CVars (ETQW)

The information on this page is specific to Enemy Territory: Quake Wars .


Existing CVars as of public beta 2.

GAME CVars:

a_glowBaseScale … Original image contribution factor
a_glowLuminanceDependency … Dependency of the glow on the luminance(brightness)
a_glowScale … Blurred image contribution factor
a_glowSpriteMin
a_glowSpriteSize
a_glowSunBaseScale … Factor to scale to sun factor with
a_glowSunPower … Power to raise to sun factor to
a_glowSunScale … Factor to scale to sun factor with
a_glowThresh … Threshold above which part of the scene starts glowing
a_sun
a_windTimeScale … Speed at which wind effects change
aas_extendFlyPaths … set to 1 to enable extending fly paths
aas_locationMemory … used to remember a particular location, set to ‘current’ to store the current x,y,z location
aas_optimizePaths … set to 1 to enable path optimization
aas_pullPlayer … pull the player to the specified area
aas_randomPullPlayer … pull the player to a random area
aas_showAreas … show the areas in the selected aas
aas_showBadAreas … show bad AAS areas
aas_showEdgeNums … show edge nums
aas_showFloorTrace … show floor trace
aas_showFuncObstacles … show the AAS func_obstacles on the map
aas_showHopPath … show hop path to specified area
aas_showManualReachabilities … show manually placed reachabilities
aas_showNearestCoverArea … show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4)
aas_showNearestInsideArea … show the nearest area that is inside
aas_showObstacleAvoidance … shows obstacles along paths
aas_showObstaclePVS … show obstacle PVS for the given area
aas_showPath … show the path to the walk specified area
aas_showPushIntoArea … show an arrow going to the closest area
aas_showTravelTime … print the travel time to the specified goal area (only when aas_showAreas is set)
aas_showWallEdgeNums … show the number of the edges of walls
aas_showWallEdges … show the edges of walls, 2 = project all to same height, 3 = project onscreen
aas_skipObstacleAvoidance … ignore all dynamic obstacles along paths
aas_subSampleWalkPaths … set to 1 to enable walk path sub-sampling
aas_test … select which AAS to test
af_contactFrictionScale … scales the contact friction
af_forceFriction … force the given friction value
af_highlightBody … name of the body to highlight
af_highlightConstraint … name of the constraint to highlight
af_jointFrictionScale … scales the joint friction
af_maxAngularVelocity … maximum angular velocity
af_maxLinearVelocity … maximum linear velocity
af_showActive … show tree-like structures of articulated figures not at rest
af_showBodies … show bodies
af_showBodyNames … show body names
af_showConstrainedBodies … show the two bodies contrained by the highlighted constraint
af_showConstraintNames … show constraint names
af_showConstraints … show constraints
af_showInertia … show the inertia tensor of each body
af_showLimits … show joint limits
af_showMass … show the mass of each body
af_showPrimaryOnly … show primary constraints only
af_showTimings … show articulated figure cpu usage
af_showTotalMass … show the total mass of each articulated figure
af_showTrees … show tree-like structures
af_showVelocity … show the velocity of each body
af_skipFriction … skip friction
af_skipLimits … skip joint limits
af_skipSelfCollision … skip self collision detection
af_testSolid … test for bodies initially stuck in solid
af_timeScale … scales the time
af_useImpulseFriction … use impulse based contact friction
af_useJointImpulseFriction … use impulse based joint friction
af_useLinearTime … use linear time algorithm for tree-like structures
af_useSymmetry … use constraint matrix symmetry
ai_debugAnimState … displays animState changes for the specified monster entity number
ai_debugMove … draws movement information for monsters
ai_debugScript … displays script calls for the specified monster entity number
ai_debugTrajectory … draws trajectory tests for monsters
anim_forceUpdate
anim_maxBodyPitch … max pitch of body adjustment
anim_minBodyPitch … min pitch of body adjustment
aor_animationCutoffScale … scale the aor animation cutoff distance
aor_ikCutoffScale … scale the aor ik cutoff distance
aor_physicsCutoffScale … scale the aor physics cutoff distance
aor_physicsLod1StartScale … scale the aor physics lod 1 distance
aor_physicsLod2StartScale … scale the aor physics lod 2 distance
aor_physicsLod3StartScale … scale the aor physics lod 3 distance
bot_aimSkill … Sets the bot’s default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
bot_balanceCriticalClass … Have the bots try to keep someone playing the critical class at all times. 0 = keep the class they spawn in as. Default = 1.
bot_breakPoint … Cause a program break to occur inside the bot’s AI
bot_debug … Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1
bot_debugActionGoalNumber … Set to any action number on the map to have the bot ALWAYS do that action, for debugging. -1 = disabled. NOTE: The bot will treat the goal as a camp goal. This is useful for path testing.
bot_debugAirVehicles … Debug bot air vehicle usage. -1 = disable
bot_debugGroundVehicles … Debug bot ground vehicle usage. -1 = disable
bot_debugMapScript … Allows you to debug the bot script.
bot_debugObstacleAvoidance … Debug obstacle avoidance
bot_debugObstacles … Debug bot obstacles in the world
bot_debugPersonalVehicles … Only used for debugging the use of the husky icarus.
bot_debugSpeed … Debug bot’s move speed. -1 = disable
bot_debugWeapons … Only used for debugging bots weapons.
bot_doObjectives … 0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player
bot_drawActionDist … How far away to draw the bot action info. Default is 2048
bot_drawActionGroupNum … Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled.
bot_drawActionNumber … Draw a specific bot action only. -1 = disable
bot_drawActionRoutesOnly … Draw only the bot actions that have the defined route.
bot_drawActions … Draw the bot’s actions.
bot_drawActionSize … How big to draw the bot action info. Default is 0.2
bot_drawActionTypeOnly … Draw only actions that have a gdf/strogg goal number matching the cvar value. Check the bot manual for goal numbers. -1 = disabled.
bot_drawActionWithClasses … Draw only actions that have a validClass set to anything other then 0 ( 0 = any class ).
bot_drawActiveActionsOnly … Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up.
bot_drawActiveRoutesOnly … Only draw the active routes on the map.
bot_drawClientNumbers … Draw every clients number above their head
bot_drawNodes … draw vehicle path nodes
bot_drawObstacles … Draw the bot’s dynamic obstacles in the world
bot_drawRouteGroupOnly … Only draw routes that have the groupID specified.
bot_drawRoutes … Draw the routes on the map.
bot_enable … 0 = bots will not be loaded in the game. 1 = bots are loaded.
bot_followMe … Have the bots follow you in debug mode
bot_godMode … Set to the bot client you want to enter god mode. -1 = disable.
bot_ignoreEnemies … If set to 1, bots will ignore all enemies. Useful for debugging bot behavior
bot_ignoreGoals … If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior
bot_knifeOnly … goofy mode where the bots only use their knifes in combat.
bot_minClients … Keep a minimum number of clients on the server with bots. -1 to disable
bot_noChat … 0 = bots chat, 1 = bots never chat
bot_noRandomJump … makes bots not randomly jump
bot_noTapOut … makes bots not want to ever tap out, for debug purposes
bot_noTaunt … 0 = bots taunt, 1 = bots never taunt
bot_pause … Pause the bot’s thinking - useful for screenshots/debugging/etc
bot_showPath … Show the path for the bot’s client number. -1 = disable.
bot_sillyWarmup … 0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup
bot_skill … Sets the bot’s default AI skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
bot_skipThinkClient … A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled.
bot_sleepWhenServerEmpty … has the bots stop thinking when the server is idle and there are no humans playing
bot_spectateDebug … If enabled, automatically sets the debug hud to the bot being spectated
bot_stayInVehicles … 1 = bots will never leave their vehicle. Only useful for debugging. Default is 0
bot_testObstacleAvoidance … test obstacle avoidance
bot_testObstacleQuery … test a previously recorded obstacle avoidance query
bot_threading … enable running the bot AI in a separate thread
bot_threadMaxFrameDelay … maximum number of game frames the bot AI can trail behind
bot_threadMinFrameDelay … minimum number of game frames the bot AI trails behind
bot_uiNumGDF … The number of gdf bots to add to the server. -1 to disable
bot_uiNumStrogg … The number of strogg bots to add to the server. -1 to disable
bot_uiSkill … The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER
bot_useAltRoutes … Debug the bot’s alternate path use.
bot_useDeployables … 0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables
bot_useRearSpawn … debug bots using rear spawn points
bot_useShotguns … 0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns.
bot_useSniperWeapons … 0 = bots wont use sniper rifles. 1 = bots will use sniper rifles.
bot_useSpawnHosts … 0 = strogg bots can’t use spawn host bodies, 1 = bots can use spawnhosts
bot_useStrafeJump … 0 = bots can’t strafe jump, 1 = bots CAN strafe jump to goal locations that are far away
bot_useSuicideWhenStuck … 0 = bots never suicide when stuck. 1 = bots suicide if they detect that they’re stuck
bot_useTKRevive … Allows the bots to use the advanced tactic of TK reviving if their teammate is weak. 0 = disabled. Default is 1
bot_useVehicles … 0 = bots dont use vehicles, 1 = bots do use vehicles
cm_drawTraces … draw polygon and edge normals
g_allowComplaint_charge … Allow complaints for teamkills with charges
g_allowComplaint_explosives … Allow complaints for teamkills with explosive weapons and items
g_allowComplaint_firesupport … Allow complaints for teamkills with fire support
g_allowComplaint_vehicles … Allow complaints for teamkills with vehicle
g_autoFireTeam … Prompt to join a fireteam when switching to a new team.
g_autoReadyPercent … Percentage of a full server that must be in game for auto ready to start
g_autoReadyWait … Length of time auto ready will wait before starting the countdown
g_banner_1 … banner message 1
g_banner_10 … banner message 10
g_banner_11 … banner message 11
g_banner_12 … banner message 12
g_banner_13 … banner message 13
g_banner_14 … banner message 14
g_banner_15 … banner message 15
g_banner_16 … banner message 16
g_banner_2 … banner message 2
g_banner_3 … banner message 3
g_banner_4 … banner message 4
g_banner_5 … banner message 5
g_banner_6 … banner message 6
g_banner_7 … banner message 7
g_banner_8 … banner message 8
g_banner_9 … banner message 9
g_banner_delay … delay between banner messages
g_banner_loopdelay … delay before banner messages repeat, 0 = off
g_cacheDictionaryMedia … Precache all media from entity dictionaries
g_chatDefaultColor … RGBA value for normal chat prints
g_chatFireTeamColor … RGBA value for fire team chat prints
g_chatLineTimeout … number of seconds that each chat line stays in the history
g_chatTeamColor … RGBA value for team chat prints
g_cheapDecalsMaxDistance … max distance decals are created
g_collisionModelMask
g_commandMapZoom … command map zoom level
g_commandMapZoomStep … percent to increase/decrease command map zoom by
g_compiledScriptSafety … enables extra safety checks in exported scripts
g_complaintGUIDLimit … Total unique complaints at which a player will be kicked
g_complaintLimit … Total complaints at which a player will be kicked
g_damageIndicatorAlphaScale … alpha of the damage indicators
g_damageIndicatorColor … color of the damage indicators
g_damageIndicatorFadeTime … number of seconds that a damage indicator stays visible
g_damageIndicatorHeight … height of the damage indicators
g_damageIndicatorWidth … width of the damage indicators
g_debugAnim … displays information on which animations are playing on the specified entity number. set to -1 to disable.
g_debugAnimLookups … prints successful animation lookups
g_debugAnimStance … displays information on which stances are set on the specified entity number. set to -1 to disable.
g_debugBounds … checks for models with bounds > 2048
g_debugBulletFiring … spam info about bullet traces
g_debugCinematic
g_debugDamage
g_debugFootsteps … prints which surfacetype the player is walking on
g_debugForceFields
g_debugFrameCommands … Prints out frame commands as they are called
g_debugFrameCommandsFilter … Filter the type of framecommands
g_debugGUI … Show GUI window outlines
g_debugGUIEvents … Show the results of events
g_debugGUIRenderWorld … Output information for GUI-based renderWorlds
g_debugGUITextRect … Show windows’ text rectangle outlines
g_debugGUITextScale … Size that the debug GUI info font is drawn in.
g_debugLocations
g_debugMask … debugs a deployment mask
g_debugNetworkWrite
g_debugPlayerList … fills UI lists with fake players
g_debugProficiency
g_debugScript
g_debugSpecatorList … fills the spectator list with fake players
g_debugVehicleDriveForces … show info about wheeled drive forces
g_debugVehicleFeedback … show info about wheeled suspension feedback
g_debugVehicleFrictionFeedback … show info about wheeled surface friction feedback
g_debugVehicleHoverPads … show info about hoverpads
g_debugVehicleHurtZones … show info about the hurtZone component
g_debugVehiclePseudoHover … show info about the pseudoHover component
g_debugVehicleWheelForces … show info about wheel forces
g_debugWeapon
g_debugWeaponSpread … displays the current spread value for the weapon
g_decals … show decals such as bullet holes
g_demoAnalyze … analyze demo during playback
g_demoOutputMDF … output entity keyframe data from demo
g_disableFootsteps … enable/disable footsteps
g_disableGlobalAudio … disable global VOIP communication
g_disableTransportDebris
g_disableVehicleSpawns … disables vehicles spawning from construction pads
g_disasm … disassemble script into base/script disasm.txt on the local drive when script is compiled
g_dragDamping
g_dragEntity … allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragMaxforce
g_dragShowSelection
g_drawAntiLag … Visualizes the anti-lag point generation
g_drawAntiLagHits … Draws information when anti-lag generates a hit
g_drawContacts … draw physics object contacts
g_drawPlayerDamage … Draws numbers above the player’s head every time they take damage ( Must be enabled on the server too )
g_drawPlayerIcons … Enables/Disables player icons
g_drawRouteConstraints … draws lines showing route constraints
g_editEntityMode … 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models
g_enemyColor … color of enemy units
g_execMapConfigs … Execute map cfg with same name
g_exportMask
g_fireteamColor … color of fireteam units
g_forceClear … forces clearing of color buffer on main game draw (faster)
g_fov
g_frametime … displays timing information for each game frame
g_friendlyColor … color of friendly units
g_gameReviewPause … Time (in minutes) for scores review time
g_gameReviewReadyWait … wait for players to ready up before going to the next map
g_gravity
g_guiSpeeds … Show GUI speeds
g_gunX
g_gunY
g_gunZ
g_hitBeep … play hit beep sound when you inflict damage. 0 = do nothing 1 = beep/flash cross-hair 2 = beep 3 = flash cross-hair
g_kickAmplitude
g_kickBanLength … length of time a kicked player will be banned for
g_kickTime
g_knockback
g_logObjectives … log objective completion info
g_logProficiency … log proficiency data
g_maxPlayerWarnings … maximum warnings before player is kicked
g_maxProficiency
g_maxShowDistance
g_maxSpectateTime … maximum length of time a player may spectate for
g_maxTransportDebrisExtraHigh … The maximum number of pieces of extra high priority (really large) debris. -1 means no limit.
g_maxTransportDebrisHigh … The maximum number of pieces of high priority (large) debris. -1 means no limit.
g_maxTransportDebrisLow … The maximum number of pieces of low priority (small) debris. -1 means no limit.
g_maxTransportDebrisMedium … The maximum number of pieces of medium priority (middling) debris. -1 means no limit.
g_maxVoiceChats … maximum number of voice chats a player may do in a period of time
g_maxVoiceChatsOver … time over which the maximum number of voice chat limit is applied
g_muteSpecs … Send all spectator global chat to team chat
g_neutralColor … color of neutral units
g_nextMap … commands to execute when the current map campaign ends
g_noBotSpectate … disables the ability to spectate bots
g_noRouteConstraintKick … enables/disables players being kicked for deviating from routes
g_noRouteMaskDestruction … enables/disables the mcp being destroyed when driven outside the mask
g_noVehicleDecay … enables / disables vehicle decay
g_password … game password
g_playerArrowIconSize … Size of the screen space player arrow icons
g_playerIconAlphaScale … alpha to apply to world-based objective icons
g_playerIconSize … Size of the screen space player icons
g_playerPushForce … force players can be pushed by other players
g_playTooltipSound … Play the sound attached to a tooltip when it is shown
g_privatePassword … game password for private slots
g_profileEntityThink … Enable entity think profiling
g_radialMenuMouseInput … 0 - no mouse input 1 - mouse input, no view movement 2 - mouse input, view movement
g_radialMenuMouseSensitivity … Mouse input scale
g_radialMenuStyle … Sets the style of the quick chat menu: 0 = radial, 1 = vertical
g_radialMenuUseNumberShortcuts … Use numbers instead of alpha-numeric shortcuts
g_removeStaticEntities … Remove non-dynamic entities on map spawn when they aren’t needed
g_rotateCommandMap … Rotate the command map around the player
g_showActiveDeployZones
g_showActiveEntities … draws boxes around thinking entities.
g_showAreaClipSectors
g_showcamerainfo … displays the current frame # for the camera when playing cinematics
g_showChatLocation … show/hide locations in chat text
g_showClipSectorFilter
g_showClipSectors
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showCommandMapNames … Show/hide location text on the commandmap
g_showCompileStats … sets whether to show stats at the end of compilation or not
g_showCrosshairInfo … shows information about the entity under your crosshair
g_showDemoHud … draw the demo hud gui
g_showDemoView … show player’s calculated view when paused instead of free-fly cam
g_showEntityInfo
g_showHud … draw the hud gui
g_showLocationWayPoints … Show/hide location waypoints in the world
g_showPlayerArrows … enable/disable arrows above the heads of players (0=off,1=all,2=friendly only)
g_showPlayerShadow … enables shadow of player model
g_showPlayerSpeed … displays player movement speed
g_showPVS
g_showRenderModelBounds
g_showTargets … draws entities and their targets. hidden entities are drawn grey.
g_showTestModelFrame … displays the current animation and frame # for testmodels
g_showTriggers … draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
g_showVehicleCockpits … enables / disables vehicle cockpits
g_showVehiclePathNodes
g_showWayPoints … show or hide world-based objective icons
g_skipDeployChecks … Skips deployment territory checks, etc
g_skipIntro … skip the opening intro movie
g_skipLocalizedPrecipitation … Enable/disable precipitation effects
g_skipPostProcess … draw the post process gui
g_skipPrecipitation … Enable/disable precipitation effects
g_skipVehicleAccelFeedback … skip acceleration effects on wheeled suspensions
g_skipVehicleFrictionFeedback … ignore the effects of surface friction
g_skipVehicleTurnFeedback … skip turn ducking effects on wheeled suspensions
g_skipViewEffects … skip damage and other view effects
g_spectateViewLerpScale … Controls view smoothing for spectators
g_stopWatchMode … stopwatch mode, 0 = ABBA, 1 = ABAB
g_teamSwitchDelay … Delay (in seconds) before player can change teams again
g_testLadders
g_testModelAnimate … test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once
g_testModelBlend … number of frames to blend
g_testModelRotate … test model rotation speed
g_testParticle … test particle visualization, set by the particle editor
g_testParticleName … name of the particle being tested by the particle editor
g_testPostProcess … name of material to draw over screen
g_testSpectator
g_testViewSkin … name of skin to use for the view
g_timeoutToSpec … Timeout for players who are AFK to go into spectator mode (0=disabled)
g_tooltipTimeScale … Scale the amount of time that a tooltip is visible. 0 will disable all tooltips.
g_transportDebrisExtraHighCutoff … Beyond this distance from the viewpoint extra high priority debris will not be spawned. -1 means no limit.
g_transportDebrisHighCutoff … Beyond this distance from the viewpoint high priority debris will not be spawned. -1 means no limit.
g_transportDebrisLowCutoff … Beyond this distance from the viewpoint low priority debris will not be spawned. -1 means no limit.
g_transportDebrisMediumCutoff … Beyond this distance from the viewpoint medium priority debris will not be spawned. -1 means no limit.
g_unlock_interpolateMoving … interpolate moving objects in fps unlock mode
g_unlock_updateAngles … update view angles in fps unlock mode
g_unlock_updateViewpos … update view origin in fps unlock mode
g_unlock_viewStyle … 0: extrapolate view origin, 1: interpolate view origin
g_useBotsInPlayerTotal … Should bots count towards the number of players required to start the game?
g_useCompiledScript … enable/disable native compiled scripts
g_useSimpleStats … only look up local server stats
g_useTraceCollection … Use optimized trace collections
g_vehicleForce
g_vehicleSteerKeyScale … The scale of the wheeled vehicle steering keys - 1 is standard, 2 is twice as fast, etc
g_vehicleSuspensionDamping
g_vehicleSuspensionDown
g_vehicleSuspensionKCompress
g_vehicleSuspensionUp
g_vehicleTireFriction
g_vehicleVelocity
g_vehicleWheelTracesPerFrame … What fraction of the wheels are updated per frame
g_version … game version
g_votePassPercentage … Percentage of yes votes required for a vote to pass
g_voteWait … Delay (in minutes) before player may perform a callvote again
g_walkerTraceDistance … distance to check for space for the walker to move
g_warmup … Length (in minutes) of warmup period
g_warmupDamage … Enable/disable players taking damage during warmup
g_waypointAlphaScale … alpha to apply to world-based objective icons
g_waypointDistanceMax … min distance at which to show max icon size
g_waypointDistanceMin … max distance at which to show min icon size
g_waypointSizeMax … max world-view icon size
g_waypointSizeMin … min world-view icon size
g_weaponSwitchTimeout
g_writeStats … write stats txt files at the end of maps
g_xpSave … stores xp for disconnected players which will be given back if they reconnect
gamedate
gamename
gui_chatAlpha … alpha of chat text
gui_commandMapAlpha … alpha of command map
gui_crosshairAlpha … alpha of crosshair
gui_crosshairColor … RGB color tint for crosshair elements
gui_crosshairDef … name of def containing crosshair
gui_crosshairGrenadeAlpha … alpha of grenade timer components
gui_crosshairKey … name of crosshair key in def specified by gui_crosshairDef
gui_crosshairSpreadAlpha … alpha of spread components
gui_crosshairSpreadScale … amount to scale the spread indicator movement
gui_crosshairStatsAlpha … alpha of health/ammo/reload components
gui_debugLayout … Debug UI layout classes
gui_debugRadialMenus … Show radial menu debugging info
gui_doubleClickTime … Delay in seconds between considering two mouse clicks a double-click
gui_fireTeamAlpha … alpha of fireteam list
gui_obitAlpha … alpha of obituaries
gui_objectiveListAlpha … alpha of objective list
gui_objectiveStatusAlpha … alpha of objective status
gui_showRespawnText … show text about respawning when in limbo or dead
gui_tooltipAlpha … alpha of tooltips
gui_tooltipDelay … Delay in seconds before tooltips pop up.
gui_vehicleAlpha … alpha of vehicle information
gui_vehicleDirectionAlpha … alpha of vehicle direction indicators
gui_voteAlpha … alpha of vote
ik_debug … show IK debug lines
ik_enable … enable IK
m_helicopterPitch … helicopter mouse pitch scale
m_helicopterYaw … helicopter mouse yaw scale
net_aorPVSScale … AoR scale for outside of PVS
net_clientAORFilter
net_clientLagOMeter … draw prediction graph
net_clientSelfSmoothing … smooth local client position
net_clientShowAOR
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_limitApparentMaxErrorAllowance … fraction of the current physics speed added
net_limitApparentMaxLagAllowance … fraction of the current physics speed added to the maximum apparent speed due to client lag
net_limitApparentMinSpeed … minimum value for maximum apparent speed to reach
net_limitApparentVelocity … limit the apparent velocity of objects in prediction to realistic levels
net_maxPlayerCollisionMerge … maximum number of player collision steps to merge together during client reprediction
net_predictionErrorDecay … Enable/disable prediction error decay
net_serverMaxReservedClientSlots … maximum number of player slots reserved for session invites
net_staggerPlayerGroundChecks … skip every other ground check during forward prediction
net_useAOR … Enable/Disable Area of Relevance
password … client password used when connecting
pm_bboxwidth … x/y size of player’s bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob … bob much faster when crouched
pm_crouchheight … height of player’s bounding box while crouched
pm_crouchrate … time it takes for player’s view to change from standing to crouching
pm_crouchspeed … speed the player can move while crouched
pm_crouchviewheight … height of player’s view while crouched
pm_deadheight … height of player’s bounding box while dead
pm_deadviewheight … height of player’s view while dead
pm_deathThirdPersonAngle … direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_deathThirdPersonHeight … height of camera from normal view height in 3rd person
pm_deathThirdPersonRange … camera distance from player in 3rd person
pm_democamspeed … speed the player can move while flying around in a demo
pm_deployThirdPersonAngle … direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_deployThirdPersonHeight … height of camera from normal view height in 3rd person
pm_deployThirdPersonRange … camera distance from player in 3rd person
pm_friction … friction applied to player on the ground
pm_jumpheight … approximate height the player can jump
pm_maxproneviewpitch … amount player’s view can look down when prone
pm_maxviewpitch … amount player’s view can look down
pm_minproneviewpitch … amount player’s view can look up when prone(negative values are up)
pm_minviewpitch … amount player’s view can look up (negative values are up)
pm_noclipspeed … speed the player can move while in noclip
pm_noclipspeedsprint … speed the player can move while in noclip and sprinting
pm_noclipspeedwalk … speed the player can move while in noclip and walking
pm_normalheight … height of player’s bounding box while standing
pm_normalviewheight … height of player’s view while standing
pm_pausePhysics … pauses physics
pm_powerslide … adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0
pm_proneheight … height of player’s bounding box while prone
pm_pronespeed … speed the player can move while prone
pm_proneviewdistance … distance in front of the player’s view while prone
pm_proneviewheight … height of player’s view while prone
pm_runbob … bob faster when running
pm_runpitch
pm_runroll
pm_runspeedback … speed the player can move backwards while running
pm_runspeedforward … speed the player can move forwards while running
pm_runspeedstrafe … speed the player can move sideways while running
pm_skipBob … Disable all bobbing
pm_slidevelocity … what to do with velocity when hitting a surface at an angle. 0: use horizontal speed 1: keep some of the impact speed to push along the slide
pm_spectatebbox … size of the spectator bounding box
pm_spectatespeed … speed the player can move while spectating
pm_spectatespeedsprint … speed the player can move while spectating and sprinting
pm_spectatespeedwalk … speed the player can move while spectating and walking
pm_sprintspeedforward … speed the player can move forwards while sprinting
pm_sprintspeedstrafe … speed the player can move sideways while sprinting
pm_stepsize … maximum height the player can step up without jumping
pm_thirdPerson … enables third person view
pm_thirdPersonAngle … direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip … clip third person view into world space
pm_thirdPersonHeight … height of camera from normal view height in 3rd person
pm_thirdPersonNoPitch … ignore camera pitch when in third person mode
pm_thirdPersonOrbit … if set, will automatically increment pm_thirdPersonAngle every frame
pm_thirdPersonRange … camera distance from player in 3rd person
pm_vehicleSoundLerpScale
pm_walkbob … bob slowly when walking
pm_walkspeed … speed the player can move while walking
pm_waterFloatValue … fraction of water coverage at which the player will try to float
pm_waterSpeed … speed player will be pushed up in water when totally under water
rb_showActive … show rigid bodies that are not at rest
rb_showBodies … show rigid bodies
rb_showContacts … show contact points on rigid bodies
rb_showInertia … show the inertia tensor of each rigid body
rb_showMass … show the mass of each rigid body
rb_showTimings … show rigid body cpu usage
rb_showVelocity … show the velocity of each rigid body
si_adminname … admin name(s)
si_adminStart … admin required to start the match
si_allowLateJoin … Enable/disable players joining a match in progress
si_antiLag … Server does antilag on players
si_antiLagForgiving … How forgiving the antilag is - the higher, the more forgiving
si_antiLagOnly … ONLY use antilag
si_campaign … current active campaign
si_campaignInfo … current campaign map info
si_disableGlobalChat … disable global text communication
si_disableVoting … disable/enable all voting
si_email … contact email address
si_irc … IRC channel
si_map … current active map
si_maxPlayers … max number of players allowed on the server
si_minPlayers … minimum players before a game can be started
si_motd_1 … motd line 1
si_motd_2 … motd line 2
si_motd_3 … motd line 3
si_motd_4 … motd line 4
si_name … name of the server
si_needPass … enable client password checking
si_noProficiency … enable/disable XP
si_privateClients … max number of private players allowed on the server
si_pure … server is pure and does not allow modified data
si_readyPercent … percentage of players that need to ready up to start a match
si_rules … ruleset for game. Mainly defines the gametype.
si_spectators … allow spectators or require all clients to play
si_teamDamage … enable team damage
si_teamForceBalance … Stop players from unbalancing teams
si_timelimit … time limit (mins)
si_website … website info

GAME UI CVars:

|——————————————————————————————————-|———————————————————————————————| | ui_advancedFlightControls | … if true, advanced flight controls are activated | | ui_autoSwitchEmptyWeapons | … if true, will switch to the next usable weapon when the current weapon runs out of ammo | | ui_clanTag | … player clan tag | | ui_clanTagPosition | … positioning of player clan tag. 0 is before their name, 1 is after | | ui_drivingCameraFreelook | … if true, driving cameras where there is no weapon defaults to freelook | | ui_ignoreExplosiveWeapons | … if true, weapons marked as explosive will be ignored during auto-switches | | ui_name | … player name | | ui_postArmFindBestWeapon | … if true, after arming players’ best weapon will be selected | | ui_rememberCameraMode | … use same camera mode as was previously used when re-entering a vehicle | | ui_showGun | … show gun |

RNDR CVars:

image_anisotropy … set the maximum texture anisotropy if available
image_bumpPicMip … Uses a miplevel X steps down
image_colorMipLevels … development aid to see texture mip usage
image_detailPower … Controls how fast the detail textures fade out (0 = normal mipmaps, 1 is falloff after the first level)
image_diffusePicMip … Uses a miplevel X steps down
image_editorPicMip
image_filter … changes texture filtering on mipmapped images
image_globalPicMip … globally uses a miplevel X steps down
image_ignoreHighQuality … ignore high quality setting on materials
image_lodbias … change lod bias on mipmapped images
image_lodDistance … Distance at wich images don’t need full resolution
image_picMip … Uses a miplevel X steps down
image_picMipEnable … Enable picmip
image_roundDown … round bad sizes down to nearest power of two
image_showBackgroundLoads … 1 = print number of outstanding background loads
image_skipUpload … used during the build process, will skip uploads
image_specularPicMip … Uses a miplevel X steps down
image_useAllFormats … allow alpha/intensity/luminance luminance+alpha
image_useBackgroundLoads … 1 = enable background loading of images
image_useCompression … 0 = force everything to high quality
image_useNormalCompression … 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available
image_useOfflineCompression … write a batch file for offline compression of DDS files
image_usePrecompressedTextures … use .dds files if present
image_writeNormalTGA … write .tgas of the final normal maps for debugging
image_writeNormalTGAPalletized … write .tgas of the final palletized normal maps for debugging
image_writePrecompressedTextures … write .dds files if necessary
image_writeTGA … write .tgas of the non normal maps for debugging
r_32ByteVtx … Uses 32bit vtx
r_ambientARB … 0 = ambient cube map rendering done through ff pipeline, 1 = ambient cube map rendering done through ARB program
r_ambientLightDrawMode … 0 is blended sphere, 1 is circle outline, 2 is completely off
r_ambientMap … ambient cube map base name
r_ambientMapNoUpdate … disabled dynamic ambient cubemap texture uploading
r_ambientScale … ambient cube mapping brightness
r_aspectRatio … aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV
r_atmosScale … atmosphere brightness
r_brightness … changes gamma tables
r_checkBounds … compare all surface bounds with precalculated ones
r_clear … force screen clear every frame, 1 = purple, 2 = black, ‘r g b’ = custom
r_combinedReflectDist … Distance where the planar reflection gets cut of
r_customAspectRatioH … horizontal custom aspect ratio
r_customAspectRatioV … vertical custom aspect ratio
r_customHeight … custom screen height
r_customWidth … custom screen width
r_debugArrowStep … step size of arrow cone line rotation in degrees
r_debugAxisLength … used to set the length of drawn debug axis
r_debugFlareDeform … display debug point at place of failing deform
r_debugImposters … Show some extra information on imposter rendering
r_debugLineDepthTest … perform depth test on debug lines
r_debugLineWidth … width of debug lines
r_debugPolygonFilled … draw a filled polygon
r_depthFill … Enable depth only pass
r_depthFillCutoff … Screen Rect Area required to render
r_depthFillNoColour … Disable depth fill colour write
r_depthRangeStartDefault
r_depthRangeWeaponHackEnd
r_depthRangeWeaponHackScale
r_detailFade … Distance fading control (‘reloadImages all’ needed)
r_detailRatio … Ratio of detail texture to main texture
r_detailTexture … Detail texture on landscape (‘reparseDecls renderProgram’ needed)
r_displayRefresh … optional display refresh rate option for vid mode
r_dynamicModelCacheMegs … Number of megabytes to cache dynamic model instantiations in.
r_farPlaneDist … Optional far plane clipping
r_finish … force a call to glFinish() every frame
r_flareSize … scale the flare deforms from the material def
r_flushPurgeableModels … Delete all cached purgeable models
r_forceGLFinish … force finish within backend
r_forceLoadImages … draw all images to screen after registration
r_frontBuffer … draw to front buffer for debugging
r_fullscreen … 0 = windowed, 1 = full screen
r_gamma … changes gamma tables
r_generateInteractions … Generate all interactions after a map load
r_glDriver … "opengl32", etc.
r_glDriverVendor … OpenGL driver vendor
r_glowbase … base glare level
r_ignore … used for random debugging without defining new vars
r_ignore2 … used for random debugging without defining new vars
r_ignoreGLErrors … ignore GL errors
r_imposterCoverage
r_inhibitFBO … Disable the fbo extension.
r_jitter … randomly subpixel jitter the projection matrix
r_jitterBias … jitter radius bias
r_jitterRadial … radial jitter view matrix around the specified distance
r_jitterRadius … offset from screen origin for jitter
r_jointNameOffset … offset of joint names when r_showskel is set to 1
r_jointNameScale … size of joint names when r_showskel is set to 1
r_lightAllBackFaces … light all the back faces, even when they would be shadowed
r_lightScale … all light intensities are multiplied by this
r_lightSourceRadius … for soft-shadow sampling
r_lispUseBodyVector … Use body vector instead of the view vector
r_listMissingInstanceProgs … list mia render programs for instancing
r_lockedView
r_lockSurfaces … allow moving the view point without changing the composition of the scene, including culling
r_logFile … number of frames to emit GL logs
r_mapShotAngles … Pitch Yaw Roll of mapshot angles
r_materialOverride … overrides all materials
r_matey … AVAST!
r_MD5FreeScaledAndBase
r_MD5LoadBinary
r_MD5LodAltLodNaming
r_MD5LodBias … LOD bias for a MD5 mesh
r_MD5LodPrint … Print a message when an LOD state changes
r_MD5LodScale … LOD scaling for a MD5 mesh
r_MD5MaxLodStages … maximum number of LOD stages loaded for a MD5 mesh
r_MD5UseDrawVertFast
r_MD5UseHardwareSkinning … Do MD5 skinning partially on the GPU
r_MD5WriteBinary
r_megaDrawMethod
r_megaFadeTime
r_megaShowGrid … show a grid pattern
r_megaShowTileSize … show tile sizes
r_megaStreamBlocks
r_megaStreamFromDVD
r_megatexturePreferALU
r_megaTilesPerSecond … only update a limited number of mega texture tiles per second
r_megaUpscale
r_mergeModelSurfaces … combine model surfaces with the same material
r_mirrorplaneslop … Amount to offset reflection clipping planes
r_mode … video mode number
r_multiSamples … number of antialiasing samples
r_noDoubleAtmosphere … Uses the stencil buffer to avoid atmosphere-ing
r_normalizeNormalMaps … Normalize normalmaps after lookup.
r_notchDir … refraction plane offset direction
r_occlusionBBDebug … Display occlusion BB test
r_occlusionCutoff … Don’t do occlusion queries if screen space in pixels is bigger than this
r_occlusionDebug … Print debug info on occlusion queries, 2 = skip all oq gl commands, 3 = skip oq readback command
r_occlusionFlush … Use explicit glFlush after firing off queries
r_occlusionSystem … 0 = Clever, 1 = Frame delay
r_occlusionThreshold … Consider object as occluded if less or equal than x pixels are visible.
r_occlusionWaitPredict … Predict as objects as visibe when waiting for result.
r_offsetfactor … polygon offset parameter
r_offsetunits … polygon offset parameter
r_orderIndexes … perform index reorganization to optimize vertex use
r_refractFovChange … FOV modification used during refraction subview rendering
r_refractOffset … refraction plane offset
r_renderProgramLodDistance … Sets global render program lod distance
r_renderProgramLodFade … Sets global render program fade distance
r_screenFraction … for testing fill rate, the resolution of the entire screen can be changed
r_selectedAmbientLight … Which ambient light should be drawn as selected
r_shaderPreferALU … Use ALU instructions instead of textures in shaders.
r_shaderQuality … Sets the level of detail to use for shaders, 0 = highest
r_shaderSkipSpecCubeMaps … Use specular cube maps.
r_shadowPass … enable shadow pass
r_shadowPolygonFactor … scale value for stencil shadow drawing
r_shadowPolygonFactorMT … scale value for stencil shadow drawing (megadraw method 3)
r_shadowPolygonOffset … bias value added to depth test for stencil shadow drawing
r_shadowPolygonOffsetMT … bias value added to depth test for stencil shadow drawing (megadraw method 3)
r_shadows … enable shadows
r_showAlloc … report alloc/free counts
r_showAmbientLights … show ambient light sources
r_showBackendSpeeds … show the backend timing split
r_showBatches … draw each batch with a different color
r_showBatchInfo … report batch counts for various types
r_showBatchSize … highlighting of draw batches that fall below the desired polygons per draw call (purple really bad, red bad, yellow moderate, green good), 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showCull … report sphere and box culling stats
r_showCullSectors … Show cull sectors
r_showDefs … report the number of modeDefs and lightDefs in view
r_showDemo … report reads and writes to the demo file
r_showDepth … display the contents of the depth buffer and the depth range
r_showDominantTri … draw lines from vertexes to center of dominant triangles
r_showDrawOrder
r_showDynamic … report stats on dynamic surface generation
r_showDynamicDefs … Show dynamic updating entities i.e. freeing cached models and/or shadow volumes ( purple = entity def changed, cyan = model callback forced update )
r_showEdges … draw the sil edges
r_showEntityScissors … show entity scissor rectangles
r_showEnvBounds … Show env bounds
r_showFacePlanes … shows shadow volume face planes
r_showGUISpeeds … report time spent drawing GUIs
r_showImages … 1 = show all images instead of rendering, 2 = show in proportional size
r_showIndexTreeBounds … Show index tree bounds
r_showInstanceInfo … Show Instance Info
r_showIntensity … draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showInteractionFrustums … 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractions … report interaction generation activity
r_showInteractionScissors … 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_showLightCount … 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_showLightInfo
r_showLights … 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLightScale … report the scale factor applied to drawing for overbrights
r_showLightScissors … show light scissor rectangles
r_showMegaTexture … report megatexture upload/bind counts
r_showMegaTextureLevels … Display the different levels using color coded textures.
r_showMegaTextureSTGrid … Show megaTexture ST grid
r_showMemory … print frame memory utilization
r_showModelTypes … show model types, red - md5, blue - area, green - lodentity, white - other
r_showNodePlanes … enables portal plane drawing
r_showNormals … draws wireframe normals
r_showOcclusions … Show occlusion queries culled by occlusion queries
r_showOverDraw … 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
r_showParentFrustum … Shows the frustum of the parent view in subview and shadow renders.
r_showPortals … draw portal outlines in color based on passed / not passed
r_showPrimitives … report drawsurf/index/vertex counts
r_showQuadTrees … draw quadtree outlines in color, 1 = 3D, 2 = 2D, 3 = depth buffered 3D
r_showQueryTimers … Show the query_timer extension results.
r_showShadowCount … colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
r_showShadows … 1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showSilhouette … highlight edges that are casting shadow planes
r_showSkel … draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSmp … show which end (front or back) is blocking
r_showStuffCache … Show allocation events of the stuff cache
r_showSurfaceAllocated … show surface allocated 1 - planes, 2 - silIndexes, 3 - silEdges, 4 - shadowVertexes 5 - weightCache
r_showSurfaceInfo … show surface material name under crosshair
r_showSurfaces … report surface/light/shadow counts
r_showTangentSpace … shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexelDensity … draws all triangles with texel density as gradient
r_showTextureMemory … Show texture memory usage: 1 = total; 2 = per frame
r_showTexturePolarity … shade triangles by texture area polarity
r_showTextureVectors … if > 0 draw each triangles texture (tangent) vectors
r_showTrace … show the intersection of an eye trace with the world
r_showTris … enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showUnsmoothedTangents … if 1, put all nvidia register combiner programming in display lists
r_showUpdates … report entity and light updates and ref counts
r_showVertexCache
r_showVertexColor … draws all triangles with the solid vertex color
r_showviewEntities … 1 = displays the bounding boxes of all view models, 2 = print index numbers
r_singleArea … only draw the portal area the view is actually in
r_singleEntity … suppress all but one entity
r_singleLight … suppress all but one light
r_singleSurface … suppress all but one surface on each entity
r_singleTriangle … only draw a single triangle per primitive
r_skipAmbient … bypasses all non-interaction drawing
r_skipAreaSurfaces … skip rendering of mega texture surfaces
r_skipAtmosInteractions … skip all light/surface interaction drawing
r_skipAtmosphere … skips atmosphere pass
r_skipBackEnd … don’t draw anything
r_skipBlendLights … skip all blend lights
r_skipBump … uses a flat surface instead of the bump map
r_skipCopyTexture … do all rendering, but don’t actually copyTexSubImage2D
r_skipDeforms … leave all deform materials in their original state
r_skipDepthAmbient … uses legacy black depth fill (instead of ambient fill)
r_skipDiffuse … 1 = use black for diffuse, 2 = use white for diffuse
r_skipDynamicTextures … don’t dynamically create textures
r_skipFogLights … skip all fog lights
r_skipFrontEnd … bypasses all front end work, but 2D gui rendering still draws
r_skipImposters … Skip imposter generation and rendering
r_skipInstances … skip rendering of instances
r_skipInteractions … skip all light/surface interaction drawing
r_skipLodEntitySurfaces … skip rendering of mega texture surfaces
r_skipLWOSurfaces … skip rendering of mega texture surfaces
r_skipMD5Surfaces … skip rendering of mega texture surfaces
r_skipMegaTexture … Stop updating the megatexture origin
r_skipMegaTextureSurfaces … skip rendering of mega texture surfaces
r_skipMegaTextureUpload … Disable the actual texture uploads (backend loading etc. will still happen)
r_skipNotMegaTextureSurfaces … skip rendering of non mega texture surfaces
r_skipOverlays … skip overlay surfaces
r_skipParticles … 1 = skip all particle systems
r_skipRefractCopy … uses copy of frame buffer
r_skipRender … skip 3D rendering, but pass 2D
r_skipRenderContext … NULL the rendering context during backend 3D rendering
r_skipROQ … skip ROQ decoding
r_skipShadowviews … Skips shadow map rendering.
r_skipShadowViewsBackend … Skip the rendering but all other setup is done.
r_skipSpecular … use black for specular
r_skipStuff … Don’t draw stuff models
r_skipSubviews … 1 = don’t render any gui elements on surfaces
r_skipSuppress … ignore the per-view suppressions
r_skipTranslucent … skip the translucent interaction rendering
r_skipUpdates … 1 = don’t accept any entity or light updates making everything static
r_slopNormal … merge normals that dot less than this
r_slopTexCoord … merge texture coordinates this far apart
r_slopVertex … merge xyz coordinates this far apart
r_SMPSharedCtx … SMP renderer uses shared context
r_softParticles … Enable soft particles
r_sortEffects … Depth sort effects by their origin
r_sortInteractions … Sort interactions per material and VBO.
r_sortParticles … Enable depth sorting of certain particle systems
r_sortStuff … Depth sort enable/disable
r_stuffCacheMegs … Number of megabytes to cache stuff models.
r_stuffFadeEnd … Max vis distance for the stuff models
r_stuffFadeStart … Distance at which stuff starts fading
r_stuffLod … Where lod models stop drawing (they start at r_stuffFadeEnd)
r_stuffUpdateAngle … Camera needs to rotate more than X degrees for stuff models to update
r_stuffUpdateDistance … Camera needs to move more than X units for stuff models to update
r_subviewOnly … 1 = don’t render main view, allowing subviews to be debugged
r_swapInterval … changes wglSwapInterval
r_testGamma … if > 0 draw a grid pattern to test gamma levels
r_testGammaBias … if > 0 draw a grid pattern to test gamma levels
r_testStepGamma … if > 0 draw a grid pattern to test gamma levels
r_trisColor … sets color of wireframe rendering in RGBA float format or 0xRRGGBBAA hex format
r_useAlphaToCoverage … Use alpha to coverage.
r_useCachedDynamicModels … cache snapshots of dynamic models
r_useClippedLightScissors … 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
r_useCombinerDisplayLists … put all nvidia register combiner programming in display lists
r_useConstantMaterials … use pre-calculated material registers if possible
r_useCulling … 0 = none, 1 = sphere, 2 = sphere + box
r_useDeferredTangents … defer tangents calculations after deform
r_useDepthBoundsTest … use depth bounds test to reduce shadow fill
r_useDestinationScissor … 1 = use scissor rectangle to only render required fragments during post-processing
r_useDitherMask … Dither out fading geometry
r_useEntityCallbacks … if 0, issue the callback immediately at update time, rather than defering
r_useEntityCulling … 0 = none, 1 = box
r_useEntityScissors … 1 = use custom scissor rectangle for each entity
r_useExternalShadows … 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
r_useFrustumFarDistance … if != 0 force the view frustum far distance to this distance
r_useIndexBuffers … use ARB_vertex_buffer_object for indexes
r_useIndexHier
r_useInteractionCulling … 1 = cull interactions
r_useInteractionScissors … 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
r_useInteractionTable … create a full entityDefs * lightDefs table to make finding interactions faster
r_useLightCulling … 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
r_useLightPortalFlow … use a more precise area reference determination
r_useLightScissors … 1 = use custom scissor rectangle for each light
r_useMaxVisDist … use the masVisDist entity parameter (on is faster)
r_useMegaTextureImageCompression … DXT compress megatexture data before uploading to hardware
r_useMinimalGuiDraw … use minimal draw for guis
r_useNodeCommonChildren … stop pushing reference bounds early when possible
r_useNV20MonoLights … use pass optimization for mono lights
r_useOcclusionQueries … Use hardware occlusion queries
r_useOcclusionQueriesCulling … Use hardware occlusion queries for culling
r_useOffscreenScreenshotBuffer … 1 = use offscreen buffer for screenshots to support post-processing
r_useOptimizedShadows … use the dmap generated static shadow volumes
r_usePortals … 1 = use portals to perform area culling, otherwise draw everything
r_usePreciseTriangleInteractions … 1 = do winding clipping to determine if each ambiguous tri should be lit
r_useQuadTree … Use a quad tree for the cluster models
r_useRewriteVbo
r_useSampleCoverage … Use multisample coverage to fade entities.
r_useScissor … scissor clip as portals and lights are processed
r_useShadowCulling … try to cull shadows from partially visible lights
r_useShadowDitherMask … Dither out fading shadows
r_useShadowFastParallel … use optimized shadow rendering for parallel light sources (doesn’t make a speed difference and gives render errors)
r_useShadowMaps … enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
r_useShadowProjectedCull … discard triangles outside light volume before shadowing
r_useShadowSurfaceScissor … scissor shadows by the scissor rect of the interaction surfaces
r_useShadowVisDistMult
r_useSilRemap … consider verts with the same XYZ, but different ST the same for shadows
r_useSMP … Enabled smp renderer
r_useStateCaching … avoid redundant state changes in GL_*() calls
r_useTripleTextureARB … cards with 3+ texture units do a two pass instead of three pass
r_useTwoSidedStencil … do stencil shadows in one pass with different ops on each side
r_useVertexBuffers … use ARB_vertex_buffer_object for vertexes
r_useVertexBufferStream … Use stream instead of dynamic vbo’s ( 0 = static 1 = dynamic 2 = stream
r_useVisDebugARBPrograms … use vertex/fragment qprograms to visualize debugging tools
r_vertexBufferMegs
r_znear … near Z clip plane distance
sm_backOffsetFactor … Offet factor for shadow buffer rendering.
sm_backOffsetUnits … Offet units for shadow buffer rendering.
sm_boundsExpand … Nudge bounds a bit to account for innacuarcies
sm_clipfrustum … Clip the shadow map frustum to the scene bounds
sm_farplane … Frustum far plane for shadow map rendering
sm_frontFaces … Render front faces as well as back faces.
sm_frontOffsetFactor … Offet factor for shadow buffer rendering.
sm_frontOffsetUnits … Offet units for shadow buffer rendering.
sm_mapping … Which mapping to use when generating shadow maps. (0=uniform, 1=perspective, 2=light space perspective)
sm_mediumplane … Frustum far plane for high res shadow map rendering
sm_occlusionQueries … Use occlusion queries in shadow map rendering.
sm_renderBackFaces … Use backfaces to render shadow maps

SND CVars:

s_clipVolumes
s_constantAmplitude
s_decompressionLimit … specifies maximum uncompressed sample length in seconds
s_doorDistanceAdd … reduce sound volume with this distance when going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_drawSoundScale
s_driver … sound driver
s_force22kHz
s_globalFraction … volume to all speakers when not spatialized
s_ignoreALErrors … ignore OpenAL errors
s_libOpenAL … OpenAL DLL name/path
s_loadSoundsOnDemand … enable on demand loading of sounds
s_maxLowPrioritySounds … Maximum number of low priority sounds which can be active at once
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_noSound
s_numberOfSpeakers … number of speakers
s_playDefaultSound … play a beep for missing sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverse
s_showForcedStopSound … warn when a sound channel gets forcefully stopped
s_showLevelMeter
s_showPurgedSounds … print a warning if a purged sample is played
s_showStartSound
s_singleEmitter … mute all sounds but this emitter
s_spatializationDecay
s_subFraction … volume to subwoofer in 5.1
s_useAdpcmCompression … Use adpcm compression on single channel uncompressed samples
s_useDeferredSettings … use OpenAL deferred settings
s_useOcclusion
s_voipVolumeIn_dB … inbound volume adjust for voip in dB
s_voipVolumeOut_dB … outbound volume adjust for voip volume in dB
s_volume_dB … volume in dB
s_volumeMusic_dB … music volume in dB

SYS CVars:

bot_fakePing … Have the bots display fake pings in the scoreboard
bot_hud … Print out the bots debug info onto the players HUD. Set to the clientNum of the bot to debug. 0 = disable. Make sure bot_debug is 1.
cm_backFaceCull … cull back facing polygons
cm_debugCollision … debug the collision detection
cm_debugRotation … debug rotation failure
cm_debugSetParms … debug set parameters
cm_debugTranslation … debug translation failure
cm_drawColor … color used to draw the collision models
cm_drawFilled … draw filled polygons
cm_drawIndexScale … scale of primitive indices
cm_drawIndices … draw primitive indices
cm_drawInternal … draw internal edges green
cm_drawMask … collision mask
cm_drawNormals … draw polygon and edge normals
cm_drawSTMUsage … draw filled polygons for triangles using surface types maps
cm_drawTextureVectors … draw texture vectors
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testTranslation
cm_testWalk
com_allowConsole … allow toggling console with the tilde key
com_allowFullConsole … allow a full-screen console when running the game with command line commands
com_asyncInput … sample input from the async thread
com_asyncSound … 0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_fixedTic
com_forceGenericSIMD … force generic platform independent SIMD
com_gpuSpec … hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality
com_journal … 1 = record journal, 2 = play back journal
com_logDemos
com_machineSpec … hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
com_makingBuild … 1 when making a build
com_makingRC … 1 when making a release candidate
com_minTics
com_preciseTic … run one game tick every async thread update
com_preloadDemos
com_purgeAll … purge everything between level loads
com_showAngles
com_showBPS … show bot think frames per second
com_showDemo
com_showFPS … show frames rendered per second
com_showMemoryUsage … show total and per frame memory usage
com_showSoundDecoders … show sound decoders
com_showTics
com_showTPS … show mega tiles loaded per second
com_skipGameDraw
com_skipRenderer … skip the renderer completely
com_skipWarnings … skip all warnings
com_speeds … show engine timings
com_timeServer
com_timestampPrints … print time with each console print, 1 = msec 2 = sec
com_unlock_avgFrames … average out render times over n frames for extra renders management
com_unlock_maxFPS … maximum FPS unlock will try to reach (only works in timing methods 1 & 2) - zero = no limit
com_unlock_safetyMargin … percentage safety margin under which not to trigger an extra render
com_unlock_timingMethod … method of timing interpolated/extrapolated frames: 0 = whenever they fit; 1 = on boundaries of framerate multiples of 30; 2 = like 1, but using total previous everything time to estimate, not just render time
com_unlockFPS … allow renderer to go faster than game ticks
com_useBinaryDecls … Load binary versions of declarations falling back to text if not found
com_useFastVidRestart … Allow use of fast vid restarts
com_videoRam … holds the last amount of detected video ram
com_wipeSeconds
com_writeBinaryDecls … Write binary versions of declarations
con_noPrint … print on the console but not onscreen when console is pulled up
con_notifyTime … time messages are displayed onscreen when console is pulled up
con_speed … speed at which the console moves up and down
decl_show … set to 1 to print parses, 2 to also print references, 3 only prints out of level load, 4 only prints out of level load but also prints references
decl_usageLog … creates a log of all declarations touched
demo_debug … debug demo replay system
demo_noclip … noclip through a demo
demo_prediction … prediction when playing back a server demo in milliseconds
demo_scale … speed scaling of demo replays
demo_snapshotDelay … delay between snapshots for server side demo recordings
developer … developer mode
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game … mod path
fs_game_base … alternate mod path, searched after the main fs_game path, before the basedir
fs_restrict
fs_savepath
fs_searchAddons … search all addon pk4s ( disables addon functionality )
fs_toolsPath … quoted paths that are searched for tools
fs_userpath
g_demoAnalyzationSectorSize … sector size for stat generation
in_anglespeedkey … angle change scale when holding down _speed button
in_car_pitch_axis … which controller axis is used
in_car_pitch_deadZone … specifies how far large the dead-zone is on the controller axis
in_car_pitch_invert … inverts the axis
in_car_pitch_joy … the joystick number used
in_car_pitch_offset … the step up the dead zone
in_car_pitch_power … the power of the curve after dead zone - ie acceleration
in_car_pitch_speed … speed of the controller input
in_car_steering_axis … which controller axis is used
in_car_steering_deadZone … specifies how far large the dead-zone is on the controller axis
in_car_steering_invert … inverts the axis
in_car_steering_joy … the joystick number used
in_car_steering_offset … the step up the dead zone
in_car_steering_power … the power of the curve after dead zone - ie acceleration
in_car_steering_speed … speed of the controller input
in_car_throttle_axis … which controller axis is used
in_car_throttle_deadZone … specifies how far large the dead-zone is on the controller axis
in_car_throttle_invert … inverts the axis
in_car_throttle_joy … the joystick number used
in_car_throttle_offset … the step up the dead zone
in_car_throttle_power … the power of the curve after dead zone - ie acceleration
in_car_throttle_speed … speed of the controller input
in_car_yaw_axis … which controller axis is used
in_car_yaw_deadZone … specifies how far large the dead-zone is on the controller axis
in_car_yaw_invert … inverts the axis
in_car_yaw_joy … the joystick number used
in_car_yaw_offset … the step up the dead zone
in_car_yaw_power … the power of the curve after dead zone - ie acceleration
in_car_yaw_speed … speed of the controller input
in_freeLook … look around with mouse (reverse _mlook button)
in_heli_forward_axis … which controller axis is used
in_heli_forward_deadZone … specifies how far large the dead-zone is on the controller axis
in_heli_forward_invert … inverts the axis
in_heli_forward_joy … the joystick number used
in_heli_forward_offset … the step up the dead zone
in_heli_forward_power … the power of the curve after dead zone - ie acceleration
in_heli_forward_speed … speed of the controller input
in_heli_side_axis … which controller axis is used
in_heli_side_deadZone … specifies how far large the dead-zone is on the controller axis
in_heli_side_invert … inverts the axis
in_heli_side_joy … the joystick number used
in_heli_side_offset … the step up the dead zone
in_heli_side_power … the power of the curve after dead zone - ie acceleration
in_heli_side_speed … speed of the controller input
in_heli_throttle_axis … which controller axis is used
in_heli_throttle_deadZone … specifies how far large the dead-zone is on the controller axis
in_heli_throttle_invert … inverts the axis
in_heli_throttle_joy … the joystick number used
in_heli_throttle_offset … the step up the dead zone
in_heli_throttle_power … the power of the curve after dead zone - ie acceleration
in_heli_throttle_speed … speed of the controller input
in_heli_yaw_axis … which controller axis is used
in_heli_yaw_deadZone … specifies how far large the dead-zone is on the controller axis
in_heli_yaw_invert … inverts the axis
in_heli_yaw_joy … the joystick number used
in_heli_yaw_offset … the step up the dead zone
in_heli_yaw_power … the power of the curve after dead zone - ie acceleration
in_heli_yaw_speed … speed of the controller input
in_hovertank_forward_axis … which controller axis is used
in_hovertank_forward_deadZone … specifies how far large the dead-zone is on the controller axis
in_hovertank_forward_invert … inverts the axis
in_hovertank_forward_joy … the joystick number used
in_hovertank_forward_offset … the step up the dead zone
in_hovertank_forward_power … the power of the curve after dead zone - ie acceleration
in_hovertank_forward_speed … speed of the controller input
in_hovertank_pitch_axis … which controller axis is used
in_hovertank_pitch_deadZone … specifies how far large the dead-zone is on the controller axis
in_hovertank_pitch_invert … inverts the axis
in_hovertank_pitch_joy … the joystick number used
in_hovertank_pitch_offset … the step up the dead zone
in_hovertank_pitch_power … the power of the curve after dead zone - ie acceleration
in_hovertank_pitch_speed … speed of the controller input
in_hovertank_side_axis … which controller axis is used
in_hovertank_side_deadZone … specifies how far large the dead-zone is on the controller axis
in_hovertank_side_invert … inverts the axis
in_hovertank_side_joy … the joystick number used
in_hovertank_side_offset … the step up the dead zone
in_hovertank_side_power … the power of the curve after dead zone - ie acceleration
in_hovertank_side_speed … speed of the controller input
in_hovertank_turn_axis … which controller axis is used
in_hovertank_turn_deadZone … specifies how far large the dead-zone is on the controller axis
in_hovertank_turn_invert … inverts the axis
in_hovertank_turn_joy … the joystick number used
in_hovertank_turn_offset … the step up the dead zone
in_hovertank_turn_power … the power of the curve after dead zone - ie acceleration
in_hovertank_turn_speed … speed of the controller input
in_hovertank_yaw_axis … which controller axis is used
in_hovertank_yaw_deadZone … specifies how far large the dead-zone is on the controller axis
in_hovertank_yaw_invert … inverts the axis
in_hovertank_yaw_joy … the joystick number used
in_hovertank_yaw_offset … the step up the dead zone
in_hovertank_yaw_power … the power of the curve after dead zone - ie acceleration
in_hovertank_yaw_speed … speed of the controller input
in_joy1_device … the hash of the controller device named joy1
in_joy2_device … the hash of the controller device named joy2
in_joy3_device … the hash of the controller device named joy3
in_joy4_device … the hash of the controller device named joy4
in_mouse … enable mouse input
in_pitchspeed … pitch change speed when holding down look _lookUp or _lookDown button
in_player_forward_axis … which controller axis is used
in_player_forward_deadZone … specifies how far large the dead-zone is on the controller axis
in_player_forward_invert … inverts the axis
in_player_forward_joy … the joystick number used
in_player_forward_offset … the step up the dead zone
in_player_forward_power … the power of the curve after dead zone - ie acceleration
in_player_forward_speed … speed of the controller input
in_player_pitch_axis … which controller axis is used
in_player_pitch_deadZone … specifies how far large the dead-zone is on the controller axis
in_player_pitch_invert … inverts the axis
in_player_pitch_joy … the joystick number used
in_player_pitch_offset … the step up the dead zone
in_player_pitch_power … the power of the curve after dead zone - ie acceleration
in_player_pitch_speed … speed of the controller input
in_player_side_axis … which controller axis is used
in_player_side_deadZone … specifies how far large the dead-zone is on the controller axis
in_player_side_invert … inverts the axis
in_player_side_joy … the joystick number used
in_player_side_offset … the step up the dead zone
in_player_side_power … the power of the curve after dead zone - ie acceleration
in_player_side_speed … speed of the controller input
in_player_yaw_axis … which controller axis is used
in_player_yaw_deadZone … specifies how far large the dead-zone is on the controller axis
in_player_yaw_invert … inverts the axis
in_player_yaw_joy … the joystick number used
in_player_yaw_offset … the step up the dead zone
in_player_yaw_power … the power of the curve after dead zone - ie acceleration
in_player_yaw_speed … speed of the controller input
in_toggleRun … pressing _speed button toggles run on/off
in_toggleSprint … pressing _sprint button toggles run on/off
in_yawspeed … yaw change speed when holding down _left or _right button
logFile … 1 = buffer log, 2 = flush after each print
logFileName … name of log file, if empty, console.log will be used. $Y = year, $M = month, $D = day, $h = hour, $m = minute, $s = second
logTimeStamps … add time stamps to console log
m_pitch … mouse pitch scale
m_showMouseRate … shows mouse movement
m_smooth … number of samples blended for mouse viewing
m_strafeScale … mouse strafe movement scale
m_strafeSmooth … number of samples blended for mouse moving
m_yaw … mouse yaw scale
net_allowCheats … Allow cheats in network game
net_autoLANScan … automatically scan for LAN servers
net_channelShowDrop … show dropped packets
net_channelShowPackets … show all packets
net_checkSync … enable data synchronization
net_clientMaxPrediction … maximum number of milliseconds a client can predict ahead of server.
net_clientMaxRate … maximum rate requested by client from server in bytes/sec
net_clientPrediction … additional client side prediction in milliseconds
net_clientRemoteConsoleAddress … remote console address
net_clientRemoteConsolePassword … remote console password
net_clientServerTimeout … server time out in seconds
net_clientSkipUsercmd … skip ucmds generation - 0: no skipping 1: no skipping. when multiple game frames, send single packet 2: skip. when multiple game frames send only first 3: skip. when multiple game frames send only last
net_clientUsercmdBackup … number of usercmds to resend
net_forceDrop … percentage packet loss
net_forceLatency … milliseconds latency
net_httpPassword … Password used with HTTP authentication to download server assets
net_httpProxy … Use an http proxy to download game content from servers. Use http:/ proxy_address:proxy_port. See net_httpProxyUser, net_httpProxyPassword, net_httpProxyMode
net_httpProxyMode … Proxy configuration mode, 0 - don’t use a proxy, 1 - attempt to read from environment (over-write cvar settings on launch), 2 - use cvar settings
net_httpProxyPassword … Password used with http proxy authentication
net_httpProxyUser … Username used with http proxy authentication
net_httpUser … Username used with HTTP authentication to download server assets
net_ip … local IP address
net_LANForceAuth … force authentication on LAN games
net_LANServer … config LAN games only - affects clients and servers
net_port … local IP port number
net_serverAllowServerMod … allow server-side mods
net_serverBalanceSnapshotTimes … balance snapshot times for a good repartition over game frames
net_serverClientTimeout … client time out in seconds
net_serverDedicated … 1 = text console dedicated server, 2 = graphical dedicated server
net_serverDrawClient … number of client for which to draw view on server
net_serverMaxClientRate … maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay … maximum number of usercmds from other clients the server relays to a client
net_serverReloadEngine … perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0
net_serverRemoteConsolePassword … remote console password
net_serverSnapshotDelay … delay between snapshots in number of game frames
net_serverZombieTimeout … disconnected client timeout in seconds
net_showAsyncStats … show async network stats
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_updateAutoDownload … control auto download of game updates. 0: no 1: prompt on client, auto download on server 2: always auto download
net_updateAutoExecute … execute the installer once downloaded. 0: no 1: yes on client, not on server, 2: yes
net_useUPnP … Use UPnP for external address identification
net_verbose … 1 = verbose output, 2,3 = even more verbose output
sensitivity … mouse view sensitivity
si_version … engine version
sys_arch
sys_cpuHTStatus
sys_cpuLogicalCount
sys_cpuPhysicalCount
sys_cpuSpeed
sys_cpuString
sys_lang
sys_ram
sys_videoRam
timescale … scales the time
win_allowMultipleInstances … allow multiple instances running concurrently
win_notaskkeys … disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate … allows the game to be updated while dragging the window
win_username … windows user name
win_viewlog
win_xpos … horizontal position of window
win_ypos … vertical position of window

Uncategorized CVars:

ai_fallTime … Number of seconds before the player plays the falling animation
anim_reduced
anim_showMissingAnims … Show warnings for missing animations
bse_debris … disable effect debris
bse_debug … display debug info about effect
bse_detailLevel … Detail setting for effects
bse_effectsStats
bse_enabled … set to false to disable all effects
bse_maxDecalDistance … Maximum distance from the viewer to spawn decals
bse_physics … disable effect physics
bse_projectileEffect … this effect will replace projectile explosions
bse_rateCost … rate cost multiplier for spawned effects
bse_rateLimit … rate limit for spawned effects
bse_render … disable effect rendering
bse_showBounds … display debug bounding boxes effect
bse_simple … simple versions of effects
bse_singleEffect … set to the name of the effect that is only played
bse_speeds … print bse frame statistics
cm_loadRenderModels … allow loading of render models for collision at run time
cm_showCompiledModelstats … show stats for all compiled collision models
cm_showConversionWarnings … sets whether to show warnings when converting models to trace models
cm_storeCollisionModelStats … any models converted will be stored for output later using the command dumpCollisionModelStats
cm_writeCompiledCollisionModels … write out generated collision models to disk
com_lastCPUDetailLevel
com_lastCPULevel
com_lastFoliageLevel
com_lastGraphicsDetailLevel
com_lastGraphicsLevel
com_lastLightingLevel
demo_finishCmd … commands to execute once demo playback has finished
g_bind_context_anansi
g_bind_context_badger
g_bind_context_bumblebee
g_bind_context_desecrator
g_bind_context_goliath
g_bind_context_hog
g_bind_context_hornet
g_bind_context_husky
g_bind_context_icarus
g_bind_context_mcp
g_bind_context_platypus
g_bind_context_titan
g_bind_context_trojan
g_class_context_aggressor
g_class_context_constructor
g_class_context_covertops
g_class_context_engineer
g_class_context_fieldops
g_class_context_infiltrator
g_class_context_medic
g_class_context_oppressor
g_class_context_soldier
g_class_context_technician
g_debugWakes … Debug the vehicle wakes
g_debugWorldTasks … draws a sphere around ranged based tasks
g_gdfTeamPassword
g_showEntityInfoPrint
g_skipWeaponSwitchAnimations … If 1, players won’t play their weapon switching animations.
g_stroggTeamPassword
gui_allowSnapshotHitchCorrection … Correct timelines when notified of large time hitches
gui_invertMenuPitch … invert mouse movement in in-game menus
gui_notificationPause … length of time between successive notifications, in seconds
gui_notificationTime … length of time a user notification is on screen, in seconds
gui_scoreBoardSort … 0 - group by XP, 1 - group by fireteam, then by XP
msv_useSampleGame … use the sample game instead of the etqw SKU
net_accountName … Auto login account name
net_accountPassword … Auto login account password
net_autoConnectServer … Server to connect to after auto login is complete
net_clientPunkbusterEnabled … is client side PunkBuster enabled?
net_demoErrorOnInvalidUserCmds … Will cause an error instead of a warning when playing back a demo with no usercmds
net_maxQoSRequests … Controls the maximum number of server info requests that can be sent at once.
net_serverPunkbusterEnabled … is server side PunkBuster enabled?
r_debugEntityRefs
r_debugViewEntities
r_dumpShaders … Dump compiled and preprocessed shaders to text files
r_forceDistancePortalCull
r_imposterCutoff … Size in pixels at which imposters stop drawing
r_imposterFade … Size in pixels at which imposters are fully faded in (and the original stops drawing)
r_imposterFadeStart … Size in pixels at which imposters start to fade in
r_keepOldViewEntities
r_lispAlternateOrigin … Use alternative ways of calculating the shadow view origin.
r_lispAlternateZfar … Use a different calculation for the warp factor.
r_lispAngle … Angle to rotate the shadowview in ndc space
r_lispCorrectForViewAngle … Correct warp factor based on the angle with the light.
r_lispDebugFrustum … Allow the use of the existing projeciton matrix to debug certain lightspace cases.
r_lispflipx … Test some stuff
r_lispflipy … Test some stuff
r_lispflipz … Test some stuff
r_lisptest … Test some stuff
r_loadAnimB … Attempt loading of binary version of animations.
r_loadModelBs … allow loading of modelb render models
r_lockDebugLines
r_maxViewEntities
r_showDefaultRenderEnts
r_stateCache … check state before upload to drive
r_useARBPositionInvariant … don’t replace ARBPositionInvariant
r_visDistMult
r_visDistOfs
r_writeAnimB … Write out binary versions of animations.
r_writeModelB … write out modelb versions of static models
s_debugSoundEmitter
testLightColor … the light color to be used for a ‘testlight’