_connect_allow_multiple: convar_t


cvars.nav_gen_add_jumps: convar_t


cvars.nav_gen_vertical_limit: convar_t


cvars.nav_gen_remove_vertical_polys: convar_t


cvars.nav_gen_split_boundary_polys: convar_t


cvars.nav_gen_split_multi_connection_polys: convar_t


cvars.nav_gen_split_multi_connection_polys_tol: convar_t


cvars.nav_gen_clip_polys_to_clearance: convar_t


cvars.nav_gen_clip_polys_to_clearance_debug: convar_t


cvars.nav_gen_join_nonzup: convar_t


cvars.nav_gen_agent_radius_buffer: convar_t

Buffer to add to agent radius before passing to nav gen


cvars.nav_gen_jump_connection_min_overlap_ratio: convar_t

Minimum edge overlap required for jump connection consideration as a percentage of agent radius


recast_partitioning

cvars.recast_partitioning: convar_t

0 = watershed, 1 = monotone, 2 = layers


recast_mark_overhang

cvars.recast_mark_overhang: convar_t

Enable/disable overhang detection


cvars.nav_gen_oriented_angle_tol: convar_t

Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).


cvars.nav_gen_oriented_max_region_range: convar_t

Max orientation range allowed within a region before it gets further split.


cvars.nav_max_vis_delta_list_length: convar_t


cvars.nav_corner_adjust_adjacent: convar_t

radius used to raise/lower corners in nearby areas when raising/lowering corners.


cvars.nav_show_potentially_visible: convar_t

Show areas that are potentially visible from the current nav area


cvars.nav_validate: convar_t

Level of validation for nav system. Higher will be slower.


animgraph_debug_max_poseop_count

cvars.animgraph_debug_max_poseop_count: convar_t