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3636 lines (3636 loc) · 294 KB
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There's: 3633 convars
name$description$flags
testscript_debug$Debug test scripts.$ developmentonly
host_force_frametime_to_equal_tick_interval$$ developmentonly
host_force_max_frametime_to_tick_interval$$ developmentonly
host_framerate$Set to lock per-frame time elapse.$ release
host_timescale$Prescale the clock by this amount.$ replicated cheat
engine_max_resource_system_update_time$$ developmentonly
r_experimental_lag_limiter$$ developmentonly
vis_sunlight_enable$Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)$ developmentonly cheat
vis_enable$Toggle static visibility$ developmentonly
r_indirectlighting$Set to use indirect lighting$ cheat
r_rendersun$Render sun lighting$ cheat
r_drawdecals$Set to render decals$ cheat
r_drawviewmodel$Render view model$ clientdll cheat
r_directlighting$Set to use direct lighting$ cheat
r_ssao$Set to use screen-space ambient occlusion$ developmentonly
r_force_zprepass$0: Force z prepass off. 1: Force on. -1: Don't force$ cheat
r_zprepass_normals$0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.$ cheat
r_translucent$Enable rendering of translucent geometry$ cheat
r_worldlod$Set to enable world LOD$ cheat
r_showsunshadowdebugrendertargets$Set to render sun shadow render targets$ cheat
r_showdebugoverlays$Set to render debug overlays$ cheat
r_showsceneobjectbounds$Show scenesystem object bounding boxes$ cheat
r_showsunshadowdebugsplitvis$Set to render sun shadow split visibility debugger$ cheat
r_show_hipoly_draw_calls$Transparent wireframe overlay for draw calls with triangle count higher than specified number$ cheat
r_showdebugrendertarget$Set the debug render target to show, 0 == disable$ cheat
fog_enable$Enable fog$ clientdll cheat
mat_wireframe$0=Off, 1=Surface Wireframe, 2=Transparent Wireframe$ cheat
mat_fullbright$$ cheat
mat_max_lighting_complexity$$ cheat
mat_luxels$$ cheat
mat_lpv_luxels$$ cheat
r_drawskybox$Render the 2d skybox.$ cheat
r_size_cull_threshold_fade$% above the screen size percentage where we will start fading out (==0 will disable fading).$ developmentonly
r_size_cull_threshold$Threshold of screen size percentage below which objects get culled$ developmentonly
r_size_cull_threshold_shadow$Threshold of sun shadow map size percentage below which objects get culled$ cheat
r_drawblankworld$Render blank instead of the game world$ cheat
fog_override_enable$Use fog_override convars instead of world fog data$ cheat
fog_override_start$$ cheat
fog_override_end$$ cheat
fog_override_max_density$$ cheat
fog_override_exponent$$ cheat
r_dof_override$$ cheat
r_dof_override_near_blurry$$ cheat
r_dof_override_near_crisp$$ cheat
r_dof_override_far_crisp$$ cheat
r_dof_override_far_blurry$$ cheat
r_dof_override_tilt_to_ground$$ cheat
mat_shading_complexity$Visualize shading complexity$ cheat
mat_overdraw$Visualize overdraw$ cheat
tv_relay_rate$default rate for relays$ developmentonly
tv_instant_replay_full_frame$Send embedded full frames$ developmentonly
tv_instant_replay_full_frame_time$Seconds between full frame embeddeds$ developmentonly
tv_extended_logging$$ developmentonly
tv_instant_replay_full_frame_build_threaded$Build the full frames on a seperate job thread$ developmentonly
tv_threaded_merge_entity_deltas$Enable SourceTV threading of delta merging$ developmentonly
spec_replay_leadup_time$Replay time in seconds before the highlighted event$ replicated release
tv_broadcast_url$URL of the broadcast relay$ release
tv_broadcast_url1$URL of the broadcast relay1$ release
r_drawpanorama$Enable the rendering of panorama UI$ cheat
input_downimpulsevalue$$ developmentonly clientdll
input_upimpulsevalue$$ developmentonly clientdll
input_filter_relative_analog_inputs$$ clientdll archive
bug_submitter_override$$ archive
r_skip_precache_validation_check$$ developmentonly
sv_pause_on_console_open$1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.$ archive
r_add_views_in_pre_output$$ developmentonly
r_extra_render_frames$$ cheat
con_enable$Allows the console to be activated.$ archive
r_debug_draw_safe_area_insets$Render safe area insets as wireframe.$ developmentonly
input_forceuser$Force user input to this split screen player.$ cheat
mouse_disableinput$Set to disable mouse input$ developmentonly
input_button_code_is_scan_code$Bind keys based on keyboard position instead of key name$ archive
convars_echo_toggle_changes$Echo to the console changes caused by toggling.$ developmentonly
joy_axisx_relative$$ archive per_user
joy_axisy_relative$$ archive per_user
joy_axisz_relative$$ archive per_user
joy_axisr_relative$$ archive per_user
joy_axisu_relative$$ archive per_user
joy_axisv_relative$$ archive per_user
joy_axisx_deadzone$$ archive per_user
joy_axisy_deadzone$$ archive per_user
joy_axisz_deadzone$$ archive per_user
joy_axisr_deadzone$$ archive per_user
joy_axisu_deadzone$$ archive per_user
joy_axisv_deadzone$$ archive per_user
player0_using_joystick$$ archive
tv_enable$Activates SourceTV on server.$ notify release
tv_enable1$Activates SourceTV[1] on server.$ notify release
clientport$If non-zero, client binds port to specific address. Usually you should leave this blank to use a different random system-assigned port for each connection.$ release
hostport$Host game server port$ release
tv_port$Host SourceTV port$ release
r_vconsole_foregroundforcerender$When VConsole is in the foreground, force all engine & tools to render$ developmentonly
r_always_render_all_windows$Always force all engine & tools to render$ developmentonly
r_force_render_frame_count$The number of frames to render when a$ developmentonly
splitscreen_mode$$ archive
jpeg_quality$Set jpeg screenshot quality. [1..100]$ developmentonly
screenshot_subdir$Set the screenshot directory.$ developmentonly
screenshot_prefix$Set the screenshot auto naming prefix.$ developmentonly
screenshot_width$Screenshot width. -1 for screen width.$ developmentonly
screenshot_height$Screenshot height. -1 for screen height.$ developmentonly
cl_playback_screenshots$Allows the client to playback screenshot and jpeg commands in demos.$ developmentonly
voice_sequence_maximum_wait_time$When receiving packets out of sequence, wait this many seconds for missing sequences to arrive$ developmentonly
voice_always_sample_mic$For systems experiencing a hang/stall when using voice chat.$ archive
snd_mute_losefocus$$ archive
voice_threshold$$ clientdll archive
voice_threshold_delay$$ developmentonly
soundsystem_update_async$$ developmentonly
stats_display$Displays perf statistics information$ developmentonly
stats_collect_gpu$While doing stats_display, collect GPU perf counters. Used for stats_print_gpu.$ developmentonly
vprof_counters$$ developmentonly
vprof_counters_show_minmax$$ developmentonly
debug_draw_enable$$ developmentonly replicated
engine_rendersystem_used$Rendersystem option in use (changing this does not change the rendersystem).$ developmentonly
engine_rendersystem_init$Rendersystem option requested (changing this does not change the rendersystem).$ developmentonly
engine_platform_name_extended$Platform the engine is running on.$ developmentonly
engine_ostype$OS type the engine is running on.$ developmentonly
engine_cpu_info_extended$CPU the engine is running on.$ developmentonly
cl_language$Language$ developmentonly
sys_minidumpspewlines$Lines of crash dump console spew to keep.$ release
sv_maxrate$Max bandwidth rate allowed on server, 0 == unlimited$ replicated release
sv_minrate$Min bandwidth rate allowed on server, 0 == unlimited$ replicated release
sys_minidumpexpandedspew$$ developmentonly
report_connection_failure_percentage$$ developmentonly
engine_no_focus_sleep$$ archive
engine_no_focus_sleep_vconsole_suppress$When VConsole is in the foreground, don't trigger engine_no_focus_sleep behavior$ developmentonly
engine_show_frame_pacing$$ developmentonly
battery_saver$OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on$ archive
mobile_fps_limit$MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60$ archive
mobile_fps_increase_during_touch$MOBILE_FPS_CONTROL: If true we increase framerate limit during touch$ archive
mobile_fps_increase_during_charging$MOBILE_FPS_CONTROL: If true we increase framerate limit while charging$ archive
mobile_fps_increase_during_hfr_animations$MOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.$ developmentonly missing0
fps_max$Frame rate limiter. 0=no limit. Does not apply to dedicated server.$ archive release
fps_max_ui$Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.$ archive
fps_max_tools$Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit.$ archive
sv_fps_max$Dedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.$ developmentonly missing0
async_serialize$Force async reads to serialize for profiling$ developmentonly
con_logfile_suffix$Suffix to append to the console log, may be changed to reopen the log$ developmentonly
gameevents_showevents$Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).$ developmentonly
gameevents_showeventlisteners$Show listening addition/removals$ developmentonly
execute_command_every_frame$$ cheat
engine_show_frame_dispatch$show frame dispatch names.$ developmentonly
engine_show_frame_ticks$$ developmentonly
engine_show_frame_multiple_ticks$$ developmentonly
engine_vr_max_ticks_to_simulate$Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.$ developmentonly
engine_render_only$$ developmentonly
engine_allow_multiple_ticks_per_frame$When the client is catching up in low frame rate situations, should we run tick more than once a frame?$ developmentonly
engine_allow_multiple_simulates_per_frame$When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?$ developmentonly
engine_client_tick_pad_enable$$ developmentonly
ss_voice_hearpartner$Route voice between splitscreen players on same system.$ developmentonly
sv_max_unreliable_delta_size$Maximum allowable entity delta size over unreliable delivery.$ developmentonly
sv_disable_reliable_delta_retransmit$Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.$ developmentonly
sv_ents_write_alarm$Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds$ release
sv_filterban$Set packet filtering by IP mode$ developmentonly
sv_banid_enabled$Whether server supports banid command$ release
sv_banid_dev_enabled$$ developmentonly
sv_max_queries_sec$Maximum queries per second to respond to from a single IP address.$ release
sv_max_queries_window$Window over which to average queries per second averages.$ release
sv_max_queries_sec_global$Maximum queries per second to respond to from anywhere.$ release
sv_logblocks$If true when log when a query is blocked (can cause very large log files)$ release
sv_logsdir$Folder in the game directory where server logs will be stored.$ archive
sv_logfile$Log server information in the log file.$ archive
sv_logflush$Flush the log file to disk on each write (slow).$ archive
sv_logecho$Echo log information to the console.$ archive
sv_log_onefile$Log server information to only one file.$ archive
sv_logbans$Log server bans in the server logs.$ archive
sv_parallel_packentities$Set to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.$ release
sv_networkvar_validate$Validate each StateChanged against known offsets.$ release
sv_enable_delta_packing$When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.$ release
sv_usenetworkvars$Use networkvar system.$ developmentonly
sv_networkvar_perfieldtracking$Track individual field offset changes, rather than a single dirty flag for the whole entity.$ release
tv_allow_camera_man_override$Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields present in all network packets, in every snapshot. This allows the secondary cameraman (-interactivecaster that connects to a tv port) to override those fields some seconds later regardless of whether they changed originally or not.$ release
sv_enable_alternate_baselines$Allow alternate baseline system, set to 2 for debugging spew.$ release
rcon_password$remote console password.$ dontrecord release server_cannot_query
rcon_connected_clients_allow$Allow clients to use rcon commands on server.$ replicated release
vconsole_rcon_server_details$when non-empty allows for easy vconsole connection to the dedicated server.$ dontrecord release server_cannot_query
sv_rcon_banpenalty$Number of minutes to ban users who fail rcon authentication$ developmentonly
sv_rcon_maxfailures$Max number of times a user can fail rcon authentication before being banned$ developmentonly
sv_rcon_minfailures$Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned$ developmentonly
sv_rcon_minfailuretime$Number of seconds to track failed rcon authentications$ developmentonly
sv_rcon_log$Enable/disable rcon logging.$ developmentonly
closecaption$Enable close captioning.$ clientdll archive userinfo
hostname$Hostname for server.$ release
hostname_in_client_status$Show server hostname in client status.$ release
developer$Set developer message level.$ developmentonly release
violence_hblood$Draw human blood$ archive
violence_hgibs$Show human gib entities$ archive
violence_ablood$Draw alien blood$ archive
violence_agibs$Show alien gib entities$ archive
sv_unlockedchapters$Highest unlocked game chapter.$ archive
name$$ archive per_user
mem_test_quiet$Don't print stats when memtesting$ developmentonly
mem_test_each_frame$Run heap check at end of every frame$ developmentonly
mem_test_every_n_seconds$Run heap check at a specified interval$ developmentonly
engine_sse42$turn on sse4.2 optimizations in the engine$ developmentonly
sv_temp_baseline_string_table_buffer_size$Buffer size for writing string table baselines$ developmentonly
tv_playcast_delay_resync$To alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure$ release
tv_playcast_showerrors$Set to display headers upon error (e.g. "CF-Ray,CF-Cache-Status,Body" )$ missing0 release
tv_playcast_origin_auth$Get request X-Origin-Auth string$ missing0 release
tv_playcast_max_rcvage$$ missing0 release
tv_playcast_max_rtdelay$$ missing0 release
tv_playcast_delay_prediction$$ release
tv_playcast_retry_timeout$In case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync$ release
tv_broadcast_keyframe_interval$The frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server$ release
tv_broadcast_keyframe_interval1$The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server$ release
tv_broadcast_startup_resend_interval$The interval, in seconds, of re-sending startup data to the broadcast relay server (useful in case relay crashes, restarts or startup data http request fails)$ release
tv_broadcast_max_requests$Max number of broadcast http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.$ release
tv_broadcast_max_requests1$Max number of broadcast1 http requests in flight. If there is a network issue, the requests may start piling up, degrading server performance. If more than the specified number of requests are in flight, the new requests are dropped.$ release
tv_broadcast_drop_fragments$Drop every Nth fragment$ missing0 release
tv_broadcast_terminate$Terminate every broadcast with a stop command$ missing0 release
tv_broadcast_origin_auth$X-Origin-Auth header of the broadcast POSTs$ missing0 release
tv_broadcast_origin_auth1$X-Origin-Auth header of the broadcast1 POSTs$ missing0 release
tv_broadcast_origin_delay$Injection delay request for CDN rebroadcast frameworks, seconds$ missing0 release
tv_maxrate$Max SourceTV spectator bandwidth rate allowed, 0 == unlimited$ release
tv_rate_multiplier$Multiply requested rate by this value to adjust Dota TV send rate$ developmentonly
tv_relaypassword$SourceTV password for relay proxies$ protected notify dontrecord release
tv_chattimelimit$Limits spectators to chat only every n seconds$ release
tv_chatgroupsize$Set the default chat group size$ release
tv_grouprelaydatareliable$When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays$ developmentonly
tv_grouprelaydataunreliable$When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays$ developmentonly
tv_grouprelaydatavoice$Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays$ developmentonly
tv_autoretry$Relay proxies retry connection after network timeout$ release
tv_timeout$SourceTV connection timeout in seconds.$ release
tv_snapshotrate$Snapshots broadcast per second$ replicated release
tv_snapshotrate1$Snapshots broadcast per second, GOTV[1]$ release
demo_writefullupdate_rate$Interval time in seconds to write full updates to demo.$ developmentonly
sv_replaysdir$Directory to store replays in$ developmentonly
tv_demo_starttick$$ developmentonly
tv_maxclients$Maximum client number on SourceTV server.$ release
tv_maxclients_relayreserved$This number of relay client connections are reserved for SourceTV relays.$ release
tv_update_hibernation_enabled$Allow SourceTV to control server hibernation state.$ developmentonly
tv_autorecord$Automatically records all games as SourceTV demos.$ release
tv_broadcast$Automatically broadcasts all games as GOTV demos through Steam.$ release
tv_broadcast1$Automatically broadcasts all games as GOTV[1] demos through Steam.$ release
tv_name$SourceTV host name$ release
tv_password$SourceTV password for all clients$ protected notify dontrecord release
tv_advertise_watchable$GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password$ protected notify dontrecord release
tv_window_size$Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system$ developmentonly
tv_enable_delta_frames$Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.$ release
tv_overridemaster$Overrides the SourceTV master root address.$ release
tv_dispatchmode$Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always$ release
tv_transmitall$Transmit all entities (not only director view)$ replicated release
tv_debug$SourceTV debug info.$ release
tv_title$Set title for SourceTV spectator UI$ release
tv_deltacache$Enable delta entity bit stream cache$ release
tv_relayvoice$Relay voice data: 0=off, 1=on$ release
tv_secret_code$When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly$ developmentonly
tv_relay_secret_code$When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly$ developmentonly
tv_relay_quit_after_game$Quit after a game has been relayed, do not hibernate$ developmentonly
entity_log_load_unserialize$Output unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client$ gamedll clientdll replicated cheat
demo_recordcommands$Record commands typed at console into .dem files.$ cheat
demo_quitafterplayback$Quits game after demo playback.$ release
demo_pauseatservertick$Pauses demo playback at server tick$ developmentonly
demo_usefastgoto$Use fast frame skipping when available for demo_goto commands.$ developmentonly
timedemo_start$Starts timedemo on given tick.$ developmentonly
timedemo_end$Ends timedemo on given tick.$ developmentonly
demo_flush$Flush writing the demo file every network update$ archive
demo_allow_game_mismatch$Allow playback of demo even if game directories are not matched [may crash or fail to load].$ developmentonly
demo_debug$Turn on demo debug spew.$ developmentonly
cl_showdemooverlay$How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)$ developmentonly
cl_flushentitypacket$For debugging. Force the engine to flush an entity packet.$ cheat
cl_parallel_readpacketentities$Set to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).$ developmentonly
cl_parallel_readpacketentities_threshold$Use parallel processing of snapshot reading if above this many entries.$ developmentonly
cl_profilereadpacketentities$$ developmentonly
cl_parallel_readpacketentities_type$. -1 = use default (parallel controller split). 0 = single threaded combined (i.e., ReadFieldList and Decode combined into one call). 1 = single threaded split (first pass ReadFieldList, second pass Decode). 2 = worker thread for decode (main thread does ReadFieldList, worker thread does Decode). 3 = parallel combined (threadpool does read/decode on work items in parallel). 4 = parallel split. 5 = parallel controller combined (like parallel, but uses a parallelcontroller so each thread in pool can share a single SerializedEntity.
6 = parallel controller split.$ developmentonly
instant_replay$Enable instant replay recording.$ developmentonly
instant_replay_history_limit$Maximum amount of minutes to save history (0 is unlimited).$ developmentonly
instant_replay_history_limit_low$Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).$ developmentonly
rcon_address$Address of remote server if sending unconnected rcon commands (format x.x.x.x:p) $ dontrecord release server_cannot_query
cl_clock_correction$Enable/disable clock correction on the client.$ cheat
cl_clockdrift_max_ticks$Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.$ cheat
cl_clock_showdebuginfo$Show debugging info about the clock drift, 1= resets, 2=adjustments, 3=verbose$ developmentonly
cl_clock_correction_force_server_tick$Force clock correction to match the server tick + this offset (-999 disables it).$ cheat
cl_clock_correction_adjustment_max_amount$Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.$ cheat
cl_clock_correction_adjustment_min_offset$If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.$ cheat
cl_clock_correction_adjustment_max_offset$As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.$ cheat
cl_resend$Delay in seconds before the client will resend the 'connect' attempt$ release
cl_connectionretrytime_p2p$Number of seconds over which to spread retry attempts for P2P.$ release
password$Current server access password$ archive dontrecord server_cannot_query
cl_clockdbg$$ developmentonly
cl_clock_unhook$$ developmentonly
cl_timeout$After this many seconds without receiving a packet from the server, the client will disconnect itself$ archive
cl_disconnect_soundevent$This soundevent is called to stop the desired soundevents when the game is disconnected.$ developmentonly
tv_nochat$Don't receive chat messages from other SourceTV spectators$ archive userinfo
cl_ignorepackets$Force client to ignore packets (for debugging).$ cheat
cl_predict_after_every_createmove$run prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.$ developmentonly
spec_replay_rate_base$Base time scale of Killer Replay.Experimental.$ replicated release
rate$Min bytes/sec the host can receive data$ archive userinfo
cl_usercmd_dbg$show usercmd payload sizing info for packets with more than this many usercmds$ developmentonly
cl_usercmd_maxcount$max number of CUserCmds to send in one packet$ release
r_aspectratio$$ developmentonly
cl_interpolate$Interpolate entities on the client.$ developmentonly clientdll userinfo
cl_cache_sendtable$Cache sendtables$ developmentonly
cl_sendtable_cache_filename$Send tables cache file$ developmentonly
cl_spawngroup_spewresources$Spew all manifest add/updates.$ developmentonly
cl_log_tick$Log when a tick is received.$ developmentonly
cl_log_tick_skips$Log when the tick delta >= this$ developmentonly
cl_spawngroup_log$Dump the contents of the next spawngroup manifest to file.$ developmentonly
cl_debug_overlays_broadcast$Render debug overlays from server.$ release
sv_pausable_dev$Whether listen server is pausable when running -dev and playing solo against bots$ developmentonly
sv_pausable_dev_ds$Whether dedicated server is pausable when running -dev and playing solo against bots$ developmentonly
sv_pure_kick_clients$If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.$ release
sv_pure_trace$If set to 1, the server will print a message whenever a client is verifying a CRC for a file.$ release
sv_cheats$Allow cheats on server$ notify replicated release
sv_lan$Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )$ release
sv_pausable$Is the server pausable.$ release
sv_voicecodec$Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.$ release
sv_pvs_max_distance$if set, adds a maximum range to PVS/PAS checks$ replicated release
sv_parallel_sendsnapshot$Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.$ release
sv_skyname$Current name of the skybox texture$ gamedll clientdll archive replicated
sv_debug_overlays_bandwidth$Broadcast server debug overlays traffic$ release
sv_debug_overlays_broadcast$Broadcast server debug overlays$ notify cheat release
sv_voiceenable$$ archive notify release
voice_debugfeedbackfrom$$ developmentonly
sv_reserve_slots_for_reconnecting_players_kick_prior$Kick a previously connected player with the same steamID if a replacement comes along$ developmentonly
sv_memlimit$If set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.$ cheat release
sv_hibernate_postgame_delay$# of seconds to wait after final client leaves before hibernating.$ release
sv_hibernate_when_empty$Puts the server into extremely low CPU usage mode when no clients connected$ release
sv_shutdown_immediately_on_request$The server will always shutdown on receiving the shutdown request, even if not hibernating$ developmentonly
sv_search_key$$ release
sv_region$The region of the world to report this server in.$ release
sv_cluster$Data center cluster this server lives in.$ release
sv_instancebaselines$Enable instanced baselines. Saves network overhead.$ developmentonly
sv_stats$Collect CPU usage stats$ developmentonly
sv_password$Server password for entry into multiplayer games$ protected notify dontrecord release
sv_tags$Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.$ notify release
sv_visiblemaxplayers$Overrides the max players reported to prospective clients$ release
sv_alternateticks$If set, server only simulates entities on even numbered ticks..$ sponly release
sv_steamgroup$The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community.$ notify release
sv_steamgroup_exclusive$If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.$ release
sv_hosting_lobby$$ developmentonly replicated
sv_mmqueue_reservation$Server queue reservation$ developmentonly dontrecord
sv_mmqueue_reservation_timeout$Time in seconds before mmqueue reservation expires.$ developmentonly
sv_mmqueue_reservation_extended_timeout$Extended time in seconds before mmqueue reservation expires.$ developmentonly
spawngroup_ignore_timeouts$$ developmentonly
sv_snapshot_unlimited$For debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...$ replicated release
sv_timeout$After this many seconds without a message from fully connected client, the client is dropped$ developmentonly
spec_replay_enable$Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)$ replicated release missing3
spec_replay_message_time$How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time$ replicated release
spec_replay_rate_limit$Minimum allowable pause between replay requests in seconds$ replicated release
spec_replay_on_death$When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players$ replicated release
replay_debug$$ replicated release
sv_maxclientframes$$ developmentonly
sv_extra_client_connect_time$Seconds after client connect during which extra frames are buffered to prevent non-delta'd update$ developmentonly
sv_maxreplay$Maximum replay time in seconds$ developmentonly
sv_stressbots$If set to 1, the server calculates data and fills packets to bots. Used for perf testing.$ release
sv_sendtables$Force full sendtable sending path.$ developmentonly
fs_async_threads$Number of IO threads in async filesystem (-1 == auto)$ developmentonly
fs_report_async_io$$ developmentonly
fs_report_sync_opens$0:Off, 1:Always, 2:Not during load$ release
fs_report_long_reads$0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold$ developmentonly
fs_warning_mode$0:Off, 1:Warn main thread, 2:Warn other threads$ developmentonly
fs_fake_read_delay_ms$Add N ms of delay to every low-level read operation, to simulate a slow disk$ developmentonly
filesystem_buffer_size$Size of per file buffers. 0 for none$ developmentonly
filesystem_unbuffered_io$$ developmentonly
filesystem_native$Use native FS or STDIO$ developmentonly
filesystem_max_stdio_read$$ developmentonly
filesystem_report_buffered_io$$ developmentonly
filesystem_fake_latency$$ developmentonly
cl_cursor_scale$Cursor size scaling factor.$ archive
cl_auto_cursor_scale$Automatic cursor size scaling.$ archive
joy_wingmanwarrior_centerhack$Wingman warrior centering hack.$ archive
joy_wingmanwarrior_turnhack$Wingman warrior hack related to turn axes.$ archive
joy_axisbutton_threshold$Analog axis range before a button press is registered.$ archive
resourcesystem_multiframe_finalize_time_msec$Max time to spend finalizing resources per frame in miliseconds.$ developmentonly
d3d_max_feature_level$Report the maximum D3D feature level available.$ developmentonly
r_low_latency$NVIDIA Low Latency (0 = off, 1 = on, 2 = on + boost)$ developmentonly
r_low_latency_trigger_flash$NVIDIA Low Latency Trigger Flash$ developmentonly
r_suppress_redundant_state_changes$$ developmentonly
r_draw_first_tri_only$$ cheat
r_draw_instances$$ cheat
r_texturefilteringquality$0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x$ developmentonly
r_fullscreen_gamma$Screen Gamma (only in fullscreen modes)$ archive
r_wait_on_present$$ developmentonly
r_async_shader_compile_notify_frequency$$ developmentonly
r_multigpu_num_gpus_found$$ developmentonly
r_multigpu_num_gpus_used$$ developmentonly
r_dx11_software_cmd_lists$Enable Software Command lists for DX11 (Avoid using deferred contexts)$ developmentonly
r_use_memory_budget_model$Use a model of GPU memory use to determine budget rather than querying the OS.$ developmentonly
r_renderdoc_open_captures$$ developmentonly
r_timestamp_query_multiplier$Set the TIMESTAMP query cycle multiplier, for drivers that lie$ developmentonly
r_pipeline_stats_present_flush$Experimental: Set to 1 to enable full GPU pipeline flushing after each present.$ developmentonly
r_pipeline_stats_command_flush$Experimental: Set to 1 to enable full GPU pipeline flushing after each command list.$ developmentonly
r_pipeline_stats_use_flush_api$Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.$ developmentonly
r_pipeline_stats_flush_before_sleeping$Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.$ developmentonly
r_frame_sync_enable$$ developmentonly
r_force_no_present$Force the render device to not present frames.$ cheat
multigpu_skip_transfers$$ developmentonly
multigpu_skip_semaphores$$ developmentonly
r_texture_pool_size$Total size of the texture pool in MB$ developmentonly
r_texture_stream_mip_bias$Biases the mip level the texture streaming system choses to stream for each texture.$ developmentonly
r_max_texture_pool_size$Upper limit on texture pool size.$ developmentonly
r_texture_nonstreaming_load$Allow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.$ developmentonly
r_texture_hookup_uses_threadpool$Async Texture hookup uses its own threadpool instead of the global pool.$ developmentonly
r_texture_stream_max_resolution$Maximum resolution for top mip level in streaming textures. -1 = ignored.$ developmentonly
r_texture_stream_resolution_bias$$ developmentonly
r_validate_texture_streaming$Dumps state of texture streaming at the next frame boundary.$ developmentonly
r_fallback_texture_orange$Display fallback texture as orange$ developmentonly
r_texture_eager_eviction$$ developmentonly
r_texture_stream_throttle_amount$$ developmentonly
r_texture_stream_throttle_count$$ developmentonly
r_texture_stream_throttle_count_over_budget$$ developmentonly
r_texture_streamout_unthrottle_ms$After hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.$ developmentonly
r_texture_streaming_timesliced$$ developmentonly
r_texture_budget_dynamic$Dynamically adjust texture streaming budget based on GPU memory usage.$ developmentonly
r_texture_budget_update_period$Time (in seconds) between updating texture memory budget.$ developmentonly
r_texture_budget_threshold$Reduce texture memory pool size when this percentage of the budget is full.$ developmentonly
r_texture_pool_reduce_rate$Reduce texture memory pool size by this many MB / s when over budget.$ developmentonly
r_texture_pool_increase_rate$Increase texture memory pool size by this many MB / s when under budget.$ developmentonly
r_texture_stream_resolution_bias_update_period$$ developmentonly
r_texture_stream_resolution_bias_increase_rate$$ developmentonly
r_texture_stream_resolution_bias_decrease_rate$$ developmentonly
r_texture_stream_resolution_bias_min$$ developmentonly
mat_shader_cache$$ developmentonly
mat_warn_bad_modes$$ developmentonly
mat_assert_on_error_shader_use$$ developmentonly
mat_hide_error_shader$$ developmentonly
mat_shading_complexity_color$$ cheat
mat_shading_complexity_max_instruction_count$$ cheat
mat_shading_complexity_max_register_count$$ cheat
mat_overdraw_color$$ cheat
font_show_glyph_miss$$ developmentonly
mat_colorcorrection$$ developmentonly
mat_viewportscale$Scale down the main viewport (to reduce GPU impact on CPU profiling)$ developmentonly clientdll
@panorama_disable_blur$$ developmentonly missing0
@panorama_disable_box_shadow$$ developmentonly missing0
@panorama_disable_render_callbacks$$ developmentonly missing0
@panorama_disable_draw_fancy_quad$$ developmentonly missing0
@panorama_disable_layer_clear$$ developmentonly missing0
@panorama_disable_draw_text$$ developmentonly missing0
@panorama_force_text_shadow_strength$$ developmentonly missing0
@panorama_disable_draw_text_shadow$$ developmentonly missing0
@panorama_disable_layer_cache$$ developmentonly missing0
@panorama_use_backbuffer_directly$$ developmentonly missing0
@panorama_highlight_composition_layers$$ developmentonly missing0
@panorama_highlight_slow_operations$$ developmentonly missing0
@panorama_highlight_bad_opacity_masks$$ developmentonly missing0
@panorama_stats_log_time$$ developmentonly missing0
@panorama_min_comp_layer_cache_cost$$ developmentonly missing0
@panorama_comp_layer_lru_lifetime$$ developmentonly missing0
@panorama_command_reordering$$ developmentonly missing0
@panorama_composition_atlas$$ developmentonly missing0
@panorama_temp_comp_layer_min_dimension$$ developmentonly missing0
@panorama_disable_render_target_cache$$ developmentonly missing0
@panorama_render_target_cache_max_size$$ developmentonly missing0
snd_ui_spatialization_spread$$ developmentonly cheat
panorama_spew_async_event_substring$If non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.$ developmentonly missing0
panorama_js_minidumps$Enable sending minidumps on JS Exceptions.$ developmentonly missing0
@panorama_max_fps$$ developmentonly missing0
@panorama_max_overlay_fps$$ developmentonly missing0
@panorama_max_oof_overlay_up_fps$$ developmentonly missing0
@panorama_large_dispatch_event_queue$$ developmentonly missing0
@panorama_frame_limit_v8_gc_microseconds$$ developmentonly missing0
@panorama_reload_animations$$ developmentonly missing0
@panorama_debug_overlay_opacity_min$$ missing0 archive
@panorama_debug_overlay_opacity_max$$ missing0 archive
@panorama_debug_overlay_opacity$$ missing0 archive
@panorama_cache_command_list_repaint_threshold$$ developmentonly missing0
@panorama_cache_command_list_size_threshold$$ developmentonly missing0
@panorama_disallow_hover_styles$$ developmentonly missing0
@panorama_debug_ready_for_display$$ developmentonly missing0
@panorama_style_flag_force_invalidate$Force style invalidation of the entire panel subtree when adding / removing style flags.$ developmentonly missing0
@panorama_classes_force_invalidate$Force style invalidation of the entire panel subtree when adding / removing classes.$ developmentonly missing0
@panorama_show_fps$$ developmentonly
@panorama_show_fps_scale$$ developmentonly
@panorama_clear_frames_on_device_restore$$ developmentonly missing0
@panorama_disable_descendant_filtering$Disable descendant selector filtering$ developmentonly missing0
@panorama_suspend_paint$$ developmentonly missing0
@panorama_enable_secondary_layout_pass$$ developmentonly missing0
@panorama_joystick_axis_repeat_interval_start$$ developmentonly missing0
@panorama_joystick_axis_repeat_interval_end$$ developmentonly missing0
@panorama_joystick_axis_repeat_curve_time$$ developmentonly missing0
@panorama_joystick_button_repeat_interval_start$$ developmentonly missing0
@panorama_joystick_button_repeat_interval_end$$ developmentonly missing0
@panorama_joystick_button_repeat_curve_time$$ developmentonly missing0
@panorama_steampad_button_repeat_interval_start$$ developmentonly
@panorama_steampad_button_repeat_interval_end$$ developmentonly
@panorama_steampad_button_repeat_curve_time$$ developmentonly
@panorama_debug_dead_pad$$ developmentonly
steamcontroller_flow_sensitivity$$ developmentonly
@panorama_dragscroll_affordance$Minimum mouse movement in pixels before a move is treated as a drag scroll$ developmentonly missing0
@panorama_dragscroll_mintime$Minimum time that the mouse button must be down before a move is treated as a drag scroll$ developmentonly missing0
@panorama_dragscroll_velocitymultiplier$Multiplier for flick velocity off of actual measured velocity$ developmentonly missing0
forceactivecontrollertype$$ developmentonly missing0
@panorama_spew_layout_invalidates$$ developmentonly missing0
@panorama_transition_time_factor$A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast$ developmentonly missing0
@panorama_max_text_shadow_strength$$ developmentonly missing0
@panorama_allow_transitions$$ developmentonly missing0
@panorama_2d_translate_no_comp_layer$$ developmentonly missing0
@panorama_might_scroll_no_comp_layer$$ developmentonly missing0
@panorama_box_shadow_no_comp_layer$$ developmentonly missing0
@panorama_simple_borders_no_comp_layer$$ developmentonly missing0
@panorama_allow_texture_composition_layer_fast_path$$ developmentonly missing0
@panorama_transforms_no_comp_layer$$ developmentonly missing0
@panorama_transform_parents_no_layer_for_perspective$$ developmentonly missing0
@panorama_hsbc_through_fast_path$$ developmentonly missing0
@panorama_track_render_commands$$ developmentonly missing0
lua_assert_on_error$$ developmentonly
lua_shipping_assert_on_error$$ developmentonly
dti_report_stddev_threshold$For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer.$ release
net_culloptimization$Enable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.$ developmentonly
net_filelogging$Log packets to files$ developmentonly
net_qosinterval_spew$Spew QoS interval data as we gather it$ developmentonly
net_qospacketloss_percentage_threshold$Spew a warning if packet loss percentage is above this threshold$ developmentonly
net_log_processing$Log network processing$ developmentonly
net_showudp$Dump UDP packets summary to console$ release
net_showudp_remoteonly$Dump non-loopback udp only$ release
net_showmsg$Show incoming message: <0|1|2|name> where 1 == all and 2 == all except net_NOP$ developmentonly
net_showreliable$Like net_showmsg, but only spew reliable messages$ developmentonly
net_showpeaks$Show messages for large packets only: <size>$ developmentonly
net_showdrop$Show dropped packets in console$ developmentonly
net_compresspackets_minsize$Don't bother compressing packets below this size.$ developmentonly
net_restrict_showmsg_socket$If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.$ developmentonly
net_max_message_process_count$Maximum number of messages to process from a client in a single frame (0 == no limit).$ developmentonly
net_max_message_queue_size$Maximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit$ developmentonly
net_detailed_canpacket_log$$ developmentonly
net_showoob$Show connectionless UDP traffic.$ developmentonly
ip$Overrides IP for multihomed hosts$ release
hostip$Host game server ip$ release
net_public_adr$For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: ("x.x.x.x" )$ release
net_usesocketsforloopback$Use network sockets layer even for listen server local player's packets (multiplayer only).$ developmentonly
net_maxroutable$Requested max packet size before packets are 'split'.$ archive userinfo
net_p2p_listen_dedicated$Should dedicated server listen for new-style P2P?$ developmentonly
net_fs_showindirections$$ developmentonly
labelled_debug_helper_show_text$$ gamedll clientdll replicated cheat
labelled_debug_helper_show_position$$ gamedll clientdll replicated cheat
labelled_debug_helper_arc_segments$$ gamedll clientdll replicated cheat
labelled_debug_helper_enabled$$ gamedll clientdll replicated cheat
labelled_debug_helper_scale$$ gamedll clientdll replicated cheat
labelled_debug_helper_skeleton_show_bone_names$$ gamedll clientdll replicated cheat
ik_debug_perlin_solver$$ developmentonly gamedll clientdll replicated
model_default_preview_sequence_name$$ gamedll clientdll archive replicated
phys_build_mesh_wings$$ developmentonly
ik_hinge_debug_bone_index$$ gamedll clientdll replicated cheat
ik_debug_chain_to_filter_by$$ gamedll clientdll replicated cheat
mesh_calculate_curvature_smooth_pass_count$$ gamedll clientdll replicated cheat
mesh_calculate_curvature_smooth_invert$$ gamedll clientdll replicated cheat
mesh_calculate_curvature_smooth_weight$$ gamedll clientdll replicated cheat
anim_decode_forcewritealltransforms$Force BatchAnimationDecode to write transformations for all bones$ developmentonly
iv_debugbone$Debug bone name for interpolation spew of CAnimationState.$ release
skel_constraints_enable$$ replicated cheat
cl_skel_constraints_enable$$ replicated cheat
sv_skel_constraints_enable$$ replicated cheat
anim_resource_validate_on_load$Validates the animation group channel list against the animations on load for every animation$ release
animgraph_footlock_ground_roll$$ developmentonly
animgraph_motionmatching_print_compressionstats$$ developmentonly replicated
animgraph_force_full_network_updates$$ developmentonly
animgraph_enable_dirty_netvar_optimization$$ developmentonly
animgraph_verify_dirty_netvar_optimization$$ developmentonly
animgraph_footlock_enabled$A master convar that effectively disables the entire footlock node.$ developmentonly replicated
animgraph_footlock_hip_offset_enable$$ developmentonly
animgraph_footlock_tilt_mode$$ developmentonly
animgraph_footlock_use_hip_shift$$ developmentonly
animgraph_footlock_draw_footbase$$ developmentonly
animgraph_footlock_trace_ground_enabled$Convar for toggling foot lock ground tracking.$ developmentonly replicated
animgraph_footlock_calculate_tilt$$ developmentonly replicated
animgraph_footlock_auto_ledge_detection$Attempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottom$ developmentonly replicated
animgraph_footlock_auto_stair_detection$Attempt to detect when the foot is on a stair and will stop it from tilting to reach the next step$ developmentonly replicated
animgraph_footlock_debug_foot_index$$ developmentonly replicated
animgraph_footlock_debug_type$$ developmentonly replicated
ik_debug_groundtraces$Show IK trace related details$ developmentonly gamedll clientdll replicated
animgraph_slowdownonslopes_enabled$$ developmentonly replicated
animgraph_ik_debug$$ developmentonly
ik_debug_fabrik_backwards_enabled$$ developmentonly
ik_debug_fabrik_forwards_enabled$$ developmentonly
ik_debug_fabrik_backwards_iterations$$ developmentonly
ik_debug_fabrik_forwards_iterations$$ developmentonly
ik_fabrik_align_chain$$ developmentonly
ik_fabrik_override_num_iterations$$ developmentonly
ik_fabrik_forwards_enabled$$ developmentonly
ik_fabrik_backwards_enabled$$ developmentonly
ik_debug_dogleg3bone$$ developmentonly
ik_debug_dogleg3bone_enabled$$ developmentonly
ik_debug_all_chains_unique_color_per_chain$$ developmentonly
ik_debug_planetilt$$ developmentonly
ik_debug_planetilt_axis_length$$ developmentonly
ik_planetilt_enable$$ developmentonly
ik_debug_constraints$$ developmentonly
ik_final_fixup_enable$$ developmentonly
ik_debug_targets$$ developmentonly
ik_constraints_enabled$$ developmentonly
ik_enable$Enable IK.$ cheat
phys_implicit_integarator$Use implicit integrator for gyroscopic forces$ developmentonly notify replicated
phys_drag_multiplier$Multiply air drag$ developmentonly notify replicated
phys_buoyancy_horizontal_damping_multiplier$Multiply water damping for buoyancy affecting linear velocity in the horizontal plane$ developmentonly notify replicated
phys_buoyancy_vertical_damping_multiplier$Multiply water damping for buoyancy affecting linear velocity in the vertical direction$ developmentonly notify replicated
phys_buoyancy_angular_damping_multiplier$Multiply water damping for buoyancy affecting angular velocity$ developmentonly notify replicated
phys_buoyancy_drag_multiplier$Multiply water drag (tries to equalize object velocity with the velocity of the water flow)$ developmentonly notify replicated
phys_fastaddcloneshape$$ developmentonly
rubikon_joint_deepdebugging$$ developmentonly
rubikon_joint_always_draw_at_pivot_point$$ developmentonly
phys_debug_showdefaultmaterial$If enabled, surfaces with default material are highlighted in physics debug geometry.$ cheat
phys_build_mass$$ developmentonly
phys_build_bounds$$ developmentonly
physics_hull_sphere_cast_sat_experimental$$ developmentonly
cloth_step$$ developmentonly
cloth_sleep_threshold$$ developmentonly
cloth_resim_after$$ developmentonly
cloth_max_ticks_per_frame$$ developmentonly
cloth_step_variability$$ developmentonly
cloth_interpolation_strategy$$ developmentonly
cloth_rigid_update$$ developmentonly
cloth_quasistatic_iters$$ developmentonly
cloth_per_bone_scale_enable$Enable per-bone scale in cloth, an experimental feature that is to be universally enabled after a small period of testing$ developmentonly
cloth_guard_threshold$$ developmentonly
cloth_watch$$ developmentonly replicated
cloth_debug$$ developmentonly
cloth_damping_multiplier$$ developmentonly
cloth_damping_bias$$ developmentonly
cloth_ground_plane_thickness$$ developmentonly
cloth_node_debug_axis_length$$ developmentonly
cloth_quad_smooth_rate$$ developmentonly
cloth_rod_smooth_rate$$ developmentonly
cloth_quad_smooth_iterations$$ developmentonly
cloth_rod_smooth_iterations$$ developmentonly
cloth_debug_draw_nodepth_alpha$$ developmentonly
cloth_ground_offset$$ developmentonly
cloth_legacy_stretch_force$$ developmentonly
cloth_legacy_support$$ developmentonly
cloth_wind$$ developmentonly
cloth_wind_pitch$$ developmentonly
cloth_dry_drag$$ developmentonly
cloth_dry_drag_soften$$ developmentonly
cloth_approximate_collide$$ developmentonly
phys_validate$$ developmentonly
phys2_debug_broadphase$$ developmentonly
physics_sphere_cast_with_epsilon_experimental$$ developmentonly
cloth_simulate$$ developmentonly
cloth_batch$$ developmentonly
cl_jiggle_bone_debug$Display physics-based 'jiggle bone' debugging information$ cheat
cl_jiggle_bone_debug_yaw_constraints$Display physics-based 'jiggle bone' debugging information$ cheat
cl_jiggle_bone_debug_pitch_constraints$Display physics-based 'jiggle bone' debugging information$ cheat
cl_jiggle_bone_invert$$ cheat
cl_jiggle_bone_sanity$Prevent jiggle bones from pointing directly away from their target in case of numerical instability.$ developmentonly
phys_jiggle_bone_enable$$ developmentonly
phys_old_contact_draw$$ developmentonly
phys2_contact_debug_draw_size$$ developmentonly
phys_cull_internal_mesh_contacts$$ developmentonly replicated
phys_fast_report_contacts$when 1, fast path for collision reporting is implemented making triggers faster in some cases$ developmentonly
hullivr_edge_merge_tan$Should we try to straighten two faces connected to this edge? (tangent)$ developmentonly replicated
hullivr_faceisland_merge_tan$Should we try to straighten an island of faces deviating from their average normal (tangent)?$ developmentonly replicated
hullivr_faceisland_merge_disp$Should we straighten face island if the displacement is this much? (inches)$ developmentonly replicated
hullivr_version$$ developmentonly replicated
vphysics_force_apply_magnitude$$ developmentonly
vphysics_return_implicit_velocity$$ developmentonly
phys_position_iterations$$ developmentonly
phys_velocity_iterations$$ developmentonly
vphys2_friction_factor$Change global friction factor$ cheat
vphys2_restitution_factor$Change global restitution factor$ cheat
phys_reload_immediately$Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)$ developmentonly
cloth_reload_immediately$$ developmentonly
phys_step_threaded$$ developmentonly
snd_occlusion_bounces$$ replicated cheat
snd_occlusion_indirect_radius$$ developmentonly cheat
snd_occlusion_debug_listener_pos$$ developmentonly cheat
snd_occlusion_indirect_min$$ developmentonly cheat
snd_occlusion_indirect_max$$ developmentonly cheat
snd_sos_show_operator_pause_entry$$ cheat
snd_steamaudio_pathing_enablevis$Enable visualization for pathing.$ cheat
snd_steamaudio_pathing_enablevalidationvis$Enable visualization for pathing validation.$ cheat
snd_sos_show_operator_stop_entry$$ cheat
snd_sos_limit_self$$ developmentonly
snd_sos_show_queuetotrack$$ cheat
snd_sos_show_voice_elapsed_time$$ developmentonly
snd_sos_show_soundevent_start$$ cheat
snd_sos_show_operator_init$$ cheat
snd_sos_show_operator_updates$$ cheat
snd_sos_show_operator_shutdown$$ cheat
snd_sos_list_operator_updates$$ cheat
snd_sos_show_operator_event_filter$$ cheat
snd_sos_show_operator_operator_filter$$ cheat
snd_sos_show_operator_not_executing$$ cheat
snd_sos_show_operator_event_and_stack$$ cheat
snd_sos_show_operator_field_filter$$ cheat
snd_sos_print_full_field_info$$ cheat
snd_sos_print_field_references$$ cheat
snd_sos_show_soundevent_param_overwrite$$ cheat
snd_sos_max_event_base_depth$$ developmentonly
snd_sos_show_parameter_overwrite_warnings$$ developmentonly
snd_sos_opvar_debug$$ cheat
snd_sos_show_opvar_updates$$ cheat
snd_sos_show_opvar_updates_filter$$ cheat
snd_sos_soundevent_filter$$ cheat
snd_sos_pause_system$$ cheat
snd_sos_block_stop_global_stack$$ cheat
snd_sos_block_global_stack$$ cheat
snd_sos_ingame_debug$$ cheat
snd_sos_show_track_list$$ developmentonly
snd_sequencer_show_bpm$$ cheat
snd_sequencer_show_events$$ cheat
snd_sequencer_show_quantize_queue$$ cheat
snd_enable_subgraph_log$$ developmentonly
snd_enable_subgraph_corenull_passthrough$$ developmentonly
silence_dsp$When on, silences all DSP mixes.$ cheat
adsp_room_min$$ developmentonly
adsp_duct_min$$ developmentonly
adsp_hall_min$$ developmentonly
adsp_tunnel_min$$ developmentonly
adsp_street_min$$ developmentonly
adsp_alley_min$$ developmentonly
adsp_courtyard_min$$ developmentonly
adsp_openspace_min$$ developmentonly
adsp_openwall_min$$ developmentonly
adsp_openstreet_min$$ developmentonly
adsp_opencourtyard_min$$ developmentonly
adsp_debug$$ archive
adsp_door_height$$ developmentonly
adsp_wall_height$$ developmentonly
adsp_low_ceiling$$ developmentonly
snd_mergemethod$Sound merge method (0 == sum and clip, 1 == max, 2 == avg).$ developmentonly
snd_gamevolume$Game volume$ archive
snd_voipvolume$Voice volume$ archive
snd_gamevoicevolume$Game v.o. volume$ archive
snd_delay_sound_ms_shift$Sound device synchronization shift (ms)$ developmentonly
snd_delay_sound_ms_max$Sound device synchronization max delay (ms)$ developmentonly
volume$Sound volume$ archive
snd_toolvolume$Volume of sounds in tools (e.g. Hammer, SFM)$ archive
snd_musicvolume$Music volume$ archive
snd_autodetect_latency$$ archive
snd_mixahead$$ archive
snd_mix_async$$ developmentonly cheat
dsp_dist_min$$ cheat demo
dsp_dist_max$$ cheat demo
dsp_mix_min$$ developmentonly demo
dsp_mix_max$$ developmentonly demo
dsp_db_min$$ developmentonly demo
dsp_db_mixdrop$$ developmentonly demo
snd_showstart$$ cheat
snd_filter$$ cheat
dsp_automatic$$ developmentonly demo
dsp_off$$ cheat
dsp_volume$$ archive demo
dsp_vol_5ch$$ developmentonly demo
dsp_vol_4ch$$ developmentonly demo
dsp_vol_2ch$$ developmentonly demo
snd_mixer_master_level$$ cheat
snd_mixer_master_dsp$$ cheat
snd_showclassname$$ cheat
snd_list$$ cheat
snd_disable_mixer_solo$$ cheat
snd_soundmixer$$ developmentonly
snd_disable_mixer_duck$$ cheat
snd_soundmixer_version$$ developmentonly
snd_async_spew_blocking$Spew message to console any time async sound loading blocks on file i/o.$ developmentonly
snd_refdist$Reference distance for snd_refdb$ cheat
snd_refdb$Reference dB at snd_refdist$ cheat
snd_gain$$ archive
snd_gain_max$$ cheat
snd_gain_min$$ cheat
snd_sos_default_update_stack$$ developmentonly
snd_compare_KV_convert$$ developmentonly
snd_sos_use_case_sensitive_soundevents$$ developmentonly
snd_sos_soundevent_deferred_interval_time$$ developmentonly
snd_sos_soundevent_max_deferred_time$$ developmentonly
speaker_config$$ archive
sound_device_override$ID of the sound device to use$ archive release
snd_enable_imgui$Game/Sound System Debugger$ developmentonly archive cheat menubar_item
snd_hrtf_distance_behind$HRTF calculations will calculate the player as being this far behind the camera.$ developmentonly
dota_enable_spatial_audio$Flag to enable spatial audio in Dota 2.$ developmentonly
dota_spatial_audio_mix$Mix value to blend spatial and non-spatial audio in Dota 2.$ developmentonly
snd_vmix_show_input_updates$If set to 1, show all incoming updates to vmix inputs..$ cheat
snd_vmix_override_mix_decay_time$If set > 0, overrides how long the decay time is on all mix graphs (in seconds)..$ cheat
snd_report_verbose_error$If set to 1, report more error found when playing sounds..$ cheat
snd_envelope_rate$$ cheat
snd_ducktovolume$$ archive
snd_duckerattacktime$$ archive
snd_duckerreleasetime$$ archive
snd_duckerthreshold$$ archive
voice_loopback$$ userinfo
voice_fadeouttime$$ developmentonly
voice_stall_ms$$ developmentonly
voice_min_buffer_ms$$ developmentonly
voice_initial_buffer_ms$$ developmentonly
snd_sos_show_block_debug$Spew data about the list of block entries.$ cheat
snd_sos_show_entry_match_free$$ developmentonly
snd_op_test_convar$$ cheat
snd_dsp_distance_min$$ cheat
snd_dsp_distance_max$$ cheat
snd_sos_report_entity_deleted$$ developmentonly
snd_sos_calc_angle_debug$$ replicated cheat
snd_sos_show_mixgroup_path_errors$$ developmentonly
snd_occlusion_debug$$ gamedll clientdll replicated cheat
cl_snd_cast_clear$$ developmentonly
cl_snd_cast_retrigger$$ developmentonly
snd_occlusion_min_wall_thickness$$ replicated cheat
snd_occlusion_report$$ developmentonly cheat
snd_occlusion_override$$ developmentonly replicated cheat
snd_occlusion_visualize$$ developmentonly cheat
snd_occlusion_rays$$ replicated cheat
snd_steamaudio_max_occlusion_samples$The maximum number of rays that can be traced for volumetric occlusion by Steam Audio.$ cheat
snd_steamaudio_num_rays$The number of rays to trace for reflection modeling by Steam Audio.$ cheat
snd_steamaudio_num_diffuse_samples$The number of directions considered for ray bounce by Steam Audio.$ cheat
snd_steamaudio_num_bounces$The maximum number of times any ray can bounce when using Steam Audio.$ cheat
snd_steamaudio_num_threads$Sets the number of threads used for realtime reflection by Steam Audio.$ cheat
snd_steamaudio_ir_duration$The time delay between a sound being emitted and the last audible reflection in Steam Audio.$ cheat
snd_steamaudio_ambisonics_order$The amount of directional detail in the simulated by Steam Audio.$ cheat
snd_steamaudio_max_convolution_sources$The maximum number of simultaneous sources that can be modeled by Steam Audio.$ cheat
snd_steamaudio_reverb_order$Ambisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.$ developmentonly
snd_steamaudio_hybrid_reverb_transition_time$Set the transition time (in seconds) between convolution and parametric reverb.$ developmentonly
snd_steamaudio_hybrid_reverb_overlap$Set the overlap fraction (0 to 1) for hybrid reverb.$ developmentonly
snd_steamaudio_reverb_update_rate$Set the maximum update rate (in Hz) for reverb.$ developmentonly
snd_steamaudio_enable_custom_hrtf$Enable custom HRTF loading.$ developmentonly
snd_steamaudio_active_hrtf$Index of active HRTF.$ developmentonly
snd_steamaudio_enable_pathing$This variable is checked by soundstack to globally enabling pathing for audio processing.$ cheat
snd_steamaudio_load_pathing_data$If set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.$ cheat
snd_steamaudio_load_reverb_data$If set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.$ cheat
mat_tonemap_csgo_force_rate$$ cheat
mat_tonemap_csgo_force_accelerate_exposure_down$$ cheat
mat_tonemap_csgo_force_use_alpha$$ cheat
mat_tonemap_csgo_force_scale$$ cheat
mat_tonemap_csgo_uncap_exposure$$ cheat
mat_tonemap_csgo_debug$$ developmentonly
mat_tonemap_csgo_bloom_start_value$$ cheat
mat_tonemap_csgo_bloom_scale$$ cheat
volume_fog_enable_jitter$$ cheat
volume_fog_enable_stereo$$ cheat
volume_fog_disable$$ cheat
volume_fog_clipmap_update$$ cheat
volume_fog_clipmaps_enabled$$ cheat
volume_fog_intermediate_textures_hdr$$ developmentonly
volume_fog_enlarge_frusta$$ cheat
volume_fog_dither_scale$$ cheat
volume_fog_show_volumes$$ cheat
volume_fog_width$$ developmentonly
volume_fog_height$$ developmentonly
volume_fog_depth$$ developmentonly
volume_fog_jitter_offset_random$$ developmentonly
r_light_probe_volume_debug_grid_albedo$albedo for LPV debug grid$ cheat
rtx_force_default_hitgroup$Forces all ray traced geometry to use default hit shaders instead of specialized ones.$ developmentonly
csm_slope_scale_db_override$$ cheat
csm_split_log_scalar$$ cheat
csm_res_override_0$$ cheat
csm_res_override_1$$ cheat
csm_res_override_2$$ cheat
csm_res_override_3$$ cheat
csm_bias_override_0$$ cheat
csm_bias_override_1$$ cheat
csm_bias_override_2$$ cheat
csm_bias_override_3$$ cheat
csm_max_num_cascades_override$Number of cascades in sunlight shadow$ developmentonly
csm_max_shadow_dist_override$$ developmentonly
csm_viewmodel_shadows$$ developmentonly
csm_viewmodel_max_shadow_dist$$ cheat
csm_viewmodel_farz$$ cheat
csm_viewmodel_max_visible_dist$$ cheat
csm_viewdir_shadow_bias$$ cheat
csm_cascade_viewdir_shadow_bias_scale$$ cheat
csm_cascade0_override_dist$$ cheat
csm_cascade1_override_dist$$ cheat
csm_cascade2_override_dist$$ cheat
csm_cascade3_override_dist$$ cheat
r_stereo_multiview_instancing$Use multiview instancing for stereo rendering.$ cheat
sc_log_submits$Log out display list submits from scenesystem$ cheat
sc_max_framebuffer_copies_per_layer$$ developmentonly
sc_queue_reflection_views_to_layers$$ developmentonly
sc_show_rejected_objects$$ developmentonly
sc_show_rejected_objects_range$$ developmentonly
sc_allow_secondary_contexts$$ developmentonly
sc_force_single_display_list_per_layer$$ developmentonly
sc_parallel_render_a_view$$ developmentonly
sc_no_cull$$ developmentonly
sc_no_vis$$ developmentonly
sc_bounds_group_cull$$ developmentonly
sc_disable_culling_boxes$$ cheat
sc_layer_batch_threshold$$ developmentonly
sc_layer_batch_threshold_fullsort$$ developmentonly
sc_disable_shadow_materials$$ cheat
sc_disable_shadow_fastpath$$ cheat
sc_extended_stats$$ cheat
sc_hdr_enabled_override$Override default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110$ developmentonly
r_lightBinnerFarPlane$$ cheat
r_cs_skinning$$ developmentonly
sc_force_translation_in_projection$If enabled, the camera's translation will be included in the projection matrix.$ cheat
sc_dump_lists$$ cheat
sc_disable_baked_lighting$$ developmentonly
sc_check_world$$ cheat
sc_lod_distance_scale_override$$ cheat
r_fallback_texture_lod_scale$Scale factor for requested texture size (texture streaming) - used for geo that doesn't have a precomputed UV density measure$ cheat
r_texture_lod_scale$Scale factor for requested texture size (texture streaming)$ cheat
sc_force_lod_level$$ cheat
sc_reject_all_objects$$ cheat
sc_skip_traversal$$ cheat
sc_disable_procedural_layer_rendering$$ cheat
sc_only_render_shadowcasters$$ cheat
sc_only_render_opaque$$ cheat
sc_skip_identical_rt_binds$$ developmentonly
sc_throw_away_all_layers$$ developmentonly
sc_keep_all_layers$$ developmentonly
sc_batch_layer_cb_updates$$ developmentonly
sc_new_morph_atlasing$$ developmentonly
sc_spew_cmt_usage$$ developmentonly
sc_disableThreading$$ cheat
r_shadows$$ cheat
debugoverlay_show_text_outline$Toggle display of box around text$ cheat
debugoverlay_force_respect_ttl$Force respect TTL even when clearing scopes$ cheat
screenmessage_show$Enable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present$ cheat
debugoverlay_ignore_source$Draw everything normal and ignore the source for rendering$ cheat
debugoverlay_draw_current$Tell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.$ cheat
r_reset_character_decals$$ developmentonly
r_character_decal_resolution$$ developmentonly
r_character_decal_renderdoc_capture$$ developmentonly
r_fullscreen_quad_single_triangle$$ developmentonly
r_ssao_radius$$ developmentonly
r_ssao_bias$$ developmentonly
r_ssao_strength$$ developmentonly
r_ssao_blur$$ developmentonly
mat_tonemap_force_min$$ cheat
mat_tonemap_force_max$$ cheat
mat_tonemap_force_percent_target$Override. Old default was 45.$ cheat
mat_tonemap_force_percent_bright_pixels$Override. Old value was 1.0$ cheat
mat_tonemap_force_average_lum_min$Override. Old default was 3.0$ cheat
mat_tonemap_force_rate$$ cheat
mat_tonemap_force_accelerate_exposure_down$$ cheat
mat_tonemap_force_use_alpha$$ cheat
mat_tonemap_force_scale$$ cheat
mat_tonemap_uncap_exposure$$ cheat
mat_tonemap_debug$$ developmentonly
mat_tonemap_force_log_lum_min$$ cheat
mat_tonemap_force_log_lum_max$$ cheat
mat_tonemap_bloom_start_value$$ cheat
mat_tonemap_bloom_scale$$ cheat
sc_show_tonemap_visualizer$SceneSystem/Tonemap Visualizer$ developmentonly cheat menubar_item
mat_tonemap_csgo_force_min$$ cheat
mat_tonemap_csgo_force_max$$ cheat
mat_tonemap_csgo_force_percent_target$Override. Old default was 45.$ cheat
mat_tonemap_csgo_force_percent_bright_pixels$Override. Old value was 1.0$ cheat
mat_tonemap_csgo_force_average_lum_min$Override. Old default was 3.0$ cheat
sc_show_gpu_profiler$SceneSystem/GPU Profiler$ developmentonly cheat menubar_item
sc_show_texture_visualizer$SceneSystem/Texture Visualizer$ developmentonly cheat menubar_item
sc_draw_aggregate_meshes$SceneSystem/Aggregates/Draw Aggregates$ developmentonly menubar_item
sc_aggregate_gpu_culling$Toggles GPU culling of aggregate meshes$ developmentonly
sc_aggregate_gpu_occlusion_culling$$ developmentonly
sc_aggregate_gpu_culling_show_culled$SceneSystem/Aggregates/Show GPU Culled Meshes$ developmentonly menubar_item
sc_aggregate_gpu_culling_conservative_bounds$$ developmentonly
sc_aggregate_material_solo$$ developmentonly cheat
r_aoproxy_min_dist$$ developmentonly
r_aoproxy_min_dist_box$$ developmentonly
r_aoproxy_cull_dist$Distance to cull the AO proxy as a factor of size$ developmentonly
r_morphing_enabled$$ cheat
r_skinning_enabled$$ cheat
sc_force_push_constant_update_every_draw$$ developmentonly
sc_allow_dynamic_constant_batching$$ developmentonly
sc_visualize_sceneobjects$1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding$ developmentonly
sc_visualize_batches$color per batch$ developmentonly
sc_mesh_backface_culling$$ developmentonly
sc_force_materials_batchable$$ cheat
sc_disable_world_materials$$ cheat
fog_override$Overrides the map's fog settings (-1 populates fog_ vars with map's values)$ clientdll cheat
fog_color$$ clientdll cheat
fog_hdrcolorscale$$ clientdll cheat
r_dither_scale$$ developmentonly
lb_cubemap_normalization_max$$ developmentonly
lb_cubemap_normalization_roughness_begin$$ developmentonly
r_directional_lightmaps$$ developmentonly
r_light_probe_volume_debug_colors$$ cheat
r_cubemap_debug_colors$$ cheat
r_light_probe_volume_debug_grid$Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all$ cheat
r_light_probe_volume_debug_grid_bbox$Show LPV bounding box when debug grid is on, 0: off, 1: on$ cheat
lb_shadow_map_culling$$ cheat
lb_allow_time_sliced_shadow_map_rendering$Allow time-sliced shadow buffer rendering when enabled via gameinfo.gi$ developmentonly
lb_convert_to_barn_lights_falloff_match_point$$ developmentonly
lb_sun_csm_size_cull_threshold_texels$Size, in texels, where we will cull an object in the shadowmap$ developmentonly
lb_csm_override_staticgeo_cascades$Override Cascades that will render static objects with lb_csm_override_staticgeo_cascades_value$ developmentonly
lb_csm_override_staticgeo_cascades_value$If lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects$ developmentonly
sc_cache_envmap_lpv_lookup$$ developmentonly
r_cpu_light_binner_use_gpu$$ developmentonly
r_cpu_light_binner_default_spec_env_fade_time$$ developmentonly
r_cpu_light_binner_allow_sun_shadows_on_spots$$ developmentonly
r_cpu_light_binner_shadow_target_size$$ developmentonly
r_cpu_light_binner_spot_shadow_size$$ developmentonly
r_cpu_light_binner_32bit_shadows$$ developmentonly
sc_override_shadow_fade_min_dist$$ cheat
sc_override_shadow_fade_max_dist$$ cheat
lb_enable_lights$SceneSystem/LightBinner/Enable Lights$ developmentonly cheat menubar_item
lb_enable_envmaps$SceneSystem/LightBinner/Enable EnvMaps$ developmentonly cheat menubar_item
lb_use_illumination_silhouette$SceneSystem/LightBinner/Use Illumination Bounds$ developmentonly cheat menubar_item
lb_use_ellipsoid_bounds$$ developmentonly cheat
lb_debug_silhouette$SceneSystem/LightBinner/Debug Silhouettes$ developmentonly cheat menubar_item
lb_debug_tiles$SceneSystem/LightBinner/Debug Tiles$ developmentonly cheat menubar_item
lb_enable_stationary_lights$Allows rendering stationary/mixed lights$ developmentonly cheat
lb_enable_dynamic_lights$Allows rendering dynamic lights$ developmentonly cheat
lb_enable_shadow_casting$Allow stationary/dynamic lights to cast shadows.$ developmentonly
lb_enable_baked_shadows$SceneSystem/LightBinner/Enable Baked Shadows$ developmentonly cheat menubar_item
lb_mixed_shadows$SceneSystem/LightBinner/Enable Mixed Shadows$ developmentonly cheat menubar_item
lb_debug_shadow_atlas$SceneSystem/LightBinner/Debug Dynamic Shadow Atlas$ developmentonly cheat menubar_item
lb_debug_light_bounds$SceneSystem/LightBinner/Debug Light Bounds$ developmentonly cheat menubar_item
lb_show_light_fog_clipmap_cb_cost$Show cost of lights in fog clipmap constant buffer. yellow = 1 cost, red = 6 cost$ cheat
lb_enable_binning$SceneSystem/LightBinner/Enable Binning$ developmentonly menubar_item
lb_tile_pixels$$ developmentonly
lb_bin_slices$$ developmentonly
lb_shadow_texture_width_override$Override width of shadow atlas texture$ developmentonly
lb_shadow_texture_height_override$Override height of shadow atlas texture$ developmentonly
lb_csm_cascade_size_override$Override width/height of individual cascades in the CSM$ developmentonly
lb_csm_receiver_plane_depth_bias$Depth bias applied to shadow receiver$ developmentonly
lb_csm_draw_alpha_tested$$ developmentonly
lb_csm_draw_translucent$$ developmentonly
lb_enable_sunlight$SceneSystem/LightBinner/Enable Sunlight$ developmentonly cheat menubar_item
lb_low_quality_shader_fade_region_rescale$For envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.$ developmentonly cheat