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
nav_smooth_relax_use_timesteps¶
cvars.nav_smooth_relax_use_timesteps:
convar_t
nav_curve_iter¶
cvars.nav_curve_iter:
convar_t
nav_curve_step¶
cvars.nav_curve_step:
convar_t
nav_curve_max_step¶
cvars.nav_curve_max_step:
convar_t
nav_curve_set¶
cvars.nav_curve_set:
convar_t
nav_curve_lock¶
cvars.nav_curve_lock:
convar_t
nav_curve_alt¶
cvars.nav_curve_alt:
convar_t
nav_find_occluded_node_nozup_use_raycast¶
cvars.nav_find_occluded_node_nozup_use_raycast:
convar_t
navspace_debug_pathfind¶
cvars.navspace_debug_pathfind:
convar_t
navspace_debug_stringpull¶
cvars.navspace_debug_stringpull:
convar_t
navspace_debug_transition_calc¶
cvars.navspace_debug_transition_calc:
convar_t
navspace_path_use_water_level_locator¶
cvars.navspace_path_use_water_level_locator:
convar_t
population_distribution_debug¶
cvars.population_distribution_debug:
convar_t
nav_bfs_debug¶
cvars.nav_bfs_debug:
convar_t
navspace_debug_trace¶
cvars.navspace_debug_trace:
convar_t
navspace_create_water_transition_connections¶
cvars.navspace_create_water_transition_connections:
convar_t
navspace_create_water_smooth_connections¶
cvars.navspace_create_water_smooth_connections:
convar_t
navspace_draw_water_changes¶
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
nav_pathfind_debug_log¶
cvars.nav_pathfind_debug_log:
convar_t
nav_pathfind_draw¶
cvars.nav_pathfind_draw:
convar_t
nav_pathfind_draw_blocked¶
cvars.nav_pathfind_draw_blocked:
convar_t
nav_pathfind_draw_fail¶
cvars.nav_pathfind_draw_fail:
convar_t
nav_pathfind_draw_costs¶
cvars.nav_pathfind_draw_costs:
convar_t
nav_pathfind_draw_total_costs¶
cvars.nav_pathfind_draw_total_costs:
convar_t
nav_pathfind_inadmissable_heuristic_factor¶
cvars.nav_pathfind_inadmissable_heuristic_factor:
convar_t
nav_pathfind_multithread¶
cvars.nav_pathfind_multithread:
convar_t
nav_volume_debug¶
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
nav_test_bfs_lattice_simple¶
cvars.nav_test_bfs_lattice_simple:
convar_t
nav_test_bfs_lattice_hex¶
cvars.nav_test_bfs_lattice_hex:
convar_t
Demonstrates searching hexagonal lattice over nav mesh.
nav_test_detour¶
cvars.nav_test_detour:
convar_t
nav_test_smooth¶
cvars.nav_test_smooth:
convar_t
nav_test_smooth_in_yaw¶
cvars.nav_test_smooth_in_yaw:
convar_t
nav_test_smooth_in_speed¶
cvars.nav_test_smooth_in_speed:
convar_t
nav_test_smooth_path_speed¶
cvars.nav_test_smooth_path_speed:
convar_t
nav_test_smooth_separating_dist¶
cvars.nav_test_smooth_separating_dist:
convar_t
nav_test_smooth_spring_const¶
cvars.nav_test_smooth_spring_const:
convar_t
nav_test_smooth_spring_tension_max¶
cvars.nav_test_smooth_spring_tension_max:
convar_t
nav_test_smooth_extern_push¶
cvars.nav_test_smooth_extern_push:
convar_t
nav_test_find_nearest¶
cvars.nav_test_find_nearest:
convar_t
Calculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.
nav_test_find_nearest_clear¶
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.
nav_test_find_z¶
cvars.nav_test_find_z:
convar_t
nav_test_multi_connection¶
cvars.nav_test_multi_connection:
convar_t
nav_test_split_obstacle¶
cvars.nav_test_split_obstacle:
convar_t
nav_test_split_obstacle_size¶
cvars.nav_test_split_obstacle_size:
convar_t
nav_test_split_obstacle_update_pos¶
cvars.nav_test_split_obstacle_update_pos:
convar_t
nav_test_split_obstacle_dirty¶
cvars.nav_test_split_obstacle_dirty:
convar_t
nav_test_split_obstacle_leave¶
cvars.nav_test_split_obstacle_leave:
convar_t
nav_test_find_random_connected¶
cvars.nav_test_find_random_connected:
convar_t
Demonstrates finding random points that are connected in the nav mesh to the start point.
nav_test_find_random_connected_dist_min¶
cvars.nav_test_find_random_connected_dist_min:
convar_t
nav_test_find_random_connected_dist_max¶
cvars.nav_test_find_random_connected_dist_max:
convar_t
nav_test_genrt¶
cvars.nav_test_genrt:
convar_t
nav_test_genrt_place¶
cvars.nav_test_genrt_place:
convar_t
nav_test_spline¶
cvars.nav_test_spline:
convar_t
nav_test_curve_opt¶
cvars.nav_test_curve_opt:
convar_t
nav_test_force_npc_repath¶
cvars.nav_test_force_npc_repath:
convar_t
nav_test_npc_collision¶
cvars.nav_test_npc_collision:
convar_t
nav_test_npc_collision_range¶
cvars.nav_test_npc_collision_range:
convar_t
nav_test_npc_collision_show_geometry¶
cvars.nav_test_npc_collision_show_geometry:
convar_t
nav_test_npc_area¶
cvars.nav_test_npc_area:
convar_t
nav_test_area_gravity¶
cvars.nav_test_area_gravity:
convar_t
nav_test_getnearestnav_gravity¶
cvars.nav_test_getnearestnav_gravity:
convar_t
nav_test_getareaoverlapping_gravity¶
cvars.nav_test_getareaoverlapping_gravity:
convar_t
nav_test_pos_name¶
cvars.nav_test_pos_name:
convar_t
nav_test_pos_place¶
cvars.nav_test_pos_place:
convar_t
nav_flow_map_enabled¶
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.
nav_genrt_no_split¶
cvars.nav_genrt_no_split:
convar_t
nav_genrt_no_splice¶
cvars.nav_genrt_no_splice:
convar_t
nav_genrt_step¶
cvars.nav_genrt_step:
convar_t
nav_genrt_debug¶
cvars.nav_genrt_debug:
convar_t
nav_obstacle_validate¶
cvars.nav_obstacle_validate:
convar_t
nav_obstruction_draw¶
cvars.nav_obstruction_draw:
convar_t
nav_obstruction_draw_dist¶
cvars.nav_obstruction_draw_dist:
convar_t
nav_obstruction_draw_island¶
cvars.nav_obstruction_draw_island:
convar_t
nav_obstruction_draw_island_hull¶
cvars.nav_obstruction_draw_island_hull:
convar_t
nav_obstruction_draw_movefail_blocking¶
cvars.nav_obstruction_draw_movefail_blocking:
convar_t
nav_debug_blocked¶
cvars.nav_debug_blocked:
convar_t
nav_obstacle_genrt¶
cvars.nav_obstacle_genrt:
convar_t
nav_obstruction_draw_change¶
cvars.nav_obstruction_draw_change:
convar_t
nav_avoid_obstacles¶
cvars.nav_avoid_obstacles:
convar_t
nav_path_draw_arrow¶
cvars.nav_path_draw_arrow:
convar_t
nav_path_draw_tick¶
cvars.nav_path_draw_tick:
convar_t
nav_path_draw_areas¶
cvars.nav_path_draw_areas:
convar_t
nav_path_draw_connected_areas¶
cvars.nav_path_draw_connected_areas:
convar_t
nav_path_draw_ground_segments¶
cvars.nav_path_draw_ground_segments:
convar_t
nav_path_draw_ladder_segments¶
cvars.nav_path_draw_ladder_segments:
convar_t
nav_path_draw_jump_segments¶
cvars.nav_path_draw_jump_segments:
convar_t
nav_path_draw_climb_segments¶
cvars.nav_path_draw_climb_segments:
convar_t
nav_path_draw_link_segments¶
cvars.nav_path_draw_link_segments:
convar_t
nav_path_debug_compute_with_open_goal¶
cvars.nav_path_debug_compute_with_open_goal:
convar_t
nav_path_fixup_gap_segments¶
cvars.nav_path_fixup_gap_segments:
convar_t
nav_path_record_enable¶
cvars.nav_path_record_enable:
convar_t
nav_path_record_draw_last_fail¶
cvars.nav_path_record_draw_last_fail:
convar_t
nav_path_optimize¶
cvars.nav_path_optimize:
convar_t
nav_path_optimize_portals¶
cvars.nav_path_optimize_portals:
convar_t
nav_path_fixup_climb_up_segments¶
cvars.nav_path_fixup_climb_up_segments:
convar_t
nav_path_optimizer_debug¶
cvars.nav_path_optimizer_debug:
convar_t
nav_path_jump_process_debug¶
cvars.nav_path_jump_process_debug:
convar_t
nav_path_debug¶
cvars.nav_path_debug:
convar_t
nav_smooth_enable¶
cvars.nav_smooth_enable:
convar_t
nav_smooth_use_opt¶
cvars.nav_smooth_use_opt:
convar_t
nav_smooth_constrain_results¶
cvars.nav_smooth_constrain_results:
convar_t
nav_smooth_constrain_results_relax¶
cvars.nav_smooth_constrain_results_relax:
convar_t
nav_smooth_constrain_spring¶
cvars.nav_smooth_constrain_spring:
convar_t
nav_smooth_constrain_spring_relax¶
cvars.nav_smooth_constrain_spring_relax:
convar_t
nav_smooth_draw_calc¶
cvars.nav_smooth_draw_calc:
convar_t
nav_smooth_draw_boundary¶
cvars.nav_smooth_draw_boundary:
convar_t
nav_smooth_draw_constraint_spline¶
cvars.nav_smooth_draw_constraint_spline:
convar_t
nav_smooth_draw_constraint_spring¶
cvars.nav_smooth_draw_constraint_spring:
convar_t
nav_smooth_draw_speed¶
cvars.nav_smooth_draw_speed:
convar_t
nav_smooth_draw_accel¶
cvars.nav_smooth_draw_accel:
convar_t
nav_smooth_spring_enable¶
cvars.nav_smooth_spring_enable:
convar_t
nav_smooth_spring_const_override¶
cvars.nav_smooth_spring_const_override:
convar_t
nav_smooth_spring_tension_max_override¶
cvars.nav_smooth_spring_tension_max_override:
convar_t
nav_smooth_spring_forward_dist_base¶
cvars.nav_smooth_spring_forward_dist_base:
convar_t
nav_smooth_spring_forward_dist_time_limit¶
cvars.nav_smooth_spring_forward_dist_time_limit:
convar_t
nav_smooth_spring_factor_dist¶
cvars.nav_smooth_spring_factor_dist:
convar_t
nav_smooth_spring_factor_deriv¶
cvars.nav_smooth_spring_factor_deriv:
convar_t
nav_smooth_spring_factor_speed¶
cvars.nav_smooth_spring_factor_speed:
convar_t
nav_smooth_spring_max_dist¶
cvars.nav_smooth_spring_max_dist:
convar_t
nav_smooth_spring_timestep_min¶
cvars.nav_smooth_spring_timestep_min:
convar_t
nav_smooth_spring_timestep_max¶
cvars.nav_smooth_spring_timestep_max:
convar_t
nav_smooth_spring_timestep_factor_speed¶
cvars.nav_smooth_spring_timestep_factor_speed:
convar_t
nav_smooth_spring_timestep_factor_accel¶
cvars.nav_smooth_spring_timestep_factor_accel:
convar_t
nav_smooth_spring_yaw_rotation_speed¶
cvars.nav_smooth_spring_yaw_rotation_speed:
convar_t
nav_smooth_spring_yaw_threshold¶
cvars.nav_smooth_spring_yaw_threshold:
convar_t
nav_smooth_relax¶
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
nav_draw_area_filled¶
cvars.nav_draw_area_filled:
convar_t
nav_draw_area_ztest¶
cvars.nav_draw_area_ztest:
convar_t
nav_draw_area_ids¶
cvars.nav_draw_area_ids:
convar_t
nav_draw_area_hull_support¶
cvars.nav_draw_area_hull_support:
convar_t
nav_draw_area_connections¶
cvars.nav_draw_area_connections:
convar_t
nav_draw_blocked¶
cvars.nav_draw_blocked:
convar_t
nav_draw_blocked_connections¶
cvars.nav_draw_blocked_connections:
convar_t
nav_draw_connected_area_radius¶
cvars.nav_draw_connected_area_radius:
convar_t
nav_draw_area_inset_margin¶
cvars.nav_draw_area_inset_margin:
convar_t
nav_draw_area_should_be_destroyed¶
cvars.nav_draw_area_should_be_destroyed:
convar_t
nav_draw_area_split_by_obstacle_mgr¶
cvars.nav_draw_area_split_by_obstacle_mgr:
convar_t
nav_draw_area_split_by_nav_link_mgr¶
cvars.nav_draw_area_split_by_nav_link_mgr:
convar_t
nav_draw_externally_created¶
cvars.nav_draw_externally_created:
convar_t
nav_draw_area_normal¶
cvars.nav_draw_area_normal:
convar_t
nav_draw_area_ground¶
cvars.nav_draw_area_ground:
convar_t
nav_draw_area_gravity¶
cvars.nav_draw_area_gravity:
convar_t
nav_edit¶
cvars.nav_edit:
convar_t
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_edit_validate¶
cvars.nav_edit_validate:
convar_t
Validate navmesh structures.
nav_space_select_dist¶
cvars.nav_space_select_dist:
convar_t
nav_draw_mesh¶
cvars.nav_draw_mesh:
convar_t
nav_draw_mesh_offset¶
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
nav_draw_jump_links¶
cvars.nav_draw_jump_links:
convar_t
nav_draw_mesh_grid¶
cvars.nav_draw_mesh_grid:
convar_t
Draw the mesh's spatial grid structure around the edit cursor position.
nav_draw_markup¶
cvars.nav_draw_markup:
convar_t
nav_draw_space_swim¶
cvars.nav_draw_space_swim:
convar_t
nav_draw_space_fly¶
cvars.nav_draw_space_fly:
convar_t
nav_draw_space_radius¶
cvars.nav_draw_space_radius:
convar_t
nav_draw_space_neighbors¶
cvars.nav_draw_space_neighbors:
convar_t
nav_draw_space_portals¶
cvars.nav_draw_space_portals:
convar_t
nav_draw_space_cells¶
cvars.nav_draw_space_cells:
convar_t
nav_draw_space_scatter¶
cvars.nav_draw_space_scatter:
convar_t
nav_draw_attribute_game¶
cvars.nav_draw_attribute_game:
convar_t
Draw all nav areas with this game attribute
nav_draw_attribute_dynamic¶
cvars.nav_draw_attribute_dynamic:
convar_t
Draw all nav areas with this dynamic attribute
nav_draw_links¶
cvars.nav_draw_links:
convar_t
nav_draw_link_alignment¶
cvars.nav_draw_link_alignment:
convar_t
nav_draw_indirect_connections¶
cvars.nav_draw_indirect_connections:
convar_t
nav_show_area_info_font¶
cvars.nav_show_area_info_font:
convar_t
nav_show_area_info_font_size¶
cvars.nav_show_area_info_font_size:
convar_t
nav_show_area_info_font_voffset¶
cvars.nav_show_area_info_font_voffset:
convar_t
nav_show_area_connections¶
cvars.nav_show_area_connections:
convar_t
Show connections to selected area when true
nav_show_area_verts¶
cvars.nav_show_area_verts:
convar_t
Show area vertex positions
nav_show_area_water_info¶
cvars.nav_show_area_water_info:
convar_t
nav_select_hull¶
cvars.nav_select_hull:
convar_t
Restrict area selection to areas that can support a hull of the given category
nav_select_allow_blocked¶
cvars.nav_select_allow_blocked:
convar_t
When selecting an area under nav_edit, allow area marked as blocked.
nav_select_area_id¶
cvars.nav_select_area_id:
convar_t
Select nav area with matching ID.
nav_select_block_id¶
cvars.nav_select_block_id:
convar_t
Select nav space block with matching ID.
nav_draw_limit¶
cvars.nav_draw_limit:
convar_t
The maximum number of areas to draw in edit mode
nav_drag_selection_volume_zmax_offset¶
cvars.nav_drag_selection_volume_zmax_offset:
convar_t
The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset¶
cvars.nav_drag_selection_volume_zmin_offset:
convar_t
The offset of the nav drag volume bottom from center
nav_split_show_line¶
cvars.nav_split_show_line:
convar_t
Show the free split line.
nav_test_path¶
cvars.nav_test_path:
convar_t
Calculate and draw a path from player/camera position to the test position.
nav_test_path_space¶
cvars.nav_test_path_space:
convar_t
Should nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground
nav_test_path_space_fly¶
cvars.nav_test_path_space_fly:
convar_t
Test flight paths
nav_test_path_space_swim¶
cvars.nav_test_path_space_swim:
convar_t
Test swim paths
nav_test_path_lock_start¶
cvars.nav_test_path_lock_start:
convar_t
Lock the pathfinding start to the current intersection point.
nav_test_path_lock_goal¶
cvars.nav_test_path_lock_goal:
convar_t
Lock the pathfinding goal to the current intersection point.
nav_test_path_opt¶
cvars.nav_test_path_opt:
convar_t
Enable path optimization for nav_edit_path paths.
nav_test_path_opt_transitions¶
cvars.nav_test_path_opt_transitions:
convar_t
nav_test_path_expansion_search¶
cvars.nav_test_path_expansion_search:
convar_t
Extend nav_test_path by doing an expansion search on that path. Convar value defines dist.
nav_test_path_move¶
cvars.nav_test_path_move:
convar_t
nav_test_path_return¶
cvars.nav_test_path_return:
convar_t
Calculate a return path from cursor position to the path calculated by nav_test_path.
nav_test_rays¶
cvars.nav_test_rays:
convar_t
nav_test_ray_space¶
cvars.nav_test_ray_space:
convar_t
nav_test_boundary_zone_circle¶
cvars.nav_test_boundary_zone_circle:
convar_t
nav_test_boundary_zone_sphere¶
cvars.nav_test_boundary_zone_sphere:
convar_t
nav_test_boundary_zone_path¶
cvars.nav_test_boundary_zone_path:
convar_t
nav_test_boundary_zone_rays¶
cvars.nav_test_boundary_zone_rays:
convar_t
nav_test_boundary_zone_rays_random¶
cvars.nav_test_boundary_zone_rays_random:
convar_t
nav_test_boundary_zone_rays_margin¶
cvars.nav_test_boundary_zone_rays_margin:
convar_t
nav_test_boundary_zone_force¶
cvars.nav_test_boundary_zone_force:
convar_t
nav_test_boundary_zone_grid_dim¶
cvars.nav_test_boundary_zone_grid_dim:
convar_t
nav_test_bfs_lattice_dist_0¶
cvars.nav_test_bfs_lattice_dist_0:
convar_t
nav_test_bfs_lattice_spacing_0¶
cvars.nav_test_bfs_lattice_spacing_0:
convar_t
nav_test_bfs_lattice_dist_1¶
cvars.nav_test_bfs_lattice_dist_1:
convar_t
nav_test_bfs_lattice_spacing_1¶
cvars.nav_test_bfs_lattice_spacing_1:
convar_t
nav_test_bfs_lattice_dist_2¶
cvars.nav_test_bfs_lattice_dist_2:
convar_t
nav_test_bfs_lattice_spacing_2¶
cvars.nav_test_bfs_lattice_spacing_2:
convar_t
nav_test_bfs_lattice_mark¶
cvars.nav_test_bfs_lattice_mark:
convar_t
nav_test_bfs_simple¶
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.
nav_approach_points_area_size_threshold¶
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.
nav_draw_hidingspots¶
cvars.nav_draw_hidingspots:
convar_t
nav_draw_dangerareas¶
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
nav_max_view_distance¶
cvars.nav_max_view_distance:
convar_t
Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_potentially_visible_dot_tolerance¶
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.
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
csgo_nav_jump_link_detour_threshold¶
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
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
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
ui_news_last_read_link¶
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
cl_streams_mytwitchtv_nolink¶
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.
blink_duration¶
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.
nav_gen_true¶
cvars.nav_gen_true:
convar_t
Always true
nav_gen_false¶
cvars.nav_gen_false:
convar_t
Always false
nav_gen_match_ground¶
cvars.nav_gen_match_ground:
convar_t
nav_gen_opt_to_quads¶
cvars.nav_gen_opt_to_quads:
convar_t
nav_gen_opt_to_quads_angle_limit¶
cvars.nav_gen_opt_to_quads_angle_limit:
convar_t
nav_gen_opt_to_quads_planar_deviation_limit¶
cvars.nav_gen_opt_to_quads_planar_deviation_limit:
convar_t
nav_gen_opt_to_quads_num_steps¶
cvars.nav_gen_opt_to_quads_num_steps:
convar_t
nav_gen_opt_to_quads_se_limit_start¶
cvars.nav_gen_opt_to_quads_se_limit_start:
convar_t
nav_gen_opt_to_quads_se_limit_end¶
cvars.nav_gen_opt_to_quads_se_limit_end:
convar_t
nav_gen_opt_to_quads_weld_limit_start¶
cvars.nav_gen_opt_to_quads_weld_limit_start:
convar_t
nav_gen_opt_to_quads_weld_limit_end¶
cvars.nav_gen_opt_to_quads_weld_limit_end:
convar_t
nav_gen_degen_limit¶
cvars.nav_gen_degen_limit:
convar_t
nav_gen_markup_split_tol_base¶
cvars.nav_gen_markup_split_tol_base:
convar_t
nav_gen_markup_split_tol_nonentity¶
cvars.nav_gen_markup_split_tol_nonentity:
convar_t
nav_gen_markup_split_tol_nonav¶
cvars.nav_gen_markup_split_tol_nonav:
convar_t
nav_gen_markup_split_expand¶
cvars.nav_gen_markup_split_expand:
convar_t
nav_gen_max_edge_len_do_clip¶
cvars.nav_gen_max_edge_len_do_clip:
convar_t
nav_gen_max_edge_len¶
cvars.nav_gen_max_edge_len:
convar_t
nav_gen_max_edge_len_split_tol¶
cvars.nav_gen_max_edge_len_split_tol:
convar_t
nav_gen_max_bottleneck_width_do_clip¶
cvars.nav_gen_max_bottleneck_width_do_clip:
convar_t
nav_gen_max_bottleneck_width¶
cvars.nav_gen_max_bottleneck_width:
convar_t
nav_gen_island_removal¶
cvars.nav_gen_island_removal:
convar_t
nav_gen_island_removal_all_hulls¶
cvars.nav_gen_island_removal_all_hulls:
convar_t
nav_gen_connect_dist_a¶
cvars.nav_gen_connect_dist_a:
convar_t
nav_gen_connect_dist_b¶
cvars.nav_gen_connect_dist_b:
convar_t
nav_gen_connect_dist_z_mult¶
cvars.nav_gen_connect_dist_z_mult:
convar_t
nav_gen_connect_angle¶
cvars.nav_gen_connect_angle:
convar_t
nav_gen_connect_angle_ignore_z¶
cvars.nav_gen_connect_angle_ignore_z:
convar_t
nav_gen_connect_overlap¶
cvars.nav_gen_connect_overlap:
convar_t
nav_gen_connect_allow_multiple¶
cvars.nav_gen_connect_allow_multiple:
convar_t
nav_gen_add_jumps¶
cvars.nav_gen_add_jumps:
convar_t
nav_gen_vertical_limit¶
cvars.nav_gen_vertical_limit:
convar_t
nav_gen_remove_vertical_polys¶
cvars.nav_gen_remove_vertical_polys:
convar_t
nav_gen_split_boundary_polys¶
cvars.nav_gen_split_boundary_polys:
convar_t
nav_gen_split_multi_connection_polys¶
cvars.nav_gen_split_multi_connection_polys:
convar_t
nav_gen_split_multi_connection_polys_tol¶
cvars.nav_gen_split_multi_connection_polys_tol:
convar_t
nav_gen_clip_polys_to_clearance¶
cvars.nav_gen_clip_polys_to_clearance:
convar_t
nav_gen_clip_polys_to_clearance_debug¶
cvars.nav_gen_clip_polys_to_clearance_debug:
convar_t
nav_gen_join_nonzup¶
cvars.nav_gen_join_nonzup:
convar_t
nav_gen_agent_radius_buffer¶
cvars.nav_gen_agent_radius_buffer:
convar_t
Buffer to add to agent radius before passing to nav gen
nav_gen_jump_connection_min_overlap_ratio¶
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
nav_gen_oriented_angle_tol¶
cvars.nav_gen_oriented_angle_tol:
convar_t
Max abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).
nav_gen_oriented_max_region_range¶
cvars.nav_gen_oriented_max_region_range:
convar_t
Max orientation range allowed within a region before it gets further split.
nav_max_vis_delta_list_length¶
cvars.nav_max_vis_delta_list_length:
convar_t
nav_corner_adjust_adjacent¶
cvars.nav_corner_adjust_adjacent:
convar_t
radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_show_potentially_visible¶
cvars.nav_show_potentially_visible:
convar_t
Show areas that are potentially visible from the current nav area
nav_validate¶
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