NameDescriptionDefault ValueFlags
+bugvoiceStart recording bug voice attachment.cmddevonly, norecord
+camdistancecmddevonly, cl
+cammousemovecmddevonly, cl
+chatwheelOpens chatwheel menu while heldcmdcl, release
+chatwheel_pingwheelOpens the second chatwheel menu while heldcmdcl, release
+citadel_swtich_player_camPlayer Cam switching button pressedcmdcl, release
+herochatwheelOpens hero chatwheel menu while heldcmdcl, release
+in_ability_pingPing button pressedcmdcl, release
+show_ability_upgrade_radialOpens radial abilities menu while heldcmddevonly, cl
-bugvoiceFinish recording bug voice attachment.cmddevonly, norecord
-camdistancecmddevonly, cl
-cammousemovecmddevonly, cl
-chatwheelExecutes the highlighted chatwheel menu itemcmdcl, release
-chatwheel_pingwheelExecutes the highlighted chatwheel menu itemcmdcl, release
-citadel_swtich_player_camPlayer Cam switching button releasedcmdcl, release
-herochatwheelExecutes the highlighted hero chatwheel menu itemcmdcl, release
-in_ability_pingPing button releasedcmdcl, release
-show_ability_upgrade_radialClosest radial abilities menu on releasecmddevonly, cl
CarpetBombDrone_Max_Height600devonly, sv, rep
CarpetBombDrone_Min_Height300devonly, sv, rep
StackStats_DumpDump a named stackstats structure to disk. Usage: stackstats_dump “structname” [“filename”]cmddevonly
Test_CheckpointIndicate to a test script that a checkpoint has been reachedcmddevonly
Test_CreateEntitycmdsv, cheat
Test_EHandlecmdsv, cheat
Test_ExitProcessTest_ExitProcess <exit code> - immediately kill the process.cmdcheat
Test_LoopTest_Loop <loop name> - loop back to the specified loop start point unconditionally.cmddevonly
Test_LoopCountTest_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.cmddevonly
Test_LoopForNumSecondsTest_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.cmddevonly
Test_RandomChanceTest_RandomChance <percent chance, 0-100> <token1> <token2…> - Roll the dice and maybe run the command following the percentage chance.cmddevonly
Test_RandomPlayerPositioncmdsv, cheat
Test_StartLoopTest_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.cmddevonly
Test_StartScriptStart a test script running..cmddevonly
_fovAutomates fov command to server.0devonly, cl
_recordRecord a demo incrementally.cmdcheat, norecord, release
account_stats_dumpDumps out the currently cached account stat informationcmddevonly, cl, cheat
account_stats_resetCalled to reset any stats that match the specified filter. If you want to reset ALL stats, just enter * for the filtercmddevonly, cl, cheat
account_sync_storage_dumpDumps out the information for the client sync storage statecmddevonly, cl
account_sync_storage_force<ID> <Value> Forces a set of the specified variablecmddevonly, cl
account_sync_storage_set_bit<ID> <Bit Index> Sets a bit [0..15] on the sync storage valuecmddevonly, cl
account_sync_storage_set_max<ID> <Value> Sets a max style account sync storage valuecmddevonly, cl
addipAdd an IP address to the ban list.cmddevonly
addonslist current addon info.cmddevonly
adjacent_levelsList adjacent levelscmddevonly, sv
adjacent_preloadPreload adjacennt level data - will override regular changelevel code — PROTOTYPE/WIPcmddevonly, sv
adsp_alley_min122devonly
adsp_courtyard_min126devonly
adsp_debug0a
adsp_door_height112devonly
adsp_duct_min106devonly
adsp_hall_min110devonly
adsp_low_ceiling108devonly
adsp_opencourtyard_min126devonly
adsp_openspace_min130devonly
adsp_openstreet_min118devonly
adsp_openwall_min130devonly
adsp_room_min102devonly
adsp_street_min118devonly
adsp_tunnel_min114devonly
adsp_wall_height128devonly
ag2_preserve_params_on_reloadWhen an animgraph is reloaded, should the underlying system restore all params?falsedevonly, sv, cl, rep
ag2_use_networked_serialization_context_demoUse networked compatibility serialization context in demo playback.truedevonly, sv, cl, rep, norecord
ag2_use_networked_serialization_context_gameUse networked compatibility serialization context in games.falsedevonly, sv, cl, rep
ai_animgraph_lerp_movement_yawIf set, forces animgraph-using NPCs to lerp their movement yaw.falsedevonly, sv
ai_async_queue_debugDump the ai async work queue jobs each tick. 0 = off, 1 = on, 2 = also dump entries0devonly, sv
ai_async_queue_max_jobsLimit on number of jobs that will be run(serially) in a frame. - 1 = no limit-1devonly, sv
ai_async_queue_stop_on_requestShould queue stop processing new jobs when the frame stop request happens?truedevonly, sv
ai_auto_contact_solvertruedevonly, sv
ai_auto_select_enemy_finder1 = also npc select enemy finders in my squadtruedevonly, sv
ai_autoselect_classAutomatically sets debug flags on NPCs spawned that match this class name. Flags with be set based on the value of the ai_autoselect_class_settings convar.devonly, sv
ai_autoselect_class_settingsFlag value to set on NPCs targeted by ai_autoselect_class. Valid values: ‘combat’, ‘selected’, ‘tasks’, ‘all’.combatdevonly, sv
ai_block_damagefalsedevonly, sv
ai_debug_decisionmakingDraw sparks on NPCs in their thinks. Sparks at their feet mean they skipped decision making, sparks high above them means they didn’t.falsesv, a
ai_debug_detect_bad_schedulestruedevonly, sv
ai_debug_detect_bad_schedules_print_conditionsfalsedevonly, sv
ai_debug_directnavprobefalsedevonly, sv
ai_debug_doorsfalsedevonly, sv
ai_debug_dyninteractionsDebug the NPC dynamic interaction system.0sv, cheat
ai_debug_enemies0devonly, sv
ai_debug_enemy_positionDraw a debug line from a selected NPC to its enemy.falsesv, cheat
ai_debug_initial_positionDraw debug lines and boxes indicating how NPCs are initially positioned and oriented.0devonly, sv
ai_debug_interrupt_pathsfalsedevonly, sv
ai_debug_lonersfalsedevonly, sv
ai_debug_losNPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it’ll show non-solid entities that would do it if they were solid.0sv, cheat
ai_debug_navfalsedevonly, sv
ai_debug_navlinksfalsedevonly, sv, rep
ai_debug_phys_forcefalsedevonly, sv
ai_debug_radial_goalfalsedevonly, sv
ai_debug_ragdoll_magnetsfalsedevonly, sv
ai_debug_schedule_stoppagesfalsedevonly, sv
ai_debug_scripted_sequencefalsesv, cheat
ai_debug_shoot_positions0sv, cl, rep, cheat
ai_debug_speech0devonly, sv
ai_debug_squadsfalsedevonly, sv
ai_debug_squadslotusageReport squad slot usage for npc_selected NPCs.falsesv, cheat
ai_debug_volumetric_eventReports events being entered into the AI events list. Set to 1 to see all events, set to 2 to only see DANGER events.0devonly, sv
ai_debug_volumetric_event_durationLength of time to display ai_debug_volumetric_event visual displays.0.1devonly, sv
ai_debugscriptconditionsfalsedevonly, sv
ai_disableBi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame ratecmdsv, cheat
ai_disabledfalsesv, cl, rep, cheat
ai_doors_force_animation-1devonly, sv
ai_drop_hintDrop an ai_hint at the player’s current eye position.cmdsv, cheat
ai_dump_hintscmddevonly, sv
ai_elude_time8devonly, sv
ai_facingservices_debug_reasonablefacingDebug logic for finding reasonable facing.0sv, cheat
ai_facingservices_debug_spewAdds spew to the facing target for the selected NPCfalsesv, cheat
ai_facingservices_draw_entity_facingfalsesv, cheat
ai_facingservices_generated_target_min_duration1.2devonly, sv
ai_foot_sweep_debugfalsedevonly, sv
ai_foot_sweep_enabletruedevonly, sv
ai_foot_sweep_hit_impulse75devonly, sv
ai_foot_sweep_hit_impulse_min_mass10devonly, sv
ai_foot_sweep_move_scale1.4devonly, sv
ai_foot_sweep_perp_apply0.5devonly, sv
ai_foot_sweep_perp_base30devonly, sv
ai_foot_sweep_perp_scale0.5devonly, sv
ai_footstep_delay0.5devonly, sv
ai_force_serverside_ragdollfalsedevonly, sv
ai_gather_conditions_asyncAllow gathering of conditions to be done asynchronously.falsedevonly, sv
ai_hull_trace_epsilon0.01devonly, sv
ai_ignore_collision_player_noclipfalsesv, a, cheat
ai_inhibit_spawnersfalsesv, cheat
ai_keep_interrupt_path_across_schedulestruesv, cheat
ai_local_navigator_direct_test_versus_static_collisiontruedevonly, sv
ai_local_navigator_navmesh_enabletruedevonly, sv
ai_lod_auto_enabledfalsedevonly, sv
ai_lod_debug_display0devonly, sv
ai_motor_debug0sv, cheat
ai_motor_debug_additional_movement_settingsfalsesv, cheat
ai_motor_debug_ag1_pathfalsesv, cheat
ai_motor_debug_hopfalsesv, cheat
ai_motor_debug_idle_turnfalsesv, cheat
ai_motor_debug_move_headingfalsesv, cheat
ai_motor_debug_move_heading_bad_zonesfalsesv, cheat
ai_motor_debug_override_pathfalsesv, cheat
ai_motor_debug_show_current_statefalsesv, cheat
ai_motor_debug_show_speed_infofalsesv, cheat
ai_motor_debug_state_deadlocksfalsesv, cheat
ai_motor_debug_stopfalsesv, cheat
ai_motor_debug_transitionsfalsesv, cheat
ai_motor_enable_move_heading_bad_zonestruesv, cheat
ai_motor_max_state_time_active6sv, cheat
ai_motor_move_direction_lookahead6sv, cheat
ai_motor_nav_links_force_facing_time12sv, cheat
ai_motor_path_alignment_max_angular_velocity300sv, cheat
ai_motor_planted_turn_lookahead_distance100sv, cheat
ai_motor_planted_turn_lookahead_distance_speed150sv, cheat
ai_motor_procedural_idle_turn_speed20sv, cheat
ai_motor_procedural_idle_turn_threshold2sv, cheat
ai_motor_procedural_turn_while_stopping_threshold5sv, cheat
ai_motor_use_fast_move_heading_bad_zone_passtruesv, cheat
ai_moveprobe_debugfalsedevonly, sv
ai_moveprobe_jump_debug0devonly, sv
ai_navigator_clipped_path_savetruedevonly, sv
ai_navigator_clipped_path_use_interrupttruedevonly, sv
ai_navigator_disable_collision_on_stucktruesv, cheat
ai_navigator_draw_type_change0devonly, sv
ai_navigator_draw_wait_for_facingShow when a NPC is waiting for facing tolerance to be reached while at the end of its pathfalsedevonly, sv, rep
ai_navigator_place_waypoints_on_groundfalsedevonly, sv, rep
ai_navigator_repath_enableEnable dynamic repathing based on goal movement.truesv, cheat
ai_navigator_repath_on_changeWhen nav mesh changes along an NPC’s existing path, force a repath.truesv, cheat
ai_navigator_repath_tolerance_alphaThe distance a target entity can move before triggering a repath is ( arrival time * ai_navigator_repath_tolerance_alpha ), clamped to the min / max allowed values.20sv, cheat
ai_navigator_repath_tolerance_maxThe maximum distance that a target entity can move before triggering a repath to that target.300sv, cheat
ai_navigator_repath_tolerance_minThe minimum distance that a target entity can move before triggering a repath to that target.8sv, cheat
ai_navigator_repath_tolerance_min_speedWhen calculating repathing tolerance, clamp entity speed to be at least this value (i.e. consider slow entities to be this fast).100sv, cheat
ai_navigator_snap_to_ground_goalfalsesv, cheat
ai_navigator_use_arrival_directiontruesv, cheat
ai_no_steerfalsedevonly, sv
ai_off_nav_show_nearestfalsesv, cheat
ai_path_draw_active0 = no debug, 1 = draw waypoint pathfalsedevonly, sv, rep
ai_path_draw_cached_valuesDisplay draw cached values like Actual Goal Position.falsedevonly, sv, rep
ai_path_draw_failDraw failed pathfinding attempts0devonly, sv, rep
ai_path_draw_on_calcNumber of seconds to draw an AI path after it is calculated.0devonly, sv, rep
ai_path_draw_selectedIf true, draw AI path for selected NPC.0devonly, sv, rep
ai_path_draw_srcDisplay calling code that created the path goal.falsedevonly, sv, rep
ai_path_draw_waypoint_mark0: Draw nothing at waypoints; 1: Draw a tick mark at waypoints; 2: Draw a shape around waypoints.0devonly, sv, rep
ai_path_draw_waypoint_type_label1 = draw labels of waypoint types during ai_path_draw_activefalsedevonly, sv, rep
ai_path_draw_yawDisplay yaw value for path goal.falsedevonly, sv, rep
ai_path_return_a0.5devonly, sv
ai_path_return_d50devonly, sv
ai_path_return_parallel_speed100devonly, sv
ai_path_return_t2devonly, sv
ai_path_show_discard_immediatelyfalsesv, cheat
ai_plane_solver_debugtruedevonly, sv
ai_plane_solver_use_navmeshfalsedevonly, sv
ai_ragdoll_phys_death_multiplier1devonly, sv
ai_report_task_timings_on_limitfalsesv, a
ai_resumeIf NPC is stepping through tasks (see ai_step ) will resume normal processing.cmdsv, cheat
ai_select_box_alphaThe select box alpha.20sv, a
ai_select_box_styleHow selected NPC’s are highlighted. ( 0 = no highlight, 1 = npc hull, 2 = cross at origin )1devonly, sv
ai_sequence_debugfalsedevonly, sv, cl, rep
ai_set_move_height_epsilonSet how high AI bumps up ground walkers when checking stepscmddevonly, sv
ai_setenabledLike ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.cmdsv, cheat
ai_show_gravity1 = show gravity when applied, 2 = always show gravity0devonly, sv
ai_show_hintsDisplays all hints as small boxes
Blue - hint is available for use
Red - hint is currently being used by an NPC
Orange - hint not being used by timed out
Grey - hint has been disabled
cmdsv, cheat
ai_show_hitlocationfalsedevonly, sv
ai_show_task_fail0sv, cheat
ai_show_think_tolerance0devonly, sv
ai_stepNPCs will freeze after completing their current task. To complete the next task, use ‘ai_step’ again. To resume processing normally use ‘ai_resume’cmdsv, cheat
ai_strong_optimizations_no_checkstandfalsedevonly, sv
ai_temp_difference_for_instant_ignitehow much hotter than the npc’s flashpoint a heat source should be to instantly ignite them.100sv, cheat
ai_test_los_from_player_povTest AI LOS from the player’s POVcmddevonly, sv
ai_test_moveprobe_ignoresmallfalsedevonly, sv
ai_think_intervalTime interval between NPC thinks0.1devonly, sv
ai_think_interval_lod_lowTime interval between NPC thinks when set to AI LOD low.0.5devonly, sv
ai_think_interval_lod_medTime interval between NPC thinks when set to AI LOD medium.0.25devonly, sv
ai_think_interval_lod_very_lowTime interval between NPC thinks when set to AI LOD very low.1devonly, sv
ai_think_limit_labelfalsesv, a
ai_threaded_pathfindtruedevonly, sv
ai_time_to_igniteHow long an npc has to be exposed to heat above their flashpoint to catch on fire.0.3sv, cheat
ai_use_async_ragdoll_fixupfalsedevonly, sv
ai_use_visibility_cacheSets whether or not NPCs can cache their Visibility checks against other entities. If set to 2, also tests to make sure that NPCTarget results match that of TargetNPC.1devonly, sv
ai_use_visibility_cache_reciprocationSets whether or not the visibility check cache should be reciprocal.truedevonly, sv
ai_vehicle_avoidancetruesv, cheat
ai_waypoint_arrival_tolerance2devonly, sv
ainet_generate_reportGenerate a report to the console.cmddevonly, sv
ainet_generate_report_onlyGenerate a report to the console.cmddevonly, sv
aliasAlias a command.cmdrelease
always_perform_full_spatial_partition_updatefalsedevonly, sv, cl, rep
anim_decode_forcewritealltransformsForce BatchAnimationDecode to write transformations for all bonesfalsedevonly
anim_disablefalsedevonly, sv, cl, rep
anim_eval_statsDisplays stats about how many EvaluatePose calls are unusedcmddevonly, sv
anim_resource_validate_on_loadValidates the animation group channel list against the animations on load for every animationtruerelease
animated_material_attributestruecl, cheat
animevents_dumpList all the currently registered anim events.
cmdsv, cheat
animgraph2_enable_parallel_updatetruedevonly, sv, cl, rep
animgraph_debugDebug animation graphfalsesv, cl, rep, cheat
animgraph_debug_animeventsPrint info about animevents emitted by AnimGraphfalsedevonly, sv, cl, rep
animgraph_debug_entindexThe entity to specifically debug0sv, cl, rep, cheat
animgraph_debug_filterentFilter setting for animgraph_debug_variables output. If set to -1, show debug for all entities. If set to 0, show debug for any NPCs that have been npc_selected. If set to >0, something other than 0, show debug for the entity with the matching entindex.0devonly, sv, cl, rep
animgraph_debug_max_poseop_countfalse
animgraph_debug_set_filter_paramsComma separated list of params to filter against when drawing debug text overlaysdevonly, sv, cl, rep
animgraph_debug_set_filter_tagsComma separated list of tags to filter against when drawing debug text overlaysdevonly, sv, cl, rep
animgraph_debug_show_unreferenced_paramsfalsedevonly, sv, cl, rep
animgraph_debug_show_unreferenced_tagsfalsedevonly, sv, cl, rep
animgraph_debug_tagsfalsedevonly, sv, cl, rep
animgraph_debug_variablesTurn on to see animgraph variable changes for entities passing animgraph_debug_filterent.falsedevonly, sv, cl, rep
animgraph_debug_variables_ignore_missingIf set, animgraph_debug_variables won’t show debug for warnings about sets to missing variables.truedevonly, sv, cl, rep
animgraph_debug_variables_ignore_nonchangesIf set, animgraph_debug_variables won’t show debug for variable sets that don’t change the value.truedevonly, sv, cl, rep
animgraph_draw_tracesfalsedevonly, sv, cl, rep
animgraph_dump_update_listDisplays stats about which animations are updatingcmddevonly, sv
animgraph_enableEnable animation graphtruedevonly, sv, cl, rep
animgraph_enable_dirty_netvar_optimizationtruedevonly, rep
animgraph_enable_parallel_op_evaluationfalsedevonly, sv, cl, rep
animgraph_enable_parallel_preupdatefalsedevonly, sv, cl, rep
animgraph_enable_parallel_updatetruedevonly, sv, cl, rep
animgraph_footlock_auto_ledge_detectionAttempt to detect when the foot is partially hanging off a ledge and stop it tilting to reach the bottomtruedevonly, rep
animgraph_footlock_auto_stair_detectionAttempt to detect when the foot is on a stair and will stop it from tilting to reach the next steptruedevonly, rep
animgraph_footlock_calculate_tilttruedevonly, rep
animgraph_footlock_debug_foot_index-1devonly, rep
animgraph_footlock_debug_type2devonly, rep
animgraph_footlock_draw_footbasefalsedevonly, rep
animgraph_footlock_enabledA master convar that effectively disables the entire footlock node.truedevonly, rep
animgraph_footlock_ground_rolltruedevonly, rep
animgraph_footlock_hip_offset_enabletruedevonly, rep
animgraph_footlock_ik_enableEnable IK.truerep, cheat
animgraph_footlock_tilt_mode1devonly, rep
animgraph_footlock_trace_ground_enabledConvar for toggling foot lock ground tracking.truedevonly, rep
animgraph_footlock_use_hip_shifttruedevonly, rep
animgraph_footstep_node_supresses_eventsfalsedevonly, sv, cl, rep
animgraph_force_full_network_updatesfalsedevonly, rep
animgraph_ik_debugfalsedevonly, rep
animgraph_motionmatching_print_compressionstatsfalsedevonly, rep
animgraph_network_enableEnable animation graph networking. The setting is only read at graph creation time; to use please set on the command line.truedevonly, sv, cl, rep
animgraph_parallel_postdataupdatetruedevonly, cl
animgraph_record_allAutomatically start recording AnimGraphs when they get created, and save them to disk when they are destroyedfalsesv, cl, rep, cheat
animgraph_slope_draw_raycastsfalsesv, cl, rep, cheat
animgraph_slope_enablefalsesv, cl, rep, cheat
animgraph_slowdownonslopes_enabledtruedevonly, rep
animgraph_trace_ignore_prop_physicstruedevonly, sv, cl, rep
animgraph_trace_static_onlyfalsesv, cl, rep, cheat
animgraph_verify_dirty_netvar_optimizationfalsedevonly, rep
announce_create<title> <message> <URL> [Priority] Create a new announcement with the specified title, message, and URL. use empty quotes if you want to skip message or URLcmdcl, release
announce_delete<ID> Deletes the specified announcement IDcmdcl, release
announce_show_idsWhen set, will show the IDs of the various announcements, making updating/deleting easierfalsecl, release
announce_update<ID> <title> <message> <URL> [Priority] Create a new announcement with the specified title, message, and URL. use empty quotes if you want to skip message or URLcmdcl, release
announcer_vo_disable_hero_testToggles announcer in the hideout.truedevonly, sv
announcer_vo_disable_hideoutToggles announcer in the hideout.truedevonly, sv
astro_bouncepad_early_inactive_timeHow long to deactivate the bounce pad prior to its deletion to compensate for the server.0.15devonly, sv, cl, rep
attached_output_stall_ms250devonly
audio_debug_health_fraction_changePrints/renders change in health fraction over course of buffer length.falsedevonly, cl
audio_display_soundstack_debug_base_3dDisplays citadel_base_3d sound stack debug.falsesv, cheat
audio_display_soundstack_debug_dialogDisplays citadel_dialog sound stack debug.falsesv, cheat
audio_draw_opvar_obb_debugDraws obb opvar debug.falsedevonly, cl
audio_enable_spawn_mask_mix_layerEnables the mix layer which mutes certain sounds at map load boundaries.truedevonly, cl
audio_enable_vmix_masteringEnables mastering DSP in vmix.truecl, cheat
audio_enclosure_calc_enabledEnables/disabled calculations that determine entity interior vs exterior.truedevonly, sv, cl, rep
audio_enclosure_speedAdjusts rate of change for enclosure value over time.0.45devonly, sv, cl, rep
audio_enemy_relevance_debugEnable debug spheres and screen text for enemy relevance.falsedevonly, cl
audio_enemy_relevance_targeting_rangeRange to consider targeting local player.3500devonly, cl
audio_health_change_damage_priority_thresholdAbove this health fraction change damage audio is deprioritized in the sound system.-0.02cl, cheat
audio_input_test_signalFor testing the audio input pathway with a sine tone instead of SDL3.falsedevonly
audio_input_use_sdl_rolesfalsedevonly
audio_log_damage_recency_biasPrints player damage recency information.falsesv, cheat
audio_relevance_debug_enabledDisplays audio relevance info.falsedevonly, cl
audio_render_mixlayer_debugRenders mix layer debug.falsedevonly, cl
audio_viewing_damage_debugEnable debug spheres for recent damage.falsedevonly, cl
audio_viewing_damage_decay_timeDuration for viewing damage to decays to 0.0.3devonly, cl
audio_viewing_damage_hold_timeDuration before viewing damage begins to decay.3devonly, cl
audio_voice_volume_protectionSets linear scale volume limit for SOS.2cl, cheat
auto_bugauto_bug : create non-interactive bug report.cmddevonly, norecord
automatically_open_saved_animgraph_recordingfalsesv, cl, a, rep
autosaveAutosavecmddevonly, sv
autosave_fully_asyncSet to 1 to have autosaves execute completely on the save thread, forces ‘render only’ mode while the save completestruedevonly, sv
autosavedangerousAutoSaveDangerouscmddevonly, sv
autosavedangerousissafecmddevonly, sv
axisDraw an axis
Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
cmdsv, cheat
ban_ignore_after_player_abandonsAfter this many players have abandoned a match, no longer penalize additional abandons for the match. Set to 0 to not penalize abandoners1sv, cheat
banidAdd a user ID to the ban list.cmddevonly
banipAdd an IP address to the ban list.cmddevonly
battery_saverOBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=onfalsea
benchframeTakes a snapshot of a particular frame in a time demo.cmdrelease
bindBind a key.cmdrelease
binddefaultsBind all keys to their default values.cmdrelease
bindssBind a key for a particular splitscreen player.cmdrelease
bindtogglePerforms a bind <key> “increment var <cvar> 0 1 1”.cmddevonly
blinkBlink specified convar value between two values at the specified duration.cmddevonly, norecord
bookworm_debug_ultfalsedevonly, sv, cl, rep
boss_use_los_ultimatetruedevonly, sv, cl, rep
bot_command<bot name> <command string…>. Sends specified command to one or more player bots: [all], [east/west], [bot name]cmddevonly, sv
bot_force_ziplineMake all the bots get on nearby ziplinescmddevonly, sv
bot_kick_allKick all the botscmdsv, cheat
bot_mimicAllows bots to mimic player0sv, cl, rep, cheat, release
bot_mimic_spec_buttons+attack, +jump etc are used for spectator control instead of being passed on to spectated bottruecl, cheat
bot_mimic_targetSelects the targeted bot for mimickingcmdsv, cheat
bot_mimic_yaw_offsetOffsets the bot yaw.180sv, cheat
bot_puppetAllows bots to be puppeteered by the player. The player will do nothing while the bots perform the inputs0sv, cl, rep, cheat, release
bot_puppet_targetSelects the targeted bot for puppeteeringcmdsv, cheat
bot_record_targetSelects the targeted bot for puppeteeringcmdsv, cheat
boxDraw a bbox
Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
cmdsv, cheat
break_damage_inherit_scale1devonly, sv, cl, rep
break_invulnerable_spawn_duration0.5devonly, sv, cl, rep
breakable_debug_spawn_transform_timeDebug draw the spawn transform location.0devonly, sv, cl, rep
breakable_force_breakForce a breakable to breakcmddevonly, sv
breakable_multiplayertruedevonly, sv
buddhaPlayer takes damage but won’t diefalsesv, nf, cheat
buddha_ignore_botsBots always buddha 0falsesv, nf, cheat
buddha_reset_hpHP to set when damaged below zero in Buddha Mode1sv, nf, cheat
bugbug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.cmddevonly, norecord
bug_submitter_overridea
bugvoice_clearClear voice attachment data.cmddevonly, norecord
bugvoice_saveWrite buffered voice attachment data to file.cmddevonly, norecord
buildcubemapsBuild Cubemapscmddevonly, cl
buildcubemaps_renderdoc_captureCapture a specific cubemap with RenderDoc during buildcubemaps.-1devonly, cl
buildsparseshadowtreeBuild Sparse Shadow Treecmddevonly, cl, hidden
bullet_tracer_path_debugDebug: visualization time for bullet tracer particles (0 = disable)0cl, cheat
button_infoDisplay information about the specified key or button.cmdrelease
c_maxdistance200cl, a
c_maxpitch90cl, a
c_maxyaw135cl, a
c_mindistance30cl, a
c_minpitch0cl, a
c_minyaw-135cl, a
c_orthoheight100cl, a
c_orthowidth100cl, a
c_thirdpersonshoulderfalsecl, a
c_thirdpersonshoulderaimdist120cl, a
c_thirdpersonshoulderdist40cl, a
c_thirdpersonshoulderheight5cl, a
c_thirdpersonshoulderoffset20cl, a
cam_collisionWhen in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.1cl, a
cam_commandTells camera to change modescmdcl, cheat
cam_idealdeltaControls the speed when matching offset to ideal angles in thirdperson view4cl, a
cam_idealdist150cl, a
cam_ideallagAmount of lag used when matching offset to ideal angles in thirdperson view4cl, a
cam_idealpitch0cl, a
cam_idealyaw0cl, a
cam_showanglesWhen in thirdperson, print viewangles/idealangles/cameraoffsets to the console.falsecl, cheat
cam_snaptofalsecl, a
camera_cut_to_datadriven_cameracmddevonly, cl, hidden
camera_cut_to_default_cameracmddevonly, cl, hidden
camera_datadriven_debugfalsedevonly, cl, cheat
camera_datadriven_disable_cachefalsedevonly, sv, cheat
camerazoomincmddevonly, cl
camerazoomoutcmddevonly, cl
camorthoSwitch to orthographic camera.cmdcl, cheat
capturecubemapCapture Cubemapcmddevonly, cl
cast_aabbTests box collision detectioncmdsv, cheat
cast_capsuleTests capsule collision detectioncmdsv, cheat
cast_convexTests convex hull collision detectioncmdsv, cheat
cast_cylinderTests cylinder collision detectioncmdsv, cheat
cast_intervalsTests interval ray castcmdsv, cheat
cast_obbTests cylinder collision detectioncmdsv, cheat
cast_physicsTests physics shape collision detectioncmdsv, cheat
cast_rayTests ray castcmdsv, cheat
cast_sphereTests sphere castcmdsv, cheat
cc_captiontraceShow missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)1devonly, cl
cc_delay_timeClose caption delay before showing caption.0.25cl, a
cc_emitEmits a closed captioncmddevonly, cl
cc_findsoundSearches for soundname which emits specified text.cmddevonly, cl
cc_flushFlushes async’d captions.cmddevonly, cl
cc_langCurrent close caption language (emtpy = use game UI language)cl, a
cc_linger_timeClose caption linger time.1cl, a
cc_logLog caption names and contents (0 = off, 1 = found captions, 2 = unfound captions, 3 = all captions)0devonly, cl
cc_norepeatIn multiplayer games, don’t repeat captions more often than this many seconds.5devonly, sv
cc_randomEmits a random captioncmddevonly, cl
cc_showblocksToggles showing which blocks are pending/loaded async.cmddevonly, cl
cc_showmissingShow missing closecaption entries.falsedevonly, sv, rep
cc_spectator_onlyfalsecl, a
cc_subtitlesIf set, don’t show sound effect captions, just voice overs (i.e., won’t help hearing impaired players).falsecl, a
cc_vr_caption_catchup_intervalDuration it takes for attached caption to ideal point0.3devonly, cl
cc_vr_caption_speed0 = slow, 1 = medium (default), 2 = fast1cl, a
cc_vr_debugDebug visualization of VR closed caption placementfalsedevonly, cl
cc_vr_depth_testHave closed caption Panorama panel perform depth testing against the scenefalsedevonly, cl
cc_vr_epsilonEpsilon to trigger movement of VR subtitle panel in world space2.5devonly, cl
cc_vr_font_size0 = small, 1 = med (default), 2 = large1cl, a
cc_vr_forward_offsetSubtitle offset distance (forward, in front of player)30devonly, cl
cc_vr_vertical_offsetSubtitle vertical offset distance (positive is up)-6.5devonly, cl
cc_vr_width0 = narrow, 1 = med (default), 2 = wide1cl, a
changelevelchangelevel <mapname> :Multiplayer change level.cmdrelease
chat_fake_player_say_all<player_slot> <message>cmddevonly, cl
chat_fake_player_say_allies<player_slot> <message>cmddevonly, cl
chat_fake_quick_responsecmddevonly, cl
chat_max_messages50devonly, cl
chat_ping_repeat_seconds5devonly, cl
chat_sequence_max_messages10devonly, cl
chat_sequence_within_seconds10devonly, cl
chat_top_bar_max_messagesThe maximum amount of chat panels we allow total6devonly, cl
chat_top_bar_max_messages_per_playerThe maximum amount of chat panels we allow per player3devonly, cl
check_nofilefdPrint the current number of FDs reported by getrlimitcmddevonly
check_transmit_dump_entsfalsedevonly, sv
citadel_1v1_bonus_health0sv, cl, rep, cheat
citadel_1v1_bonus_health_regen0sv, cl, rep, cheat
citadel_1v1_bonus_tech_power0sv, cl, rep, cheat
citadel_1v1_bonus_weapon_power0sv, cl, rep, cheat
citadel_1v1_bullet_damage_multiplier1sv, cl, rep, cheat
citadel_1v1_tech_damage_multiplier1sv, cl, rep, cheat
citadel_FindUnitsInRadiusRun UTIL_FindUnitsInRadius centered aroundcmddevonly, sv
citadel_abandon_matchForce abandons current matchcmddevonly, cl
citadel_abandon_pregame_if_not_connected_in_sAfter N seconds, if we don’t have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame180devonly, sv
citadel_abandon_pregame_if_not_connected_in_s_devAfter N seconds, if we don’t have all the players connect to the match, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev360devonly, sv
citadel_abandon_pregame_if_not_connected_in_s_streamingAfter N seconds, if we don’t have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame120devonly, sv
citadel_abandon_pregame_if_not_connected_in_s_streaming_devAfter N seconds, if we don’t have all the players connect to the match with the streaming map, the match will be abandoned. This only applies to the initial match start when going from players connecting to pregame, for dev120devonly, sv
citadel_abandon_time_for_match_not_scoredIf someone abandons before this match time (in seconds), we will call the match forfeit and not update mmr for anyone in the match.300devonly, sv
citadel_ability_busy_queue_timeHow long we will queue an ability activation to happen if the player tried to use it while busy.0.25devonly, sv, cl, rep
citadel_ability_cancel_timeMin Time for a Channel before we can cancel it0.2devonly, sv, cl, rep
citadel_ability_cast_cancel_mash_protection_timePressing a recently cast or channeled ability key will extend its mash protection by this much0.2devonly, sv, cl, rep
citadel_ability_cooldown_max0sv, cl, rep, cheat
citadel_ability_damage_falloffAbility ability damage falloff (start_dist, end_dist, end_scale_pct)40 70 0devonly, sv, cl, rep
citadel_ability_damage_vdata_tweakCommand to tweak base damage from abilities.
** Usage
- arg1 - Scale Value 1.0 being no change.
- arg2 - 2: Affect Abilities and Upgrades, 1: Affects Upgrades Only, 0: Do no Affect Upgrades]
cmddevonly, cl
citadel_ability_debugfalsesv, cl, rep, cheat
citadel_ability_force_gold_collectionAdds the flag for ability targeting to find gold orbs. Sorta hacky.falsedevonly, sv, cl, rep
citadel_ability_maintainCommand to tweak level boons. Pass in scale factorcmddevonly, cl
citadel_ability_preview_path_debug_draw_dtDT for debug drawing ability preview path.0.075cl, a
citadel_ability_property_usageCommand to tweak level boons. Pass in scale factorcmddevonly, cl
citadel_ability_select_mash_protection_timePressing a recently selected or cast ability within this time is ignored0.25devonly, sv, cl, rep
citadel_ability_target_debug0sv, cl, rep, cheat
citadel_ability_target_use_head_bonefalsesv, cl, rep, cheat
citadel_ability_upgrade_sell_time10devonly, sv, cl, rep
citadel_abrams_cone_debugfalsedevonly, sv, cl, rep
citadel_abrams_fastcharge_lagcomp0.15devonly, sv
citadel_abrams_max_charge_unlag_players0.12devonly, sv
citadel_accolades_enabled-1 = force disabled, 0 = default, 1 = force enabled0devonly, sv
citadel_accolades_in_metadata_per_playerThe number of accolades stored in the metadata. -1 means all-1devonly, sv
citadel_action_refresh_interval0.1devonly, cl
citadel_activate_cps_for_teamMakes the CPs for a team available to capturecmdsv, cheat
citadel_activate_window_for_pregameIf set, brings Citadel to the foreground when unpausedfalsecl, release
citadel_activate_window_on_unpauseIf set, brings Citadel to the foreground when unpausedfalsecl, a, release
citadel_active_laneWhich lane should be active? 0 means all0sv, cl, rep, release
citadel_afk_detection_enabledIs AFK detection turned on?truedevonly, sv
citadel_ag2_controller_parallel_update_enabledtruedevonly, sv, cl, rep
citadel_ag2_crouch_spring_strength20devonly, sv, cl, rep
citadel_ag2_debug_draw_crouch_springfalsedevonly, sv, cl, rep
citadel_ag2_debug_draw_facingfalsedevonly, cl
citadel_ag2_debug_draw_look_targetfalsedevonly, cl
citadel_ag2_direction_commit_blend_time0.15devonly, sv, cl, rep
citadel_ag2_direction_commit_min_time0.3devonly, sv, cl, rep
citadel_ag2_fidget_max_interval10devonly, sv, cl, rep
citadel_ag2_fidget_min_interval5devonly, sv, cl, rep
citadel_ag2_loco_lean_trigger_speed50devonly, sv, cl, rep
citadel_ag2_min_running_with_no_input_speed90devonly, sv, cl, rep
citadel_ag2_remove_paramRemove a param from AG2 graphscmddevonly, cl
citadel_ag2_rename_paramRename a param in AG2 graphscmddevonly, cl
citadel_ag2_run_to_stop_prime_speed85devonly, sv, cl, rep
citadel_ag2_run_to_stop_trigger_speed70devonly, sv, cl, rep
citadel_ag2_turn_spring_strength75devonly, sv, cl, rep
citadel_ai_path_pathing_time_ms_per_tick0.5devonly, sv
citadel_aim_capsule_trace_debugdrawfalsedevonly, sv, cl, rep
citadel_aim_debug_durationDuration to draw the various traces that formed a shot. Set to a negative number to view the current angles without shooting.0devonly, sv, cl, rep
citadel_aim_debug_name_filterEnter space separated names of calls to DebugDrawAimTrace() to only draw them.devonly, sv, cl, rep
citadel_aim_line_trace_debugdrawfalsedevonly, sv, cl, rep
citadel_air_drag_min0.2sv, cl, rep, cheat
citadel_air_jumps_enabledEnable to disable air jumpstruedevonly, sv, cl, rep
citadel_aircontrol_speed_fast50sv, cl, rep, cheat
citadel_aircontrol_speed_slow80sv, cl, rep, cheat
citadel_airheart_debugdraw-1devonly, sv, cl, rep, cheat
citadel_airheart_freeflyfalsedevonly, sv, cl, rep, cheat
citadel_allow_ally_pingstruecl, a, release
citadel_allow_ally_texttruecl, a, release
citadel_allow_ally_voicetruecl, a, release
citadel_allow_client_higher_version_for_reconnectWhen set to true, the client is allowed to connect so long as the client compat version is higher than the server’struecl, release
citadel_allow_duplicate_heroesIf enabled, heroes can be selected by multiple playersfalsesv, cl, rep, release
citadel_allow_new_player_flow_finished_overridecitadel_new_player_flow_finished can’t be turned off (because of the callback) unless you reset the other new player convars. This allows you to turn it off.falsedevonly, cl, a
citadel_allow_opponent_texttruecl, a, release
citadel_allow_party_pingstruecl, a, release
citadel_allow_party_texttruecl, a, release
citadel_allow_party_voicetruecl, a, release
citadel_allow_pause_in_matchAllow players to pause in matchmade gamestruedevonly, sv
citadel_allow_pausingDetermines if pausing is enabled. Temporary until we get pausing stabletruedevonly, sv, cl, rep
citadel_allow_playofthegameIf enabled, play of the game will happenfalsesv, cl, rep, cheat, release
citadel_allow_purchasing_anywhereIf enabled, you can purchase upgrades anywherefalsesv, cl, rep, cheat
citadel_allow_spectated_pingstruecl, a, release
citadel_allow_spectated_texttruecl, a, release
citadel_allow_team_change_when_assignedfalsedevonly, sv
citadel_always_show_active_hud_statsfalsecl, a
citadel_always_transmit_abilitiesEnable to always force transmit ability entitiesfalsedevonly, sv
citadel_announcement_banned_heroes_display_time10devonly, cl
citadel_announcement_display_time1devonly, cl
citadel_announcement_game_over_msg_display_time11devonly, cl
citadel_arrow_brightnessChanges the zipline arrow brightness0.6devonly, cl
citadel_assume_pawn_controlTake control of the pawn under the crosshair, or by name if specifiedcmdsv, cheat
citadel_auto_highlight_seconds_afterHow many seconds after the highlight event to show when viewing highlights.8cl, release
citadel_auto_highlight_seconds_beforeHow many seconds before the highlight event to show when viewing highlights.20cl, release
citadel_auto_ping_windowIf the chat wheel is opened and closed within this time, trigger a ping when it’s closed.0.35devonly, cl
citadel_auto_queue_buildAutomatically queue the selected build at game startfalsecl, a, user
citadel_autobuy_refund_timeTime Allowed for a full refund when buy anywhere (Auto/Quick Buy) is enabled12devonly, sv, cl, rep
citadel_averaged_normal_debug_draw0devonly, sv, cl, rep
citadel_ban_accountcmdcl, release
citadel_ban_account_aim_assistcmdcl, release
citadel_ban_account_movement_assistcmdcl, release
citadel_ban_account_vision_assistcmdcl, release
citadel_barrack_boss_aggro_radius600devonly, sv
citadel_barrack_boss_aggro_time3devonly, sv
citadel_barrack_boss_attackable_height_diff20devonly, sv
citadel_barrack_boss_hero_initial_weapon_reduction_pct65devonly, sv
citadel_barrack_boss_ignore_damagefalsedevonly, sv
citadel_barrack_boss_max_attack_range1300devonly, sv
citadel_barrack_boss_melee_damage_pct10devonly, sv
citadel_barrack_boss_melee_knockback600devonly, sv
citadel_barrack_boss_ping_interval10devonly, sv
citadel_basic_energy_regen_time30devonly, sv, cl, rep
citadel_bebop_beam_approach_speed20devonly, sv, cl, rep
citadel_bebop_beam_approach_speed_step_scale2devonly, sv, cl, rep
citadel_bebop_beam_kill_time0.1devonly, sv, cl, rep
citadel_bebop_beam_point_bias0.8devonly, sv, cl, rep
citadel_bebop_beam_wiggle_speed1devonly, sv, cl, rep
citadel_bebop_beam_wiggle_speed_x1devonly, sv, cl, rep
citadel_bebop_beam_wiggle_speed_x21.5devonly, sv, cl, rep
citadel_book_open[BookID/Book Name] Opens up the specified book by ID or namecmdcl, release
citadel_book_page_auto_play_delay_sWhen a page has no audio queue, this delay will be used before auto play advancing unless it specifies an override value2devonly, cl
citadel_book_page_sound_auto_play_delay_sWhen a page has an audio queue, this delay will be used before auto play advancing unless it specifies an override value0.2devonly, cl
citadel_book_reset[BookID=1] Resets the current book progresscmddevonly, cl
citadel_book_xp<xp> [BookID=1] Grants the specified amount of XP to the bookcmddevonly, cl
citadel_boss_glow_disabledfalsecl, release
citadel_boss_tier2_ping_interval10devonly, sv
citadel_boss_tier2_use_wip_modelfalsedevonly, sv
citadel_boss_tier3_use_wip_modelfalsedevonly, sv
citadel_boss_tier_2_schedule_force0devonly, sv
citadel_boss_tier_3_check_pit_modifiertruedevonly, sv
citadel_boss_tier_3_damage_reduction_no_troopers0.2devonly, sv
citadel_boss_tier_3_sight_range3000devonly, sv
citadel_boss_tier_3_test_arm_smashfalsedevonly, sv
citadel_boss_tier_3_test_bombfalsedevonly, sv
citadel_boss_tier_3_test_introfalsedevonly, sv
citadel_boss_tier_3_test_laserfalsedevonly, sv
citadel_boss_tier_3_test_rocketbarragefalsedevonly, sv
citadel_boss_tier_3_test_shrine_attackfalsedevonly, sv
citadel_boss_tier_3_testing_enter_phase2falsesv, cheat, release
citadel_boss_tier_3_testing_resetRespawns the bosscmdsv, cheat
citadel_bot_attack_enemies
citadel_bot_brain_aim_angle_attackMin Dot Product result from target that we will try to shoot from0.9sv, rep, release
citadel_bot_brain_aim_inaccuracyMax Angle for Inaccuracy0sv, rep, release
citadel_bot_brain_aim_inaccuracy_speedHow fast the inaccuracy moves - mimic mouse movement correction0.01sv, rep, release
citadel_bot_brain_aim_vertical_offsetHow many vertical units to aim from world space center on players / troopers0sv, rep, release
citadel_bot_brain_disable_attacksfalsesv, rep, release
citadel_bot_brain_disable_gun_attacks0sv, rep, release
citadel_bot_brain_disable_movementfalsesv, rep, release
citadel_bot_brain_draw_debugEnable brain debug drawingfalsedevonly, sv, release
citadel_bot_brain_enemy_reaction_timeAmount of time for a bot to react to a player0.75sv, rep, release
citadel_bot_brain_force_schedule(Test) Set to Force a Schedule-1devonly, sv
citadel_bot_brain_heavy_melee_distance300sv, rep, release
citadel_bot_brain_infrequent_tick_rate60sv, rep, release
citadel_bot_brain_melee_heavy_hold_time0.31sv, rep, release
citadel_bot_brain_melee_tick_frequency30sv, rep, release
citadel_bot_brain_move_goal_toleranceHow close to goal to count as made it40sv, rep, release
citadel_bot_brain_move_max_fallback_path_lengthIf a bot fails its (fast) flowmap check, how far should we allow the nav system to look when generating a fallback path? Keep this value lower for performance reasons1750sv, rep, release
citadel_bot_brain_override_calc_movement_task_targetOverride CalcMovementTaskTarget to pathfind directly to the desired location as opposed to an intermediate goalfalsesv, rep, release
citadel_bot_brain_parry_tick_frequency20sv, rep, release
citadel_bot_brain_stop_shooting_los_timeAmount of time for no Los to stop shooting at enemy0.5sv, rep, release
citadel_bot_broadcast_updatesBots will say updates in all talkfalsedevonly, sv
citadel_bot_buddyList of heroes to choose from that should follow a player aroundsv, cl, rep, release
citadel_bot_crouchForces citadel bots to crouchfalsesv, rep, release
citadel_bot_director_base_threat_distanceDistance from core we consider to be a threat3000devonly, sv, rep
citadel_bot_director_debug_spewEnable for Bot Director log messagesfalsedevonly, sv
citadel_bot_director_destroy_all_tier2Should bots prioritize destroying all tier 2 bosses before pushing furtherfalsedevonly, sv, rep
citadel_bot_director_draw_creep_lineDraw the Creep Linesfalsedevonly, sv, rep
citadel_bot_director_idol_care_distanceMax distance a player can be that may care about the idol4500devonly, sv, rep
citadel_bot_director_lane_min_durationMin amount of time a bot is forced to stay in lane for a required action10devonly, sv, rep
citadel_bot_director_late_game_time_minutesNumber of minutes past which bots should try to end the game18devonly, sv, rep
citadel_bot_director_respawn_windowAmount of Respawn time remaining for Hero to be considered in this lane10devonly, sv, rep
citadel_bot_director_zipline_minMinimum % of Captured Zipline nodes we care about0.1devonly, sv, rep
citadel_bot_director_zipline_stableHow much to push out a lane before deprioritizing it0.4devonly, sv, rep
citadel_bot_disconnect_takeover_enabledfalsedevonly, sv, cl, rep
citadel_bot_give_all_abilitiesGives all bots all abilities. Use with citadel_bot_use_ability 1-4cmddevonly, sv
citadel_bot_give_all_abilities_baseGives all bots all abilities without perks. Use with citadel_bot_use_ability 1-4cmddevonly, sv
citadel_bot_give_team_goldGive all bots on a particular team goldcmdsv, cheat
citadel_bot_hero_testing_pitchAim Pitch in Hero Testing5sv, rep, release
citadel_bot_jumpForces citadel bots to jumpfalsesv, rep, release
citadel_bot_list_entsList ent id of all players that are bots in this gamecmdsv, cheat
citadel_bot_list_objectives_entList all entities that are associated with a Citadel Game Objectivecmdsv, cheat
citadel_bot_match_on_dedicated_servertruedevonly, cl
citadel_bot_max_path_lengthMax path length for pathing calculations.2000devonly, sv
citadel_bot_meleeForces citadel bots to melee continuously, 1: light, 2:Heavy0sv, rep, release
citadel_bot_mimic_player_pitchUser player’s pitch in hero testingtruesv, rep, release
citadel_bot_move_randomForces citadel bots to move all aroundfalsesv, rep, release
citadel_bot_net_worth_max_spawn_time10000devonly, sv
citadel_bot_parryForces citadel bots to Parry continuouslyfalsesv, rep, release
citadel_bot_passive_gold_enabledtruedevonly, sv
citadel_bot_playrecordingPlay back commands recorded via ‘citadel_bot_record’cmdsv, cheat
citadel_bot_practice_opponenthero_gigawattsv, rep, release
citadel_bot_practice_teammatehero_kelvinsv, rep, release
citadel_bot_purchase_random_draft_optionMakes the bots purchase a random draft optioncmddevonly, sv
citadel_bot_recordCauses bots to mimic your commands as well as record them to be replayed0sv, rep, release
citadel_bot_report_verboseBot Chat is Verbose (debug)falsedevonly, sv
citadel_bot_run_dps_testRun a gun DPS test and record the results
usage: <hero_target>
cmddevonly, sv
citadel_bot_run_mantle_testsCauses bots to teleport to bot test nodes and attempt mantling
usage: <all | hero_name>
cmddevonly, sv
citadel_bot_run_shooting_testCauses bots to teleport to bot test nodes and shoot at an assigned target
usage: <hero_shooter> <hero_target>
cmddevonly, sv
citadel_bot_safety_distance_behind_ally_creepsDistance citadel bots want to stay behind ally creep wave (meters)5devonly, sv, rep
citadel_bot_safety_distance_behind_enemy_creepsDistance citadel bots want to stay behind enemy creep wave (meters)10devonly, sv, rep
citadel_bot_shootForces citadel bots to fire continuously. 1:scope shooting 2:unscope shooting.0sv, rep, release
citadel_bot_shopForces citadel bots to attempt shopping. 1 = random, 2 = recommended0sv, rep, release
citadel_bot_takeover_ally_rangeHow far from Allies that is acceptable30sv, rep, release
citadel_bot_takeover_timeTime for a disconnected player to be taken over by a bot30sv, rep, release
citadel_bot_team_sensing_tick_intervalHow many ticks between the bot performing sensing100devonly, sv, rep
citadel_bot_teamsense_homebase_rangeDistance(m) from Base center to be considered in base75devonly, sv, rep
citadel_bot_teamsense_pushed_rangeDistance(m) from Objective to consider it pushed to20devonly, sv, rep
citadel_bot_test_modeSet citadel bots to be and in test mode (default idle)falsesv, rep, release
citadel_bot_use_abilityCauses Bot to Constantly use Ability when its available0sv, rep, release
citadel_bot_use_ability_onceSet if you only want enemy to use ability once and stopfalsesv, rep, release
citadel_bot_use_ability_rateInterval in seconds that the bot attempts to use an ability-1sv, rep, release
citadel_bot_use_item_abilityCauses Bot to Constantly use Ability when its available0sv, rep, release
citadel_bot_zig_zagForces citadel bots to zig-zag side to side if > 0 or back and forth if < 00sv, rep, release
citadel_botmatch_tick_rate_override32sv, cl, rep, release
citadel_bots_go_midForce bots to path to the originfalsedevonly, sv
citadel_bounty_allow_melee_autoclaimWhether or not melees autoclaim orbs.truesv, cl, rep, cheat
citadel_bounty_aoe_deny_radiusThe radius in which teammates gain a portion denies2165.35sv, cl, rep, cheat
citadel_bounty_aoe_radiusThe radius in which teammates gain a portion of bounties2165.35sv, cl, rep, cheat
citadel_bounty_aoe_radius_autoscoreThe radius in which a trooper death is automatically assigned to a nearby player.1771.65sv, cl, rep, cheat
citadel_bounty_aoe_radius_neutralsThe radius in which teammates gain a portion of Neutral800sv, cl, rep, cheat
citadel_bounty_aoe_radius_non_troopers_non_heroThe radius in which teammates gain a portion of things besides Nuetrals, Troopers and Players1378sv, cl, rep, cheat
citadel_bounty_aoe_radius_troopersThe radius in which teammates gain a portion of things besides Neutrals and Players2165.35sv, cl, rep, cheat
citadel_bounty_player_assist_windowThe recent damage time window to be counted as an assister for player kill10sv, cl, rep, cheat
citadel_brawl_hero_rosterA comma separated list of hero IDs that hold the currently selected brawl roster heroescl, a, release
citadel_brawl_hero_roster_bannedA comma separated list of hero IDs that hold the currently banned brawl roster heroescl, a, release
citadel_brawl_hero_roster_high_priorityA comma separated list of hero IDs that hold the currently high priority brawl roster heroescl, a, release
citadel_brawl_hero_roster_preferredA comma separated list of hero IDs that hold the currently preferred brawl roster heroescl, a, release
citadel_brawl_hero_roster_randomIs the brawl hero roster set to randomfalsecl, a, release
citadel_breakable_prop_break_airtime0.6devonly, sv, rep
citadel_breakable_prop_break_velocity400devonly, sv, rep
citadel_breakable_prop_breakable_enabledtruedevonly, sv
citadel_breakable_prop_initial_spawn_time_overrideIf positive, override initial spawn time (in seconds) for all breakable_prop camps-1devonly, sv
citadel_breakable_prop_respawn_spreadSpread the respawn of breakables out by this many seconds (perf)0.5devonly, sv, rep
citadel_breakable_prop_spawn_interval_overrideIf positive, override initial spawn interval (in seconds) for all breakable_prop camps-1devonly, sv
citadel_build_tag_picker<HeroID>cmddevonly, cl
citadel_bullet_log_entities_hitfalsedevonly, sv, cl, rep
citadel_bullet_obscured_shot_distance256sv, cl, rep, cheat
citadel_bullet_shot_offset_fade_time0.5devonly, cl
citadel_bullet_slow_duration0devonly, sv
citadel_bullet_time_warp_decay_percentWhat percent of the original speed should bullets return to after exiting a time warp1devonly, sv, cl, rep
citadel_bullet_time_warp_decay_speedHow fast bullets return to their normal speed after exiting a time warp1devonly, sv, cl, rep
citadel_bullet_tracer_recycling_enabledRecycle bullet tracer effects when >= 1. Set to 2 to spew when a tracer couldn’t be recycled.1sv, cl, rep, cheat
citadel_bullet_whiz_closest_point_on_line-1devonly, cl
citadel_bullet_whiz_draw_endpointsfalsedevonly, cl
citadel_bullet_whiz_draw_listener_tracefalsedevonly, cl
citadel_bullet_whiz_fake_end_point_distance200devonly, cl
citadel_bullet_whiz_side_dot_tolerance0.98devonly, cl
citadel_buttons_tweakCommand to tweak level boons. Pass in scale factorcmddevonly, cl
citadel_bypass_reconnect_version_checkIgnore the compat version check when reconnecting to a server. This generally shouldn’t be done as there could be legitimate differences.falsedevonly, cl
citadel_calc_guided_bot_match_report_cardtruedevonly, sv
citadel_camera_adjust_aim_fov0: Use Absolute GunZoom FOV. 1: Relative FOV - Add the difference between old default fov and absolute gun aim.1devonly, cl, cheat
citadel_camera_aiming_fovWhat aiming FOV is65devonly, cl
citadel_camera_allow_controller_when_controlling_othertruecl, cheat
citadel_camera_debug0: Off. 1: Show Stand-up trace. 2: Show stand up to ideal ParrotPos. 3: Show Parrot Pos to Desired Pos (cyan)0devonly, cl
citadel_camera_dist150devonly, sv, cl, rep
citadel_camera_draw_clip_spherefalsecl, cheat
citadel_camera_draw_vmdl_debugDraw curvesfalsedevonly, cl
citadel_camera_fade_ally_tier2_far_distAt this distance ally tier2’s opacity will be at 1400devonly, cl
citadel_camera_fade_entity_speedHow rapidly we fade the character to transparent when using first person mode.50devonly, cl
citadel_camera_fade_other_far_distAt this distance non-viewed character’s opacity will be at 1100devonly, cl
citadel_camera_fade_other_near_distAt this distance non-viewed character’s opacity will be at citadel_camera_fade_other_near_opacity20devonly, cl
citadel_camera_fade_other_near_opacityThe opacity of non-viewed character when they are at citadel_camera_fade_near_dist0.4devonly, cl
citadel_camera_fade_viewed_far_distAt this distance viewed character’s opacity will be at 150devonly, cl
citadel_camera_fade_viewed_near_distAt this distance viewed character’s opacity will be at citadel_camera_fade_near_opacity20devonly, cl
citadel_camera_fade_viewed_near_opacityThe opacity of viewed character when they are at citadel_camera_fade_near_dist0.4devonly, cl
citadel_camera_force_tunnel_alpha-1devonly, cl, cheat
citadel_camera_fovThe field of view angle of the camera.75devonly, sv, cl, rep
citadel_camera_free_roamSet to 1 to disconnect the camera from the player. Set to 2 to allow moving the camera around with WASD0devonly, sv, cl, rep
citadel_camera_hard_trace_radiusThe radius of the cylinder to trace for hard camera occlusion.16devonly, sv, cl, rep
citadel_camera_heightThe look at point of the camera is vertically offset by this distance.63cl, cheat
citadel_camera_height_approach_speed800cl, cheat
citadel_camera_height_ceiling_distance20devonly, cl
citadel_camera_height_npcThe look at point of the camera is vertically offset by this distance when viewing NPC units.33cl, cheat
citadel_camera_hero_fovThe field of view angle of the camera when following a hero.90cl, a
citadel_camera_inspect_modeSet to 1 to allow orbiting the camera around the player. Set to 2 to lock the camera, but then be able to directly control the player0devonly, sv, cl, rep
citadel_camera_listening_offset0devonly, cl
citadel_camera_max_transition_distanceMax distance that the camera will transition to the next target.1500devonly, cl
citadel_camera_offsetThe look at point of the camera is horizontally offset by this distance.-25cl, cheat
citadel_camera_parrot_povForce the camera to be in parrot POV. Useful for tuning the closest position.falsedevonly, cl
citadel_camera_parrot_pov_radiusRadius of the parrot sausage cast8.25devonly, cl
citadel_camera_parrot_pov_x_offsetX Axis offset from our camera pivot. +Forward and -Back.-10devonly, cl
citadel_camera_parrot_pov_y_offsetY Axis offset from our camera pivot. +Left and -Right.-10devonly, cl
citadel_camera_parrot_pov_z_offsetZ Axis offset from our camera pivot. +Up and -Down10devonly, cl
citadel_camera_parrot_smoothing_rateWhen the camera stops being clipped, smooth the motion back to the desired resting position.60devonly, cl
citadel_camera_pitch_defaultThe default camera pitch.20devonly, cl
citadel_camera_pitch_invertedSet to 1 to have inverted mouse pitchfalsecl, a
citadel_camera_pitch_maxThe maximum pitch angle allowed on the camera.89devonly, cl
citadel_camera_pitch_minThe minimum pitch angle allowed on the camera.-89devonly, cl
citadel_camera_see_distance_maxMax Distance the camera can ‘see’ an entity20000devonly, sv, cl, rep
citadel_camera_sensitivityMouse sensitivity for the camera1cl, a
citadel_camera_sensitivity_modifier_debug0: Off 1: Log Sensitivity modifiers from various sources.0devonly, cl
citadel_camera_snapshotDraw a debug display of the camera, then unset.falsedevonly, cl
citadel_camera_soft_collisionExperimental: Soften the camera to wall collision distance by using the gaussian weight of fibbonnaci cone of line traces. 2: Use soft collision system to inform hole punch.2devonly, cl, rep
citadel_camera_soft_collision_angleExperimental: Soft camera collision cone arc angle in degrees. Larger cone angle results in earlier softening.75devonly, cl
citadel_camera_soft_collision_avoidance_biasExperimental: Soft camera collision avoidance bias. > 1 pull camera in more aggressively in response to gaussian weighted samples. < 1 Not recommended5.75devonly, cl
citadel_camera_soft_collision_debugShow debug drawing of all soft collision caches each time they’re executed.0devonly, cl
citadel_camera_soft_collision_gausian_biasExperimental: Soft camera collision sample bias. < 1 distance samples at the edge of the cone angle contribute more to the weight. > 1 rely more on the central camera direction’s distance sample.2devonly, cl
citadel_camera_soft_collision_max_sensor_rangeExperimental: the range of the traces can be constrained to this value if the distance between target camera position and parrot cam position is very large110devonly, cl
citadel_camera_soft_collision_multi_threadExperimental: Use Multithreaded implementation. 0: Use regular style. > 0 number of jobs to chunk the 128 traces into. Power of 2 only, please. 8 is great.8devonly, cl
citadel_camera_soft_collision_xy_scaleExperimental: Shrink the length of the traces in the XY axis so that going into doorways is less affected by the soft collision system.0.75devonly, cl
citadel_camera_spectator_auto_target_viewSpectator camera automatically try to match target view after no input for sometimetruedevonly, cl
citadel_camera_spectator_distHow far back the spectator camera should be200devonly, cl
citadel_camera_spectator_fovThe field of view angle of the camera when a spectator.90devonly, cl
citadel_camera_spectator_pitchHow much to adjust view pitch when spectating a target15devonly, cl
citadel_camera_use_vmdl_far_poseSelectively skip “Far” posestruedevonly, cl
citadel_camera_use_vmdl_flatten_horizontalFor each camera pose set, use the average of X positions. This is a motion sickness reducing action.truedevonly, cl
citadel_camera_use_vmdl_flatten_verticalZero the relative Z axis of the camera to reduce motion sickness.truedevonly, cl
citadel_camera_use_vmdl_gunaim_poseSelectively skip “Gun Aim” posestruedevonly, cl
citadel_camera_use_vmdl_near_poseSelectively skip “Near” posestruedevonly, cl
citadel_camera_wobble_alwaysfalsedevonly, cl
citadel_camera_wobble_angle_scale1devonly, cl
citadel_camera_wobble_disablefalsedevonly, cl
citadel_camera_wobble_pitch_exponent2devonly, cl
citadel_camera_wobble_position_scale1devonly, cl
citadel_camera_wobble_yaw_exponent2devonly, cl
citadel_cancel_hero_draftEnds hero draft mode and goes straight to playing the gamecmddevonly, sv
citadel_cant_pause_display_durationHow long do we show the can’t pause/unpause dialog.2devonly, cl
citadel_capsule_movement_ground_box_percentage0.2devonly, sv, cl, rep
citadel_capture_point_enable_fast_capturefalsesv, cl, rep, cheat
citadel_capture_points_enabledfalsedevonly, sv
citadel_capturepoint_show_event_timerfalsedevonly, sv, cl, rep
citadel_catapult_on_damage_channel_time1.5devonly, sv, cl, rep
citadel_catapult_on_damage_disable_time3devonly, sv, cl, rep
citadel_chat_fade_time10devonly, cl
citadel_chat_fade_time_extension7devonly, cl
citadel_cinematic_intro_duration_npcHow long is the cinematic intro applied to npcs (shrine/patron)7.5sv, cheat
citadel_cinematic_intro_duration_playerHow long is the cinematic intro applied to the player9.5sv, cheat
citadel_cinematic_intro_enabled-1 = force disabled, 0 = default, 1 = force enabled0sv, cheat
citadel_clamp_mouse_when_using_ping_wheeltruedevonly, cl
citadel_clear_all_post_process_effectsClear all post process effects that are active, and spew their statecmddevonly, cl
citadel_clear_killstreakcitadel_clear_killstreak [player_slot]cmddevonly, sv
citadel_client_mm_ignore_engine_versionIgnore the engine version number for matchmaking. Useful for testing locally in release.falsedevonly, cl
citadel_client_solo_mm_keep_alive_check_sNumber of seconds between checking to make sure that the client is still in MM45devonly, cl
citadel_client_status_cycle_delay4devonly, cl
citadel_commend_fake_receivedcmddevonly, cl
citadel_commend_player<target account id> [match id]cmddevonly, cl
citadel_commend_toast_enemy_secondsNumber of seconds to show enemy commend toasts4devonly, cl
citadel_commend_toast_secondsNumber of seconds to show commend toasts30devonly, cl
citadel_complete_new_player[flag] Marks the new player state as completecmdcl, release
citadel_cone_view_alpha80devonly, cl
citadel_context_profile_pagetruedevonly, cl
citadel_control_point_capture_rate_scale1devonly, sv, cl, rep
citadel_control_point_decay_delay60devonly, sv, cl, rep
citadel_control_point_decay_rate0.1devonly, sv, cl, rep
citadel_control_point_max_capture_players6devonly, sv, cl, rep
citadel_control_point_max_capture_rate2devonly, sv, cl, rep
citadel_convert_depsCommand to tweak level boons. Pass in scale factorcmddevonly, cl
citadel_convert_particle_cfgConvert team_relative_particle_cfg to CitadelTeamRelativeParticleSettings_tcmddevonly, cl
citadel_convert_tight_camera_settingsBake citadel_tightcamera scale onto camera settingscmddevonly, cl
citadel_cooldown_scaling_vdata_tweakCommand to tweak all ability cooldowns, including ability upgrades. Pass in scale factor (with 1.0 being no change), and a min delta.cmddevonly, cl
citadel_coop_sandboxfalsesv, cl, rep, release
citadel_core_regen50devonly, sv
citadel_core_regen_pause_on_damage15devonly, sv
citadel_corner_boost_strength0.0: turn off corner boosts. 1.0: raw corner boost.0.6devonly, sv, cl, rep
citadel_crate_client_notification_time30sv, cheat
citadel_crate_delivery_base_payoff0sv, cheat
citadel_crate_delivery_overtime_bonus50sv, cheat
citadel_crate_disable_early_spawn
citadel_crate_early_spawn_delay
citadel_crate_early_to_trooper_spawn_delay
citadel_crate_respawn_interval300sv, cheat
citadel_crate_reward_base1300devonly, sv
citadel_crate_reward_time_multiplier230devonly, sv
citadel_crate_spawn_enabledtruedevonly, sv
citadel_crate_spawn_initial_delay600sv, cheat
citadel_create_test_time_warpCreate a time warp volume at your feetcmdsv, cheat
citadel_create_unit[hero_name | none] [team] - Creates an unit. Pass ‘my_hero’ as hero_name to use your current herocmdsv
citadel_crosshair_clip_angle90devonly, cl
citadel_crosshair_clip_bullet_gap0.5devonly, cl
citadel_crosshair_clip_offset_angle180devonly, cl
citadel_crosshair_color_b255cl, a
citadel_crosshair_color_g255cl, a
citadel_crosshair_color_r255cl, a
citadel_crosshair_disable_hero_specific_crosshairsfalsecl, a
citadel_crosshair_dot_opacity0.7cl, a
citadel_crosshair_dot_outline_border2cl, a
citadel_crosshair_dot_outline_gap0cl, a
citadel_crosshair_dot_outline_opacity0.7cl, a
citadel_crosshair_dot_size4cl, a
citadel_crosshair_hit_marker_duration0.1cl, a
citadel_crosshair_out_of_range_dist50devonly, sv, cl, rep
citadel_crosshair_outline_color_b0cl, a
citadel_crosshair_outline_color_g0cl, a
citadel_crosshair_outline_color_r0cl, a
citadel_crosshair_pip_gap4cl, a
citadel_crosshair_pip_gap_staticfalsecl, a
citadel_crosshair_pip_height16cl, a
citadel_crosshair_pip_opacity0.5cl, a
citadel_crosshair_pip_outline_border1cl, a
citadel_crosshair_pip_outline_gap0cl, a
citadel_crosshair_pip_outline_opacity0.7cl, a
citadel_crosshair_pip_width2cl, a
citadel_damage_indicator_enemy_display_time2devonly, cl
citadel_damage_indicator_height120devonly, cl
citadel_damage_indicator_radius300devonly, cl
citadel_damage_indicator_width120devonly, cl
citadel_damage_offscreen_indicator_disabledtruecl, release
citadel_damage_radar_enemy_display_time2devonly, cl
citadel_damage_report_enableIf enabled, show damage reporttruedevonly, cl
citadel_damage_report_show_adjusted_percent_minHide buffed/resisted damage if it’s below this percentage of change3devonly, cl
citadel_damage_report_show_alwaysIf enabled, always show damage report, not just on alt.falsedevonly, cl, a
citadel_damage_summary_max_entries8devonly, cl
citadel_damage_summary_show_time12devonly, cl
citadel_damage_text_batching_window_abilityWhen ability damage events are within this amount of time of each other, they will be added together into a single entry.1.05devonly, cl
citadel_damage_text_batching_window_bulletWhen bullet damage events are within this amount of time of each other, they will be added together into a single entry.1.5devonly, cl
citadel_damage_text_batching_window_cumulativeWhen cumulative damage events are within this amount of time of each other, they will be added together into a single entry.1.5devonly, cl
citadel_damage_text_batching_window_pureWhen pure damage events are within this amount of time of each other, they will be added together into a single entry.1.05devonly, cl
citadel_damage_text_distance_farFar distances at which we use far offsets for damage numbers4000devonly, cl
citadel_damage_text_distance_nearNear distance at which we use the near offsets for damage numbers100devonly, cl
citadel_damage_text_height_offset_farHow much to offset damage numbers above when far from the camera200devonly, cl
citadel_damage_text_height_offset_nearHow much to offset damage numbers above when near from the camera130devonly, cl
citadel_damage_text_lifetimeHow long do numbers live.1.5devonly, cl
citadel_damage_text_lifetime_newHow long do accumulated numbers live.1.5devonly, cl
citadel_damage_text_new_ability_offset_x-20devonly, cl
citadel_damage_text_new_ability_offset_y-25devonly, cl
citadel_damage_text_new_bullet_offset_x35devonly, cl
citadel_damage_text_new_bullet_offset_y-25devonly, cl
citadel_damage_text_new_melee_offset_x20devonly, cl
citadel_damage_text_new_melee_offset_y-60devonly, cl
citadel_damage_text_new_pure_offset_x-20devonly, cl
citadel_damage_text_new_pure_offset_y-60devonly, cl
citadel_damage_text_new_x_offsetHow much to offset damage numbers left15devonly, cl
citadel_damage_text_show_effectivenessShow the damage effectiveness on every damage numberfalsedevonly, cl
citadel_damage_text_spacingSpacing between floating damage numbers.20devonly, cl
citadel_damage_text_x_offset_farHow much to offset damage numbers left and right when far from the camera0devonly, cl
citadel_damage_text_x_offset_nearHow much to offset damage numbers left and right when near the camera0devonly, cl
citadel_dead_zone_radius0.05devonly, cl
citadel_dead_zone_radius_instant_wheel0.1devonly, cl
citadel_death_linger_timeHow logn does the player icon linger on the minimap after they die3devonly, sv
citadel_death_replay_enabledfalsesv, cl, rep, release
citadel_death_replay_post_death_time2devonly, sv, cl, rep
citadel_death_replay_pre_death_time12devonly, sv, cl, rep
citadel_death_replay_pre_death_time_quick8devonly, sv, cl, rep
citadel_debug_ability_beamsfalsedevonly, sv, cl, rep
citadel_debug_barrier_damage_orderfalsedevonly, sv, cl, rep
citadel_debug_draw_bullet_time_warpsDraw debug overlays for active bullet time warp volumesfalsedevonly, sv
citadel_debug_draw_hero_position_on_screenfalsedevonly, cl
citadel_debug_draw_move_down_ziplinesfalsedevonly, cl
citadel_debug_draw_move_down_ziplines_numprobes10devonly, cl
citadel_debug_draw_move_down_ziplines_speed50devonly, cl
citadel_debug_draw_move_down_ziplines_starting_node_offset0devonly, cl
citadel_debug_draw_projectile_touch_volumesDraw debug overlays for projectile touch volumesfalsedevonly, sv, cl, rep
citadel_debug_ent_losDebug : Draw Spheres on Ent Being Los Testedfalsesv, cl, rep, cheat
citadel_debug_find_ability_units_draw_allWhen true, all FindUnits calls will be drawnfalsedevonly, sv, cl, rep, cheat
citadel_debug_find_ability_units_durationDuration to display debug draw for FindAbilityUnits functions0devonly, sv, cl, rep, cheat
citadel_debug_find_ability_units_filterFilter ability name to debug FindAbilityUnits functionsdevonly, sv, cl, rep, cheat
citadel_debug_force_property_value_contextForce ability property value context. -1: No override, 0: MainLock, 1:StreetBrawl-1devonly, sv, cl, rep
citadel_debug_glyph_pathsfalsedevonly, cl
citadel_debug_minimap_heightfalsedevonly, sv
citadel_debug_neutral_spawn_timesOutputs timings of neutral camp spawns.falsedevonly, sv
citadel_debug_pathingDraw NPC pathing errorsfalsedevonly, sv
citadel_debug_player_speed_in_metersCitadel/Player Speed/Speed in meterstruedevonly, sv, cl, rep
citadel_debug_trooper_look_targetfalsesv, cheat
citadel_debug_zipline_camera_height_addAdd to zipline camera height offset0sv, cl, rep, cheat
citadel_debug_zipline_camera_side_addAdd to zipline camera side offset0sv, cl, rep, cheat
citadel_decrease_replay_speedDecrease the Replay speed while watching a replaycmdcl, release
citadel_default_bot_difficultyTime for a disconnected player to be taken over by a bot1devonly, sv, rep
citadel_default_minimap_icon_radius18devonly, cl
citadel_default_reveal_duration0.25devonly, sv
citadel_demo_highlight_seconds_afterHow many seconds after the highlight event to show when viewing highlights.2cl, release
citadel_demo_highlight_seconds_beforeHow many seconds before the highlight event to show when viewing highlights.6cl, release
citadel_demo_movie_preload_ticksHow many ticks of demo playback before we activate movie recording.2cl, release
citadel_deny_denied_percentage0devonly, sv
citadel_deny_denier_percentage1devonly, sv
citadel_deny_orb_scale1devonly, sv, cl, rep
citadel_deny_text_height_offsetHow much higher should deny text show up.35devonly, cl
citadel_deny_text_max_distanceHow far away before we stop showing in world deny events.4000cl, a
citadel_deployment_max_height_offset_down1000devonly, sv, cl, rep
citadel_deployment_max_height_offset_up125devonly, sv, cl, rep
citadel_destroy_all_bossesKills all the guardianscmddevonly, sv
citadel_destroy_all_npcsKills all bosses and troopers in the mapcmddevonly, sv
citadel_destroyable_building_damage_scale1devonly, sv
citadel_dev_always_lethal_damagefalsedevonly, sv, cl, rep
citadel_dev_book_force_unlockedfalsedevonly, cl
citadel_dev_boss_backdoor_protection_disabledSet to Disable Backdoor Protection for Bossesfalsedevonly, sv, cl, rep, cheat
citadel_dev_discord_linkfalsedevonly, cl
citadel_dev_orb_freeze_timeTime after launching for the orb to become stationary.0devonly, sv
citadel_dev_simulate_mm_responseAllows for forcing MM to act like it returned the specified error for UI testing-1devonly, cl
citadel_dev_test_end_game_fake_time0devonly, sv, cl, rep
citadel_dev_test_end_game_gold20000devonly, sv
citadel_dev_test_endgameSet the Map to test End game contentcmdcl, cheat, release
citadel_dev_test_endgame_server_cmdSet the Map to test End game contentcmdsv, cheat, release
citadel_disable_duplicate_heroesDisable usage of Duplicate Heroescmdsv, cheat, release
citadel_disable_fast_cooldownsDisable fast cooldownscmdsv, cheat
citadel_disable_fast_staminaDisable fast staminacmdsv, cheat
citadel_disable_no_hero_deathMake heroes able to diecmdsv, cheat
citadel_disable_purchasing_in_combatDisable purchasing if you deal or take damage from an enemy player.falsedevonly, sv, cl, rep
citadel_disable_quick_responseTurns quick response to ping messages off.truedevonly, cl
citadel_disable_unlimited_ammoDisable unlimited ammocmdsv, cheat
citadel_display_new_player_recommendationsDo we want to show the decorations for new player friendly heroes?truecl, release
citadel_distance_mouse_move_for_minimap_drawing15cl, release
citadel_doorway_debug_draw0sv, cl, rep, cheat
citadel_doorway_glow_other_distance1000sv, cl, rep, cheat
citadel_doorway_infinite_durationfalsesv, cl, rep, cheat
citadel_doorway_portal_forward_offset-3sv, cl, rep, cheat
citadel_dps_multiplierIncrease weapon damage for testing1sv, cl, rep, cheat
citadel_draw_bot_enemyDraw line to target enemyfalsedevonly, sv
citadel_draw_bot_follow_targetDraw bot follow targetfalsedevonly, sv
citadel_draw_bot_full_pathDraw bot pathingfalsedevonly, sv
citadel_draw_bot_safetyDraw bot pathing goal / chosen enemyfalsedevonly, sv
citadel_draw_cover_pointsvisualizes all the trooper cover pointscmddevonly, sv
citadel_draw_debug_guide_onlyDebug drawing for bot only applies to guide botsfalsedevonly, sv
citadel_draw_distant_trooper_nodesfalsedevonly, sv
citadel_draw_lanesfalsedevonly, sv
citadel_draw_lanes_filterIf sets filters to drawing to a specific lane0devonly, sv
citadel_draw_trooper_lanesfalsedevonly, sv
citadel_draw_trooper_pathDraws a path between two coordinatescmddevonly, sv
citadel_druid_debug_bush_networkfalsedevonly, sv, cl, rep
citadel_duck_spam_slow_penalty_durationHow long the slow penalty is for spamming duck is0.5devonly, sv, cl, rep
citadel_dump_build_tagsdump all build tag tokenscmddevonly, cl
citadel_dump_bulletsdump all bullet info to the consolecmddevonly, sv
citadel_dump_deleted_entity_countsDisplays counts of which kinds of entities have been deleted since map startedcmddevonly, cl
citadel_dump_game_stateDumps current state of the game and all playerscmddevonly, sv
citadel_dump_items_with_componentDump to Console All items with components and their componentscmddevonly, cl
citadel_dump_keybindingsfalsedevonly, cl
citadel_dump_player_statsDump stat component values for local playercmddevonly, cl
citadel_dump_rank_dataRequest rank confidence score from GC.cmddevonly, cl
citadel_enable_double_pingTurns off the ability to have aggressive and passive pings.truedevonly, cl
citadel_enable_duplicate_heroesEnable usage of Duplicate Heroescmdsv, cheat, release
citadel_enable_fast_cooldownsEnables fast cooldownscmdsv, cheat
citadel_enable_fast_staminaEnables fast staminacmdsv, cheat
citadel_enable_nearby_capture_pointEnables the first capture point found within 20mcmdsv, cheat, release
citadel_enable_new_ping_particleConvar to test new ping particlefalsedevonly, cl
citadel_enable_no_hero_deathMake heroes unable to diecmdsv, cheat
citadel_enable_partiesEnable client side party UItruedevonly, cl
citadel_enable_ping_rate_limitingfalsedevonly, sv
citadel_enable_surveyKill switch in case we want to make sure the survey isn’t shown, or temporarily disable ittruedevonly, cl
citadel_enable_unlimited_ammoEnables unlimited ammocmdsv, cheat
citadel_enable_vdata_sound_preloadtruedevonly, cl
citadel_end_of_match_additional_delay_sHow long in addition to the tv_delay do we wait at the end of the match before going to the score screen in seconds10devonly, sv, rep
citadel_enemy_consume_stamina_notification_range_closeIf an enemy is this close, then we send a stamina consume usermessage to enemies.10devonly, sv, cl, rep
citadel_enemy_consume_stamina_notification_range_farIf an enemy is this far, then we never send a stamina consume usermessage to enemies.100devonly, sv, cl, rep
citadel_english_hero_namesfalsecl, a
citadel_english_mod_namesfalsecl, a
citadel_entity_ping_duration6sv, cheat
citadel_event_collection_delay_sNumber of seconds to buffer events before an initial send1devonly, cl
citadel_event_collection_retry_sNumber of seconds to wait for a retry of events1devonly, cl
citadel_event_indicator_distance_extremely_far3000devonly, cl
citadel_event_indicator_distance_far1000devonly, cl
citadel_event_indicator_distance_normal300devonly, cl
citadel_event_indicator_distance_very_far2000devonly, cl
citadel_event_indicator_dps_percent_high0.5devonly, cl
citadel_event_indicator_dps_percent_low0.1devonly, cl
citadel_event_indicator_dps_percent_mid0.3devonly, cl
citadel_event_indicator_mitigation_high0.6devonly, cl
citadel_event_indicator_mitigation_low0.2devonly, cl
citadel_event_indicator_mitigation_mid0.5devonly, cl
citadel_event_timer_frequency_imminent6devonly, cl
citadel_event_timer_frequency_soon25devonly, cl
citadel_event_timer_max_distance_distance5000devonly, cl
citadel_event_timer_max_distance_scale10devonly, cl
citadel_event_timer_max_view_angle45devonly, cl
citadel_event_timer_min_distance_distance1000devonly, cl
citadel_event_timer_min_distance_scale1.5devonly, cl
citadel_event_timer_min_view_angle12devonly, cl
citadel_event_timer_scale_on_direct_look1.33devonly, cl
citadel_exonerate_account<Account ID> Clear recent cheat reports on this account.cmdcl, release
citadel_fake_bots_as_pinging_playerfalsesv, cheat
citadel_fake_comms_ban_timestamp0devonly, cl
citadel_fake_death_goldfalsedevonly, cl
citadel_fake_low_pri_games_remaining-1devonly, cl
citadel_fake_no_match_metadatafalsedevonly, cl
citadel_fake_number_of_games_played-1cl, release
citadel_fake_party_roster_usagefalsedevonly, cl
citadel_fake_rank_for_matchSet what rank you want to fake for the match. -1 is disabled-1devonly, sv, cl, rep
citadel_fake_report_ban_timestamp0devonly, cl
citadel_fake_subrank_for_matchSet what subrank you want to fake for the match. -1 is disabled-1devonly, sv, cl, rep
citadel_familiar_debug-1devonly, sv, cl, rep, cheat
citadel_familiar_infiniteattachfalsedevonly, sv, cl, rep, cheat
citadel_familiar_sprites_debugfalsedevonly, sv
citadel_familiar_sprites_debug_spamfalsedevonly, sv
citadel_familiar_sprites_stuck_detection_duration0.2devonly, sv
citadel_fencer_lunge_debug_drawfalsedevonly, cl
citadel_fencer_max_charge_unlag_players0.12devonly, sv
citadel_fetch_cheat_reportsRequest accounts recently reported for cheatingcmdcl, release
citadel_fibonacci_sphere_traceDraws the LOS check generated by our fibonacci sphere trace algorithmcmdsv, cheat
citadel_fibonnaci_sphere_trace_debugfalsedevonly, sv, cl, rep
citadel_fibonnaci_sphere_trace_fraction0.8devonly, sv, cl, rep
citadel_fibonnaci_sphere_trace_los_maxHow big to cap the size of the sphere when checking for really large explosion/effects160devonly, sv, cl, rep
citadel_finale_duration6devonly, sv
citadel_first_personEnables first-person viewpointfalsedevonly, cl
citadel_fissure_debugfalsedevonly, sv, cl, rep
citadel_fissure_forward_trace_distance75devonly, sv, cl, rep
citadel_fissure_hit_debug0devonly, sv, cl, rep
citadel_fissure_max_offset_down-2000devonly, sv, cl, rep
citadel_fissure_max_offset_up150devonly, sv, cl, rep
citadel_fly_accelerate2sv, cl, rep, cheat
citadel_force_assigned_laneforces the local player to be assigned to the specified lane #0devonly, sv
citadel_force_on_upgrade_for_all_abilitiesForce all abilities to call OnUpgrade()cmddevonly, sv
citadel_force_playofthegameForce begin play of the gamecmddevonly, sv
citadel_force_resolutionForce a resolution change even if it’s not supported on your monitor. [h] [w] [refresh rate]cmddevonly, cl
citadel_force_spawn_idolForce idol spawncmddevonly, sv
citadel_force_strict_abandon_rulesEnforce strict matchmaking style abandon rules even in practice/bot matches (useful for testing)falsedevonly, sv, cl, rep
citadel_force_subnav_optionsfalsedevonly, cl
citadel_force_unpause_cooldownForce unpause cooldown if you’re the pauser as if you weren’t the pauser.falsedevonly, sv
citadel_forced_hero_modelForces all heroes to use this modeldevonly, sv, cheat
citadel_forge_sentry_gold_reward80devonly, sv
citadel_forge_sentry_gold_reward_bonus_per_minute2devonly, sv
citadel_fow_player_rangePlayer Fow Vision Range2500devonly, sv, rep
citadel_gamemode_streetbrawl_enabledfalsesv, cl, rep, release
citadel_generator_minimap_icon_radius24devonly, cl
citadel_get_rpRetrieves the rich presence of the user (leave blank for local or specify user with SteamID.Render() format).cmddevonly, cl
citadel_gg_call_time10devonly, sv, cl, rep
citadel_give_gold<gold> Give gold value to all playerscmdsv, cheat
citadel_give_player_gold<player name> <gold> Gives the specified player goldcmdsv, cheat
citadel_gold_flash_max_duration0.8devonly, cl
citadel_gold_flash_max_threshold500devonly, cl
citadel_gold_flash_med_threshold100devonly, cl
citadel_gold_flash_min_duration0.125devonly, cl
citadel_gold_flash_min_threshold30devonly, cl
citadel_gold_text_height_offsetHow much higher should gold text show up.35devonly, cl
citadel_golden_idol_balance_threshold0.9devonly, sv, cl, rep
citadel_golden_idol_balance_threshold_first_spawn0.85devonly, sv, cl, rep
citadel_grant_dev_account<Account ID> [0/1] Grants or removes dev access to an accountcmddevonly, cl
citadel_gravity_scaling_experimentIncrease gravity for players while they are moving at pedestrian speeds (lateral speeds below 300, up to 500)falsesv, cl, rep, cheat
citadel_guide_bot_say<line> makes the guide bot say the specified linecmddevonly, sv
citadel_guided_bot_ap_boost10devonly, sv
citadel_guided_bot_matchfalsesv, cl, rep, release
citadel_guided_bot_match_countdown_time10devonly, sv
citadel_guided_bot_match_hint_time_multHow much faster/slower to show hints in guided bot match mode0.25cl, release
citadel_guided_bot_match_net_worth_boost20000devonly, sv
citadel_guided_bot_match_net_worth_target1000devonly, sv
citadel_guided_bot_match_report_card_time0devonly, sv
citadel_guided_bot_t1_boss_ignore_damage_threshold0sv, rep, release
citadel_gun_boon_growth_vdata_tweakCommand to tweak boon gun damage growth.
** Usage
- arg1 - Scale Value 1.0 being no change.
cmddevonly, cl
citadel_gun_iron_sights_thresholdWhen iron sights amount is greater than this value, we are considered in iron sights mode.0.9devonly, sv, cl, rep
citadel_gun_max_spread_penaltyMax spread penalty you can incur from taking damage5sv, cl, rep, cheat
citadel_healthbars_enabledtruecl, release
citadel_hero_card_fake_party_member_count-1devonly, cl
citadel_hero_challenge_status_fake_dataShows fake data for hero challenge statusfalsedevonly, cl
citadel_hero_demo_enable_fast_staminaDo we enable fast stamina cooldownsfalsesv, cl, a, rep, release
citadel_hero_demo_enable_unlimited_ammoDo we enable unlimited ammofalsesv, cl, a, rep, release
citadel_hero_demo_hero_spawnWhich hero do we spawn when we spawn and enemy or ally herohero_infernosv, cl, a, rep, release
citadel_hero_demo_infinite_resourcesDo we start our hero demo with infinite resourcestruesv, cl, a, rep, release
citadel_hero_demo_no_cooldownsDo we start withough cooldowns when launching the hero demo mapfalsesv, cl, a, rep, release
citadel_hero_demo_no_deathDo we start withough death when launching the hero demo mapfalsesv, cl, a, rep, release
citadel_hero_demo_no_troopersDo we start withough troopers when launching the hero demo mapfalsesv, cl, a, rep, release
citadel_hero_demo_persist_convarsDo we persist convars between sessions in hero demofalsesv, cl, a, rep, release
citadel_hero_demo_spawn_itemsItems to give a hero post spawnsv, cl, rep, cheat, release
citadel_hero_demo_unlock_flex_slotsDo we start flex slots unlockedfalsesv, cl, a, rep, release
citadel_hero_lock_allRelocks all heroes for this accountcmddevonly, cl
citadel_hero_release_vote_august_2025_debug_votes_cast_total-1devonly, sv
citadel_hero_release_vote_debug_remaining_votes-1devonly, cl
citadel_hero_rosterA comma separated list of hero IDs that hold the currently selected roster heroescl, a, release
citadel_hero_roster_bannedA comma separated list of hero IDs that hold the currently banned roster heroescl, a, release
citadel_hero_roster_high_priorityA comma separated list of hero IDs that hold the currently high priority roster heroescl, a, release
citadel_hero_roster_preferredA comma separated list of hero IDs that hold the currently preferred roster heroescl, a, release
citadel_hero_roster_randomIs the hero roster set to randomfalsecl, a, release
citadel_hero_testing_ability1_state0sv, cl, rep, release
citadel_hero_testing_ability2_state0sv, cl, rep, release
citadel_hero_testing_ability3_state0sv, cl, rep, release
citadel_hero_testing_ability4_state0sv, cl, rep, release
citadel_hero_testing_ability_learn_finishedfalsesv, cl, rep, release
citadel_hero_testing_ability_purchased_finishedfalsesv, cl, rep, release
citadel_hero_testing_ability_upgrade_finishedfalsesv, cl, rep, release
citadel_hero_testing_dash_finishedfalsesv, cl, rep, release
citadel_hero_testing_dummy_targetDummy Target heroID if non-specified55sv, release
citadel_hero_testing_enabledfalsesv, cl, rep, release
citadel_hero_testing_give_abilitiesGrant Abilities on Character Spawntruesv, rep, release
citadel_hero_testing_guided_sandboxfalsesv, cl, rep, release
citadel_hero_testing_hide_modsfalsesv, cl, rep, release
citadel_hero_testing_infinite_moneyEnable infinite money in Hero Testingfalsesv, cl, rep, release
citadel_hero_testing_jump_finishedfalsesv, cl, rep, release
citadel_hero_testing_mantle_finishedfalsesv, cl, rep, release
citadel_hero_testing_mods_purchased_finishedfalsesv, cl, rep, release
citadel_hero_testing_moneyHow much money to buffer item purchases in Hero Testing4000sv, rep, release
citadel_hero_testing_movement_finishedfalsesv, cl, rep, release
citadel_hero_testing_reload_finishedfalsesv, cl, rep, release
citadel_hero_testing_shoot_finishedfalsesv, cl, rep, release
citadel_hero_testing_show_intro_modalfalsesv, cl, rep, release
citadel_hero_testing_show_outro_modalfalsesv, cl, rep, release
citadel_hero_testing_wasd_finishedfalsesv, cl, rep, release
citadel_hero_testing_zipline_attach_finishedfalsesv, cl, rep, release
citadel_hero_testing_zoom_finishedfalsesv, cl, rep, release
citadel_hero_unlock<Hero ID> Unlocks the specified herocmddevonly, cl
citadel_hero_unlock_allUnlocks all heroes for this accountcmddevonly, cl
citadel_herolabs_schedule_overrideOverride the hero labs schedule we think is assigned to your client0devonly, cl
citadel_hide_modifier_bars_on_left_hudfalsedevonly, cl
citadel_hide_replay_hudfalsecl, release
citadel_hideout_accept_requestAccept an incoming request in the hideoutcmdcl, release
citadel_hideout_ball_combatWIP Allow ball to transfer melee attacks.0devonly, sv
citadel_hideout_ball_debugShow custom collision, ball kick impulses etc.0sv, cheat
citadel_hideout_ball_show_juggle_countWIP Show juggle count on ball.0devonly, sv
citadel_hideout_ball_show_juggle_fxWIP Show fx when hitting apex/landing on floor.0devonly, sv
citadel_hideout_button_interact_distance120devonly, sv, cl, rep
citadel_hideout_cancel_matchmakingRemove yourself or your party from the matchmaking queuecmdcl, release
citadel_hideout_enable_testing_toolsfalsedevonly, cl
citadel_hideout_exclusive_modetruedevonly, cl
citadel_hideout_hero_id6cl, a, release
citadel_hideout_intro_dismiss_escape_onlyfalsedevonly, cl
citadel_hideout_intro_version_seen0cl, a, release
citadel_hideout_map_enabledCheat to make that map pretend its the hideoutfalsedevonly, sv, cl, rep
citadel_hideout_newsShow hideout newscmdcl, release
citadel_hideout_npc_debugfalsedevonly, sv
citadel_hideout_reject_requestReject an incoming request in the hideoutcmdcl, release
citadel_hideout_spoof_connection_state-1devonly, cl
citadel_hideout_survey_option<option number> Submit a response to the current survey questioncmdcl, release
citadel_hideout_survey_skipSkip the current survey questioncmdcl, release
citadel_hideout_teleport_trigger_delay3devonly, sv, cl, rep
citadel_hideout_useInteract with a targeted hideout buttoncmdcl, release
citadel_hideout_use_lobby_servertruedevonly, cl
citadel_hint_activateForces a hint to be ready to show in the HUDcmddevonly, cl
citadel_hint_system_disableSet to disable hintsfalsecl, release
citadel_hitbox_body_to_headshot_debugfalsedevonly, sv, cl, rep
citadel_hitbox_body_to_headshot_thresholdDistance threshold that we allow bullet to penetrate body to headshot.15devonly, sv, cl, rep
citadel_hud_announcement_display_time_all_queued7devonly, cl
citadel_hud_announcement_display_time_max3devonly, cl
citadel_hud_announcement_force_single_levelupfalsedevonly, cl
citadel_hud_build_category_max_height600devonly, cl
citadel_hud_build_category_min_height185devonly, cl
citadel_hud_build_category_min_width125devonly, cl
citadel_hud_chat_wheeltruedevonly, cl
citadel_hud_damage_counter_duration4devonly, cl
citadel_hud_exclusive_visible_idWhen set, only show the panel with the corresponding idcl, cheat
citadel_hud_heal_counter_duration4devonly, cl
citadel_hud_healthbars_use_newfalsecl, cheat, release
citadel_hud_healthbars_use_v2falsecl, cheat, release
citadel_hud_objective_health_debug_show_midbossfalsedevonly, cl
citadel_hud_objective_health_debug_show_t30=default 1=friendly 2=enemy 3=both0devonly, cl
citadel_hud_objective_health_enabledEnable/Disable HUD-level objective health bars. 0=Off. 1=Shrines, Patron, Midboss. 2=T1s and T2s. 3=Barracks2devonly, cl
citadel_hud_objective_health_idle_timeoutAfter how many seconds of an objective is damage to hide its health on the HUD7devonly, cl
citadel_hud_objective_health_lane_max_range1000devonly, cl
citadel_hud_objective_health_t1_max_range1900devonly, cl
citadel_hud_objective_health_t2_max_range2500devonly, cl
citadel_hud_top_bar_enable_dynamic_player_positiontruedevonly, cl
citadel_hud_visibleTurns on/off rendering the HUDtruecl, release
citadel_idle_timeHow long a player needs to be idle before he counts as disconnected.300devonly, sv
citadel_idle_time_grace_periodHow long a player needs to be idle we start putting that time towards their stored idle time.8devonly, sv
citadel_inactive_time_grace_periodHow long a player needs to be inactive (i.e. not taking any meaningful actions) before we start putting that time towards their stored inactive time.30devonly, sv
citadel_increase_replay_speedIncrease the Replay speed while watching a replaycmdcl, release
citadel_increment_killstreakcitadel_increment_killstreak [player_slot] [first_blood]cmddevonly, sv
citadel_initial_wall_jump_stamina_costHow much stamina is required, and costs, to perform your first wall jump.0devonly, sv, cl, rep
citadel_invalidate_player_stats_cacheInvalidate player stats cache so it’s pulled from the GCcmddevonly, cl
citadel_invert_ping_typeInverts the ping types so single ping would be aggressive and double ping would be passivefalsecl, a
citadel_item_draft_enabledUse item drafting? 1=only street brawl 2=always1sv, cl, rep, release
citadel_item_draft_force_all_raresfalsedevonly, sv
citadel_item_draft_force_drawComma-separated list of localized item names to force draft. Ignores tier requirements. ex, spirit lifesteal, extra chargedevonly, sv
citadel_item_early_gold_duration30sv, cheat
citadel_item_glow_local_dist800cl, cheat
citadel_item_idol_label_offset50cl, cheat
citadel_item_neutral_gold_label_offset6cl, cheat
citadel_item_pickup_fall_tolerance16sv, cheat
citadel_item_pickup_fallrate5sv, cheat
citadel_item_purchases_force_enhancedWhile true, all items purchased/drafted will be enhancedfalsesv, cheat
citadel_item_rejuvenator_label_offset160cl, cheat
citadel_item_sell_price_ratio0.5devonly, sv, cl, rep
citadel_item_used_text_height_offsetHow much higher item used text show up.25devonly, cl
citadel_jump_overhead_clearanceDistance above player step height that needs to be clear to allow for jumping73devonly, sv, cl, rep
citadel_keybind_default_hold_duration1devonly, cl
citadel_keybindings_cloud_disablefalsedevonly, cl
citadel_kick_disconnected_playersClear out all players who aren’t connected, removing them from any teamscmddevonly, sv
citadel_landing_to_predictedLanding to predictioncmddevonly, cl
citadel_lane_matchups_mmr_variancespecifies how much of a gap between MMR’s we allow to randomize lane assignment0sv, release
citadel_lane_swap_available_durationHow long lane swap is available, including pre-match time. Set to 0 to disable.40sv, cl, rep, cheat
citadel_language_and_english_hero_namesFor data gathering.devonly, cl
citadel_language_and_english_mod_namesFor data gathering.devonly, cl
citadel_lash_ground_strike_debug0devonly, sv
citadel_last_used_hero_buildscl, a, release
citadel_leaderboard_cache_durationNumber of seconds before re-requesting data for the leaderboard43200devonly, cl
citadel_leaderboard_empty_cache_durationNumber of seconds before re-requesting data for the leaderboard20devonly, cl
citadel_lethal_damage_tracking_timeTime window for damage to be considered lethal60devonly, sv, rep
citadel_life_stats_ignore_rebirthWhen set to true, we will ignore stats being reset for a lifetime when the player comes back from rebirthtruedevonly, sv
citadel_life_stats_ignore_rejuvWhen set to true, we will ignore stats being reset for a lifetime when the player comes back from rejuvinatortruedevonly, sv
citadel_list_upgradesShows the list of upgrades/items/mods a player has in the order they purchased them. 0-3 for verbositycmddevonly, cl
citadel_locally_lock_heroesWhen set to true, the client will act as if the heroes are locked even if the GC says that they aren’t. Useful for testing purposesfalsedevonly, cl
citadel_lock_flex_slots<team number> - Lock the flex slots for a team (or both teams if you omit the team number)cmdsv, cheat
citadel_lock_mmr<Account ID> [MMR] Locks a user to the current MMR (optionally can set the MMR as well)cmddevonly, cl
citadel_log_idle_timefalsedevonly, sv
citadel_log_in_combat_stateEnable to log extended MODIFIER_STATE_IN_COMBATtruedevonly, sv
citadel_loot_table_spew_flattened_tablefalsesv, cl, rep, cheat
citadel_loot_table_spew_modificationsfalsesv, cl, rep, cheat
citadel_loot_table_test_draftDraft from the specified loot tablecmdsv, cheat
citadel_loot_table_test_street_brawl_draft_roundStart the specified street brawl draft roundcmdsv, cheat
citadel_mantle_cancelling_allowedPulling away from the mantle interrupts it, putting you into falling state early.falsesv, cl, rep, cheat
citadel_mantle_debugfalsedevonly, sv, cl, rep
citadel_mantle_horizontal_movement_distanceHow far forward the mantle will move the player onto the ledge16devonly, sv, cl, rep
citadel_mantle_max_heightHow high the maximum mantle is134sv, cl, rep, cheat
citadel_mantle_probe_depthHow far in front of player to trace when looking for mantle ledges.32devonly, sv, cl, rep
citadel_match_abandonedEnds the current match as if players all abandoned.cmddevonly, sv
citadel_match_abandoned_display_time5devonly, cl
citadel_match_data_allow_meta_prefixA comma separated list of prefixes that will allow for recording of track groups to the metadata filedevonly, sv
citadel_match_data_block_meta_prefixA comma separated list of prefixes that will block recording of track groups to the metadata filedevonly, sv
citadel_match_data_incombat_duration5devonly, sv
citadel_match_data_interval3devonly, sv
citadel_match_data_max_path_samples7200devonly, sv
citadel_match_data_path_sample_interval_s1devonly, sv
citadel_match_details<MatchID> [Metadata Salt] Opens the match details to the specified matchcmdcl, release
citadel_match_details_failure_delay_s3devonly, cl
citadel_match_details_flip_teamsfalsedevonly, cl
citadel_match_details_lane_stats_time540devonly, cl
citadel_match_endEnds the current matchcmddevonly, sv
citadel_match_history_failure_delay_s3devonly, cl
citadel_match_intro_duration_fullHow long pre-match is until we start the match in the full version23sv, cheat
citadel_match_intro_duration_simpleHow long pre-match is until we start the match in the simple version.5sv, cheat
citadel_match_intro_force_enabledfalsedevonly, sv, cl, rep
citadel_match_intro_style0 = none, 1 = pregame simple, 2 = pregame full, 3 = in map1devonly, sv, cl, rep
citadel_match_statusPrints information about the current match statuscmddevonly, sv
citadel_max_disconnected_timeHow long a player needs to be disconnected before they count as a leaver and get punished.300devonly, sv
citadel_max_disconnected_time_pregameHow long a player needs to be disconnected during pregame before they count as a leaver and get punished.120devonly, sv
citadel_max_path_detourMax detour for pathing calculations.500devonly, sv
citadel_max_reconnect_time_secsMax time to attempt a reconnect after a crash.7200devonly, cl
citadel_max_separation_force256devonly, cl
citadel_max_videomode_matchesMax number of video resolutions to show in UI.20devonly, cl
citadel_medic_minion_sight_range2400devonly, sv, cl, rep
citadel_melee_damage_scale1devonly, sv
citadel_melee_draw_tracesfalsedevonly, sv
citadel_melee_heavymelee_push_force30devonly, sv
citadel_melee_heavymelee_push_force_vs_tiny35devonly, sv
citadel_melee_heavymelee_toss_force_vs_tiny_min250devonly, sv
citadel_melee_hit_delay_max_time0.1devonly, sv
citadel_melee_shake_amplitude0.55devonly, sv
citadel_melee_shake_duration0.1devonly, sv
citadel_melee_shake_frequency0.2devonly, sv
citadel_metal_expire_time30devonly, sv
citadel_midboss_initial_spawn_time_overrideIf positive, override initial spawn time (in seconds) for midboss-1devonly, sv
citadel_midboss_spawn_interval_overrideIf positive, override initial spawn interval (in seconds) for midboss-1devonly, sv
citadel_min_accel_speedHow fast we accelerate depends on our move speed - this lower bound ensures it doesn’t go below ground friction400sv, cl, rep, cheat
citadel_min_match_minutes_for_replayThe minimum number of minutes a match needs to be in order to be considered valid for replay uploading5devonly, sv
citadel_minimap_arrow_show_distance_down100devonly, sv
citadel_minimap_arrow_show_distance_up200devonly, sv
citadel_minimap_draw_fowfalsecl, cheat
citadel_minimap_local_player_width12cl, release
citadel_minimap_max_icon_shrink0.8cl, release
citadel_minimap_npc_reveal_duration0.25devonly, sv
citadel_minimap_objective_damaged_reveal_duration1devonly, sv
citadel_minimap_overlap_scan_distance12.5cl, release
citadel_minimap_player_width7cl, release
citadel_minimap_show_hitboxesfalsedevonly, cl
citadel_minimap_spectator_fow_team_viewWhich team to view the minimap as when freeflying1cl, release
citadel_minimap_teleporter_active_dist400devonly, cl
citadel_minimap_teleporter_height_dist160devonly, cl
citadel_minimap_teleporter_nearby_dist1600devonly, cl
citadel_minimap_unit_click_radius200cl, release
citadel_minimap_use_canvas_for_neutralstruedevonly, cl
citadel_minimap_use_canvas_for_shoptruedevonly, cl
citadel_minimap_use_effectsfalsedevonly, cl
citadel_minimap_zip_line_thickness2cl, release
citadel_minimum_fire_rateMinimum value possible for fire rate-50sv, cl, rep, cheat
citadel_minimum_players_to_show_postgame6devonly, cl
citadel_minion_distance_to_owner200devonly, sv
citadel_minion_gold_reward25devonly, sv
citadel_minion_gold_reward_bonus_per_minute1devonly, sv
citadel_mm_high_pri[account id] Marks an account for high priority match making for the next matchcmddevonly, cl
citadel_mm_low_pri[account id] Marks an account for high priority match making for the next matchcmddevonly, cl
citadel_mm_server_commandAllows sending up a command string for the match maker to run on the server (dev only)devonly, cl
citadel_mobile_resupply_healthbar_pos10devonly, cl
citadel_model_hit_size_debugTurn on some model hit size debug visualsfalsedevonly, cl
citadel_modifier_history_show_time6devonly, cl
citadel_modifier_hud_message_display_time2devonly, cl
citadel_move_goal_toleranceSome extra tolerance for considering an NPC moved to a goal; can be reduced as we fix other issues8sv, cheat
citadel_movement_debugdrawfalsedevonly, sv, cl, rep
citadel_movement_skyclip_push_distance196.85devonly, sv, cl, rep
citadel_movement_skyclip_push_min_force400devonly, sv, cl, rep
citadel_movement_slip_accel200devonly, sv, cl, rep
citadel_movement_solver_iterations16devonly, sv, cl, rep
citadel_movespeed_bonus_maxMaximum Value for Movespeed bonuses (Diminishing Returns) in Hu393.701devonly, sv, cl, rep
citadel_mvp_calculate_nowRun the MVP calculation right nowcmddevonly, sv
citadel_mvp_enabled-1 = force disabled, 0 = default, 1 = force enabled0devonly, sv
citadel_mvp_score_kda_ratioUse a KDA ratio for the mvp score instead of the real algorithm.falsedevonly, sv
citadel_nano_debugcatformfalsedevonly, sv, cl, rep
citadel_nano_set_shouldercat_bodygrouptruedevonly, sv, cl, rep
citadel_napalm_projectile_show_debugfalsedevonly, sv, cl, rep
citadel_necro_skele_use_new_motortruesv, release
citadel_neutral_camp_spawn_per_tick_limitSpawn this many neutral camps per tick (this is a limit, so if it’s 1, we’ll only spawn one per tick (perf)). Set this value to something large to effectively remove the limit. 0 or negative will prevent spawning.2devonly, sv
citadel_neutral_gold_ratioWhat percent of gold is transfered instantly on neutral kills1devonly, sv
citadel_neutral_initial_spawn_time_overrideIf positive, override initial spawn time (in seconds) for all neutral camps-1devonly, sv
citadel_neutral_spawn_enabledset to false to prevent any neutrals from spawningtruedevonly, sv
citadel_neutral_spawn_interval_overrideIf positive, override initial spawn interval (in seconds) for all neutral camps-1devonly, sv
citadel_neutral_spawn_rangePrevent spawning of neutrals if a player is in this range100devonly, sv
citadel_neutral_weakpoints_enabledfalsedevonly, sv
citadel_new_player_flow_visibleAre we still showing the new player instructionstruecl, a, release
citadel_new_player_progressTracks the local settings for the new player progress so they can be synchronized with the GC for client authoratative progress0cl, a, release
citadel_new_years_fireworks_epoch_override1767243600devonly, sv, cl, rep
citadel_new_years_fireworks_force_start0devonly, sv, cl, rep
citadel_new_years_fireworks_testSets fireworks start time to be N seconds in the future.cmdsv, release
citadel_news_entries_list_request_count10devonly, cl
citadel_news_entries_seencl, a, release
citadel_news_entry_override_latest519736513892714181devonly, cl
citadel_no_orbs_on_hero_killtruesv, cl, rep, cheat
citadel_no_orbs_on_objective_killtruesv, cl, rep, cheat
citadel_npc_ag2_enableEnable AG2 in NPCstruedevonly, sv, rep, release
citadel_npc_allow_climbAllow NPCs to climb.falsesv, rep, cheat
citadel_npc_allow_jump_downAllow NPCs to follow any drop-down navigation links.truesv, rep, cheat
citadel_npc_debug_enemiesDraws a line to the enemyfalsedevonly, sv
citadel_npc_debug_look_targetfalsedevonly, sv
citadel_npc_disable_cockroachesDisable Cockroachesfalsedevonly, sv, rep
citadel_npc_disable_floor_point_cachingtruedevonly, sv
citadel_npc_force_animate_every_ticktruedevonly, sv
citadel_npc_jump_gravity_mult2devonly, sv
citadel_npc_max_direct_follow_distanceFor far before a following NPC uses an approximate path to get to their follow target, instead of a direct calculation.1000devonly, sv
citadel_npc_push_speedHow quickly NPCs push their friends away50devonly, sv
citadel_npc_shoot_check_sphere_sizeHow large a radius sphere we use for checking if an NPC can shoot a target6devonly, sv
citadel_npc_spawn_enabledset to false to prevent any NPC from spawningtruedevonly, sv
citadel_npc_trooper_celebration_percentpercent amount of troopers in the area to celebrate0.7devonly, sv
citadel_npc_trooper_celebration_radiusradius to collect enemy troopers near a destroyed objective to do celebration pose2000devonly, sv
citadel_num_matches_in_profile_history16devonly, cl
citadel_num_team_pauses_allowedNumber of times a team is allowed to pause the game. 0 Means unbounded3devonly, sv
citadel_observer_roaming_speed600cl, a
citadel_one_on_one_matchfalsesv, cl, rep, release
citadel_one_on_one_match_starting_gold0sv, cl, rep, cheat, release
citadel_only_think_thinkable_abilitiestruedevonly, sv, cl, rep
citadel_open_ability_vdata_by_nameOpen an ability by name in the VData editorcmdcl, cheat
citadel_open_ability_vdata_by_slotOpen an ability by slot in the VData editorcmdcl, cheat
citadel_open_hero_selectionConvar to open hero selectioncmddevonly, cl
citadel_open_hero_sheetOpen the current hero character sheetcmdcl, release
citadel_open_hero_vdata_by_nameOpen the VData editor to a specified herocmdcl, cheat
citadel_open_modeldoc_to_modelOpen ModelDoc to the model under the cursor. Pass any parameter to open your own modelcmdcl, cheat
citadel_open_vdata_file_to_nodeOpen the VData editor to a specified file and nodecmdcl, cheat
citadel_orb_allow_denyWhether or not we allow denies.truedevonly, sv, cl, rep
citadel_orb_debug_draw_stateSet to non-zero to draw state of orb. Value will be duration for state to linger after orb expires.-1devonly, sv
citadel_orb_debug_draw_velocity_linesfalsedevonly, sv
citadel_orb_experiment_staticlifetimetruesv, rep, cheat
citadel_orb_expire_percentageThe percent of money you get when an orb expires.1devonly, sv
citadel_orb_lagcomp_buffer_contestedExtra time for an orb to linger to allow lag compensated players to contest0.17devonly, sv
citadel_orb_lagcomp_buffer_uncontestedExtra time for an orb to linger to allow lag compensated players to contest0.25devonly, sv
citadel_orb_required_bullets_to_claim_overrideWhen > 0, defines the number of bullets that need to hit an orb to claim it, otherwise uses the hero defined values.0devonly, sv, cl, rep
citadel_orb_velocity_decay_in_lagcompDecay velocity to 0 by this amount during lag comp window0.85devonly, sv
citadel_outer_radius_scaler0.2545devonly, cl
citadel_party_invite_in_gameWhen set, only users in game can be invitedtruecl, release
citadel_passive_items_area_display_time1devonly, cl
citadel_passthrough_fakewall_combat_lockout_time4devonly, sv, cl, rep
citadel_passthrough_fakewall_draw_debugfalsedevonly, sv
citadel_pauseSend a game pause request.cmdcl, release
citadel_pause_allow_immediate_if_single_playerWhen there is only a single player on the server, set whether or not we allow for instant pausing/unpausingfalsedevonly, sv
citadel_pause_cooldown_timeNumber of seconds before a player is allowed to pause again900devonly, sv
citadel_pause_countNumber of times a player is allowed to pause the game. 0 Means unbounded1devonly, sv
citadel_pause_countdownCountdown timer to pause after a user has pressed pause0sv, cheat
citadel_pause_force_unpause_timeNumber of seconds after which the game will automatically unpause10800devonly, sv
citadel_pause_game_pause_silentlyWhen set, we don’t show the pause dialog when pausedfalsedevonly, cl
citadel_pause_matchtime_before_allowHow much match time before pausing is allowed by clients0devonly, sv
citadel_pause_minimum_timeDisables unpausing for this many seconds after a pause occurs2sv, cheat
citadel_pause_resume_timeNumber of seconds resuming is restricted to the same team, after that either team can pause30devonly, sv
citadel_pause_resume_time_disconnectedNumber of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause30devonly, sv
citadel_pending_incoming_heal_min_change_for_update3devonly, cl
citadel_pending_replay_force_failure0devonly, cl
citadel_pending_replay_num_retries30devonly, cl
citadel_pending_replay_retry_seconds300devonly, cl
citadel_per_unit_hotkeys_checkedfalsecl, a
citadel_per_weapon_per_surface_impact_effectstruedevonly, sv, cl, rep
citadel_perf_interval_report_sThe interval that we record performance stats to the log at measured in seconds60devonly, sv
citadel_perf_long_frame_time_threshold_msThe time in milliseconds where if a frame is beyond this, count it as a long frame17.5devonly, sv
citadel_perf_short_idle_time_threshold_msThe amount of time in milliseconds where if we have less than this in idle time, count it as a low idle frame3devonly, sv
citadel_ping_allow_responses_to_yourselfAllow you to respond to yourself.falsedevonly, cl
citadel_ping_indicator_display_time5.5devonly, cl
citadel_ping_indicator_durationThe amount of time the in-world ping indicator stays.6devonly, cl
citadel_ping_indicator_duration_for_bossesThe amount of time the in-world ping indicator stays when a boss pings itself.2devonly, cl
citadel_ping_wheel_activation_radiusLEGACY. See: citadel_show_chat_wheel_angle_threshold. Increase this to change how much you have to move your mouse to make the mousewheel visible.0.37devonly, cl
citadel_play_stats_laning_end_time540devonly, sv
citadel_player_aim_at_hero_query_angle6devonly, cl
citadel_player_aim_at_hero_query_distance2000devonly, cl
citadel_player_aim_at_hero_query_half_width50devonly, cl
citadel_player_aim_at_hero_query_interval0.2devonly, cl
citadel_player_anim_debugDraws debug animation state when enabled.falsedevonly, cl
citadel_player_attack_enemy_npc_fow_reveal_durationHow long a player is visible to enemy FOW after attacking an enemy trooper or boss2sv, cheat
citadel_player_attack_enemy_player_fow_reveal_durationHow long a player is visible to enemy FOW after attacking an enemy player1sv, cheat
citadel_player_crit_multiplierHow much to scale damage when landing crits against Players1.25devonly, sv, cl, rep
citadel_player_damage_from_trooper_scale0.5devonly, sv
citadel_player_dash_breakable_debugfalsedevonly, sv, cl, rep
citadel_player_dash_breakable_lookahead75.8devonly, sv, cl, rep
citadel_player_dash_breakable_radius35devonly, sv, cl, rep
citadel_player_dash_down_stamina_cost0.5devonly, sv, cl, rep
citadel_player_dash_stamina_cost1devonly, sv, cl, rep
citadel_player_data_velocity_bucket_fast800devonly, sv
citadel_player_data_velocity_bucket_normal500devonly, sv
citadel_player_data_velocity_bucket_slow200devonly, sv
citadel_player_death_no_heroes_respawn_penalty10devonly, sv
citadel_player_debug_animgraph_movementVisually show the movement data for the player from the AnimGraphfalsedevonly, sv, cl, rep
citadel_player_fov_defaultDefault player FOV75devonly, sv, cl, rep
citadel_player_glow_disabledfalsecl, cheat, release
citadel_player_glow_from_teammate_vision_max_range2000devonly, cl
citadel_player_glow_when_in_combatfalsedevonly, cl, cheat
citadel_player_glow_when_in_combat_linger1devonly, cl, cheat
citadel_player_gold_comeback_assister_ratio1.5devonly, sv
citadel_player_gold_comeback_killer_fraction0.3devonly, sv
citadel_player_gold_comeback_multiplier2.1devonly, sv
citadel_player_gold_comeback_npc_max_mutliplier_delta1.2devonly, sv
citadel_player_gold_comeback_npc_max_mutliplier_value1.22devonly, sv
citadel_player_gold_difficulty_multiplier2.3devonly, sv
citadel_player_gold_killer_to_assist_ratio2.2devonly, sv
citadel_player_gold_per_level_postmaxGold per ‘level’ after maxing out rewards2000devonly, sv, cl, rep
citadel_player_gold_reward_first_kill_bonus150devonly, sv
citadel_player_gold_reward_max2200devonly, sv
citadel_player_gold_reward_min250devonly, sv
citadel_player_gold_reward_time2400devonly, sv
citadel_player_ground_dash_max_percentMax ground dash scale2sv, cl, rep, cheat
citadel_player_ground_dash_min_percentMin ground dash scale0.5sv, cl, rep, cheat
citadel_player_level_hiding_extra_duration0.45devonly, cl
citadel_player_move_speed_minMin walk speed80sv, cl, rep, cheat
citadel_player_move_speed_scaleScales how fast players can move1sv, cl, rep, cheat
citadel_player_neutral_gold_drop_min150devonly, sv
citadel_player_neutral_gold_duration180devonly, sv
citadel_player_neutral_gold_fallrate300devonly, sv
citadel_player_outline_alliesfalsedevonly, cl
citadel_player_outline_enemiestruedevonly, cl
citadel_player_outline_fade_at_min0devonly, cl
citadel_player_outline_fade_range_max1400devonly, cl
citadel_player_outline_fade_range_min400devonly, cl
citadel_player_override_spawn_time-1devonly, sv
citadel_player_pawn_ag1_wall_attach_enablefalsedevonly, sv, cl, rep
citadel_player_pawn_ag2_enableEnable AG2 for heroes who define an AG2 graphtruedevonly, sv, rep, release
citadel_player_ping_duration6sv, cheat
citadel_player_regen_zone_bonus_baseWhen standing in a regen zone, how much extra do we regen per second?60sv, cl, rep, cheat
citadel_player_regen_zone_bonus_pctWhen standing in a regen zone, how much extra do we regen per second based on max health percentage?6sv, cl, rep, cheat
citadel_player_regen_zone_stamina_regenWhen standing in a regen zone, how much extra do we stamina percentage150sv, cl, rep, cheat
citadel_player_slide_breakable_debugfalsedevonly, sv, cl, rep
citadel_player_slide_breakable_lookahead75.8devonly, sv, cl, rep
citadel_player_slide_breakable_radius35devonly, sv, cl, rep
citadel_player_slide_min_percent0.8devonly, sv, cl, rep
citadel_player_spawn_distance_from_other32devonly, sv
citadel_player_spawn_time_in_base_penalty10devonly, sv
citadel_player_spawn_time_max_ramp_130devonly, sv
citadel_player_spawn_time_max_ramp_1_time1140devonly, sv
citadel_player_spawn_time_max_ramp_270devonly, sv
citadel_player_spawn_time_max_ramp_2_time1800devonly, sv
citadel_player_spawn_time_max_ramp_385devonly, sv
citadel_player_spawn_time_max_ramp_3_time2400devonly, sv
citadel_player_spawn_time_max_respawn_time90devonly, sv
citadel_player_spawn_time_min_ramp_18devonly, sv
citadel_player_spawn_time_min_ramp_1_time300devonly, sv
citadel_player_spawn_time_min_ramp_230devonly, sv
citadel_player_spawn_time_min_ramp_2_time1140devonly, sv
citadel_player_spawn_time_min_ramp_370devonly, sv
citadel_player_spawn_time_min_ramp_3_time1800devonly, sv
citadel_player_spawn_time_rich_nw_penalty_max_ramp_behind_nw_pct20devonly, sv
citadel_player_spawn_time_rich_nw_penalty_max_ramp_extratime22devonly, sv
citadel_player_spawn_time_rich_nw_penalty_max_ramp_gametime1500devonly, sv
citadel_player_spawn_time_rich_nw_penalty_max_ramp_pct30devonly, sv
citadel_player_spawn_time_rich_nw_penalty_min_ramp_behind_nw_pct5devonly, sv
citadel_player_spawn_time_rich_nw_penalty_min_ramp_extratime6devonly, sv
citadel_player_spawn_time_rich_nw_penalty_min_ramp_gametime600devonly, sv
citadel_player_spawn_time_rich_nw_penalty_min_ramp_pct15devonly, sv
citadel_player_starting_death_penalty_goldInitial deaht penalty gold for players.0devonly, sv, rep
citadel_player_starting_goldInitial gold for players.600devonly, sv, cl, rep
citadel_player_starting_heroWhich hero to auto-select the first time in the game.devonly, sv, cl, rep
citadel_player_starting_teamWhich team to auto-select the first time in the game.2devonly, sv, cl, rep
citadel_playofthegame_allow_showing_last_timeframefalsedevonly, sv
citadel_playofthegame_debug_always_show_last_timeframefalsedevonly, sv
citadel_playofthegame_debug_never_expire_eventsfalsedevonly, sv
citadel_playofthegame_disable_evalAllow evaluation of new playstruedevonly, sv, cl, rep
citadel_playofthegame_draw_evalfalsedevonly, sv
citadel_playofthegame_fakefalsedevonly, sv, cl, rep
citadel_playofthegame_hud_fake_calloutShow POTG hud calloutcmddevonly, cl
citadel_playofthegame_hud_fake_hideHide POTG hudcmddevonly, cl
citadel_playofthegame_hud_fake_introShow POTG hud introcmddevonly, cl
citadel_playofthegame_hud_fake_outroShow POTG hud outrocmddevonly, cl
citadel_playofthegame_hud_fake_show_replayShow POTG hud replaycmddevonly, cl
citadel_playofthegame_interval_bias0.36devonly, sv
citadel_playofthegame_intro_duration2devonly, sv, cl, rep
citadel_playofthegame_length20devonly, sv, cl, rep
citadel_playofthegame_live_evalinterval2devonly, sv
citadel_playofthegame_logfalsedevonly, sv, cl, rep
citadel_playofthegame_min_leadup2.5devonly, sv
citadel_playofthegame_min_winddown2.5devonly, sv
citadel_playofthegame_outro_duration10devonly, sv, cl, rep
citadel_playofthegame_pre_first_callout_duration0.1devonly, sv, cl, rep
citadel_playofthegame_prewarm_duration0.25devonly, sv, cl, rep
citadel_playofthegame_test_evalRun evaluation and display results, but don’t stop gamecmddevonly, sv
citadel_playtest_fake_coopbot_player_count-1devonly, cl
citadel_playtest_fake_schedulefalsedevonly, cl
citadel_playtest_fake_unranked_player_count-1devonly, cl
citadel_playtest_kick_disconnected_playersReassign any network disconnected players to the unnassigned teamcmddevonly, cl
citadel_port_muzzlesPort old muzzle defs to the newcmddevonly, cl
citadel_portrait_unit_ag2_enableEnable AG2 use in portrait unitstruedevonly, cl
citadel_portrait_world_renderer_offfalsedevonly, cl
citadel_post_game_force_hero_idcmddevonly, cl
citadel_post_game_local_player_screen_enabledfalsedevonly, cl
citadel_post_game_progress-1 = force disabled, 0 = default, 1 = force enabled0devonly, cl
citadel_post_game_progress_test_screendevonly, cl
citadel_post_game_progress_use_test_datafalsedevonly, cl
citadel_postgame_durationHow long postgame lasts until play of the game10sv, cheat
citadel_powerup_initial_spawn_time_overrideIf positive, override initial spawn time (in seconds) for all powerup camps-1devonly, sv
citadel_powerup_spawn_enabledtruedevonly, sv
citadel_powerup_spawn_interval_overrideIf positive, override initial spawn interval (in seconds) for all powerup camps-1devonly, sv
citadel_powerup_spawner_show_event_timerfalsedevonly, cl, rep
citadel_pregame_fake_game_state-1devonly, cl
citadel_pregame_fake_match_intro_duration23devonly, cl
citadel_pregame_fake_match_intro_state-1devonly, cl
citadel_pregame_fake_team_reveal_heroes_1Comma separated hero names or hero ids for the team reveal screen.devonly, cl
citadel_pregame_fake_team_reveal_heroes_2Comma separated hero names or hero ids for the team reveal screen.devonly, cl
citadel_pregame_hero_reveal_duration7devonly, cl
citadel_pregame_hero_reveal_full_sequencefalsedevonly, cl
citadel_pregame_wait_durationHow long pre-match is until we start the match5sv, cheat
citadel_previous_umuted_audio_level1cl, a
citadel_priority_token_fake_countOverride the priority token count. -1 uses the real value.-1devonly, cl
citadel_priority_token_fake_progressOverride the priority token progress. -1 uses the real value.-1devonly, cl
citadel_private_lobby_allow_no_playersAllow for a private lobby to not have players to help test with spectatingtruedevonly, cl
citadel_private_lobby_bot_difficulty0cl, a, release
citadel_private_lobby_cheats_enabledfalsecl, a, release
citadel_private_lobby_duplicate_heroes_enabledfalsecl, a, release
citadel_private_lobby_is_publicly_visiblefalsecl, a, release
citadel_private_lobby_randomize_lanesfalsecl, a, release
citadel_private_lobby_server_region0cl, a, release
citadel_profile_card_cache_durationNumber of seconds before re-requesting data for a profile card600devonly, cl
citadel_profile_card_fake_dataUse fake dummy data for profile cards instead of the real data from the GC.falsedevonly, cl
citadel_profile_card_full_detailsUse fake dummy data for profile cards instead of the real data from the GC.falsedevonly, cl
citadel_profile_tooltip_enabledtruedevonly, cl
citadel_projectile_los_scaleHow much exposure of the Capsule is needed for LoS. 1 means a pixel, 0 means requires center0.3devonly, sv, cl, rep
citadel_projectile_radius_debugfalsedevonly, sv, cl, rep
citadel_punkgoat_debugdraw-1devonly, sv, cl, rep, cheat
citadel_punkgoat_max_charge_unlag_players0.12devonly, sv
citadel_punkgoat_show_tether_snap_rangefalsedevonly, sv, cl, rep, cheat
citadel_punkgoat_slam_output_timefalsedevonly, sv, rep, cheat
citadel_purchase_quickbuyPurchase the next quickbuy itemcmdcl, release
citadel_purchasing_damage_time_sHow long after taking damage can you purchase mods.6devonly, sv, cl, rep
citadel_quick_cast_select_effects_delay0.1devonly, sv, cl, rep
citadel_quick_response_display_time6devonly, cl
citadel_quickbuy_auto_buy_defaultDefault for whether auto-buy is enabled in normal games.falsecl, a, user
citadel_quickbuy_enableIf enabled, show quickbuy in the HUDtruecl, a
citadel_radial_ability_suggestion_weightHow much extra weight to give a segment when it’s the next recommended ability.0devonly, cl
citadel_radial_distortion0: Off 1: Distorts the visible distribution of arcs based on the mouse pointer.0devonly, cl
citadel_radial_distortion_growth_factorWhen the cursor enters a radial arc fully, how much should it grow by (in terms of weight)1.25devonly, cl
citadel_radial_testing0: Normal. 1: Inhibit showing the hud abilities’ upgrade panel when the scoreboard is open.0devonly, cl
citadel_rapid_stamina_regenfalsesv, cl, rep, cheat
citadel_recent_boss_damage_for_assist_time20devonly, sv
citadel_recent_comms_recording_window10sv, rep, release
citadel_recent_comms_session_attempt_throttled_count75sv, rep, release
citadel_recent_comms_throttling_limit10sv, rep, release
citadel_recent_comms_throttling_penalty10sv, rep, release
citadel_reconnect_idle_buffer_timeHow much extra time the player has after reconnecting before he gets marked as AFK.45devonly, sv
citadel_record_hero_animgraphRecord the animgraph for a specified herocmdsv, cheat
citadel_region_overrideOverride the region of the client-1cl, release
citadel_reload_rank_dataRequest rank confidence score from GC.cmddevonly, cl
citadel_render_minimapRender the minimapcmdcl, release
citadel_replay_manager_download_chunk_size1048576cl, a
citadel_replay_manager_download_simultaneous_requests3cl, a
citadel_replay_marker_time_offsetHow many seconds to start the replay before the event marker.5devonly, cl
citadel_replay_prev_marker_threshold2devonly, cl
citadel_replay_toggle_pauseToggle a replay being pausedcmdcl, release
citadel_report_card_dismissal_timeoutHow long do we wait for them to dismiss the popup dialog in lane training?40devonly, sv
citadel_report_card_tasks_completefalsedevonly, sv
citadel_require_in_playtest_clearClears that we need to be in the next playtestcmddevonly, cl
citadel_require_in_playtest_setIndicates that we need to be in the next playtestcmddevonly, cl
citadel_require_server_bullet_impacts_on_important_hitsfalsedevonly, sv, cl, rep
citadel_reset_camera_speedAggressiveness of Camera Reset Curve. Smaller = quicker. Larger = more gradual.0.5devonly, cl
citadel_reset_new_playerResets the new player experience back to the initial statecmdcl, release
citadel_reset_survey_responsesClears out all survey questions from this account and resets the statecmddevonly, cl
citadel_respond_to_ping_timeThe amount of time you have to respond to a ping from another player5devonly, cl
citadel_restore_components_only_during_sellbacktruedevonly, sv, cl, rep
citadel_roster_select_force_enable_priority_tokenfalsedevonly, cl
citadel_roster_select_hover_delay0.2devonly, cl
citadel_rp_show_dev_messagesfalsedevonly, cl
citadel_rr_killstreak_for_death_lineIf >0, kill streak RR will play for the victim’s team from the player with killstreak instead of victim’s death line.2devonly, sv
citadel_sat_volume_desat_amount0.6devonly, sv, cl, rep
citadel_sat_volume_desat_color100 100 114 255devonly, sv, cl, rep
citadel_sat_volume_outline_color200 200 200 255devonly, sv, cl, rep
citadel_sat_volume_sat_color255 255 255 255devonly, sv, cl, rep
citadel_secondary_language_builds-1cl, a
citadel_secure_gold_fixed1.6devonly, sv
citadel_secure_gold_fixed_growth0.08devonly, sv
citadel_secure_gold_percent0.005devonly, sv
citadel_secure_gold_rate1devonly, sv
citadel_send_gc_match_info_sDetermines the rate that we should submit match info up to the GC, 0 disables this functionality30sv, cl, rep, release
citadel_send_text_chat_to_player_pingstruedevonly, cl
citadel_server_all_players_disconnected_grace_period_sHow long a server should run after all players have disconnected before notifying that all players have left120sv, release
citadel_server_long_frame_threshold_msHow long a frame must stall before we make a log message.40devonly, sv
citadel_server_max_spectator_slotsThe maximum number of spectator slots we allow. This is so that the GC can restrict this remotely if we need to. -1 disables this limit3sv, release
citadel_server_mm_ignore_engine_versionIgnore engine build version. Useful for testing release locallyfalsedevonly, sv
citadel_set_mmr<Account ID> <MMR> Sets the MMR of the specified accountcmddevonly, cl
citadel_set_party_modeDispatches a request to change the party modecmddevonly, cl
citadel_set_server_convar[convar] [value] Set a server convar on the server that the player is currently connected tocmddevonly, cl
citadel_settings_dismissed_new_settingsNew Settings which have already been dismissed by the usercl, a
citadel_settings_new_setting_newness_durationMaximum age a new setting will be shown without dismissing2592000devonly, cl
citadel_settings_reset_dismissed_settingscmddevonly, cl
citadel_settings_seen_new_settingsNew Settings which have already been seen by the usercl, a
citadel_settings_show_popupcmddevonly, cl
citadel_shield_generator_shield_scale7devonly, sv
citadel_shoot_forward_offsetHow far forward from the plane of hero and camera forward to move the shoot position35devonly, sv, cl, rep
citadel_shoot_lean_extra_offsetWhen leaning, how far over to offset the obstructed shot test start point5devonly, sv, cl, rep
citadel_shoot_lean_test_distanceHow far in front of the shoot position to check if the eyes can see for turning on the shoot lean300devonly, sv, cl, rep
citadel_shooting_test_target_attachmentability_attachdevonly, sv
citadel_shooting_test_tracker_window5devonly, sv
citadel_shop_default_tab-1cl, a, release
citadel_shop_items_appear_enhancedMakes all of the items in the shop appear enhanced if they can be enhancedfalsecl, cheat
citadel_shop_reset_time10devonly, cl
citadel_show_account_idsWhen set, account IDs will be shown on player tooltipsfalsecl, release
citadel_show_active_slot_popupfalsecl, a, release
citadel_show_all_purchase_toastsIf enabled, show purchase toasts for all item transactions, not just ones in your quickbuy queuefalsecl, a
citadel_show_average_rating_on_postgameShow the rating average rating of a team in the post game.falsecl, a, release
citadel_show_bullet_lag_compensationif > 0.0, show lag compensated hitboxes (value is seconds) whenever a bullet is lag compensated and hits something.0sv, cl, rep, cheat
citadel_show_chat_wheel_angle_threshold(degrees) Increase this to change how much you have to move your camera angle to make the Chat Wheel instantly visible while holding Ping.16devonly, cl
citadel_show_chat_wheel_debugIncrease this to change how much you have to move your camera angle to make the mousewheel visible (degrees)falsedevonly, cl
citadel_show_chat_wheel_timeHow long it takes after pressing the +ping command for the chat wheel to appear.0.23devonly, cl
citadel_show_disabled_heroesShows disabled heroes in hero selectionfalsedevonly, cl, a
citadel_show_falloff_in_worldfalsedevonly, cl
citadel_show_global_leaderboardShow Global Leaderboardsfalsecl, release
citadel_show_hero_debut_popup[hero id] [allow swap]cmddevonly, cl
citadel_show_hero_lab_heroesShow Hero Labs Heroes in hero gridfalsecl, a
citadel_show_hero_select_popupcmddevonly, cl
citadel_show_localization_errorsfalsedevonly, cl
citadel_show_minimap_reveal_indicatorsfalsedevonly, cl
citadel_show_modifier_historyTurns on/off debug display of modifiersfalsedevonly, cl
citadel_show_movement_speed_in_unitsShow the movement speed in units instead of m/sfalsedevonly, cl
citadel_show_movespeed_on_hudTurns on/off Movespeed indicator on the HUDfalsedevonly, cl
citadel_show_new_mod_tooltipstruedevonly, cl
citadel_show_new_topbarShow new topbarfalsedevonly, cl
citadel_show_new_ziplinesTurns on/off the new ziplines on the new minimapfalsedevonly, cl
citadel_show_npe_modalShow the NPE modal when navigating to the roster select.truecl, a, release
citadel_show_old_neutral_camp_iconsShow the old neutral camp icons on the minimaptruedevonly, cl
citadel_show_page_reload_buttonShow beta db controls in the upper left cornertruecl, a
citadel_show_personal_best_duration5devonly, cl
citadel_show_playerintentsfalsedevonly, cl
citadel_show_playerintents_bothteamstruedevonly, cl
citadel_show_rating_notification_on_changeShow the rating notification on the post game if your rating changed that game.falsecl, a, release
citadel_show_reportcardtruedevonly, cl
citadel_show_reportcard_finishedfalsedevonly, cl
citadel_show_reportcard_initialfalsedevonly, cl
citadel_show_roster_select_popupcmddevonly, cl
citadel_show_seasonal_kill_toastcmddevonly, cl
citadel_show_stats_tooltips_on_scoreboardtruedevonly, cl
citadel_show_surveyA way to force the survey UI on even outside of matchmakingfalsedevonly, cl
citadel_show_telemetry_settingsShow HUD Telemetry Settings.falsecl, release
citadel_shuffle_draft_orderShuffles the order in which players are drafting heroescmddevonly, sv
citadel_skip_client_ping_caluclation_in_dev_universeSkips ping calculation (only enabled if you’re in dev universe)truedevonly, cl
citadel_slide_debug0devonly, sv, cl, rep
citadel_slide_delay0.15devonly, sv, cl, rep
citadel_slide_one_button_falling_max_lookahead_distance150devonly, sv, cl, rep
citadel_snowball_level_overrideChange the snowball level-1sv, cheat, release
citadel_solo_bot_matchfalsesv, cl, rep, release
citadel_spawn_all_heroes_in_a_lineSpawn all of the heroes as bots in a line in front of youcmdsv, cheat
citadel_spawn_combine_onlyOnly spawn creeps on one teamfalsedevonly, sv
citadel_spawn_escortSpawns the escort with an optional delaycmdsv, cheat, release
citadel_spawn_nearby_neutralsSpawns any neutral camps within 800 units (~20m)cmdsv, cheat, release
citadel_spawn_practice_botsfalsesv, release
citadel_spawn_practice_bots_count1sv, release
citadel_spawn_rebels_onlyOnly spawn creeps on one teamfalsedevonly, sv
citadel_spawn_trooperCreates a new trooper NPC and spawn them in front of the playercmddevonly, sv
citadel_spawn_trooper_gridCreates a NxN trooper grid in front of the player. Supports same trooper types as citadel_spawn_troopercmddevonly, sv
citadel_spawn_trooper_ziplineSpawn a trooper on a ziplinecmddevonly, sv
citadel_spawn_urnSpawn an urn for testingcmdsv, cheat
citadel_spec_lock_to_accountidAs an observer, lock the spectator target to the given accountid.0devonly, cl
citadel_spectate_account_id[lobby id] Attempts to spectate the specified playercmddevonly, cl
citadel_spectate_directed_mode_enabledfalsedevonly, sv, cl, rep
citadel_spectate_lobby_id[lobby id] Attempts to spectate the specified lobby IDcmddevonly, cl
citadel_spectator_modeToggles the spectator mode: 0=Directed - 1=Free Cam - 2=Hero Chase - 3=PlayerView0devonly, cl
citadel_spectator_voice_modeSpectator voice transmit mode: 0 spectators and players, 1 spectators onlytruecl, user
citadel_spectator_voice_mode_toggleToggle the value of citadel_spectator_voice_modecmdcl, release
citadel_spew_active_movement_controllerSpews what is the active movement controller on the local playercmddevonly, cl
citadel_spew_cast_resultsfalsedevonly, sv, cl, rep
citadel_spew_ping_recipientsfalsedevonly, sv
citadel_spew_player_modifiersSpews all modifiers on the local playercmddevonly, cl
citadel_spew_rate_limited_suppressed_soundsfalsedevonly, sv, cl, rep
citadel_spoof_connection_status-1devonly, cl
citadel_spoof_invalid_client_versionWhen set to true, this will cause the client to act like it has an invalid client version, useful for UI testingfalsedevonly, cl
citadel_spoof_match_in_progressfalsedevonly, cl
citadel_spoof_matchmaking_status-1devonly, cl
citadel_spoof_num_matches_on_profile-1devonly, cl
citadel_spoof_persona_nameAllows overriding persona names with this value for testing UIdevonly, cl
citadel_spoof_profile_account0devonly, cl
citadel_spray_max_rangeMaximum range (in inches) in which a spray is valid512devonly, sv, cl, rep
citadel_start_calibration_bot_matchStarts a calibration matchcmddevonly, cl
citadel_stat_override_official_matchWhen set to true, the account stat cache system will act like it is in an official match when updated. Used for testing without being in official matchesfalsedevonly, cl
citadel_steamlearn_disablefalsedevonly, sv
citadel_steamlearn_mechanical_behavior_allowed_game_modes_bitfieldThis is a bitfield of elements in ECitadelGameMode that we want to record behavior for. eg: (1 << k_ECitadelGameMode_Normal) | (1 << k_ECitadelGameMode_1v1Test)2devonly, sv
citadel_steamlearn_mechanical_behavior_allowed_match_modes_bitfieldThis is a bitfield of elements in ECitadelMatchMode that we want to record behavior for. eg: (1 << k_ECitadelMatchMode_Unranked) | (1 << k_ECitadelMatchMode_Ranked)282devonly, sv
citadel_steamlearn_new_player_threshold0.3devonly, sv
citadel_steamlearn_new_player_thresholdsThresholds for mapping a player’s played matches with a minimum allowed ‘new player’ score. If a new player with n games has a new player score less than to the value in this curve, log as a smurf.Map from games played (x) to min allowed new player score (y)0=50, 10=60, 20=80, 30=100devonly, sv
citadel_steamtimeline_show_dev_messagesfalsedevonly, cl
citadel_streaming_mode_enabledEnable to alter various game UI elementsfalsecl, a, release
citadel_street_brawl_advance_stateAdvance the state of a street brawl gamecmddevonly, sv
citadel_street_brawl_match_length_limits_enabledfalsedevonly, sv, cl, rep
citadel_street_brawl_match_length_override0devonly, sv, cl, rep
citadel_street_brawl_medic_heal_multi2devonly, sv
citadel_street_brawl_resetResets a street brawl matchcmddevonly, sv
citadel_street_brawl_round_length_limits_enabledtruedevonly, sv, cl, rep
citadel_street_brawl_round_time_override0devonly, sv, cl, rep
citadel_street_brawl_test_draftsSimulates and spews the results of all draft rounds in street brawlcmddevonly, sv
citadel_stuck_camera_trace_extra_length100sv, cl, rep, cheat
citadel_stuck_normal_find_trace_fallback_elevation24sv, cl, rep, cheat
citadel_stunmeStun the local playercmddevonly, sv
citadel_sub_nav_outer_radius_scaler0.412devonly, cl
citadel_subnav_select_time0devonly, cl
citadel_suggest_claim_reqsPrint a crude recommended required bullets to claim an orb for every herocmddevonly, sv
citadel_super_neutral_gold_reward2000devonly, sv
citadel_super_neutral_gold_reward_bonus_per_minute50devonly, sv
citadel_super_neutral_inner_attack_range250devonly, sv
citadel_super_neutral_middle_attack_range400devonly, sv
citadel_super_neutral_old_behaviortruedevonly, sv
citadel_super_neutral_outer_attack_range750devonly, sv
citadel_t1_boss_aggro_radius600devonly, sv
citadel_t1_boss_aggro_time3devonly, sv
citadel_t1_boss_attackable_height_diff20devonly, sv
citadel_t1_boss_hero_initial_weapon_reduction_pct65devonly, sv
citadel_t1_boss_ignore_damagefalsedevonly, sv
citadel_t1_boss_max_attack_range1300devonly, sv
citadel_t1_boss_melee_damage200devonly, sv
citadel_team_size6devonly, sv, cl, rep
citadel_tech_damage_vdata_taggingCommand to Tag abilities with ‘m_bIsAbilityDamageProperty = true’cmddevonly, cl
citadel_tech_power_scaling_vdata_tweakCommand to tweak all ability tech power scaling, including ability upgrades. Pass in scale factor, with 1.0 being no change.cmddevonly, cl
citadel_teleporter_enabled_time1sv, cl, rep, cheat
citadel_test_banned_heroes_messageDraws the banned heroes messagecmddevonly, cl
citadel_test_cinematic_introRestart the cinematic intro sequencecmddevonly, sv
citadel_test_flex_unlocked_messageDraws a test message: citadel_test_flex_unlocked_message [1-4]cmddevonly, cl
citadel_test_game_over_messageDraws the game over message: citadel_test_game_over_message <WINNING_TEAM>cmddevonly, cl
citadel_test_hud_game_announcementShows a test game announcement: [title] [description] [classname]cmddevonly, cl
citadel_test_level_up_msgDraws a test level up messagecmddevonly, cl
citadel_test_pause_msgDraws a test pause message: citadel_test_team_msg <Message ID> <Value>cmddevonly, cl
citadel_test_player_pingTest pinging a playercmddevonly, cl
citadel_test_popup_news_post[URL]cmddevonly, cl
citadel_test_portal_traceTrace a sphere through portals and draw the resultscmddevonly, sv
citadel_test_ranked_summaryTest Ranked Summaryfalsedevonly, cl
citadel_test_streetbrawl_scoring_messageDraws the street brawl scoring message: citadel_test_streetbrawl_scoring_message <ScoringTeam>cmddevonly, cl
citadel_test_survey_popupTests bringing up the survey popupcmdcl, cheat
citadel_test_team_msgDraws a test team message: citadel_test_team_msg <EVENT_TYPE> <ISPOSITIVE> <LANECOLOR> <TEAM_NUMBER> <PLAYER_SLOT>cmddevonly, sv
citadel_tether_pull_speed200sv, cl, rep, cheat
citadel_tether_pull_speed_scale_per_meter120sv, cl, rep, cheat
citadel_text_chat_enabledtruedevonly, sv, cl, rep
citadel_throwsand_projectile_show_debugfalsedevonly, sv, cl, rep
citadel_tick_gold_payout_for_lowest0.025devonly, sv
citadel_tick_gold_payout_for_second_lowest0.015devonly, sv
citadel_tick_gold_period_duration_sDuration of a period of accumulated tick gold. Larger values will result in longer between a team getting gold and a player getting the benefit.3devonly, sv
citadel_tick_gold_periodsNumber of periods of accumulated tick gold. Combine with citadel_tick_gold_period_duration_s to configure resolution and total duration.10devonly, sv
citadel_tick_gold_pulse_per_periodFrequency of distributing available tick gold3devonly, sv
citadel_tick_gold_start_time480devonly, sv
citadel_tier1_minimap_icon_radius12devonly, cl
citadel_tier3_phase1_kill_respawn_reduction20devonly, sv
citadel_tier3_phase1_kill_respawn_reduction_limit10devonly, sv
citadel_tightcamera_alternativeTight-camera test mode alternative.1.3cl, a
citadel_time_after_damage_to_show_hintsTime after the local player has taken damage from another player before we show hints again.10cl, release
citadel_time_for_recent_heal_event5devonly, sv, cl, rep
citadel_time_for_recent_kill_event10devonly, sv, cl, rep
citadel_time_scaleSet to something >= 0 to test setting every unit’s timescale to that value-1devonly, sv, cl, rep
citadel_toggle_muteToggles muting/unmuting the audio.cmdcl, release
citadel_toggle_server_pauseToggle a server side pause.cmddevonly, sv
citadel_track_player_vs_player_accuracytruesv, cl, rep, cheat
citadel_tracked_stats_dump[all|player|team|match] Dump currently tracked stats.cmddevonly, sv
citadel_trigger_rope_size192devonly, sv, rep
citadel_trooper_aggro_radius0devonly, sv
citadel_trooper_boss_melee_knockback400devonly, sv
citadel_trooper_boss_ping_interval10devonly, sv
citadel_trooper_boss_shield_disable_duration20devonly, sv, cl, rep
citadel_trooper_celebration_delay1.2devonly, sv
citadel_trooper_crit_multiplierHow much to scale damage when landing crits against Troopers1.5devonly, sv, cl, rep
citadel_trooper_do_neardeath_behaviorfalsedevonly, sv
citadel_trooper_force_idlefalsedevonly, sv
citadel_trooper_friendly_glow_disabledDisable glow on friendly troopers except for through walls during laningtruecl, release
citadel_trooper_glow_disabledfalsecl, release
citadel_trooper_gold_reward116devonly, sv
citadel_trooper_gold_reward_bonus_per_minute1.16devonly, sv
citadel_trooper_health_model_scale1.2devonly, sv
citadel_trooper_health_mult1.5devonly, sv
citadel_trooper_health_mult_gametime35devonly, sv
citadel_trooper_instant_gold_as_dropped_orbs0=instant gold 1=orbs in experimental only 2=orbs always2sv, release
citadel_trooper_instant_gold_ratio_laning0.6devonly, sv
citadel_trooper_instant_gold_ratio_postlaning0.6devonly, sv
citadel_trooper_lane_node_max_spacingSet to -1 to disable150devonly, sv
citadel_trooper_laning_gold_rules_end_time8devonly, sv
citadel_trooper_max_per_laneHow many troopers can be active in a single lane (including canisters). Set to 0 to disable.0devonly, sv
citadel_trooper_medic_drops_health_packtruesv, release
citadel_trooper_medics_use_heal_abilityfalsesv, release
citadel_trooper_minion_sight_range2000devonly, sv, cl, rep
citadel_trooper_neutral_aggro_time5devonly, sv
citadel_trooper_neutral_health_growth_pct_per_min2.1devonly, sv
citadel_trooper_neutral_scorer_time_windowHow long after damaging a neutral are players in the window to be considered scorers.5devonly, sv
citadel_trooper_neutral_sight_range1500devonly, sv
citadel_trooper_new_movementfalsedevonly, sv
citadel_trooper_offscreen_indicator_range35devonly, cl
citadel_trooper_outline_enabledfalsecl, release
citadel_trooper_reinforcement_gold_scale0.5devonly, sv
citadel_trooper_run_test_path0devonly, sv
citadel_trooper_shooting_enabledtruedevonly, sv
citadel_trooper_siege_instant_gold_ratio0.5devonly, sv
citadel_trooper_spawn_enabledset to false to prevent any troopers from spawningtruedevonly, sv
citadel_trooper_spawn_initialInitial trooper wave spawn time16devonly, sv
citadel_trooper_spawn_interval
citadel_trooper_spawn_interval_early# of seconds between trooper spawn waves.30devonly, sv
citadel_trooper_spawn_interval_late# of seconds between trooper spawn waves. Starts after 25 minutes.25devonly, sv
citadel_trooper_spawn_interval_late_time# of minutes before we start using the late trooper spawn interval.20devonly, sv
citadel_trooper_spawn_wave_spread# of seconds between troopers on a zipline in a single wave.0.4devonly, sv
citadel_trooper_squad_sizeHow many troopers spawn together in a squad4devonly, sv
citadel_trooper_stuck_detection_duration0.2devonly, sv
citadel_trooper_suicide_instant_gold_ratioWhat percent of gold is transfered instantly if a trooper suicides.0devonly, sv
citadel_trooper_suicide_orb_gold_ratioWhat percent of gold is transfered into an orb if a trooper suicides.0devonly, sv
citadel_trooper_use_ziplinestruedevonly, sv
citadel_trooper_waypoint_threshold48devonly, sv
citadel_trooper_zipline_leap_speed200devonly, sv
citadel_tweak_hero_level_boonsCommand to tweak level boons. Pass in scale factorcmddevonly, cl
citadel_ui_allow_feature_bot_testWhen true, we can feature bot test matchestruecl, release
citadel_ui_damage_impact_duration2devonly, cl, rep
citadel_ui_damage_impact_duration_fadeindelay0devonly, cl, rep
citadel_ui_damage_impact_duration_fadeoutdelay0.6devonly, cl, rep
citadel_ui_damage_impact_kill_duration5devonly, cl, rep
citadel_ui_damage_impact_min_max_shield_width0.1devonly, cl, rep
citadel_ui_damage_impact_show_for_everythingfalsedevonly, cl
citadel_ui_damage_impact_status_minimum_duration0.2devonly, cl
citadel_ui_fake_active_matchesSet to > 0 to add dummy matches to the active match list, useful for testing UI around these0devonly, cl
citadel_ui_fake_invite_partiesSet to > 0 to add dummy parties that have invites0devonly, cl
citadel_ui_spoof_active_match_bot_accountWhen set to non-zero, it will use this account as the account for bots to test UI on the active match0devonly, cl
citadel_ui_test_ranked_highlight_time0devonly, cl
citadel_ui_watch_active_game_refresh_sThe number of seconds to wait between refreshes of the active matches while on the watch page5cl, release
citadel_unit_status_allies_see_thru_wallstruedevonly, cl
citadel_unit_status_allies_see_thru_walls_max_distanceHow far to make allied players’ unit status show through walls. Use values 0 for no limit.0devonly, cl, cheat
citadel_unit_status_delta_decay_delay0.166667devonly, cl
citadel_unit_status_delta_decay_rate3devonly, cl
citadel_unit_status_dpi10devonly, cl
citadel_unit_status_draw_localfalsedevonly, cl
citadel_unit_status_enabledtruecl, cheat, release
citadel_unit_status_fadeout_distHow far out of the players effective gun range do we show the health bar200devonly, cl
citadel_unit_status_health_per_minor_pip100devonly, cl
citadel_unit_status_health_per_pip100devonly, cl
citadel_unit_status_health_pips_per_row10devonly, cl
citadel_unit_status_healthbar_highlight_speed2devonly, cl
citadel_unit_status_height100devonly, cl
citadel_unit_status_hide_namesfalsecl, cheat, release
citadel_unit_status_max_distance_distance800devonly, cl
citadel_unit_status_max_distance_scale1devonly, cl
citadel_unit_status_max_health_per_bar1000devonly, cl
citadel_unit_status_max_health_segment_increment1000devonly, cl
citadel_unit_status_max_health_segments6devonly, cl
citadel_unit_status_max_total_bars6devonly, cl
citadel_unit_status_min_distance_scale0.2devonly, cl
citadel_unit_status_minor_pip_per_major_pip5devonly, cl
citadel_unit_status_old_dpi4devonly, cl
citadel_unit_status_old_draw_localfalsedevonly, cl
citadel_unit_status_old_fadeout_distHow far out of the players effective gun range do we show the health bar200devonly, cl
citadel_unit_status_old_health_pips_per_row10devonly, cl
citadel_unit_status_old_height80devonly, cl
citadel_unit_status_old_hide_namesfalsecl, cheat, release
citadel_unit_status_old_opaque_dist_sq50000devonly, cl
citadel_unit_status_old_show_statsfalsedevonly, cl
citadel_unit_status_old_transparent_dist_sq0devonly, cl
citadel_unit_status_old_update_rateHow many times per second the unit status can update (0 = every frame).30devonly, cl
citadel_unit_status_old_width100devonly, cl
citadel_unit_status_opaque_dist_sq50000devonly, cl
citadel_unit_status_recent_damage_time0.25devonly, cl
citadel_unit_status_show_statsfalsedevonly, cl
citadel_unit_status_single_bar_modeAllow only a single health bar, no stacking.falsecl, cheat
citadel_unit_status_stamina_consume_linger3devonly, cl
citadel_unit_status_transparent_dist_sq0devonly, cl
citadel_unit_status_use_newfalsecl, release
citadel_unit_status_use_v2falsedevonly, cl, cheat
citadel_unit_status_use_v2_for_nonplayersfalsedevonly, cl, cheat
citadel_unit_status_v2_height210devonly, cl
citadel_unit_status_v2_width200devonly, cl
citadel_unit_status_width200devonly, cl
citadel_unit_target_button_hint_mode0devonly, cl
citadel_unlock_flex_slots<team number> - Unlock the flex slots for a team (or both teams if you omit the team number)cmdsv, cheat
citadel_unpause_countdownCountdown duration to the unpause after a user unpauses3sv, cheat
citadel_unpredictable_movement_window0.1devonly, sv
citadel_update_gc_connection_check_countHow many tries we check if the GC is still connected before terminating due to no response50sv, cheat
citadel_update_gc_connection_check_timeHow often the server should check the GC is still connected (in seconds)1200sv, cheat
citadel_update_gc_connection_check_time_varianceHow much variance to allow the GC check time to avoid swamping the GC (in seconds)60sv, cheat
citadel_upload_metadata_enabledControls if match metadata uploading is enabled. Mainly used as a kill switch if something goes wrongtruedevonly, sv
citadel_upload_replay_enabledControls if replay uploading is enabled. Mainly used as a kill switch if something goes wrongtruesv, release
citadel_upload_servertest_replaysWhen set, this will upload replays for server test matches, otherwise they will be discardedfalsedevonly, sv
citadel_use_character_proxyfalsedevonly, sv, cl, rep
citadel_use_contextual_ping_wheel_optiontruecl, a
citadel_use_csgo_style_recoil_follow_crosshairfalsedevonly, cl, rep
citadel_use_fake_lobby_signout_detailsIf enabled, fake the details to enable match signout to flowfalsedevonly, sv
citadel_use_hold_sprintUse hold sprint ability?falsedevonly, sv, cl, rep
citadel_use_new_minimapTurns on/off the new minimaptruedevonly, cl
citadel_use_pvs_for_playersfalsedevonly, sv
citadel_use_shop_component_groupingsUse new component Groupingfalsecl, a
citadel_use_spectator_team_colorsForces HUD and game to draw team colors as if you are a spectatorfalsedevonly, cl
citadel_use_ui_keybindingsUse UI key bindings otherwise use engine keybindings.truecl, a, release
citadel_use_vertical_healthbarsfalsedevonly, cl
citadel_use_wip_modelsWhen true, uses the WIP models defined in the hero vdatafalsedevonly, sv, cl, rep
citadel_vanguard_enabledfalsedevonly, sv
citadel_vanguard_instant_capturefalsedevonly, sv
citadel_video_presetRendering performance level.3cl, a
citadel_viewed_book_prototypeTrack if they have opened up the book prototype or not yetfalsecl, a, release
citadel_viewpunch_dampingBigger number makes the response more damped, smaller is less damped9sv, cl, rep, cheat
citadel_viewpunch_spring_constantBigger number increases the speed at which the view corrects15sv, cl, rep, cheat
citadel_viscous_bowling_radius_debugfalsedevonly, sv, cl, rep
citadel_viscous_telepunch_trace_debugfalsedevonly, sv, cl, rep
citadel_visibility_queue_rate2devonly, cl
citadel_visualize_tethersfalsesv, cl, rep, cheat
citadel_voice_all_talkIf 1, all players can hear all other players.falsedevonly, sv
citadel_waiting_for_map_load_min_durationForce a certain duration in the waiting for map to load state0sv, cheat
citadel_wall_detection_debug1: Show all wall normal planes detected0sv, cl, rep, cheat
citadel_wall_detection_skinMaximum distance to a wall in order to wall jump.8sv, cl, rep, cheat
citadel_wall_jump_fatigue_recoveryModifies how much we allow the wall jump fatigue to recover during other moves (i.e. heavy melee, air dash). 0.0 = Pause recovery totally. 1.0 = ignore and recover at the normal rate.1devonly, sv, cl, rep
citadel_wall_jump_num_free_wall_jumpsHow many consecutive wall jumps before we start to require stamina.1devonly, sv, cl, rep
citadel_wall_jump_stamina_costHow much stamina is required, and costs, to perform a wall jump.0.5devonly, sv, cl, rep
citadel_wall_ride_enabledObsolete (temporarily)?falsedevonly, sv, cl, rep
citadel_wall_slide_terminal_velocityWhile wall gripping, gravity will be cancelled out at this speed down the wall600sv, cl, rep, cheat
citadel_weak_point_damage_scale1devonly, sv
citadel_weapon_damage_multiplierMultiply the damage on guns1sv, cl, rep, cheat
citadel_weapon_damage_multiplier_team_filterFilter which team gets a multiplier on their gun damage. -1 = no filter (all teams get multiplier), 2 = amber, 3 = sapphire, etc-1sv, cl, rep, cheat
citadel_weapon_damage_reduction_for_meleeWhat percent do we want weapon damage reduced for melee damage?0.5devonly, sv, cl, rep
citadel_weapon_normalize_recoil_with_firerateKeep recoil constant even with fire rate changes.truesv, cl, rep, cheat
citadel_weapon_spread_debugfalsedevonly, cl
citadel_weapon_zoom_style0: Original Linear Interpolation. 1: Smooth Approach1sv, cl, rep, cheat
citadel_world_bullet_impacts_for_npcsTurns on bullet impacts and decals on world from troopers and neutrals shootingfalsedevonly, sv, cl, rep
citadel_zip_debugPrints debug info about the closest zip line nodecmddevonly, sv
citadel_zipline_allow_direction_choice0: Chose direction based solely on camera angle. 1: Chose direction at the moment of attachment, using the player’s movement direction.truedevonly, sv, cl, rep
citadel_zipline_animgraph_cuvature_max50devonly, sv, cl, rep
citadel_zipline_arrow_boost_brightnessChanges the zipline arrow boost brightness1devonly, cl
citadel_zipline_arrow_scaleChanges the zipline arrow scale1devonly, cl
citadel_zipline_arrow_scoll_speedChanges the zipline arrow scroll speed1devonly, cl
citadel_zipline_attachment_debugfalsedevonly, sv, cl, rep
citadel_zipline_back_lane_speed_mult2devonly, sv, cl, rep
citadel_zipline_baselane_speed_mult0.7devonly, sv, cl, rep
citadel_zipline_captureCaptures the closest zipline nodecmddevonly, sv
citadel_zipline_capture_allsets all ziplines nodes to the specified teamcmddevonly, sv
citadel_zipline_capture_trigger_thickness400devonly, sv
citadel_zipline_capture_trigger_width1200devonly, sv
citadel_zipline_capture_trigger_width_trooper_node_buffer200devonly, sv
citadel_zipline_curve_sampling_size24devonly, sv, cl, rep
citadel_zipline_debug_drawfalsedevonly, cl
citadel_zipline_debug_draw_node_entityif non-zero, only draw zipline curves extending from this node.0devonly, cl
citadel_zipline_debug_draw_segments20devonly, cl
citadel_zipline_movement_debugfalsedevonly, sv, cl, rep
citadel_zipline_nonbaselane_speed_mult1.1devonly, sv, cl, rep
citadel_zipline_pendulum_damping0.3devonly, sv, cl, rep
citadel_zipline_pendulum_debugfalsedevonly, sv, cl, rep
citadel_zipline_pendulum_force700devonly, sv, cl, rep
citadel_zipline_pendulum_gravity50devonly, sv, cl, rep
citadel_zipline_pendulum_length50devonly, sv, cl, rep
citadel_zipline_pendulum_timescale5devonly, sv, cl, rep
citadel_zipline_percent_override_blueChanges the percent distance of the blue lane-1devonly, cl
citadel_zipline_percent_override_greenChanges the percent distance of the green lane-1devonly, cl
citadel_zipline_percent_override_purpleChanges the percent distance of the purple lane-1devonly, cl
citadel_zipline_percent_override_yellowChanges the percent distance of the yellow lane-1devonly, cl
citadel_zipline_rebuildpathsRebuilds all zipline splinescmddevonly, sv
citadel_zipline_render_mode0=Model, 1=Particle, 2=Model+Particle0devonly, cl
citadel_zipline_show_enemy_boosting0 = no, 1 = yes, 2 = preview effect1sv, cl, rep, cheat
citadel_zipline_show_lane_colors_for_spectatorsfalsedevonly, cl
citadel_zipline_targeting_dot0.95devonly, sv, cl, rep
citadel_zipline_velocity_debugfalsedevonly, sv, cl, rep
citadel_zipline_widthChanges the zipline width0.7devonly, cl
citadel_zoomed_in_minimapTest zoomed in minimapfalsedevonly, cl
citdael_targeting_aoe_desat_colorThe color of the desat area while targeting an AoE.150 207 184 255devonly, cl
citdael_targeting_aoe_outline_colorThe color of the outline area while targeting an AoE.150 207 184 255devonly, cl
citdael_targeting_aoe_sat_colorThe color of the sat area while targeting an AoE.255 255 255 255devonly, cl
citdael_targeting_range_desat_colorThe color of the desat area while targeting with range or cone attack.100 100 114 255devonly, cl
citdael_targeting_range_outline_colorThe color of the outline area while targeting with range or cone attack120 120 145 255devonly, cl
citdael_targeting_range_sat_colorThe color of the sat area while targeting with range or cone attack255 255 255 255devonly, cl
cl_ShowBoneSetupEntsShow which entities are having their bones setup each frame.falsedevonly, cl
cl_ag2_record_entity_graphAutomatically start AG2 recording when an entity with this name (wildcard) or id is created.devonly, cl
cl_aggregate_particlestruedevonly
cl_anglespeedkey0.67devonly, cl
cl_anim_eval_statsDisplays stats about how many EvaluatePose calls are unusedcmddevonly, cl
cl_animgraph_dump_update_listDisplays stats about which animations are updatingcmddevonly, cl
cl_animgraph_history_force_temporal_consistencytruedevonly, cl
cl_async_client_shatterspawn client glass shards asynchronously during demos or when remotely connected.truedevonly, cl
cl_async_restore_server_authoritative_statefalsedevonly, cl
cl_async_usercmd_sendfalsedevonly
cl_async_usercmd_send_recvmargin_minMin size of the recv margin queue when async usercmd send is disabled1devonly
cl_audio_debug_bullet_materialVisualize bullet material info.falsecl, cheat
cl_audio_debug_pawn_surface_dataVisualize pawn surface data.falsecl, cheat
cl_audio_display_soundstack_debug_base_3dDisplays citadel_base_3d sound stack debug.falsecl, cheat
cl_audio_display_soundstack_debug_dialogDisplays citadel_dialog sound stack debug.falsecl, cheat
cl_audio_draw_enclosure_debugDraws debug associated with amount interior vs exteriorfalsedevonly, cl, rep
cl_audio_log_citadel_audio_filterLogs sound event information for CCitadelAudioFilter.falsedevonly, cl
cl_audio_log_participant_start_messagesPrints when a participant sound message was sent.falsecl, cheat
cl_auto_cursor_scaleAutomatic cursor size scaling.truea
cl_axisDraw an axis
Arguments: x y z pitch yaw roll <lifetime = 10.0> <r g b a>
cmdcl, cheat
cl_batch_entity_list_ops_during_latchBatch entity list adds / removes while latching interpolated variables to avoid mutex contention.falsedevonly, cl
cl_bone_cache_optimizationtruedevonly, cl
cl_boxDraw a bbox
Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
cmdcl, cheat
cl_boxmoverun in a square, # represents how many usercommands to run before turning.0devonly, cl
cl_boxmove_speedhow fast to run (1 to use player max run speed).1devonly, cl
cl_break_on_missing_resourceBreak in debugger when missing resource match is found.
Format: cl_break_on_missing_resource <substring> /(empty to break on all) / 0 to turn off.
cmddevonly
cl_buffer_incoming_net_messagestruerelease
cl_bullet_travel_debug_pathDebug: visualization time for lazily calculated bullet paths (0 = disable)0cl, cheat
cl_bullet_travel_debug_traceDebug: visualization time for active bullet traces (0 = disable)0cl, cheat
cl_cache_sendtableCache sendtablestruedevonly
cl_cameraoverride_fade_in_amount0devonly, cl
cl_cameraoverride_shadow_depth_bias0.006devonly, cl
cl_cameraoverride_shadow_end0.8devonly, cl
cl_change_callback_limitchange callback msec warning limit0.2cl, release
cl_chat_active0devonly, cl
cl_checkdeclareclassesCheck game code serializerscmdcheat
cl_citadel_ability_alt_cast_hold_time0.15cl, a, user
cl_citadel_ability_alt_cast_instant_cast_double_tap_timeout0.2cl, a, user
cl_citadel_ability_alt_cast_mode2cl, a, user
cl_citadel_ability_test_fail_allfalsedevonly, cl, cheat
cl_citadel_bebop_beam_draw_pointsfalsecl, cheat
cl_citadel_camera_ops_debugdevonly, cl
cl_citadel_camera_sequences_debugfalsedevonly, cl
cl_citadel_cancel_with_ability_key_enabledfalsecl, a, user
cl_citadel_debug_player_look_targetDraw player look target data. White is server, cyan is client.falsedevonly, cl, rep
cl_citadel_deployment_preview_debug_drawEnable debug draw for deployment preview. Draws a sphere at the location for 0.1 secondsfalsedevonly, cl
cl_citadel_deployment_targeting_debug_drawEnable debug draw for deployment targeting. Debug draw is a one show that persists for n seconds0devonly, cl
cl_citadel_deployment_targeting_debug_logEnable debug log for deployment targetingfalsedevonly, cl
cl_citadel_dump_bulletsdump all bullet info to the consolecmddevonly, cl
cl_citadel_force_on_upgrade_for_all_abilitiesForce all abilities to call OnUpgrade()cmddevonly, cl
cl_citadel_forceanglesForce third person camera anglescmddevonly, cl
cl_citadel_hornet_blast_debug_physicsfalsedevonly, cl
cl_citadel_items_quickcast_mode0cl, a, user
cl_citadel_player_voting_poster_current_hero_idHero ID to spray0sv, cl, a, user
cl_citadel_quickcast_ability10cl, a, user
cl_citadel_quickcast_ability20cl, a, user
cl_citadel_quickcast_ability30cl, a, user
cl_citadel_quickcast_ability40cl, a, user
cl_citadel_record_hero_animgraphRecord the animgraph for a specified herocmdcl, cheat
cl_citadel_wrecker_ultimate_debug_physicsfalsedevonly, cl
cl_citadel_zipline_rebuildpathsRebuilds all zipline splinescmddevonly, cl
cl_citadel_zoom_is_togglefalsecl, a, user
cl_clock_buffer_ticksClock sync will try to maintain an additional margin of N ticks. This is intended to smooth over packet loss, and is a replacement for cl_interp_ratio / cl_interp. This value is simply added to cl_clock_recvmargin_desired1devonly
cl_clock_buffer_ticks_spectatorAdditional margin (in ticks) to apply when spectating.2devonly
cl_clock_correctionEnable/disable clock correction on the client.truecheat
cl_clock_recvmargin_adjust_limit_slowdownClock sync will not slow down time slower than N%93devonly
cl_clock_recvmargin_adjust_limit_speedupClock sync will not speed up time faster than N%106devonly
cl_clock_recvmargin_desiredClock sync will try to maintain N ms margin between tick arrival and polling network. The effective value is the sum of this and the time implied by cl_clock_buffer_ticks5devonly
cl_clock_recvmargin_spew_interval0release
cl_clock_recvmargin_timeconstant_slowdownClock sync will remove 63.2% of the error in N seconds0.3devonly
cl_clock_recvmargin_timeconstant_speedupClock sync will remove 63.2% of the error in N seconds0.6devonly
cl_clock_recvmargin_windowClock sync will use past N seconds4devonly
cl_clockdbgfalsedevonly
cl_clockdrift_max_ticksMaximum number of ticks the clock is allowed to drift before the client snaps its clock to the server’s.3hidden, release
cl_connectionretrytime_p2pNumber of seconds over which to spread retry attempts for P2P.20release
cl_cq_min_queueUsed by the client to inform the server of their desired queue length. Derived from cl_tickpacket_recvmargin_desired and cl_tickpacket_desired_queuelength0user
cl_cursor_scaleCursor size scaling factor.1a
cl_debug_build_recvmargin_minMin size of the recv margin queue when in tools/debug mode2devonly
cl_debug_force_push_to_talkfalsedevonly, cl
cl_debug_overlay_fullpositionfalsedevonly, cl
cl_debug_overlays_broadcastRender debug overlays from server.falserelease
cl_debugoverlay_cycle_domainToggles visibility of the debug overlay system.cmdcl, cheat
cl_debugoverlay_cycle_stateToggles visibility of the debug overlay system.cmdcl, cheat
cl_debugoverlay_dashboardMakes the debug overlay dashboard visible.cmdcl, cheat
cl_debugoverlay_hide_imguiHides the overlay.cmdcl, cheat
cl_debugoverlay_toggleToggles visibility of the debug overlay system.cmdcl, cheat
cl_debugviewanglePlots view angles yaw at various stages of the frame/tick in Tracy.falsedevonly, cl
cl_decal_clear_all_entitiesClears decals from all entitiescmddevonly, cl
cl_decal_clear_worldClears world decalscmddevonly, cl
cl_decal_debugToggles client decal debug visualizationcmddevonly, cl
cl_decal_shootShoots a client-side decalcmddevonly, cl
cl_demo_steadycam_blendframesblend over this many frames5devonly, cl
cl_demo_steadycam_deflectionif camera orientation changes this much update orientation5devonly, cl
cl_demo_steadycam_enableStabilize camera orientation/position during demo playback. 1 remove roll, 2 steadycam0devonly, cl
cl_demo_steadycam_radiusif camera moves this much from last anchor update anchor16devonly, cl
cl_demo_view_offset_leftView offset during demo playback (+/- 1.25 is a good default for human average left/right eye offset)0devonly, cl
cl_demoviewoverrideOverride view during demo playback0devonly, cl
cl_destroy_ragdollsDestroys all client-side ragdollscmddevonly, cl
cl_disable_ragdollsfalsecl, cheat
cl_disconnect_soundeventThis soundevent is called to stop the desired soundevents when the game is disconnected.citadel.convar.stop_all_game_layer_soundeventsdevonly
cl_disconnect_voice_fadeThis is a fade of current voices that is called when the game is disconnected. -1.f for no fade on disconnect2devonly
cl_display_game_eventsfalsecl, cheat
cl_dormant_spewSpew state on when client entities become dormant or active.falsedevonly, cl
cl_draw_simulating_entitiesfalsecl, cheat
cl_draw_simulating_entities_distancefalsedevonly, cl
cl_drawcrossDraws a cross at the given location
Arguments: x y z
cmdcl, cheat
cl_drawhudEnable the rendering of the hudtruecl, cheat
cl_drawlineDraws line between two 3D Points.
Green if no collision
Red is collides with something
Arguments: x1 y1 z1 x2 y2 z2
cmdcl, cheat
cl_dump_projected_texture_countPrint out number of active projected texturescmddevonly, cl
cl_dump_response_symbolsprint all response symbols to the consolecmddevonly, cl
cl_dumpentityDumps info about an entitycmdcl, cheat
cl_dumpsplithacksDump split screen workarounds.cmddevonly, cl
cl_enable_eye_occlusiontruedevonly, cl
cl_ent_absboxDisplays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_actornamesDisplays the entity name for all entities that have ShouldDisplayInActorNames true in codecmdcl, cheat
cl_ent_animgraph2_open_graphOpens the graph and starts live debugging the AG2 graph for a given entity
Arguments: entityName
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_animgraph2_recordStarts live debugging & recording the AG2 graph for a given entity
Arguments: entityName
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_animgraph_debugDisplays debug draws about the given entity(ies) animgraph
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_animgraph_recordToggles recording of animgraph replay of the given entity(s)
Arguments: entityName automaticallyOpenInAnimgraphEditor
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_attachment_filter_substringsIf an attachment’s name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ’,’ or ’|’ character.cl, cheat
cl_ent_attachmentsDisplays the attachment points on an entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_bboxDisplays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_callent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scopecmdcl, cheat
cl_ent_clear_debug_overlaysClears all debug overlayscmdcl, cheat
cl_ent_findFind and list all entities with classnames or targetnames that contain the specified substrings.
Format: find_ent <substring>
cmdcl, cheat
cl_ent_find_indexDisplay data for entity matching specified index.
Format: find_ent_index <index>
cmdcl, cheat
cl_ent_grabgrabs the object in front of the player. Options: -loose -multiple -togglecmdcl, cheat
cl_ent_hierarchyPrints the entity hierarchy tree rooted at the specified ent(s)cmdcl, cheat
cl_ent_hitboxDisplays the hitboxes for the given entity(ies).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_joint_axis_size4devonly, cl
cl_ent_joint_filter_substringsIf a joint’s name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ’,’ or ’|’ character.cl, cheat
cl_ent_joint_linesDraw a line between a rendered joint and its parent.truecl, cheat
cl_ent_joint_namesDraw the name of a rendered joint.truecl, cheat
cl_ent_joint_only_ik_jointsfalsedevonly, cl
cl_ent_joint_use_bind_posefalsedevonly, cl
cl_ent_jointsDisplays the joint names + axes an entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_messagesToggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_nameDisplays the entity namecmdcl, cheat
cl_ent_pickerToggles ‘picker’ mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
Arguments: full - enables all debug information
cmdcl, cheat
cl_ent_pivotDisplays the pivot for the given entity(ies).
(y=up=green, z=forward=blue, x=left=red).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_pivot_size20cl, a, cheat
cl_ent_removeRemoves the given entity(s)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_remove_allRemoves all entities of the specified type
Arguments: {entity_name} / {class_name}
cmdcl, cheat
cl_ent_scaleScales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>cmdcl, cheat
cl_ent_scenehierarchyPrints the entity scenenode hierarchy tree rooted at the specified ent(s)cmdcl, cheat
cl_ent_script_dumpDumps the names and values of this entity’s script scope to the console
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_selectSelect or deselects the given entities(s) for later manipulation
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_setangSet entity anglescmdcl, cheat
cl_ent_setnameSets the targetname of the given entity(s)
Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
cmdcl, cheat
cl_ent_setposMove entity to positioncmdcl, cheat
cl_ent_show_contextsShow entity contexts in ent_text displayfalsecl, cheat
cl_ent_show_damageSets damage display mode. When on, you will see the amount of damage dealt over the target’s head.cmdcl, cheat
cl_ent_showonlyattachmentcl, cheat
cl_ent_showonlyhitbox-1cl, cheat
cl_ent_skeletonDisplays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_skeleton_only_ik_jointsfalsedevonly, cl
cl_ent_spew_derived_classesPrints out all entity classes which inherit from a specified base classcmddevonly, cl
cl_ent_textDisplays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_text256Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_text_clearHide text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_text_filterSet which ent_text filters you want:cmdcl, cheat
cl_ent_text_flags_active-1cl, a, cheat
cl_ent_text_no_name_really_i_mean_itfalsecl, cheat
cl_ent_text_radiusDisplays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text)
2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
cmdcl, cheat
cl_ent_text_sticky_addAdds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_text_sticky_clearClears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_text_sticky_dumpSpews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_text_sticky_removeRemoves from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_ungrabun-grabs all objectscmdcl, cheat
cl_ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_viewoffsetDisplays the eye position for the given entity(ies) in red.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_ent_visibility_tracesDisplays visibility traces for the given entity
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_entityreportReports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmddevonly, cl
cl_entitysummarySummarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmddevonly, cl
cl_entsList client entities, sorted by spawn groupcmddevonly, cl
cl_error_report_timeMinimum time in seconds that must elapse before printing prediction error summary. 0 to disable.0cl, release
cl_extrapolateEnable/disable extrapolation if interpolation history runs out.truecl, cheat
cl_extrapolate_amountSet how many seconds the client will extrapolate entities for.0.25cl, cheat
cl_eye_occlusion_debugfalsecl, cheat
cl_eye_sin_wavefalsedevonly, cl
cl_eye_target_override0 0 0devonly, cl
cl_eye_yaw_multiplier1devonly, cl
cl_fasttempentcollision5devonly, cl
cl_flushentitypacketFor debugging. Force the engine to flush an entity packet.0cheat
cl_force_next_signon_to_resetfalsedevonly
cl_frametime_summary_report_detailedWhen a perf report is dumped at the end of the session, should it be detailed?truecl, release
cl_fullupdateForce uncompressed updatecmdcheat
cl_generate_postdataupdatepreservedDo we invoke PostDataUpdatePreserved callbacks for entities that had no changes but are still in the PVS?truedevonly
cl_globallight_debugfalsedevonly, cl
cl_globallight_depth_bias-999devonly, cl
cl_globallight_expansion200devonly, cl
cl_globallight_freezefalsedevonly, cl
cl_globallight_orig_calc_frustumtruedevonly, cl
cl_globallight_shadow_mode2devonly, cl
cl_globallight_slope_scale_depth_bias-999devonly, cl
cl_globallight_use_alt_focus_regionfalsedevonly, cl
cl_globallight_use_optimized_calc_frustumtruedevonly, cl
cl_globallight_use_shaadow_near_offsettruedevonly, cl
cl_globallight_world_bottom_height0devonly, cl
cl_globallight_world_top_height4096devonly, cl
cl_glow_brightnessBrightness of player halos1cl, cheat
cl_glow_item_far_b1cl, release
cl_glow_item_far_g0.4cl, release
cl_glow_item_far_r0.3cl, release
cl_graphics_driver_warning_ignore_timestamp0cl, a, release
cl_groupsShow status of all spawn groups.cmdcl, cheat
cl_hitbox_debugfalsedevonly, cl
cl_hold_game_events_force_delay_ticksDebugging convar to force late dispatch of game events.0cl, cheat
cl_hold_game_events_until_server_tickHolds game events until client has received the tick the event was fired on.truecl, cheat
cl_hud_telemetry_frametime_poorFrame time greater than this is considered ‘poor’.100cl, a, release
cl_hud_telemetry_frametime_showShow frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always1cl, a, release
cl_hud_telemetry_net_detailedShow breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always0cl, a, release
cl_hud_telemetry_net_misdelivery_poorPacket delivery anomaly rate (0..100) higher than this is considered ‘poor’.5cl, a, release
cl_hud_telemetry_net_misdelivery_showShow percentage of user commands & server snapshots that are missed due to network conditions. 0=never, 1=only in poor conditions, 2=always1cl, a, release
cl_hud_telemetry_net_quality_graph_showShow packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always0cl, a, release
cl_hud_telemetry_ping_poorPing higher than this (ms) is considered ‘poor’.100cl, a, release
cl_hud_telemetry_ping_showShow ping in the HUD. 0=never, 1=only in poor conditions, 2=always1cl, a, release
cl_hud_telemetry_serverrecvmargin_graph_showShow graph of the server recv margin in the HUD. (How early/late user commands are arriving at the server before they are executed.) 0=never, 1=only when there are command queue problems, 2=always0cl, a, release
cl_ignorepacketsForce client to ignore packets (for debugging).falsecheat
cl_imgui_debug_entityShows the entity browser, focused on the entity you specify.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cl_imgui_set_selectionSets ImGui selectioncmdcl, cheat
cl_imgui_set_status_textSets ImGui header status textcmdcl, cheat
cl_impacteffectstruedevonly, cl
cl_in_forcebuttonstateForces a button to be a particular state - WHEN PROCESSING USERCOMMANDScmddevonly, cl
cl_input_enable_raw_keyboardEnable raw keyboard inputfalserelease
cl_interpRead the effective client simulation interpolation amount in terms of time.cmdcl, release
cl_interp_ag2_for_non_ag2_entitiestruedevonly, cl
cl_interp_allDisable interpolation list optimizations.falsedevonly, cl
cl_interp_animationvarsInterpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation intervaltruedevonly, cl
cl_interp_hermiteSet to zero do disable hermite interpolation.truecl, cheat
cl_interp_npcsInterpolate NPC positions starting this many seconds in past (or the value as per cl_interp_ratio, if greater)0devonly, cl
cl_interp_parallelRun interpolation in parallel for entities with no children.falsedevonly, cl
cl_interp_ratioSets the client simulation interpolation amount, in terms of server updates (final amount is cl_interp_ratio / cl_updaterate).0cl, user
cl_interp_simulationvarsInterpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation intervaltruedevonly, cl
cl_interp_threadmodeticksAdditional interpolation ticks to use when interpolating with threaded engine mode set.0devonly, cl
cl_interpolateInterpolate entities on the client.truedevonly, cl, user
cl_interpolate_reportEnable to show interpolation profile timing
falsecl, a
cl_jitter_bad_threshold_upWhen upstream packet jitter in a frame exceeds this threshold (ms), the frame is considered to have ‘irregular delivery’. This is a derived value and should not be modified manually20user
cl_joystick_enabledEnable joystick inputfalsea
cl_lagcompensationPerform server side lag compensation of weapon firing events.truecl, user
cl_languageLanguageenglishdevonly
cl_latch_reportEnable to output stats about latchingfalsecl, a
cl_leveloverview0cl, cheat
cl_lightquery_debugfalsecl, cheat
cl_lock_camerafalsecl, cheat
cl_log_tickLog when a tick is received
falsedevonly
cl_log_tick_skipsLog when the tick delta >= this0devonly
cl_massreportfalsedevonly, cl
cl_max_particle_pvs_aabb_edge_length100release
cl_meep_mop_volume_trigger_max_countNumber of triggers before meemop reaches full volume10cl, cheat
cl_modifier_debugfalsedevonly, cl
cl_modifier_dumpDisplay all modifiers for the unit: <entityindex/name>cmdcl, cheat
cl_modifier_dump_listDumps all modifiers that exist in the gamecmdcl, cheat
cl_modifier_dump_visiblePrint out non-hidden modifiers.cmdcl, cheat
cl_modifier_parallel_gather_status_effect_updatesfalsedevonly, cl, rep
cl_modifier_spew_statesCall to have the client spew their unit states affecting them,cmdcl, cheat
cl_modifier_stringtable_dumpDisplays the contents of the modifier string tablecmdcl, cheat
cl_net_printsummaryPrint a summary report of Source2 engine networking statistics. (Ticks, netchan messages, etc.)cmdnorecord, release
cl_net_showeventlistenersShow listening addition/removalsfalsedevonly, cl
cl_net_showeventsDump game events to console (1=client only, 2=all).0devonly, cl
cl_network_quality2-1cl, a
cl_panel_freeze_time_after_presstime to freeze mouse/pointer motion after a mouse button press0.5devonly, cl
cl_parallel_readpacketentitiesSet to 1 to use threading snapshot reading (if game supports and server is sending bitcounts).truedevonly
cl_parallel_readpacketentities_thresholdUse parallel processing of snapshot reading if above this many entries.2devonly
cl_particle_batch_mode1devonly
cl_particle_create_duplicate_work_for_profilingCreate and destroy N particle systems for every one created normally0devonly
cl_particle_fallback_baseBase for falling back to cheaper effects under load.0devonly
cl_particle_fallback_multiplierMultiplier for falling back to cheaper effects under load.0devonly
cl_particle_log_createsPrint debug message every time a particle collection is createdfalsedevonly
cl_particle_max_count0devonly
cl_particle_newinitturn on optimized particle inittruedevonly
cl_particle_retire_cost0cheat
cl_particle_sim_fallback_base_multiplierHow aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.5devonly
cl_particle_sim_fallback_threshold_msAmount of simulation time that can elapse before new systems start falling back to cheaper versions6devonly
cl_particle_simulateEnables/Disables Particle Simulationtruecheat
cl_particles_dump_effectscmddevonly, cl
cl_particles_dumplistDump all new particles, optional name substring.cmddevonly, cl
cl_particles_dumpsimlistDump all simulating particles, optional name substring.cmddevonly, cl
cl_pclassDump entity by prediction classname.cl, cheat
cl_pdumpDump info about this entity to screen.-1cl, cheat
cl_phys_animated_hierarchytruedevonly, cl
cl_phys_assume_fixed_tick_intervalIf true, we assume the client uses a fixed tickrate like the server (which may not always be true). If false, we recalculate the number of physics substeps in each client tick based on the actual elapsed time in the tick.truedevonly, cl
cl_phys_block_dist1devonly, cl
cl_phys_block_fraction0.1devonly, cl
cl_phys_create_test_character_proxyCreate test character proxycmddevonly, cl
cl_phys_debug_callback_entitiesPrint all entities that get touch callbacks. Each entity is printed only once.falsecl, cheat
cl_phys_dump_intersection_controllerDump intersection controller statuscmddevonly, cl
cl_phys_dump_main_worldDump physics main world to filecmddevonly, cl
cl_phys_dump_memoryDump memory usagecmddevonly, cl
cl_phys_enabledEnable all physics simulationtruecl, cheat
cl_phys_listList all physics component contents of every entity in the game;
-stream [1|0] initiate|terminate streaming to physics debugger
-allents include non-physical entities
-classes print class names
-sdk Rubikon-wide memory short status
-sdk -struct Rubikon-wide memory use per struct
-sdk -rebuildsvms Rubikon-wide SVM force rebuild and status
-world current state of the world
-world -touch list body pairs (bodies in contact)
-world -save <name> save world to a file
-world -mem memory dump (separately per game dll)
-world -snapshots Start/Stop dumping snapshots of the world into the current directory
-world -agg current aggregate data registry (loaded resources)
cmddevonly, cl
cl_phys_networked_start_sleepfalsedevonly, cl
cl_phys_sleepPut all physics in all the worlds to sleepcmddevonly, cl
cl_phys_sleep_enableEnable sleeping for dynamic physics bodies.truecl, cheat
cl_phys_sound_disable_impact_sounds_under_hard_thresholdif true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.falsecl, cheat
cl_phys_stop_at_collisioncl, cheat
cl_phys_timescaleScale time for physics1devonly, cl
cl_phys_visualize_awakefalsedevonly, cl
cl_phys_wakeupWake all physics objects in the Main physics upcmddevonly, cl
cl_physics_add_testadd test objectcmddevonly, cl
cl_physics_highlight_activeTurns on the absbox for all active physics objects.
0 : un-highlight.
cmddevonly, cl
cl_physics_remove_testremove test objectcmddevonly, cl
cl_physics_report_activeLists all active physics objects
-more : extra info
cmddevonly, cl
cl_pitchdown89cl, cheat
cl_pitchspeed225devonly, cl
cl_pitchup89cl, cheat
cl_playback_screenshotsAllows the client to playback screenshot and jpeg commands in demos.falsedevonly
cl_poll_network_earlyEnable polling for network messages every frame, instead of every tickfalserelease
cl_precacheinfoShow precache info (client).cmddevonly
cl_pred_always_latchfalsecl, release
cl_pred_build_verboseVerbose spew when building prediction optimized data runs.falsedevonly, cl
cl_pred_optimizeOptimize for not repredicting if there were no errorstruedevonly, cl
cl_pred_parallel_postnetworktruedevonly, cl
cl_pred_print_every_cmdPrint something every time we predict a commandfalsecl, release
cl_pred_track<entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.cmddevonly, cl
cl_pred_track_offclear field track changes.cmddevonly, cl
cl_predictPerform client side prediction.truecl, user, cheat
cl_predict_after_every_createmoverun prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.truedevonly
cl_prediction_savedata_postentitypacketreceivedExperimental optimization. If you are reading this in 2026, please delete this convar.falsecl, release
cl_predictioncopy_describeDescribe datamap_t for entindexcmddevonly, cl
cl_predictioncopy_printPrint simple description of prediction copy fields for entindexcmddevonly, cl
cl_predictioncopy_runstruedevonly, cl
cl_printfpsPrint information from cl_showfps.cmddevonly, cl
cl_prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.cmdcl, cheat
cl_querycache_statsDisplay status of the query cache (client only)cmdcl, cheat
cl_ragdoll_default_scale1devonly, cl
cl_ragdoll_limitMaximum number of ragdolls to show (-1 disables limit)20cl, a
cl_ragdoll_lru_debugfalsecl, rep, cheat
cl_ragdoll_reloadfalsedevonly, cl
cl_removedecalsRemove the decals from the entity under the crosshair.cmdcl, cheat
cl_report_entitiesLists all entitiescmddevonly, cl, cheat
cl_report_predcopy_overridesReport prediction copy overridescmddevonly, cl
cl_report_simthinklistLists all simulating/thinking entitiescmddevonly, cl
cl_report_soundpatchreports client-side sound patch countcmddevonly, cl
cl_resendDelay in seconds before the client will resend the ‘connect’ attempt0.5release
cl_resetfpsReset information from cl_showfps.cmddevonly, cl
cl_retire_low_priority_lightsLow priority dlights are replaced by high priority onesfalsedevonly, cl
cl_rr_dump_rulesPrint all response rulescmdcl, cheat
cl_rr_reloadresponsesystemsReload all response system scripts.cmdcl, cheat
cl_sat_volume_debugToggles client sat volume debug visualizationcmddevonly, cl
cl_save_animgraph_recordingSaves all active animgraph recordings to disk
Arguments: automaticallyOpenInAnimgraphEditor
cmdcl, cheat
cl_scale_function_dumpPrint out all scale functions.cmdcl, cheat
cl_sceneentity_debugDisplay all thinking scene entities and its data.falsedevonly, cl
cl_screenmessage_notifytimeHow long to display screen message text8devonly, cl
cl_script_add_debug_filterAdd a filter to the game debug overlaycmdcl, cheat
cl_script_add_watchAdd a watch to the game debug overlaycmdcl, cheat
cl_script_add_watch_patternAdd a watch to the game debug overlaycmdcl, cheat
cl_script_attach_debuggerConnect the vscript VM to the script debuggercmdcl, cheat
cl_script_attach_debugger_at_startupfalsedevonly, cl
cl_script_break_in_native_debugger_on_errorfalsedevonly, cl
cl_script_clear_watchesClear all watches from the game debug overlaycmdcl, cheat
cl_script_debugToggle the in-game script debug featurescmdcl, cheat
cl_script_dump_allDump the state of the VM to the consolecmdcl, cheat
cl_script_findFind a key in the VMcmdcl, cheat
cl_script_helpOutput help for script functionscmdcl, cheat
cl_script_help2Output help for script functions suitable for auto-completioncmddevonly, cl
cl_script_reloadReload scriptscmdcl, cheat
cl_script_reload_codeExecute a vscript file, replacing existing functions with the functions in the run scriptcmdcl, cheat
cl_script_reload_entity_codeExecute all of this entity’s VScripts, replacing existing functions with the functions in the run scriptscmdcl, cheat
cl_script_remove_debug_filterRemove a filter from the game debug overlaycmdcl, cheat
cl_script_remove_watchRemove a watch from the game debug overlaycmdcl, cheat
cl_script_remove_watch_patternRemove a watch from the game debug overlaycmdcl, cheat
cl_script_resurrect_unreachableUse the garbage collector to track down reference cyclescmdcl, cheat
cl_script_trace_disableTurn off a particular trace output by file or function namecmdcl, cheat
cl_script_trace_disable_allTurn off all trace outputcmdcl, cheat
cl_script_trace_disable_keyTurn off a particular trace output by table/instancecmdcl, cheat
cl_script_trace_enableTurn on a particular trace output by file or function namecmdcl, cheat
cl_script_trace_enable_allTurn on all trace outputcmdcl, cheat
cl_script_trace_enable_keyTurn on a particular trace output by table/instancecmdcl, cheat
cl_sendtable_cache_filenameSend tables cache filesendtables.bindevonly
cl_sequence_debug-1devonly, cl
cl_sequence_debug2-1devonly, cl
cl_sequence_model_substringdevonly, cl
cl_show_splashestruedevonly, cl
cl_showdemooverlayHow often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)0devonly
cl_showentsDump entity list to console.cmdcl, cheat
cl_showerrorShow prediction errors, 2 for above plus detailed field deltas, 3 to filter out serverside known prediction errors, -entindex for specific entity.0cl, release
cl_showfpsDraw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )0cl, release
cl_showframenumberShow current framenumberfalsecl, release
cl_showlagcompensationDraw hitboxes of entities we are shooting at to compare against lag compensated server entities0devonly, cl
cl_showmemDraw approximate memory use at top of screen0cl, release
cl_showposDraw current position at top of screen0cl, cheat, release
cl_showtextmsgEnable/disable text messages printing on the screen.truedevonly, cl
cl_showtickShow current tick/time values. Bitmask: 1=‘render time’ 2=‘GameTime’ 4=time of predicted entities 8=offset of predicted entities (-1 means ‘everything’)0cl, release
cl_showusercmdShow user command encodingfalsedevonly, cl
cl_simulate_dormant_entitiestruedevonly, cl
cl_skel_constraints_enabletruerep, cheat
cl_skeleton_instance_smear_boneflagsSmear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.falsecl, cheat
cl_skip_hierarchy_update_for_unchanged_entitiesSkip updating hierarchy information in PostDataUpdate for entities that have not changedtruedevonly, sv, cl, rep
cl_skip_update_animationsEnable to skip game animationsfalsedevonly, cl
cl_smoothSmooth view/eye origin after prediction errorstruedevonly, cl
cl_smooth_draw_debugfalsecl, cheat
cl_smooth_root_catchup_factor0.21cl, cheat
cl_smooth_root_max_accel1000cl, cheat
cl_smooth_root_origin_coeff100cl, cheat
cl_smooth_root_timehorizon0.125cl, cheat
cl_smooth_root_velocity_coeff20cl, cheat
cl_smooth_targetspeed150cl, release
cl_smoothtimeSmooth client’s view after prediction error over this many seconds0.2devonly, cl
cl_snd_cast_cleartruedevonly
cl_snd_cast_retriggertruedevonly
cl_snd_new_visualizeDisplays soundevent name played at it’s 3d positionfalsecl, cheat
cl_soundscape_flushFlushes the client side soundscapescmdcl, cheat, server_can_execute
cl_soundscape_printdebuginfoprint soundscapescmddevonly, cl
cl_spawngroup_logDump the contents of the next spawngroup manifest to file.falsedevonly
cl_spawngroup_spewresourcesSpew all manifest add/updates.falsedevonly
cl_spewserializersSpew serializerscmdcheat
cl_spewworldgroupsSpew world groups (client)cmddevonly
cl_ss_originprint origin in script formatcmddevonly, cl
cl_test_list_entitiestest-list entitiescmdcl, cheat
cl_tickpacket_desired_queuelengthThis value, multiplied by the tick interval, is added to cl_tickpacket_recvmargin_desired to obtain the effective desired recv margin.0user
cl_tickpacket_recvmargin_adjust_limitRecvmargin-based usercommand pacing will not speed up or slow down command pacing by more than N% compared to realtime5devonly
cl_tickpacket_recvmargin_desiredRecvmargin-based usercommand pacing will try to maintain N ms margin between user command arriving at the server and the server needing that user command. See also cl_tickpacket_desired_queuelength.5devonly
cl_tickpacket_recvmargin_minsamplesRecvmargin-based usercommand pacing will not take action unless we have N samples10devonly
cl_tickpacket_recvmargin_spew_interval0release
cl_tickpacket_recvmargin_timeconstantRecvmargin-based usercommand pacing will remove 63.2% of the error in N seconds0.4devonly
cl_tickpacket_recvmargin_windowRecvmargin-based usercommand pacing will use past N seconds4devonly
cl_tickpacket_send_every_tickSend a network packet each time we generate a new usercommand, even if our frame rate is slow and we generate multiple commands in one frametruedevonly
cl_ticks_net_print_thresholdPrint a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage (0…100) exceeds this value. A value of 0 will cause the message to always print each time it is calculated2release
cl_ticks_warning_levelPrint a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation0release
cl_ticktiming{print|<interval>} [summary|detail] Print timing stats now, or set report intervalcmdnorecord, release
cl_timeoutAfter this many seconds without receiving a packet from the server, the client will disconnect itself30a
cl_tracer_whiz_distance72devonly, cl
cl_tracer_whiz_infront_distance32devonly, cl
cl_trueview_show_status0=Never; 1=Only if there is a problem; 2=always2cl, release
cl_updaterateNumber of packets per second of updates you are requesting from the server20cl, a, user
cl_updatevisibilityUpdates visibility bits.cmddevonly, cl
cl_usercmd_dbgshow usercmd payload sizing info for packets with more than this many usercmds0devonly
cl_usercmd_max_per_movemsgmax number of CUserCmds to send in one client move message4release
cl_usercmd_showsizefalsedevonly
cl_usesocketsforloopbackWhen connecting to local listen server (for example, using the ‘map’ command), default to loopback=false, which connects to ‘127.0.0.1’ instead of ‘loopback’. This uses the network stack so that fake lag/loss can be simulated.truedevonly
cl_viewtarget_clamptruedevonly, cl
cl_voice_transmit_lobbyfalsecl, a, release
cl_voiceenabledtruedevonly, cl
cl_vsnd_morph_override_ease_enabledControls whether the compiled in vsnd morph data ease in/out values are used or values set from the convars (cl_vsnd_morph_override_ease_in, cl_vsnd_morph_override_ease_out) are usedtruedevonly, cl
cl_vsnd_morph_override_ease_inIf cl_enable_vsnd_morph_override_ease_enabled is true, ease into vsnd morph driven animation over the specified number of seconds.0.2devonly, cl
cl_vsnd_morph_override_ease_outIf cl_enable_vsnd_morph_override_ease_enabled is true, ease out of vsnd morph driven animation over the specified number of seconds.0.2devonly, cl
cl_yawspeed210devonly, cl
clearClear console output.cmdnorecord, release
clear_debug_flags_on_deathtruedevonly, sv
clearallClear console output from all views.cmdnorecord, release
cli_ent_attachmentsDisplays the interpolated attachment points on an entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cli_ent_hitboxDisplays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cli_ent_pivotDisplays the interpolated pivot for the given entity(ies).
(y=up=green, z=forward=blue, x=left=red).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cli_ent_skeletonDisplays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
cli_ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
client_metrics_upload_batch_seconds300devonly, cl
client_metrics_upload_immediatecmddevonly, cl
clientportIf 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.0release
closecaptionEnable close captioning.falsecl, a, user
cloth_debug_draw0devonly, cl
cloth_filter_transform_statelessEnable the new, stateless version of FilterTransformfalsedevonly
cloth_ground_plane_thicknessRaise ground by this much for all cloth that traces the ground; should be 0 ideally3devonly
cloth_iv_dump4devonly, cl
cloth_iv_store_backfalsedevonly, cl, rep
cloth_sim_on_ticktruedevonly, cl
cloth_updatetruedevonly, cl
cmdForward command to server.cmddevonly
cojob_lock_hold_warning_threshold_msHow long in milliseconds before we warn about lock hold duration10000devonly, sv, cl, rep
cojob_max_no_yield_time_usWill spew if a job takes longer than the specified number of microseconds3000devonly, sv, cl, rep
collect_asserts_for_gcWhether or not asserts should be collected for sending to the GCtruedevonly, sv, cl, rep
collect_entity_model_nameCollect model names of the entities you’re pointing atcmdsv, cheat
commentaryDesired commentary mode state.falsesv, a
commentary_availableAutomatically set by the game when a commentary file is available for the current map.falsedevonly, sv
commentary_cvarsnotchangingcmddevonly, sv
commentary_finishnodecmdsv
commentary_node_use_viewfacingfalsedevonly, cl
compositematerial_showdebugwindowSource2/Composite Material Debugfalsedevonly, cl, a, rep, cheat
con_enableAllows the console to be activated.falsea, per_user
con_logfile_suffixSuffix to append to the console log, may be changed to reopen the logdevonly
condumpdump the text currently in the console to condumpXX.logcmdrelease
connectConnect to a remote server.cmdrelease
connect_hltvConnect to a remote HLTV server.cmdrelease
console_testOutput text to test consolecmddevonly
consoletoolOpen a VConsole subtool.cmdnorecord, release
convars_echo_toggle_changesEcho to the console changes caused by toggling.truedevonly
convert_steamidConvert SteamID into multiple formatscmddevonly, cl
cpu_levelCPU Level - Default: High2devonly, cl
cpuinfoPrint CPU configuration informationcmddevonly
cq_buffer_bloat_msecs_maxServer will not allow the client to buffer up more than N ms of commands.120rep, release
cq_debugVerbose command queue logging.0devonly, sv, rep
cq_dilation_percentageWhen speeding up slowing down, this is how much5devonly, sv, cl, rep
cq_enableRun one usercmd per server tick and maintain a buffer. Client speeds up/slows down it’s usercmd tick rate to maintain server command queue buffering.truedevonly, sv, cl, rep
cq_fake_starveif set, starve this many commands by discarding during process usercmds.0devonly, sv
cq_loggingcommand queue logging of events.falsesv, release
cq_logging_intervalcommand queue logging per player stats every N seconds, 0 to disable.0sv, release
cq_max_starved_substitute_commandsServer will stop generating substitute commands if client hasn’t sent one, after N in a row4sv, release
cq_print_every_commandprint every command as we execute itfalsesv, release
cq_runtestsfalsedevonly, sv
cq_runtests_broadcast_infosend message to remote client console when tests change.falsedevonly, sv
cq_runtests_interval30devonly, sv
crashCrash the client. Optional parameter — type of crash:
0: read from NULL
1: write to NULL
2: force an Assert
3: infinite loop
4: stack buffer overrun
5: multiple asserts across multiple threads. Optional number of threads (default 5)
6: looping memory leak until we’re out of memory. Optional allocation size in bytes (default 1048576/1MB)
cmdcheat
crash_errorCause the engine to crash by Plat_FatalError on main thread (Debug!!)cmdcheat
crash_error_jobCause the engine to crash by Plat_FatalError on job thread (Debug!!)cmdcheat
crash_error_threadCause the engine to crash by Plat_FatalError on non-main thread (Debug!!)cmdcheat
crash_jobCause the engine to crash in a job thread (Debug!!)cmdcheat
crash_threadCause the engine to crash in a brand new non-main thread (Debug!!)cmdcheat
create_flareCreate a flare on the local player’s teamcmddevonly, sv
create_orbCreate an orb on the local player’s teamcmddevonly, sv
create_radius_damageCauses radius damage where you’re looking, at the passed in radius.cmdsv, cheat
creditsdonecmddevonly, sv
crosshair_spread_scale3.6devonly, cl
csm_bias_override_01cheat
csm_bias_override_11cheat
csm_bias_override_21cheat
csm_bias_override_31cheat
csm_cascade0_override_dist-1cheat
csm_cascade1_override_dist-1cheat
csm_cascade2_override_dist-1cheat
csm_cascade3_override_dist-1cheat
csm_cascade_viewdir_shadow_bias_scale2cheat
csm_max_dist_between_caster_and_receiverdefault pushback15000cheat
csm_max_num_cascades_overrideNumber of cascades in sunlight shadow-1devonly
csm_max_shadow_dist_override-1devonly
csm_max_visible_dist7500cheat
csm_res_override_00cheat
csm_res_override_10cheat
csm_res_override_20cheat
csm_res_override_30cheat
csm_shadow_worldview_align_x_to_ufalsecheat
csm_shadow_worldview_shear_align_z_to_vfalsecheat
csm_split_log_scalar0.85cheat
csm_sst_max_visible_dist2000cheat
csm_sst_pushback_distancedefault pushback1500cheat
csm_sst_shadow_focus_region_maxz2000cheat
csm_sst_shadow_focus_region_minz-2000cheat
csm_viewdir_shadow_bias0cheat
csm_viewmodel_farz30cheat
csm_viewmodel_max_shadow_dist21cheat
csm_viewmodel_max_visible_dist1000cheat
csm_viewmodel_nearz0.5cheat
csm_viewmodel_shadowsfalsedevonly
ctadel_camera_clear_opsClear any camera operations that are activecmddevonly, cl
cv_collect_assert_stack_for_gcWhen enabled and collecting asserts for the GC, this will generate stacks for the assertsfalsedevonly, sv, cl, rep
cvarlistShow the list of convars/concommands.cmdrelease
cyclevarCycle through specified convar values.cmdnorecord, release
d3d_max_feature_levelReport the maximum D3D feature level available.<Not set>devonly
damage_indicator_safe_area6devonly, cl
dbghist_addlineAdd a line to the debug history. Format: <category id> <line>cmddevonly, sv
dbghist_dumpDump the debug history to the console. Format: <category id>
Categories:
0: Entity I/O
1: AI Decisions
2: Scene Print
3: Alyx Blind
4: Log of damage done to player
5: Player Teleport
6: Blind Zombie Sounds
7: Player Continuous
cmddevonly, sv
deadlock_chat_modeDefault communication preference for players2cl, a, release
deadlock_disable_post_match_surveyDisable the early post match surveyfalsecl, a
deadlock_early_development_warning_disabledDisable the early dev build messagefalsecl, a
deadlock_hero_debuts_seencl, a, release
deadlock_mm_preferenceWhat style of player do we want to try and match with in matchmaking1cl, a, release
deadlock_steam_input_debugShow Steam Input Error Messages and Spew in consolefalsedevonly, cl
deadlock_steam_input_on_disc_manifestUse local cfg\steam_input_manifest.vdf as opposed to cloud manifestfalsedevonly, cl
debug_ai_heat_sensingfalsedevonly, sv
debug_async_data_panel_override_stateForce ALL async data panels to be in a specific state. -1:disabled, 0:failure, 1:loading, 2:success-1devonly, cl
debug_destructible_partsDraw debug information for destructible parts.falsedevonly, sv, cl, rep
debug_destructible_parts_enabledToggle enabling/disabling the destructible parts system for debug.truesv, cl, rep, cheat
debug_destructible_parts_radius_damagefalsedevonly, sv, cl, rep
debug_destructible_parts_ttlHow long the debug draws stick around for, unless they’re per-tick.1devonly, sv, cl, rep
debug_draw_enabletruedevonly, rep
debug_error_modelfalsesv, cl, rep, cheat
debug_font_sizeFont size for the debug font14devonly
debug_hltvPrint out hltv events0devonly, cl, rep, clientcmd_can_execute
debug_overlay_fullpositionfalsedevonly, sv
debug_physimpactfalsedevonly, sv
debug_radial_damagefalsesv, cl, rep, cheat
debug_shared_randomfalsedevonly, sv, cl, rep
debug_squad_surround0devonly, sv
debug_takedamage_summariesfalsesv, cheat
debug_visibility_monitor0sv, cheat
debugoverlay_cycle_domainToggles visibility of the debug overlay system.cmdsv, cheat
debugoverlay_cycle_stateToggles visibility of the debug overlay system.cmdsv, cheat
debugoverlay_dashboardMakes the debug overlay dashboard visible.cmdsv, cheat
debugoverlay_force_respect_ttlForce respect TTL even when clearing scopesfalsecheat
debugoverlay_hide_imguiHides the overlay.cmdsv, cheat
debugoverlay_show_text_outlineToggle display of box around textfalsecheat
debugoverlay_text_scaleScale of the text used for 3d display1a, cheat
debugoverlay_toggleToggles visibility of the debug overlay system.cmdsv, cheat
decalfrequency10devonly, sv, nf
default_fov70cl, cheat
demo_allow_game_mismatchAllow playback of demo even if game directories are not matched [may crash or fail to load].falsedevonly
demo_debugTurn on demo debug spew.0devonly
demo_flushFlush writing the demo file every network updatefalsea
demo_gotoSkips to location in demo.cmdrelease
demo_gotomarkSkips the current demo playback to the marked tickcmdrelease
demo_gototickSkips to a tick in demo.cmdrelease
demo_infoPrint information about currently playing demo.cmdrelease
demo_marktickMarks the current demo playback tick for later usecmdrelease
demo_max_consecutive_skip_packetsDon’t skip more than N messages in a row when skipping in a demo file.100devonly
demo_pausePauses demo playback.cmdrelease
demo_pauseatservertickPauses when the ‘render time’ reaches the specified tick.cmdrelease
demo_playback_override_settingsfalsedevonly, cl
demo_quitafterplaybackQuits game after demo playback.falserelease
demo_recordcommandsRecord commands typed at console into .dem files.truecheat
demo_resumeResumes demo playback.cmdrelease
demo_step_tickPlay for N ticks (default=1) and then pause.cmdrelease
demo_timescaleSets demo replay speed.cmdrelease
demo_togglepauseToggles demo playback.cmdrelease
demo_usefastgotoUse fast frame skipping when available for demo_goto commands.truedevonly
demo_writefullupdate_rateInterval time in seconds to write full updates to demo.60devonly
demo_writemetafilesave current meta file demo_<version>.meta file for use in demo upconversion.cmddevonly, norecord
demolistPrint demo sequence list.cmdrelease
destructible_parts_destroy_parts_when_gibbingtruedevonly, sv, cl, rep
dev_create_sensitivity_report0devonly, cl
dev_send_gc_message<msgid> Send a blank body message with a given ID to gc for routing testscmddevonly, cl
dev_send_gc_message_server<msgid> Send a blank body message with a given ID to gc for routing testscmddevonly, sv
dev_simulate_gcdown<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)cmddevonly, cl
developerSet developer message level.0release
diffcheckActivate diffcheck system.truedevonly
diffcheck_playerslot0devonly
diffcheck_spewActually show diffcheck results.truedevonly
diffcheck_spew_diff_filterShow diff with matching filter substring only.devonly
diffcheck_spew_diff_onlyShow diff only.falsedevonly
differencesShow all convars which are not at their default values (optional restricted to specific flags).cmdrelease
disable_dynamic_prop_loadingIf non-zero when a map loads, dynamic props won’t be loadedfalsesv, cheat
disable_priority_boostDisable focus based priority boostcmddevonly
disable_source_soundscape_traceBypasses lookup of soundscapes for indvidual audio sources when enabled.truedevonly, sv
disconnectDisconnect from servercmdrelease
display_game_eventsfalsesv, cheat
dlight_debugCreates a dlight in front of the playercmdcl, cheat
dota_enable_spatial_audioFlag to enable spatial audio in Dota 2.falserelease
dota_spatial_audio_mixMix value to blend spatial and non-spatial audio in Dota 2.1release
draw_footstep_occlusiondraws footstep/foley events that are heard or not heardfalsedevonly, sv, cl, rep
drawcrossDraws a cross at the given location
Arguments: x y z
cmdsv, cheat
drawlineDraws line between two 3D Points.
Green if no collision
Red is collides with something
Arguments: x1 y1 z1 x2 y2 z2
cmdsv, cheat
dsp_automatic0devonly, demo
dsp_db_min80devonly, demo
dsp_db_mixdrop0.5devonly, demo
dsp_dist_max1440cheat, demo
dsp_dist_min0cheat, demo
dsp_mix_max0.8devonly, demo
dsp_mix_min0.2devonly, demo
dsp_offfalsecheat
dsp_vol_2ch1devonly, demo
dsp_vol_4ch0.5devonly, demo
dsp_vol_5ch0.5devonly, demo
dsp_volume0.8a, demo
dump_audio_inputfalsedevonly
dump_entity_reportList all client-side entities in the scenecmdcl, cheat
dump_full_caches<type> Dumps the contents of the currently subscribed caches of a particular typecmddevonly, cl, cheat
dump_globalsDump all global entities/statescmddevonly, sv
dump_hero_namesLists all heroes by their technical namescmdcl, cheat
dump_lobbyDumps the lobby that we are connected tocmddevonly, cl
dump_loc_tokenList information on the given tokencmddevonly
dump_local_cachesDumps a list of caches that the GC currently has information aboutcmddevonly, cl
dump_localization_filesList all loaded localization filescmddevonly
dump_modifier_message_countdump_modifier_message_countcmddevonly, sv
dump_panorama_css_propertiesPrints out all valid panorama CSS properties and their documentationcmdrelease
dump_panorama_eventsprint panorama event types and their documentationcmdrelease
dump_panorama_render_command_statscmddevonly
dump_play_statscmdsv, cheat
dump_response_symbolsprint all response symbols to the consolecmddevonly, sv
dump_secondary_scene_worldsLists secondary scene worlds and ref countscmddevonly, cl
dump_user_cacheDumps the SO cache for the current usercmddevonly, cl
dumpparticlelistPrint out information on existing particle systemscmdcheat
dumpstringtableUsage: dumpstringtable <tablename |all> <sv | cl> <verbose | simple> <element> Print string tables to console, verbose to dump data, simple to show name and count only, can specifiy a single numeric element index to restrict spew.cmddevonly
echoEcho text to console.cmdserver_can_execute
echolnEcho the command arguments on the consolecmdrelease
econ_show_items_with_tagLists the item definitions that have a specified tag.cmddevonly, cl
enable_boneflextruecl, a
enable_priority_boostDisable focus based priority boostcmddevonly
endmovieStop recording movie frames.cmddevonly, norecord
engine_accurate_input_processing_delta_timeWhen true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame)falsedevonly
engine_allow_multiple_simulates_per_frameWhen the client is catching up in low frame rate situations, should we run client simulate more than once a frame?falsedevonly
engine_allow_multiple_ticks_per_frameWhen the client is catching up in low frame rate situations, should we run tick more than once a frame?truedevonly
engine_client_tick_pad_enablefalsedevonly
engine_cpu_info_extendedCPU the engine is running on.devonly
engine_frametime_amnesty_debugEnable logging about events that disable frame time warningsfalsedevonly
engine_frametime_print_reportPrint a performance report from the current data in the vprof ‘lite’ profilercmddevonly
engine_frametime_warnings_enableEnable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expectedtruedevonly
engine_low_latency_sleep_after_client_tickWhen r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.falserelease
engine_max_resource_system_update_time5devonly
engine_max_ticks_to_simulateMax number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.-1devonly
engine_no_focus_sleep20a
engine_no_focus_sleep_vconsole_suppressWhen VConsole is in the foreground, don’t trigger engine_no_focus_sleep behaviortruedevonly
engine_ostypeOS type the engine is running on.devonly
engine_phys_debug_limit_tickstruedevonly
engine_platform_name_extendedPlatform the engine is running on.devonly
engine_relaunch_app_before_exitingUse this to tell Steam to relaunch the app right after existingfalsehidden, release
engine_render_onlyfalsedevonly
engine_rendersystem_initRendersystem option requested (changing this does not change the rendersystem).devonly
engine_rendersystem_meets_min_dx_110Rendersystem meets min DX110 feature level (changing this does not change the shader model).Unknowndevonly
engine_rendersystem_meets_min_dx_110_simpleRendersystem meets min DX110 feature level (changing this does not change the shader model).Unknowndevonly
engine_rendersystem_shader_modelRendersystem shader model in use (changing this does not change the shader model).0devonly
engine_rendersystem_usedRendersystem option in use (changing this does not change the rendersystem).devonly
engine_show_frame_dispatchshow frame dispatch names.falsedevonly
engine_show_frame_pacingfalserelease
engine_show_frame_ticksfalsedevonly
engine_sse42turn on sse4.2 optimizations in the enginetruedevonly
engine_update_resource_system_during_low_latency_sleeptruedevonly
englishIf set to 1, running the english language set of assets.truecl, user
ent_absboxDisplays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_actornamesDisplays the entity name for all entities that have ShouldDisplayInActorNames true in codecmdsv, cheat
ent_actornames_fontent_actornames font nameConsolassv, cl, rep, cheat
ent_actornames_fontsizeent_actornames font size24sv, cl, rep, cheat
ent_animgraph2_open_graphOpens the graph and starts live debugging the AG2 graph for a given entity
Arguments: entityName
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_animgraph2_recordStarts live debugging & recording the AG2 graph for a given entity
Arguments: entityName
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_animgraph_debugDisplays debug draws about the given entity(ies) animgraph
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_animgraph_recordToggles recording of animgraph replay of the given entity(s)
Arguments: entityName automaticallyOpenInAnimgraphEditor
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_animgraph_setvarSets a variable on the animgraph of the given entity(s)
Arguments: <varname>=<value> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
cmdsv, cheat
ent_attachment_filter_substringsIf an attachment’s name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ’,’ or ’|’ character.sv, cheat
ent_attachmentsDisplays the attachment points on an entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_autoaimDisplays the entity’s autoaim radius.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_bboxDisplays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_bitvec_enabletruedevonly, sv
ent_bonemergeplayerBonemerge the player onto the entity under the crosshairscmdsv, cheat
ent_callent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scopecmdsv, cheat
ent_cancelpendingentfiresCancels all ent_fire created outputs that are currently waiting for their delay to expire.cmddevonly, sv
ent_characterizeSpew PVS debug info for entitycmddevonly, sv
ent_clear_debug_overlaysClears all debug overlayscmdsv, cheat
ent_createCreates an entity of the given designer or subclass name where the player is looking.cmdsv, cheat
ent_debug_animUse the specified entity for animation debugging.cmddevonly, cl
ent_debug_draw_thinkersfalsedevonly, sv, cl, rep
ent_debug_origin_changesturn on, off, or toggle origin changes on server for entity by indexcmddevonly, sv
ent_findFind and list all entities with classnames or targetnames that contain the specified substrings.
Format: find_ent <substring>
cmdsv, cheat
ent_find_indexDisplay data for entity matching specified index.
Format: find_ent_index <index>
cmdsv, cheat
ent_fireUsage:
ent_fire <target> [action] [value] [delay]
cmdsv, cheat
ent_fire_outputUsage:
ent_fire_output <target> [output name] [value] [delay]
cmdsv, cheat
ent_gibGibs the given entity(s)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_grabgrabs the object in front of the player. Options: -loose -multiple -togglecmdsv, cheat
ent_hierarchyPrints the entity hierarchy tree rooted at the specified ent(s)cmdsv, cheat
ent_hitboxDisplays the hitboxes for the given entity(ies).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_infoUsage:
ent_info <class name>
cmdsv, cheat
ent_joint_axis_size4devonly, sv
ent_joint_filter_substringsIf a joint’s name has any of the given substrings in it, it will be displayed. Substrings can be delimited by the ’,’ or ’|’ character.sv, cheat
ent_joint_linesDraw a line between a rendered joint and its parent.truesv, cheat
ent_joint_namesDraw the name of a rendered joint.truesv, cheat
ent_joint_only_ik_jointsfalsedevonly, sv
ent_joint_use_bind_posefalsedevonly, sv
ent_jointsDisplays the joint names + axes an entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_killKills the given entity(s)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_messagesToggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_messages_drawVisualizes all entity input/output activity.falsesv, cl, rep, cheat
ent_nameDisplays the entity namecmdsv, cheat
ent_orientOrient the specified entity to match the player’s angles. By default, only orients target entity’s YAW. Use the ‘allangles’ option to orient on all axis.
Format: ent_orient <entity name> <optional: allangles>
cmdsv, cheat
ent_pickerToggles ‘picker’ mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.
Arguments: full - enables all debug information
cmdsv, cheat
ent_pivotDisplays the pivot for the given entity(ies).
(y=up=green, z=forward=blue, x=left=red).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_pivot_size20sv, a, cheat
ent_rboxDisplays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdcl, cheat
ent_removeRemoves the given entity(s)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_remove_allRemoves all entities of the specified type
Arguments: {entity_name} / {class_name}
cmdsv, cheat
ent_reveal_in_hammerGiven a mapname and hammer uniqueid, reveal it in Hammercmddevonly, sv
ent_revert_dormancy_changefalsedevonly, cl
ent_rotateRotates an entity by a specified # of degreescmdsv, cheat
ent_scaleScales entities. Arguments: <scale factor> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>cmdsv, cheat
ent_scenehierarchyPrints the entity scenenode hierarchy tree rooted at the specified ent(s)cmdsv, cheat
ent_script_dumpDumps the names and values of this entity’s script scope to the console
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_selectSelect or deselects the given entities(s) for later manipulation
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_setangSet entity anglescmdsv, cheat
ent_setnameSets the targetname of the given entity(s)
Arguments: <new entity name> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
cmdsv, cheat
ent_setposMove entity to positioncmdsv, cheat
ent_show_contextsShow entity contexts in ent_text displayfalsesv, cheat
ent_show_damageSets damage display mode. When on, you will see the amount of damage dealt over the target’s head.cmdsv, cheat
ent_show_response_criteriaPrint, to the console, an entity’s current criteria set used to select responses.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_showonlyattachmentsv, cheat
ent_skeletonDisplays the skeleton for the given entity(ies).
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_skeleton_durationDuration of ent_skeleton display0sv, cl, rep, cheat
ent_skeleton_only_ik_jointsfalsedevonly, sv
ent_skeleton_snapshotfalsedevonly, sv
ent_spew_derived_classesPrints out all entity classes which inherit from a specified base classcmddevonly, sv
ent_steadystate_batchsizeMax number of entities to transmit to player20devonly, sv
ent_steadystate_delayTime in seconds without network state changes until an entity is considered for trickle updates5devonly, sv
ent_steadystate_enablefalsedevonly, sv
ent_steadystate_intervalRate at which entities can be trickled to players0.1devonly, sv
ent_teleportTeleport the specified entity to where the player is looking.
Format: ent_teleport <entity name>
cmdsv, cheat
ent_test_interpolationfalsedevonly, cl
ent_textDisplays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_text256Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_text_clearHide text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_text_filterSet which ent_text filters you want:cmdsv, cheat
ent_text_flags_active-1sv, a, cheat
ent_text_no_name_really_i_mean_itfalsesv, cheat
ent_text_radiusDisplays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text)
2 Arguments: <Radius> <{entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}>
cmdsv, cheat
ent_text_sticky_addAdds to list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_text_sticky_clearClears the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_text_sticky_dumpSpews the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_text_sticky_removeRemoves from the list of names to display text debugging information about the given entity(ies) on top of the entity (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_ungrabun-grabs all objectscmdsv, cheat
ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_viewentitySelects the picked entity as the view entitycmddevonly, sv
ent_viewoffsetDisplays the eye position for the given entity(ies) in red.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
ent_viewpunchUsed to debug ViewPunchcmddevonly, sv
ent_visibility_tracesDisplays visibility traces for the given entity
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
entity_log_load_unserializeOutput unserialization of entities on map load. 0 - off, 1 - client/server, 2 - server, 3 - client0sv, cl, rep, cheat
entity_lump_listList all known entity lumpscmddevonly
entity_lump_spewDump the contents of an entity lumpcmddevonly
entityreportReports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmddevonly, sv
entitysummarySummarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.cmddevonly, sv
entsList server entities, sorted by spawn groupcmddevonly, sv
escapeEscape key pressed.cmdrelease, clientcmd_can_execute
execExecute a cfg filecmdnorecord, release
exec_asyncExecute a cfg file over timecmdcheat, norecord
execifexistsExecute a cfg file if file existscmdnorecord, release
execute_command_every_framecheat
experimental_citadel_tick_rate_override0sv, cl, rep, release
explodeKills the player with explosive damagecmdsv, cheat
explodevectorKills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>cmdsv, cheat
fade_debug_splitscreen_slot-1devonly, cl
fadeinfadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.cmdsv, cheat
fadeoutfadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.cmdsv, cheat
fathom_force_spotted-1devonly, sv, cl, rep
filesystem_buffer_sizeSize of per file buffers. 0 for none0devonly
filesystem_fake_latency0devonly
filesystem_max_stdio_read16devonly
filesystem_nativeUse native FS or STDIOtruedevonly
filesystem_report_buffered_iofalsedevonly
filesystem_unbuffered_iotruedevonly
filter_player_simulation_timetruedevonly, sv, cl, rep
findFind concommands with the specified string in their name/help text.cmdrelease
findflagsFind concommands by flags.cmdrelease
fire_use_modifierfalsedevonly, sv, cl, rep
firetargetcmdsv, cheat
firstpersonSwitch to firstperson camera.cmdcl, release, per_tick
fish_debugShow debug info for fishfalsecl, cheat
fish_dormantTurns off interactive fish behavior. Fish become immobile and unresponsive.falsesv, rep, cheat
flying_drone_behind_left_back40devonly, sv
flying_drone_behind_left_height_offset-20devonly, sv
flying_drone_behind_left_left80devonly, sv
flying_drone_front_height_offset0devonly, sv
flying_drone_front_horizontal_offset-50devonly, sv
flying_drone_left_shoulder_back0devonly, sv
flying_drone_left_shoulder_height_offset30devonly, sv
flying_drone_left_shoulder_left20devonly, sv
fog_color-1 -1 -1cl, cheat
fog_colorskybox-1 -1 -1cl, cheat
fog_enableEnable fogtruecl, cheat
fog_enableskyboxtruecl, cheat
fog_end-1cl, cheat
fog_endskybox-1cl, cheat
fog_hdrcolorscale-1cl, cheat
fog_hdrcolorscaleskybox-1cl, cheat
fog_maxdensity-1cl, cheat
fog_maxdensityskybox-1cl, cheat
fog_overrideOverrides the map’s fog settings (-1 populates fog_ vars with map’s values)0cl, cheat
fog_override_colorSets the fog color overridecmdcheat
fog_override_enableUse fog_override convars instead of world fog datafalsecheat
fog_override_end3500cheat
fog_override_exponent2cheat
fog_override_max_density0.4cheat
fog_override_start1000cheat
fog_start-1cl, cheat
fog_startskybox-1cl, cheat
fog_volume_debugIf enabled, prints diagnostic information about the current fog volumefalsedevonly, sv
font_show_glyph_missfalsedevonly
footstep_debugfalsedevonly, sv, cl, rep
footstep_force_volume-1devonly, sv, cl, rep
force_assertFire an assertion failurecmddevonly
force_fatal_errorFire a fatal errorcmddevonly
force_floating_point_exceptionsEnable floating point exceptions to find bugscmddevonly
force_hibernateForce toggle hibernation statecmddevonly
fov_desiredSets the base field-of-view.75cl, a, user
fp_traceToggle field path tracing to file
cmddevonly
fps_maxFrame rate limiter. 0=no limit. Does not apply to dedicated server.400a, release
fps_max_toolsAdditional 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.120a
fps_max_uiFrame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.120a
free_pass_peek_debugfalsedevonly, sv
freecamera_accelTweak this parameter to adjust Free Camera movement acceleration.5devonly, cl
freecamera_fog_endFog end for Free Camera.2500devonly, cl
freecamera_fog_startFog start for Free Camera.1800devonly, cl
freecamera_max_speedTweak this parameter to adjust Free Camera movement max speed.500devonly, cl
freecamera_rotation_multiplierTweak this parameter to adjust Free Camera mouse rotation.10devonly, cl
freecamera_zfarFog start for Free Camera.4500devonly, cl
friend_menu_group_party_membersControls whether or not the friend list has grouping for party members or nottruedevonly, cl
fs_async_threadsNumber of IO threads in async filesystem (-1 == auto)-1devonly
fs_clear_open_duplicate_timesClear the list of files that have been opened.cmddevonly
fs_dump_open_duplicate_timesSet fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.cmddevonly
fs_fake_read_delay_msAdd N ms of delay to every low-level read operation, to simulate a slow disk0release
fs_report_async_iofalsedevonly
fs_report_long_reads0:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold0devonly
fs_report_sync_opens0:Off, 1:Always, 2:Not during load0release
fs_spew_readfieldlistindex <threshold bytes>: spew changes to ent index, optionally only spewing if update is > than threshold bytescmdcheat
fs_warning_mode0:Off, 1:Warn main thread, 2:Warn other threads0devonly
func_break_max_pieces15sv, a, rep
func_break_reduction_factor0.5devonly, sv
func_breakdmg_bullet0.5devonly, sv
func_breakdmg_club1.5devonly, sv
func_breakdmg_explosive1.25devonly, sv
func_mover_async_movable_navmesh_updatestruedevonly, sv
func_mover_debugfalsedevonly, sv
func_mover_debug_allfalsedevonly, sv
func_mover_debug_followerfalsedevonly, sv
func_mover_debug_verbosefalsedevonly, sv
func_mover_get_speed_override0devonly, sv
func_mover_imgui_log_count30devonly, sv
func_rotator_debugfalsedevonly, sv
fx_drawmetalsparkDraw metal spark effects.truedevonly, cl
g_debug_angularsensorfalsesv, cheat
g_debug_constraint_soundsEnable debug printing about constraint sounds.falsesv, cheat
g_debug_doorsfalsedevonly, sv
g_debug_ragdoll_visualizefalsecl, cheat
g_debug_transitionsSet to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.0devonly, sv, cheat
g_ragdoll_fadespeed600devonly, cl
g_ragdoll_important_maxcount2devonly, sv, cl, rep
g_ragdoll_lvfadespeed100devonly, cl
g_ragdoll_maxcount5devonly, sv, cl, rep
game_particle_manager_dump_requeueDump contents of particle manager requeuecmddevonly, cl
game_particle_manager_list_activeDump counts of active particlescmddevonly, cl
game_particle_manager_requeue_messagestruedevonly, cl, hidden
gameevents_analyzecompare game events across all modscmddevonly, sv
gameevents_dumptofilewrite gameevents keyvalues (sorted by name) to gameevents_<modname>.txtcmddevonly, sv
gameevents_showeventlistenersShow listening addition/removalsfalsedevonly
gameevents_showeventsDump game events to console. (1 = Show Signaling, 2 = Show Posting also).0devonly
gameinstructor_dump_open_lessonsGives a list of all currently open lessons.cmdcl, cheat
gameinstructor_dump_run_lesson_countsGives a list of lessons that been completed or showncmdcl, cheat
gameinstructor_enableDisplay in game lessons that teach new players.truecl, a, release
gameinstructor_find_errorsSet to 1 and the game instructor will run EVERY scripted command to uncover errors.falsecl, cheat
gameinstructor_reload_lessonsShuts down all open lessons and reloads them from the script file.cmddevonly, cl
gameinstructor_reset_countsResets all display and success counts to zero.cmddevonly, cl
gameinstructor_start_sound_cooldownNumber of seconds forced between similar lesson start sounds.4devonly, cl
gameinstructor_teach_lessonForce a specific lesson to be triggeredcmddevonly, cl
gameinstructor_verboseSet to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.0cl, cheat
gameinstructor_verbose_lessonDisplay more verbose information for lessons have this name.cl, cheat
gameui_activateShows the game UIcmdhidden, release
gameui_allowescapeEscape key allowed to hide game UIcmdhidden, release
gameui_allowescapetoshowEscape key allowed to show game UIcmdhidden, release
gameui_hideHides the game UIcmdrelease
gameui_preventescapeEscape key doesn’t hide game UIcmdhidden, release
gameui_preventescapetoshowEscape key doesn’t show game UIcmdhidden, release
gc_secret_keySecret key for authenticating with the GC
devonly, sv, prot
generate_minidump_commentGenerate a minidump comment and spew the results to the consolecmddevonly
generate_null_containerGenerated a nulled out container.cmddevonly
generate_trash_synthArgs: [Asset directory Path]cmddevonly
getposdump position and angles to the consolecmdcl, cheat
getpos_exactdump origin and angles to the consolecmdcl, cheat
getposcopydump position and angles to the console and clipboardcmdcl, cheat
getposcopy_exactdump origin and angles to the console and clipboardcmdcl, cheat
giveGive item to player.
Arguments: <item_name>
cmdsv
give_orientedGive item oriented to player angles.
Arguments: <item_name>
cmdsv
givecurrentammoGive a supply of ammo for current weapon..
cmdsv, cheat
gl_cleartruedevonly, cl
global_setglobal_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).cmdsv, cheat
glow_use_tolerance0.85cl, rep, cheat
godToggle by default, or 0 to disable and 1 to enable. Player becomes invulnerable.cmdsv, cheat
gpu_levelGPU Level - Default: High3devonly, cl
gpu_mem_levelMemory Level - Default: High2devonly, cl
graphcontroller_dumpparamsPrint all anim graph parameters for the specified entity.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmddevonly, sv
grepgrep line for pattern, print out matching lines onlycmdrelease
groundlistDisplay ground entity list <index>cmddevonly, sv, cheat
groupsShow status of all spawn groups.cmdsv, cheat
guide_bot_talkForce guide bot to talk with reason.cmddevonly, cl
hairsim_force_fixed_timesteptruedevonly, cheat
hairsim_resetfalsedevonly, cheat
healmeHeals the player.
Arguments: <health to gain>
cmdsv, cheat
helpFind help about a convar/concommand.cmdrelease
hero_data_inspectCitadel/Hero Statsfalsedevonly, sv, cl, a, rep, cheat
hide_party_codeWhen set, this will hide the party code in the clientfalsecl, a
hideconsoleHide the console.cmdnorecord, release
hideout_search_keyAllows specifying a search key for hideout server allocation (dev only)devonly, cl
hideout_single_playerAllows creating a hideout for a party even if a single player (dev only)falsedevonly, cl
hideout_toggle_cameracmddevonly, sv
host_force_frametime_to_equal_tick_intervalfalsedevonly
host_force_max_frametime_to_tick_intervalfalsedevonly
host_framerateSet to lock per-frame time elapse.0release
host_readconfig_ignore_userconfigWhether we should ignore the user config file for reading/writing.falsecheat
host_timescalePrescale the clock by this amount.1rep, cheat
host_timescale_decDecrement the timescale by one stepcmdcheat
host_timescale_incIncrement the timescale by one stepcmdcheat
host_writeconfigSaves out the user config values.cmdrelease
hostfileThe HOST file to load.host.txtsv, release
hostipHost game server ip0release
hostnameHostname for server.release
hostname_in_client_statusShow server hostname in client status.falserelease
hostportHost game server port27015release
hud_damagemeterfalsecl, cheat
hud_damagemeter_ooctimerHow many seconds after the last damage event before we consider the player out of combat.3devonly, cl
hud_damagemeter_reportDisplay end-of-combat DPS result (from first damage even to last before OOC timer hit).truedevonly, cl
hud_fastswitch0cl, a
hud_free_cursorIf -1 use the hud default, otherwise 0 is disabled, 1 is enabled-1cl, release
hud_free_cursor_toggleToggles free cursor convar.cmdcl, release
hud_minimap_spectator_fow_team_view_amberWhile a spectator, view team amber’s minimap viewcmdcl, release
hud_minimap_spectator_fow_team_view_both_teamsWhile a spectator, view both teams’ minimap viewcmdcl, release
hud_minimap_spectator_fow_team_view_sapphireWhile a spectator, view team sapphire’s minimap viewcmdcl, release
hud_minimap_spectator_fow_team_view_target_teamWhile a spectator and viewing a player, view team their minimap viewcmdcl, release
hud_mouselook_alwaysfalsedevonly, cl
hud_reloadschemeReloads hud layout and animation scripts.cmddevonly, cl
hullivr_edge_merge_tanShould we try to straighten two faces connected to this edge? (tangent)0.02devonly, sv, rep
hullivr_faceisland_merge_dispShould we straighten face island if the displacement is this much? (inches)0devonly, sv, rep
hullivr_faceisland_merge_tanShould we try to straighten an island of faces deviating from their average normal (tangent)?0.04devonly, sv, rep
hullivr_version3devonly, sv, rep
hurtmeHurts the player.
Arguments: <health to lose>
cmdsv, cheat
hurtthemHurts the enemy in front of you.
Arguments: <health to lose>
cmdsv, cheat
icinterp entity count
cmddevonly, cl
ik_constraints_enabledtruedevonly, rep
ik_debug_all_chains_unique_color_per_chainfalsedevonly, rep
ik_debug_ccd0devonly, rep
ik_debug_chain_to_filter_bysv, cl, rep, cheat
ik_debug_constraints-1devonly, rep
ik_debug_dogleg3bone0devonly, rep
ik_debug_dogleg3bone_enabledtruedevonly, rep
ik_debug_fabrik_backwards_enabledtruedevonly, rep
ik_debug_fabrik_backwards_iteration_togglecmddevonly
ik_debug_fabrik_backwards_iterations0devonly, rep
ik_debug_fabrik_forwards_enabledtruedevonly, rep
ik_debug_fabrik_forwards_iteration_togglecmddevonly
ik_debug_fabrik_forwards_iterations0devonly, rep
ik_debug_groundtracesShow IK trace related detailsfalsedevonly, sv, cl, rep
ik_debug_perlin_solverfalsedevonly, sv, cl, rep
ik_debug_planetilt0devonly, rep
ik_debug_planetilt_axis_length20devonly, rep
ik_debug_targetsfalsedevonly, rep
ik_enableEnable IK.truerep, cheat
ik_fabrik_align_chaintruedevonly, rep
ik_fabrik_backwards_enabledtruedevonly, rep
ik_fabrik_forwards_enabledtruedevonly, rep
ik_fabrik_override_num_iterations-1devonly, rep
ik_final_fixup_enabletruedevonly, rep
ik_hinge_debug_bone_index-1sv, cl, rep, cheat
ik_planetilt_enabletruedevonly, rep
ime_hkl_infoSpew IME HKL info.cmddevonly, norecord
ime_infoSpew IME info.cmddevonly, norecord
ime_installed_namesSpew list of installed IMEs.cmdhidden, norecord, release
ime_supported_infoSpew IME Supported info.cmddevonly, norecord
imgui_cycle_undocked_window_focusCycles focus between the game window and undocked imgui windowscmddevonly
imgui_debug_draw_dashboard_toggle_pauseDashboard/Pause Game When Activatedfalsedevonly, sv, cl, a, rep, cheat
imgui_debug_draw_dashboard_windowDashboard/Show Dashboardfalsedevonly, sv, cl, a, rep, cheat
imgui_debug_draw_dashboard_window_toggle_focusDashboard toggle focusfalsedevonly, sv, cl, rep, cheat
imgui_debug_entityShows the entity browser, focused on the entity you specify.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
imgui_default_font_sizeDefault imgui font size20a, cheat
imgui_domain1 client, 2 server2devonly, sv, cl, a, rep, cheat
imgui_enableif imgui should displayfalsedevonly, sv, cl, rep, cheat
imgui_enable_inputif imgui should consume inputfalsedevonly, sv, cl, rep, cheat
imgui_ent_text_enableShow Entity Text in Windowtruedevonly, sv, cl, a, rep, cheat
imgui_set_selectionSets ImGui selectioncmdsv, cheat
imgui_set_status_textSets ImGui header status textcmdsv, cheat
imgui_show_citadel_movementCitadel/Player/Movementfalsedevonly, sv, a, rep, cheat
imgui_temp_enableif imgui should display temporarilyfalsedevonly, sv, cl, rep, cheat
impulseTriggers impulse commandcmdcl, release
in_button_double_press_windowHow short the time between presses needs to be for us to consider it a double-press0.3devonly, sv, cl, rep
in_forcebuttonstateForces a button to be a particular state - WHEN PROCESSING USERCOMMANDScmddevonly, sv
in_forceinputForces a button to be a particular state — WHEN SAMPLING INPUTcmddevonly, cl
in_spewbuttondeltaSpew button deltas, 0 = off, 1 = server, 2 = client, 3 = both0devonly, sv, cl, rep
in_spewbuttonholdSpew button hold times, 0 = off, 1 = server, 2 = client, 3 = both0devonly, sv, cl, rep
in_spewentWhich entity should we spew input for? (Useful for debugging bot input)-1devonly, sv, cl, rep
in_spewinputSpew input, 0 = off, 1 = server, 2 = client, 3 = both0devonly, sv, cl, rep
incrementvarIncrement specified convar value.cmdnorecord, release
input_button_code_is_scan_code_scdBind keys based on keyboard position instead of key nametruea, per_user
input_downimpulsevalue0.7devonly, cl
input_filter_relative_analog_inputsfalsecl, a
input_forceuserForce user input to this split screen player.-1cheat
input_stateinput_statecmddevonly
input_upimpulsevalue0.3devonly, cl
instant_replayEnable instant replay recording.truedevonly
instant_replay_goto_tickGoto a direct timestamp of the replaycmddevonly
instant_replay_goto_tick_relativeGoto a direct timestamp of the replaycmddevonly
instant_replay_history_limitMaximum amount of minutes to save history (0 is unlimited).120devonly
instant_replay_history_limit_lowMaximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).10devonly
instant_replay_liveIf in replay, jumps back to livecmddevonly
instant_replay_pausePauses instant replay.cmddevonly
instant_replay_resumeResumes instant replay.cmddevonly
instant_replay_skipNumber of seconds to skip back to instant replay from current positioncmddevonly
instant_replay_skip_liveNumber of seconds to skip back to instant replay from livecmddevonly
instant_replay_timescaleSets instant replay speed.cmddevonly
instant_replay_togglepauseToggles instant replay.cmddevonly
interesting_events_draw_debugWhen enabled, draws a sphere representing active eventsfalsesv, cheat
ipOverrides IP for multihomed hostsrelease
item_debugfalsedevonly, sv, cl, rep
iv_debugSpew interpolated var info for entity.cmddevonly, cl
iv_debugboneDebug bone name for interpolation spew of CAnimationState.release
iv_interpSpew interpolated var info for entity.cmddevonly, cl
iv_offTurn off all interpolation variable spew.cmddevonly, cl
iv_onSpew both interpolated var debug info and history for entity.cmddevonly, cl
iv_parallel_latchtruedevonly, cl
iv_parallel_restoretruedevonly, cl
iv_wrapped_parallel_latchtruedevonly, cl
joy_accel_filter0.2devonly, cl
joy_accelmax1devonly, cl
joy_accelscale0.6devonly, cl
joy_advancedfalsecl, a
joy_advaxisr0cl, a
joy_advaxisu0cl, a
joy_advaxisv0cl, a
joy_advaxisx0cl, a
joy_advaxisy0cl, a
joy_advaxisz0cl, a
joy_autosprintAutomatically sprint when moving with an analog joystick0devonly, cl
joy_axisbutton_thresholdAnalog axis range before a button press is registered.0.3a
joy_axisr_deadzone0.15a, per_user
joy_axisr_relativefalsea, per_user
joy_axisu_deadzone0.15a, per_user
joy_axisu_relativefalsea, per_user
joy_axisv_deadzone0.15a, per_user
joy_axisv_relativefalsea, per_user
joy_axisx_deadzone0.15a, per_user
joy_axisx_relativefalsea, per_user
joy_axisy_deadzone0.15a, per_user
joy_axisy_relativefalsea, per_user
joy_axisz_deadzone0.15a, per_user
joy_axisz_relativefalsea, per_user
joy_circle_correct_mode1cl, a, per_user
joy_circle_correct_mode_vehicle2cl, a, per_user
joy_display_inputfalsecl, a
joy_forward_sensitivity1cl, a, per_user
joy_lowend1devonly, cl
joy_lowmap1devonly, cl
joy_movement_stickWhich stick controls movement (0 is left stick)falsecl, a, per_user
joy_namejoystickcl, a
joy_pegged0.75devonly, cl
joy_pitch_sensitivity3cl, a, per_user
joy_pitchsensitivity1cl, a, per_user
joy_response_look0cl, a, per_user
joy_response_move9cl, a, per_user
joy_response_move_vehicle6devonly, cl
joy_sensitive_step00.1devonly, cl
joy_sensitive_step10.4devonly, cl
joy_sensitive_step20.9devonly, cl
joy_side_sensitivity1cl, a, per_user
joy_sidesensitivity1cl, a
joy_vehicle_turn_lowend0.7devonly, cl
joy_vehicle_turn_lowmap0.4devonly, cl
joy_virtual_peg0devonly, cl
joy_xcontroller_cfg_loadedIf 0, the 360controller.cfg file will be executed on startup & option changes.falsedevonly, cl
joy_yaw_sensitivity3cl, a, per_user
joy_yawsensitivity-1cl, a, per_user
joystickTrue if the joystick is enabled, false otherwise.falsecl, a
jpeg_qualitySet jpeg screenshot quality. [1..100]90devonly
jpeg_screenshotTake a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].cmddevonly
kelvin_ice_path_base_shards2devonly, sv, cl, rep
kelvin_ice_path_base_size150devonly, sv, cl, rep
kelvin_ice_path_connector_distance180devonly, sv, cl, rep
kelvin_ice_path_connector_length100devonly, sv, cl, rep
kelvin_ice_path_debug_render_physics2devonly, sv, cl, rep
kelvin_ice_path_healthNormalized against base firerate, 100 is 1 second21devonly, sv, cl, rep
kelvin_ice_path_lagcomp_move_linger_timeExtra time for ice path movement controller to linger to prevent mispredictions0.3devonly, sv, cl, rep
kelvin_ice_path_max_pitch_connector30devonly, sv, cl, rep
kelvin_ice_path_shard_offset_max20devonly, sv, cl, rep
kelvin_ice_path_shard_offset_min5devonly, sv, cl, rep
kelvin_ice_path_shard_scale_duration0.3devonly, sv, cl, rep
kelvin_ice_path_shard_vert_per_quarter10devonly, sv, cl, rep
kelvin_ice_path_surf_size100devonly, sv, cl, rep
kelvin_ice_path_thickness8devonly, sv, cl, rep
kelvin_ice_path_uv_scale0.02devonly, sv, cl, rep
kelvin_ice_shard_lagcomp_startdelay_timeDelay before ice shard’s physics kick in to account for client latency0.15devonly, sv, cl, rep
key_findbindingFind key bound to specified command string.cmdrelease
key_listboundkeysList bound keys with bindings.cmdrelease
key_updatelayoutUpdates game keyboard layout to current windows keyboard setting.cmddevonly
kickKick a player by name.cmdnorecord, release
kickidKick a player by userid or uniqueid, with a message.cmdnorecord, release
kickid_hltvKick a player by userid or uniqueid, with a message.cmdnorecord, release
killKills the player with generic damagecmdsv, cheat
kill_all_shrinesKills all shrinescmdsv, cheat, release
killvectorKills a player applying force. Usage: killvector <player> <x value> <y value> <z value>cmdsv, cheat
labelled_debug_helper_arc_segments20sv, cl, rep, cheat
labelled_debug_helper_enabledtruesv, cl, rep, cheat
labelled_debug_helper_scale1sv, cl, rep, cheat
labelled_debug_helper_show_positionfalsesv, cl, rep, cheat
labelled_debug_helper_show_texttruesv, cl, rep, cheat
labelled_debug_helper_skeleton_show_bone_namestruesv, cl, rep, cheat
last_viewed_announce_idTracks the last announcement ID viewed so we can know when new announcements are available-1cl, a
lb_allow_shadow_rotationSceneSystem/LightBinner/Shadow Rotationtruedevonly, cheat
lb_allow_time_sliced_shadow_map_renderingAllow time-sliced shadow buffer rendering when enabled via gameinfo.gitruedevonly
lb_barnlight_shadow_use_precomputed_vistruedevonly
lb_barnlight_shadowmap_scaleScale for computed barnlight shadowmap size1release
lb_bin_slices8192devonly
lb_convert_to_barn_lights_falloff_match_point0.15devonly
lb_csm_cascade_size_overrideOverride width/height of individual cascades in the CSM-1devonly
lb_csm_cross_fade_overrideOverride CSM cross fade amount-1devonly
lb_csm_distance_fade_overrideOverride CSM distance fade-1devonly
lb_csm_draw_alpha_testedtruedevonly
lb_csm_draw_translucenttruedevonly
lb_csm_fov_override-1devonly, cheat
lb_csm_override_bulb_radiusOverride bulb radius for CSM-1devonly
lb_csm_override_staticgeo_cascadesOverride Cascades that will render static objects with lb_csm_override_staticgeo_cascades_valuefalsedevonly
lb_csm_override_staticgeo_cascades_animated_vertsIf lb_csm_override_staticgeo_cascades, ensure only objects without animated verts, i.e. SCENEOBJECTFLAG_CAN_RENDER_INTO_SST flag will be excluded (as opposed to all static objects).truedevonly
lb_csm_override_staticgeo_cascades_valueIf lb_csm_override_staticgeo_cascades, override value used to determine which cascades render static objects-1devonly
lb_csm_receiver_plane_depth_biasShader depth bias applied to shadow receiver (Note this conflicts with renderstate depth bias, both now default to 0)1.526e-05devonly
lb_csm_receiver_plane_depth_bias_transmissive_backfaceDepth bias applied to shadow receiver for transmissive backface geo (based on renderstate depthbias being 0)0.00015devonly
lb_cubemap_normalization_max32devonly
lb_cubemap_normalization_roughness_begin0.1devonly
lb_debug_light_boundsSceneSystem/LightBinner/Debug Light Boundsfalsedevonly, cheat
lb_debug_shadow_atlasSceneSystem/LightBinner/Debug Shadow Atlasfalsedevonly, cheat
lb_debug_shadowtile_atlasSceneSystem/LightBinner/Debug ShadowTile Atlasfalsedevonly, cheat
lb_debug_silhouetteSceneSystem/LightBinner/Debug Silhouettesdevonly, cheat
lb_debug_silhouette_sumIf we should draw normal silhouette or minkowski sum silhouette1devonly, cheat
lb_debug_tilesSceneSystem/LightBinner/Debug Tilesdevonly, cheat
lb_debug_visualize_fog_shadowed_lightsSceneSystem/LightBinner/Debug Visualize Fog Shadowed Lights0devonly, cheat
lb_debug_visualize_lightsSceneSystem/LightBinner/Debug Visualize Lights0devonly, cheat
lb_debug_visualize_shadowed_light_detailsfalsedevonly, cheat
lb_debug_visualize_shadowed_lightsSceneSystem/LightBinner/Debug Visualize Shadowed Lights0devonly, cheat
lb_dynamic_shadow_penumbraAdjust shadow penumbra based on light sizetruedevonly
lb_dynamic_shadow_resolutionDynamically adjust shadow resolutiontruedevonly
lb_dynamic_shadow_resolution_baseBase resolution for dynamic shadowmap sizing. Shadowmap size of a screen sized light1024devonly
lb_dynamic_shadow_resolution_base_cmp_shadowmapsizetake min of lb_dynamic_shadow_resolution and barnlight shadowmapsize as base shadowmapsizefalsedevonly, cheat
lb_dynamic_shadow_resolution_delayUpdate delay for shadow size0.85devonly
lb_dynamic_shadow_resolution_hysteresisUpdate hysteresis for shadow size0.33devonly
lb_dynamic_shadow_resolution_quantizationQuantization of dynamically computed shadow size64devonly
lb_enable_baked_shadowsSceneSystem/LightBinner/Enable Baked Shadowstruedevonly, cheat
lb_enable_binningSceneSystem/LightBinner/Enable Binningtruedevonly
lb_enable_dynamic_lightsAllows rendering dynamic lightstruedevonly, cheat
lb_enable_envmapsSceneSystem/LightBinner/Enable EnvMapstruedevonly, cheat
lb_enable_fog_mixed_shadowsSceneSystem/LightBinner/Enable Fog Mixed Shadowstruedevonly, cheat
lb_enable_lightsSceneSystem/LightBinner/Enable Lightstruedevonly, cheat
lb_enable_newsumSceneSystem/LightBinner/Enable New Sumtruedevonly, cheat
lb_enable_shadow_castingAllow stationary/dynamic lights to cast shadows.truedevonly
lb_enable_stationary_lightsAllows rendering stationary/mixed lightstruedevonly, cheat
lb_enable_sunlightSceneSystem/LightBinner/Enable Sunlighttruedevonly, cheat
lb_low_quality_shader_fade_region_rescaleFor envmaps in low quality shader mode, how much of the fade region to scale the envmap box by.0devonly, cheat
lb_max_visible_barn_lights_overrideOverride maximum visible barn lights-1devonly, cheat
lb_max_visible_envmaps_overrideOverride maximum visible envmaps-1devonly, cheat
lb_mixed_shadowsSceneSystem/LightBinner/Enable Mixed Shadowstruedevonly, cheat
lb_override_barn_light_fade_sizes0.05 0.025devonly, cheat
lb_override_barn_light_fade_sizes_enablefalsedevonly, cheat
lb_override_barn_light_shadow_fade_sizes0.1 0.05devonly, cheat
lb_precomputed_shadowmap_depth_bias0.0001devonly
lb_precomputed_shadowmap_enabletruedevonly
lb_shadow_map_cull_empty_mixedDon’t render shadows for mixed shadowmaps with no dynamics objects in viewfalsecheat
lb_shadow_map_cullingtruecheat
lb_shadow_texture_height_overrideOverride height of shadow atlas texture-1devonly
lb_shadow_texture_width_overrideOverride width of shadow atlas texture-1devonly
lb_ssss_importance_samplefalsedevonly
lb_ssss_samplesSubsurface sample count11devonly
lb_sun_csm_size_cull_threshold_texelsSize, in texels, where we will cull an object in the shadowmap10devonly
lb_tile_pixels8devonly
lb_timesliced_shadows_dynamic_sizetruedevonly
lb_use_ellipsoid_boundstruedevonly, cheat
lb_use_illumination_silhouetteSceneSystem/LightBinner/Use Illumination Boundstruedevonly, cheat
leaderboards_cache_duration600devonly, cl
legacy_models_supportedWhether to support legacy (pre-modeldoc) modelstruedevonly
lifesteal_ability_non_hero_multiplier0.4devonly, sv, rep
lifesteal_bullet_non_hero_multiplier0.6devonly, sv, rep
lightbinner_precomputecmddevonly
lightbinner_test_computespheresilhouettecmddevonly
lightbinner_test_computesumsilhouettecmddevonly
lightquery_debug_direct_lightingtruesv, cl, rep, cheat
lightquery_debug_indirect_lightingtruesv, cl, rep, cheat
listRecentNPCSpeechDisplays a list of the last 5 lines of speech from NPCs.cmddevonly, sv, norecord
listdemoList demo file contents.cmdrelease
listidLists banned users.cmddevonly
listipList IP addresses on the ban list.cmddevonly
loadUsage:
load [save file name]
cmddevonly, norecord
load_master_item_schemaReloads the item master schema.cmddevonly, sv, hidden, cheat
locator_topdown_styleTopdown games set this to handle distance and offscreen location differently.falsedevonly, cl
logEnables logging to file, console, and udp < on | off >.cmdrelease
log_colorSet the color of a logging channel.cmdnorecord, release
log_dumpchannelsDumps information about all logging channels.cmdnorecord, release
log_flagsSet the flags on a logging channel.cmdnorecord, release
log_levelSet the spew level of a logging channel.cmdnorecord, release
log_verbositySet the verbosity of a logging channel.cmdnorecord, release
logic_npc_counter_debugfalsesv, rep, cheat
loop_dumpPrint the listeners of the current loop modecmddevonly
lrucache_flushFlushes the specified cachecmddevonly
lrucache_reset_statsResets stats for the specified CUtlLRUCaches (or all if none specified)cmddevonly
lrucache_set_sizeSets the specified cache to the specified sizecmddevonly
lrucache_statsSpews information about all CUtlLRUCachescmddevonly
lservercfgfilelistenserver.cfgdevonly, sv
lua_assert_on_errorfalsedevonly
lua_is_currently_executingfalsehidden, norecord, release
lua_report_memorycmddevonly
lua_shipping_assert_on_errorfalsedevonly
m_pitchMouse pitch factor.0.022cl, a, user, per_user
m_yawMouse yaw factor.0.022cl, a, user, per_user
mapmap <mapname> :Load a new map.cmdrelease
map_showspawnpointsShows player spawn points (red=invalid)cmddevonly, sv
mapsDisplays list of maps.cmdrelease
markup_group_ent_bboxmarkup_group_ent_bbox <markup_group name> toggle ent_bbox for all members of the named markup groupcmdsv, cheat
markup_group_ent_textmarkup_group_ent_text <markup_group name> toggle ent_text for all members of the named markup groupcmdsv, cheat
markup_group_spewSpew all current markup groups and their memberscmdsv, cheat
markup_volume_ref_cone_angle135devonly, sv
mat_assert_on_error_shader_usefalsedevonly
mat_assert_on_shader_useAssert on shader used based on substring of shader namecmddevonly
mat_async_shader_loadfalserelease
mat_cache_and_skip_commandbufferstruedevonly
mat_cache_renderablepassestruedevonly
mat_clearshadercacheClears the shader cache used for dynamic shader compile.cmddevonly
mat_colcorrection_disableentitiesDisable map color-correction entitiesfalsedevonly, cl
mat_colcorrection_editorfalsedevonly, cl
mat_colcorrection_forceentitiesclientsideForces color correction entities to be updated on the clientfalsecl, cheat
mat_colorcorrectiontruedevonly
mat_debugSets a mat_fullbright debug visualization modecmddevonly, cl
mat_depthbias_shadowmap0.0005devonly, cl
mat_disable_dynamic_shader_compileReloads all shaders from vcs files until the next time mat_reloadshaders is calledcmddevonly
mat_execute_skipbufferstruedevonly
mat_forcereloadshadersForce reloads all shaders (skips MD5 check). Takes optional substrings of shader names to recompile as arguments.cmddevonly
mat_fullbrightDebug rendering modes0cheat
mat_hide_error_shaderfalsedevonly
mat_lpv_luxelsfalsecheat
mat_luxelsfalsecheat
mat_max_lighting_complexity8cheat
mat_overdrawVisualize overdraw0cheat
mat_overdraw_color0.075 0.15 0.3cheat
mat_print_dead_materialsPrint loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.cmddevonly
mat_print_error_materialsPrint loaded materials that are using the error shader or material.cmddevonly
mat_print_expensive_materialsPrint materials sorted by cost heuristiccmddevonly
mat_print_material_infoPrint info about a specific materialcmddevonly
mat_print_materialsPrint loaded materials. Takes an optional substring as an argument.cmddevonly
mat_print_materials_last_framePrint materials used last framecmddevonly
mat_print_materials_unusedPrint materials that have never been usedcmddevonly
mat_print_modesPrint supported rendering modes.cmddevonly
mat_print_shader_infoPrint detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.cmddevonly
mat_print_shader_qualityPrint current shader quality settingcmddevonly
mat_print_shadersPrint loaded shaders. Takes a substring as an argument.cmddevonly
mat_print_texturesPrint loaded textures in alphabetical order. Takes an optional substring as an argument.cmddevonly
mat_print_textures_sizePrint loaded textures in ascending size order. Takes an optional substring as an argument.cmddevonly
mat_print_textures_size_in_memoryPrint loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument.cmddevonly
mat_reinitmaterialsReinitializes all loaded materials, reloading their shaders.cmddevonly
mat_reloadshadersReloads all shaders. Takes optional substrings of shader names to recompile as arguments.cmddevonly
mat_reset_material_costsReset material cost heuristiccmddevonly
mat_set_shader_qualityForce shader quality setting (valid values are 0 or 1)cmddevonly
mat_shader_cachetruedevonly
mat_shading_complexityVisualize shading complexityfalsecheat
mat_shading_complexity_color1 0.5 0.25cheat
mat_shading_complexity_max_instruction_count1024cheat
mat_shading_complexity_max_register_count128cheat
mat_shadowmap_luxelsfalsecheat
mat_show_distance_field0=Off, 1=Visualize trace from camera, 2=Visualize occlusion, 3=Visualize far field trace from camera0cheat
mat_skip_static_const_evaltruedevonly
mat_slopescaledepthbias_shadowmap4devonly, cl
mat_tonemap_bloom_scale-1cheat
mat_tonemap_bloom_start_value-1cheat
mat_tonemap_debug0devonly
mat_tonemap_force_accelerate_exposure_down-1cheat
mat_tonemap_force_average_lum_minOverride. Old default was 3.0-1cheat
mat_tonemap_force_log_lum_max-1cheat
mat_tonemap_force_log_lum_min-1cheat
mat_tonemap_force_max-1cheat
mat_tonemap_force_min-1cheat
mat_tonemap_force_percent_bright_pixelsOverride. Old value was 1.0-1cheat
mat_tonemap_force_percent_targetOverride. Old default was 45.-1cheat
mat_tonemap_force_rate-1cheat
mat_tonemap_force_scale0cheat
mat_tonemap_force_use_alpha-1cheat
mat_tonemap_uncap_exposure0cheat
mat_viewportscaleScale down the main viewport (to reduce GPU impact on CPU profiling)1devonly, cl
mat_warn_bad_modesfalsedevonly
mat_wireframe0=Off, 1=Surface Wireframe, 2=Transparent Wireframe0cheat
match_signout_book_loss_xpHow much book XP to award for a loss0devonly, sv
match_signout_book_win_xpHow much book XP to award for a win0devonly, sv
mem_compactCompacts the heapcmddevonly
mem_dumpDump memory stats to text file or <stdout>.cmddevonly
mem_levelMemory Level - Default: High2devonly, cl
mem_testcmddevonly
mem_test_each_frameRun heap check at end of every framefalsedevonly
mem_test_every_n_secondsRun heap check at a specified interval0devonly
mem_test_quietDon’t print stats when memtestingfalsedevonly
memoryPrint memory stats.cmddevonly
memory_check_limitAssert if peak memory use is over the limit.cmddevonly
mesh_calculate_curvature_smooth_invertfalsesv, cl, rep, cheat
mesh_calculate_curvature_smooth_pass_count3sv, cl, rep, cheat
mesh_calculate_curvature_smooth_weight1sv, cl, rep, cheat
mic_listen_while_nonfocusedEnables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settingsfalsedevonly, cl
minimap_add_glow_modifierfalsedevonly, sv
minimap_update_rate_hz30sv, release
minimap_zoom_inPing button pressedcmdcl, release
minimap_zoom_outPing button releasedcmdcl, release
mm_idle_enabledKill switch for the idle detection systemtruedevonly, cl
mm_idle_show_warning_at_sHow many seconds to wait before showing the idle warning dialog300devonly, cl
mm_idle_warning_duration_sHow long should the warning be up before it boots the user from the MM queue60devonly, cl
mm_prefer_solo_onlyPrefer being matched with other solo players when not in a partyfalsecl, a, release
mobile_fps_increase_during_chargingMOBILE_FPS_CONTROL: If true we increase framerate limit while chargingfalsea
mobile_fps_increase_during_hfr_animationsMOBILE_FPS_CONTROL: If true we increase framerate limit during HFR-tagged animations and transitions.truedevonly, hidden
mobile_fps_increase_during_touchMOBILE_FPS_CONTROL: If true we increase framerate limit during touchtruea
mobile_fps_limitMOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 6030a
mod_status<Account ID>cmdcl, release
model_default_preview_sequence_namesv, cl, a, rep
model_dump_convert_infoPrint model load-time conversion infocmddevonly, sv, cl
modifier_aura_debugSet to 1 to draw the radii of all active aurasfalsesv, cl, rep, cheat
modifier_broadcast_eventDebug broadcasts an event will all empty fieldscmddevonly, sv
modifier_capture_data_descsfalsedevonly, sv, cl, rep
modifier_createCreates a test modifier on unit: modifier_create <entityindex> <modifiername> <duration>cmdsv, cheat
modifier_debugfalsedevonly, sv
modifier_dumpDisplay all modifiers for the unit: <entityindex/name>cmdsv, cheat
modifier_dump_listDumps all modifiers that exist in the gamecmdsv, cheat
modifier_dump_visiblePrint out non-hidden modifiers.cmdsv, cheat
modifier_removeRemoves the first modifier that matches the name from a unit: modifier_remove <entityindex> <modifiername>cmdsv, cheat
modifier_spew_statesCall to have the client spew their unit states affecting them,cmdsv, cheat
modifier_stringtable_dumpDisplays the contents of the modifier string tablecmdsv, cheat
modifier_test_scripted_eventTests firing a scripted eventcmdsv, cheat
modifier_test_scripted_event_endTests firing ending a scripted eventcmdsv, cheat
mortar_sentry_angle_offset_above0devonly, sv, rep
mortar_sentry_angle_offset_below-1devonly, sv, rep
mortar_sentry_destroyfalsedevonly, sv, rep
mortar_sentry_forced_pitch0devonly, sv, rep
mortar_sentry_no_target_distance1500devonly, sv, rep
mortar_sentry_noise_factor_x84devonly, sv, rep
mortar_sentry_noise_factor_y84devonly, sv, rep
mortar_sentry_use_npc_projectile_calcfalsedevonly, sv, rep
motdfileThe MOTD file to load.motd.txtsv, release
mouse_disableinputSet to disable mouse inputfalsedevonly
mouse_invertyfalsecl, a, user
movement_stats_debug_drawfalsesv, cheat
movement_stats_force_calculatefalsesv, cheat
movie_fixwaveFixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.cmddevonly
mp_allowspectatorstoggles whether the server allows spectator mode or nottruedevonly, sv, cl, rep
mp_disable_autokickPrevents a userid from being auto-kickedcmdsv, release
mp_fadetoblackfade a player’s screen to black when he diesfalsedevonly, sv, cl, nf, rep
mp_forcecameraRestricts spectator modes for dead players0sv, cl, rep, release
mp_forcerespawntruedevonly, sv, nf
mp_friendlyfireAllows team members to injure other members of their teamfalsesv, cl, nf, rep, release
mp_restartgameIf non-zero, game will restart in the specified number of seconds0sv, release
mp_teamplayfalsedevonly, sv, nf
mp_tournamentfalsedevonly, sv, nf, rep
multigpu_skip_semaphoresfalsedevonly
multigpu_skip_transfersfalsedevonly
multvarMultiply specified convar value.cmdnorecord, release
music_arpeggiator_beat_subdivision1- quarter, 2- 8th, 3- triplet, 4- 16th.4devonly, cl
music_debugDisplays music state information screen messages.falsedevonly, cl
music_hideout_afk_timer_duration_secondsTime spent at 0.0 speed before fade.30devonly, cl
music_hideout_afk_timer_fade_in_duration_secondsFade in time once returning from AFK.1devonly, cl
music_hideout_afk_timer_fade_out_duration_secondsFade out time once AFK duration is exceeded.15devonly, cl
music_hideout_debug_enabledDisplays music manager debug info for hideout.falsedevonly, cl
music_log_abandoned_prioritiesPrints a log message whenever low priority cues are discarded.falsedevonly, cl
music_queue_match_intro_connectingTriggers match intro connectingfalsedevonly, cl
music_resume_fade_time_secondsWhen resuming, fades music in over this duration of time.2devonly, cl
music_resume_window_secondsSeeks into music if resumed during this period of time.15devonly, cl
muzzle_flash_debugfalsedevonly, cl
nameunnameda, per_user
nano_rollermine_brake_factor0.8devonly, sv, rep
nano_rollermine_stuck_threshold5devonly, sv, rep
nano_rollermine_stuck_time0.25devonly, sv, rep
nano_rollermine_target_max_range1600devonly, sv, rep
nano_rollermine_turn_speed180devonly, sv, rep
nano_rollermine_vision1000devonly, sv, rep
nano_rollermine_waypoint_threshold128devonly, sv, rep
nano_use_los_ultimatetruedevonly, sv, cl, rep
nav_add_to_selected_setAdd current area to the selected set.cmdsv, cheat
nav_add_to_selected_set_by_idAdd specified area id to the selected set.cmdsv, cheat
nav_attribute_obstacle_drawfalsedevonly, sv
nav_attribute_obstacle_draw_attributedevonly, sv
nav_attribute_obstacle_draw_elementsfalsedevonly, sv
nav_begin_deselectingStart continuously removing from the selected set.cmdsv, cheat
nav_begin_drag_deselectingStart dragging a selection area.cmdsv, cheat
nav_begin_drag_selectingStart dragging a selection area.cmdsv, cheat
nav_begin_selectingStart continuously adding to the selected set.cmdsv, cheat
nav_bfs_debug0sv, cheat
nav_clear_attributeRemove given nav attribute from all areas in the selected set.cmdsv, cheat
nav_clear_attributesClear all nav attributes of selected area.cmdsv, cheat
nav_clear_selected_setClear the selected set.cmdsv, cheat
nav_corner_adjust_adjacentradius used to raise/lower corners in nearby areas when raising/lowering corners.18cheat
nav_create_indirect_connectionCreate a connection between the selected area and the area pointed at by the crosshair.cmdsv, cheat
nav_create_indirect_connection_from_toCreate a connection between the current ‘from’ and ‘to’ locations.cmdsv, cheat
nav_create_indirect_connection_set_fromSet the ‘from’ location of an indirect connection.0 0 0sv, cheat
nav_create_indirect_connection_set_from_using_editposSet the ‘from’ location of an indirect connection to be the current edit pos of nav_edit.cmdsv, cheat
nav_create_indirect_connection_set_toSet the ‘to’ location of an indirect connection.0 0 0sv, cheat
nav_create_indirect_connection_set_to_using_editposSet the ‘to’ location of an indirect connection to be the current edit pos of nav_edit.cmdsv, cheat
nav_curve_altfalsesv, cheat
nav_curve_iter0sv, cheat
nav_curve_lock-1sv, cheat
nav_curve_max_step10sv, cheat
nav_curve_set-1sv, cheat
nav_curve_step0.02sv, cheat
nav_debug_blockedfalsesv, cheat
nav_deleteDeletes the currently highlighted Area.cmdsv, cheat
nav_drag_selection_volume_zmax_offsetThe offset of the nav drag volume top from center32devonly, sv, rep
nav_drag_selection_volume_zmin_offsetThe offset of the nav drag volume bottom from center32devonly, sv, rep
nav_draw_area_connectionsfalsesv, cheat
nav_draw_area_filledtruesv, cheat
nav_draw_area_gravityfalsesv, cheat
nav_draw_area_groundfalsesv, cheat
nav_draw_area_hull_supportfalsesv, cheat
nav_draw_area_idsfalsesv, cheat
nav_draw_area_inset_margin0sv, cheat
nav_draw_area_normalfalsesv, cheat
nav_draw_area_should_be_destroyedfalsesv, cheat
nav_draw_area_split_by_obstacle_mgrfalsesv, cheat
nav_draw_area_ztestfalsesv, cheat
nav_draw_attribute_dynamicDraw all nav areas with this dynamic attributedevonly, sv
nav_draw_attribute_gameDraw all nav areas with this game attributedevonly, sv
nav_draw_attribute_spaceDraw only nav blocks with this attributedevonly, sv
nav_draw_blockedtruesv, cheat
nav_draw_blocked_connectionsfalsesv, cheat
nav_draw_boundary_areasfalsesv, cheat
nav_draw_connected_area_radius1000sv, cheat
nav_draw_dormant_movable_meshesDraw dormant movable meshes.falsesv, cheat
nav_draw_externally_createdfalsesv, cheat
nav_draw_flow_mapfalsesv, cheat
nav_draw_indirect_connectionsfalsesv, cheat
nav_draw_jump_linksfalsesv, cheat
nav_draw_limitThe maximum number of areas to draw in edit mode300sv, cheat
nav_draw_link_alignmentfalsesv, cheat
nav_draw_linksfalsesv, cheat
nav_draw_markuptruesv, cheat
nav_draw_meshtruesv, cheat
nav_draw_mesh_gridDraw the mesh’s spatial grid structure around the edit cursor position.falsesv, cheat
nav_draw_mesh_offsetVertical offset for drawing the mesh (useful for flat planes where the mesh is often a fixed offset from the physical ground1sv, cheat
nav_draw_space_boundaryDraw the boundaries of the 3d nav space. 1 = draw flying space, 2 = draw swimming space0devonly, sv
nav_draw_space_cellsfalsedevonly, sv
nav_draw_space_flyfalsedevonly, sv
nav_draw_space_neighbors0devonly, sv
nav_draw_space_portalsfalsedevonly, sv
nav_draw_space_radius0devonly, sv
nav_draw_space_swimfalsedevonly, sv
nav_draw_space_transitionstruedevonly, sv
nav_editSet to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.0sv, cheat
nav_edit_use_cameratruesv, cheat
nav_edit_validateValidate navmesh structures.falsesv, cheat
nav_end_deselectingStop continuously removing from the selected set.cmdsv, cheat
nav_end_drag_deselectingStop dragging a selection area.cmdsv, cheat
nav_end_drag_selectingStop dragging a selection area.cmdsv, cheat
nav_end_selectingStop continuously adding to the selected set.cmdsv, cheat
nav_find_occluded_node_nozup_use_raycasttruesv, cheat
nav_flow_map_enabledtruedevonly, sv
nav_gen_add_jumpstruesv, cheat
nav_gen_agent_radius_bufferBuffer to add to agent radius before passing to nav gen0.5sv, cheat
nav_gen_clip_polys_to_clearancetruesv, cheat
nav_gen_clip_polys_to_clearance_debugfalsesv, cheat
nav_gen_connect_allow_multipletruesv, cheat
nav_gen_connect_angle0.75sv, cheat
nav_gen_connect_angle_ignore_ztruesv, cheat
nav_gen_connect_dist_a1sv, cheat
nav_gen_connect_dist_b1.5sv, cheat
nav_gen_connect_dist_z_mult0.5sv, cheat
nav_gen_connect_overlap0.5sv, cheat
nav_gen_degen_limit0.001sv, cheat
nav_gen_falseAlways falsefalsesv, cheat
nav_gen_island_removalfalsesv, cheat
nav_gen_island_removal_all_hullstruesv, cheat
nav_gen_join_nonzuptruesv, cheat
nav_gen_jump_connection_min_overlap_ratioMinimum edge overlap required for jump connection consideration as a percentage of agent radius1sv, cheat
nav_gen_markup_split_expand2sv, cheat
nav_gen_markup_split_tol_base1sv, cheat
nav_gen_markup_split_tol_nonav1sv, cheat
nav_gen_markup_split_tol_nonentity8sv, cheat
nav_gen_max_bottleneck_width128sv, cheat
nav_gen_max_bottleneck_width_do_cliptruesv, cheat
nav_gen_max_edge_len512sv, cheat
nav_gen_max_edge_len_do_cliptruesv, cheat
nav_gen_max_edge_len_split_tol24sv, cheat
nav_gen_opt_to_quadstruesv, cheat
nav_gen_opt_to_quads_angle_limit8sv, cheat
nav_gen_opt_to_quads_num_steps6sv, cheat
nav_gen_opt_to_quads_planar_deviation_limit4sv, cheat
nav_gen_opt_to_quads_se_limit_end0.1sv, cheat
nav_gen_opt_to_quads_se_limit_start1e-05sv, cheat
nav_gen_opt_to_quads_weld_limit_end0.01sv, cheat
nav_gen_opt_to_quads_weld_limit_start1e-07sv, cheat
nav_gen_oriented_angle_tolMax abrupt orientation difference an NPC can tolerate when moving through the mesh (degrees).15sv, cheat
nav_gen_oriented_max_region_rangeMax orientation range allowed within a region before it gets further split.15sv, cheat
nav_gen_remove_vertical_polystruesv, cheat
nav_gen_split_boundary_polysfalsesv, cheat
nav_gen_split_multi_connection_polystruesv, cheat
nav_gen_split_multi_connection_polys_tol0.01sv, cheat
nav_gen_trueAlways truetruesv, cheat
nav_gen_vertical_limit88sv, cheat
nav_genrt_debugfalsesv, cheat
nav_gm_enablefalsesv, cheat
nav_ignore_vpk_navdataFor testing using legacy nav datafalsedevonly, sv
nav_list_movable_meshesList the movable meshes registered with the movable meshes manager.cmdsv, cheat
nav_lower_drag_volume_maxLower the top of the drag select volume.cmdsv, cheat
nav_lower_drag_volume_minLower the bottom of the drag select volume.cmdsv, cheat
nav_markMarks the Area or Ladder under the cursor for manipulation by subsequent editing commands.cmdsv, cheat
nav_mark_attributeSet nav attribute for all areas in the selected set.cmdsv, cheat
nav_max_vis_delta_list_length64cheat
nav_msr_test_add_agentfalsedevonly, sv
nav_msr_test_add_goalfalsedevonly, sv
nav_msr_test_freezefalsedevonly, sv
nav_msr_test_select_agentfalsedevonly, sv
nav_msr_test_select_goalfalsedevonly, sv
nav_navlink_debug_connectionstruedevonly, sv
nav_navlink_enable_splitsSplit wide nav links into narrower ones to increase lanes and alleviate ‘crossing’ effect.truedevonly, sv
nav_navlink_save_movable_connectionsTEMP: Save nav link connections to movable meshes?truedevonly, sv
nav_navlink_split_max_widthThe maximum desired width of a nav link split.144devonly, sv
nav_navlink_split_scale_with_lengthNav link splits’ widths are proportional to the nav link’s length.truedevonly, sv
nav_obstacle_validatefalsesv, cheat
nav_obstruction_async_updatefalsedevonly, sv
nav_obstruction_draw0sv, cheat
nav_obstruction_draw_changefalsesv, cheat
nav_obstruction_draw_dist-1sv, cheat
nav_obstruction_draw_island0sv, cheat
nav_obstruction_draw_island_hull-1sv, cheat
nav_obstruction_draw_movefail_blockingfalsesv, cheat
nav_path_debugfalsesv, cheat
nav_path_draw_areasfalsesv, cheat
nav_path_draw_arrowtruesv, cheat
nav_path_draw_climb_segmentstruesv, cheat
nav_path_draw_connected_areasfalsesv, cheat
nav_path_draw_ground_segmentstruesv, cheat
nav_path_draw_jump_segmentstruesv, cheat
nav_path_draw_ladder_segmentstruesv, cheat
nav_path_draw_link_segmentstruesv, cheat
nav_path_draw_tick0sv, cheat
nav_path_fixup_climb_up_segmentstruesv, cheat
nav_path_fixup_gap_segmentsfalsesv, cheat
nav_path_jump_process_debugfalsesv, cheat
nav_path_optimizetruesv, cheat
nav_path_optimize_portalstruesv, cheat
nav_path_optimizer_debug0sv, cheat
nav_pathfind_debug_log0sv, cheat
nav_pathfind_draw0sv, cheat
nav_pathfind_draw_blocked0sv, cheat
nav_pathfind_draw_costsfalsesv, cheat
nav_pathfind_draw_fail0sv, cheat
nav_pathfind_draw_total_costsfalsesv, cheat
nav_pathfind_inadmissable_heuristic_factor1sv, cheat
nav_pathfind_multithreadfalsesv, cheat
nav_raise_drag_volume_maxRaise the top of the drag select volume.cmdsv, cheat
nav_raise_drag_volume_minRaise the bottom of the drag select volume.cmdsv, cheat
nav_recall_selected_setRe-selects the stored selected set.cmdsv, cheat
nav_recorder_enabledtruesv, cheat
nav_remove_from_selected_setRemove current area from the selected set.cmdsv, cheat
nav_select_allow_blockedWhen selecting an area under nav_edit, allow area marked as blocked.truesv, cheat
nav_select_area_idSelect nav area with matching ID.-1sv, cheat
nav_select_block_idSelect nav space block with matching ID.-1sv, cheat
nav_select_hullRestrict area selection to areas that can support a hull of the given category0sv, cheat
nav_select_radiusAdds all areas in a radius to the selection setcmdsv, cheat
nav_select_with_attributeSelects areas with the given attribute.cmdsv, cheat
nav_set_movable_mesh_dormant_flagSet the movable mesh dormant flag (0=active, 1=dormant)cmdsv, cheat
nav_show_area_connectionsShow connections to selected area when truetruesv, cheat
nav_show_area_vertsShow area vertex positionstruesv, cheat
nav_show_area_water_infotruesv, cheat
nav_show_elem_infotruesv, cheat
nav_show_elem_info_fontConsolassv, cheat
nav_show_elem_info_font_size-1sv, cheat
nav_show_elem_info_font_voffset-11sv, cheat
nav_show_potentially_visibleShow areas that are potentially visible from the current nav area0cheat
nav_smooth_constrain_splinetruesv, cheat
nav_smooth_constrain_spline_relax0.006sv, cheat
nav_smooth_constrain_spring2sv, cheat
nav_smooth_constrain_spring_relax0.01sv, cheat
nav_smooth_draw_boundary0sv, cheat
nav_smooth_draw_calc0sv, cheat
nav_smooth_draw_constraint_splinefalsesv, cheat
nav_smooth_draw_constraint_spring0sv, cheat
nav_smooth_draw_speed0sv, cheat
nav_smooth_enabletruesv, cheat
nav_smooth_relaxtruesv, cheat
nav_smooth_relax_use_timestepsfalsesv, cheat
nav_smooth_spring_const_override-1sv, cheat
nav_smooth_spring_enabletruesv, cheat
nav_smooth_spring_factor_deriv0sv, cheat
nav_smooth_spring_factor_dist0sv, cheat
nav_smooth_spring_factor_speed0sv, cheat
nav_smooth_spring_forward_dist_base50sv, cheat
nav_smooth_spring_forward_dist_time_limit1sv, cheat
nav_smooth_spring_max_dist36sv, cheat
nav_smooth_spring_tension_max_override-1sv, cheat
nav_smooth_spring_timestep_factor_accel100sv, cheat
nav_smooth_spring_timestep_factor_speed100sv, cheat
nav_smooth_spring_timestep_max0.5sv, cheat
nav_smooth_spring_timestep_min0.1sv, cheat
nav_smooth_spring_yaw_rotation_speed50sv, cheat
nav_smooth_spring_yaw_threshold20sv, cheat
nav_space_select_dist1000sv, cheat
nav_splitTo split an Area into two, align the split line using your cursor and invoke the split command.cmdsv, cheat
nav_split_show_lineShow the free split line.falsesv, cheat
nav_store_selected_setStores the current selected set for later retrieval.cmdsv, cheat
nav_switchSwitches to navmesh for the specified spawngroupcmddevonly, sv
nav_test_area_gravityfalsesv, cheat
nav_test_bfs_lattice_dist_0-1sv, cheat
nav_test_bfs_lattice_dist_1-1sv, cheat
nav_test_bfs_lattice_dist_2-1sv, cheat
nav_test_bfs_lattice_hexDemonstrates searching hexagonal lattice over nav mesh.falsesv, cheat
nav_test_bfs_lattice_mark2sv, cheat
nav_test_bfs_lattice_simplefalsesv, cheat
nav_test_bfs_lattice_spacing_024sv, cheat
nav_test_bfs_lattice_spacing_148sv, cheat
nav_test_bfs_lattice_spacing_296sv, cheat
nav_test_bfs_simplefalsesv, cheat
nav_test_boundary_zone_circle0sv, cheat
nav_test_boundary_zone_forcefalsesv, cheat
nav_test_boundary_zone_grid_dim90sv, cheat
nav_test_boundary_zone_path0sv, cheat
nav_test_boundary_zone_rays100sv, cheat
nav_test_boundary_zone_rays_margin-1sv, cheat
nav_test_boundary_zone_rays_randomfalsesv, cheat
nav_test_boundary_zone_sphere0sv, cheat
nav_test_curve_opt0sv, cheat
nav_test_detourfalsesv, cheat
nav_test_find_nearestCalculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.falsesv, cheat
nav_test_find_nearest_clearCalculate the nearest point on the navmesh to the trace point. Uses selection from nav_select_hull.falsesv, cheat
nav_test_find_random_connectedDemonstrates finding random points that are connected in the nav mesh to the start point.falsesv, cheat
nav_test_find_random_connected_dist_max1000sv, cheat
nav_test_find_random_connected_dist_min100sv, cheat
nav_test_find_z0sv, cheat
nav_test_force_npc_repathfalsesv, cheat
nav_test_genrtfalsesv, cheat
nav_test_genrt_placefalsesv, cheat
nav_test_genrt_tile_removal_extent50sv, cheat
nav_test_genrt_tile_removal_placefalsesv, cheat
nav_test_getareaoverlapping_gravityfalsesv, cheat
nav_test_getnearestnav_gravityfalsesv, cheat
nav_test_level_hullFind entities that intrude into the nav mesh. List those entities in console output, and display bounding boxes around them for a while.cmdsv, cheat
nav_test_level_hull_movecmdsv, cheat
nav_test_multi_connectionfalsesv, cheat
nav_test_npc_area0sv, cheat
nav_test_npc_collision0sv, cheat
nav_test_npc_collision_range250sv, cheat
nav_test_npc_collision_show_geometryfalsesv, cheat
nav_test_pathCalculate and draw a path from player/camera position to the test position.falsesv, cheat
nav_test_path_expansion_searchExtend nav_test_path by doing an expansion search on that path. Convar value defines dist.0sv, cheat
nav_test_path_lock_goalLock the pathfinding goal to the current intersection point.falsesv, cheat
nav_test_path_lock_startLock the pathfinding start to the current intersection point.falsesv, cheat
nav_test_path_movefalsesv, cheat
nav_test_path_optEnable path optimization for nav_edit_path paths.truesv, cheat
nav_test_path_opt_transitionsfalsesv, cheat
nav_test_path_returnCalculate a return path from cursor position to the path calculated by nav_test_path.falsesv, cheat
nav_test_path_spaceShould nav_test_path test 3d navigation? 1 = space to space, 2 = multi-modal space/ground0sv, cheat
nav_test_path_space_flyTest flight pathstruesv, cheat
nav_test_path_space_swimTest swim pathstruesv, cheat
nav_test_pos_namedevonly, sv
nav_test_pos_place-1devonly, sv
nav_test_ray_space0sv, cheat
nav_test_raysfalsesv, cheat
nav_test_smoothfalsesv, cheat
nav_test_smooth_extern_push0sv, cheat
nav_test_smooth_in_speed120sv, cheat
nav_test_smooth_in_yaw0sv, cheat
nav_test_smooth_path_speed-1sv, cheat
nav_test_smooth_separating_dist-1sv, cheat
nav_test_smooth_spring_const-1sv, cheat
nav_test_smooth_spring_tension_max-1sv, cheat
nav_test_spline0sv, cheat
nav_test_split_obstacle0sv, cheat
nav_test_split_obstacle_dirtyfalsesv, cheat
nav_test_split_obstacle_leavefalsesv, cheat
nav_test_split_obstacle_size30sv, cheat
nav_test_split_obstacle_update_postruesv, cheat
nav_toggle_deselectingStart or stop continuously removing from the selected set.cmdsv, cheat
nav_toggle_in_selected_setRemove current area from the selected set.cmdsv, cheat
nav_toggle_selected_setToggles all areas into/out of the selected set.cmdsv, cheat
nav_toggle_selectingStart or stop continuously adding to the selected set.cmdsv, cheat
nav_unmarkClears the marked Area or Ladder.cmdsv, cheat
nav_validateLevel of validation for nav system. Higher will be slower.0cheat
nav_volume_debugDraw or print debug information about nav volume queries.0sv, cheat
navlocal_constraintruedevonly, sv
navlocal_debug0devonly, sv
navlocal_debug_constraint0devonly, sv
navlocal_debug_isect0devonly, sv
navlocal_debug_island_calc0devonly, sv
navlocal_debug_island_calc_solid_exit0devonly, sv
navlocal_debug_mantles0devonly, sv
navlocal_debug_obstructions0devonly, sv
navlocal_debug_path_still_valid0devonly, sv
navlocal_lead_in_dist64devonly, sv
navlocal_lead_out_dist18devonly, sv
navlocal_parallel_trace_path_for_obstacletruedevonly, sv
navlocal_path_tight_buffer2devonly, sv
navlocal_start_solid_calc_pathtruedevonly, sv
navspace_create_water_smooth_connectionstruesv, cheat
navspace_create_water_transition_connectionstruesv, cheat
navspace_debug_pathfind-1sv, cheat
navspace_debug_stringpull1sv, cheat
navspace_debug_trace0sv, cheat
navspace_debug_transition_calc0sv, cheat
navspace_draw_changes_blocksDraw blocks when they change0sv, cheat
navspace_draw_changes_watersDraw water volumes when they change0sv, cheat
navspace_path_use_water_level_locatortruesv, cheat
net_async_clientconnectEnable async client connect optimizationtruedevonly
net_async_job_random_sleepSleep randomly 0..net_async_job_random_sleep ms in the parallel server jobs; sleep is per job0devonly
net_captureculldataCaptures low-level data to replay path culling algorithm behavior in controlled unit test environmentcmddevonly
net_channelsShows net channel infocmdrelease
net_compresspackets_minsizeDon’t bother compressing packets below this size.1024devonly
net_connections_statsPrint detailed network statistics for each network connectioncmdrelease
net_culloptimizationEnable optimization of slow path that makes HLTV CPU consumption high in AnimGraph-using mods. Will switch to this on by default soon.truedevonly
net_debug_to_filefalsedevonly, sv
net_detailed_canpacket_logfalsedevonly
net_fakeclearClear all simulated network conditionscmdrelease
net_fakejitterShortcut to set jitter net options. Run with no arguments for usage.cmdrelease
net_fakelagShortcut to set both FakePacketLag_Recv and FakePacketLag_Send net optionscmdrelease
net_fakelossShortcut to set both FakePacketLoss_Recv and FakePacketLoss_Send net optionscmdrelease
net_fakestatusPrint current simulated network condifionscmdrelease
net_fileloggingLog packets to filesfalsedevonly
net_fs_showindirectionsfalsedevonly
net_limit_sv_recv_max_message_size_kbServer will reject message larger than N kb32release
net_limit_sv_recv_segments_per_packetServer will reject packets with more than N segments50release
net_limit_sv_recvbuffer_kbServer will not buffer more than N kb from connected clients128release
net_limit_sv_recvbuffer_msgServer will not buffer more than N messages from connected clients100release
net_listallmessagesList all registered net messagescmdcheat
net_log_processingLog network processingfalsedevonly
net_max_message_process_countMaximum number of messages to process from a client in a single frame (0 == no limit).0devonly
net_max_message_queue_sizeMaximum number of messages to allow waiting in queue after processing; exceeding this disconnects the client. 0 == no limit0devonly
net_max_polymorphic_spewMax polymorphic variants to spew when spewing a flattened serializer.5devonly
net_messageinfoDisplay info about a message (by classname or id)cmdcheat
net_optionGet or set SteamNetworkingSockets options such as fake packet lag and losscmdrelease
net_p2p_listen_dedicatedShould dedicated server listen for new-style P2P?falsedevonly
net_print_sdr_ping_timesPrint current ping times to SDR points of presence, and selected routecmdrelease
net_public_adrFor 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_qosinterval_spewSpew QoS interval data as we gather itfalsedevonly
net_qospacketloss_percentage_thresholdSpew a warning if packet loss percentage is above this threshold5devonly
net_reloadgameeventsReload the game eventscmddevonly, sv
net_restrict_showmsg_socketIf set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.devonly
net_serializedentitymemorySpew CSerializedEntity memorycmddevonly
net_serializedentitymetadatainfoSpew CSerializedEntity metadata informationcmddevonly
net_showdropShow dropped packets in consolefalsedevonly
net_showeventlistenersShow listening addition/removalsfalsedevonly, sv
net_showeventsDump game events to console (1=client only, 2=all).0devonly, sv
net_showmsgShow incoming message: <0|1|2|name> where 1 all and 2 all except net_NOP0devonly
net_showoobShow connectionless UDP traffic.falsedevonly
net_showpeaksShow messages for large packets only: <size>0devonly
net_showreliableLike net_showmsg, but only spew reliable messages0devonly
net_showudpDump UDP packets summary to consolefalserelease
net_showudp_remoteonlyDump non-loopback udp onlytruerelease
net_skip_redundant_change_callbacksfalsedevonly, cl
net_spewcountsSpew serializer counts, client only by default, specify server to spew server counts
cmddevonly
net_spewserializerSpew serializer info
cmddevonly
net_stats_jsonOutput server networking statistics in json formatcmddevonly
net_statusShows current network statuscmdrelease
net_use_delta_property_fastpath1devonly
net_use_packet_compressionCompress network traffictruedevonly
net_validatemessagesActivates/deactivates net message validationcmdcheat
net_why_field_excluded<classname> <fieldname>: spew why field was excluded from networking for classname.cmddevonly
nextdemoPlay next demo in sequence.cmdrelease
noclipToggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disablecmdsv, cheat
noclip_fixuptruesv, cheat
notargetToggle. Player becomes hidden to NPCs.cmdsv, cheat
npc_ability_range_debugDraws range indicators for abilities for the given NPC(s). Uses the NPCs enemy for range drawing.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_bodylocationsDisplays labelled body locations of NPCs.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_cancel_handshakecmddevonly, sv
npc_combatDisplays text debugging information about the squad and enemy of the selected NPC (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_conditionsDisplays all the current AI conditions that an NPC has in the overlay text.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_conditions_textOutputs text debugging information to the console about the all condition gathering for the selected NPC current schedule
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_createCreates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).
Arguments: [npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
cmdsv, cheat
npc_create_aimedCreates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location). Note that this only works for npc classes that are already in the world. You can not create an entity that doesn’t have an instance in the level.
Arguments: {npc_class_name}
cmdsv, cheat
npc_create_or_teleport_warn_on_nonavWarn if the created or teleported npc is off nav.truesv, cheat
npc_damageDeals the target damage by the given amountcmdsv, cheat
npc_destroyRemoves the given NPC(s) from the universe
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_destroy_unselectedRemoves all NPCs from the universe that aren’t currently selectedcmdsv, cheat
npc_enemiesShows memory of NPC. Draws an X on top of each memory.
Eluded entities drawn in blue (don’t know where it went)
Unreachable entities drawn in green (can’t get to it)
Current enemy drawn in red
Current target entity drawn in magenta
All other entities drawn in pink
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_goSelected NPC(s) will go to the location that the player is looking (shown with a purple box)
Arguments: <start x y z> <goal x y z>
cmdsv, cheat
npc_go_allow_interrupt_by_ai_conditionsSet whether the path should be interruptible by significant AI conditionsfalsedevonly, sv
npc_go_do_runSet whether should run on NPC gotruedevonly, sv
npc_go_lastGo to the last position you told an NPC to go.cmdsv, cheat
npc_go_loopToggles whether the selected NPC(s) will loop between the last set of waypoints you used ‘npc go’ on.cmdsv, cheat
npc_go_loop_clear_waypointsClear waypoints for npc_go_loop.cmdsv, cheat
npc_go_loop_max_waypoints2devonly, sv
npc_go_max_distanceHow far is the trace we shoot when using NPC Go56755.8devonly, sv
npc_go_no_arrowDon’t draw the go arrow of selected NPCsfalsesv, a
npc_go_randomSends all selected NPC(s) to a random node.
Arguments: -none-
cmdsv, cheat
npc_go_testmodeSet mode of nav to test with for npc_go. Left empty, it’ll just SetGoal(). Other options: ‘random’, ‘radial’, ‘radialalt’, ‘directional’, ‘wander’, and ‘vector’.devonly, sv, cheat
npc_go_update_pathSelected NPC(s) will go to the location that the player is looking (shown with a purple box), WITHOUT CHANGING SCHEDULE!
Arguments: [dest_fly]
cmdsv, cheat
npc_healHeals the target back to full healthcmddevonly, sv
npc_hist_drawfalsedevonly, sv
npc_hist_dumpDump the NPC history to the console.
cmddevonly, sv
npc_hist_filter_npc_index-1devonly, sv
npc_hist_filter_npc_namedevonly, sv
npc_hist_filter_schedule_namedevonly, sv
npc_hist_filter_task_namedevonly, sv
npc_hist_filter_type-1devonly, sv
npc_history_record_snapshottruedevonly, sv
npc_killKills the given NPC(s)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_kill_unselectedProperly kills all NPCs from the universe that aren’t currently selectedcmdsv, cheat
npc_record_snapshot_datatruedevonly, sv
npc_relationshipsDisplays the relationships between this NPC and all others.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_reportstateOutputs the current state of the NPCcmdsv, cheat
npc_resetReloads schedules for all NPC’s from their script files
Arguments: -none-
cmdsv, cheat
npc_routeDisplays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner:
Blue - path to a node
Cyan - detour around an object (triangulation)
Red - jump
Maroon - path to final target position
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_scripted_commandsDisplays the state of scripted commands on the NPC
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_selectSelect or deselects the given NPC(s) for later manipulation. Selected NPC’s are shown surrounded by a red translucent box
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_sethealthSets the target’s health, even above max. Optionally matches based on npc name to set multiple npc’s health.
Args: [npc] <amount>
cmddevonly, sv
npc_speakallForce the npc to try and speak all their responsescmddevonly, sv
npc_squadsObsolete. Replaced by npc_combatcmdsv, cheat
npc_start_handshakecmddevonly, sv
npc_steeringDisplays the steering obstructions of the NPC (used to perform local avoidance)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_steering_allDisplays the steering obstructions of all NPCs (used to perform local avoidance)
cmdsv, cheat
npc_steering_scalar1devonly, sv
npc_stop_movingSelected NPC(s) will stop moving.
Arguments: [asap]
cmdsv, cheat
npc_task_textOutputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_task_text_verbosityVerbosity level for output coming from npc_task_text.1devonly, sv
npc_tasksDisplays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npc_teleportSelected NPC will teleport to the location that the player is looking (shown with a purple box)
Arguments: -none-
cmdsv, cheat
npc_teleport_phys_clearWhen true, npc_teleport will look for clear space and fail if none is found.falsedevonly, sv
npc_thinknowTrigger NPC to thinkcmddevonly, sv
npc_viewconeDisplays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
npcsolve_attract_drawfalsedevonly, sv
npcsolve_constraint_navtruedevonly, sv
npcsolve_constraint_npctruedevonly, sv
npcsolve_drag_linear0devonly, sv
npcsolve_forwardtruedevonly, sv
npcsolve_forward_const30000devonly, sv
npcsolve_forward_dist200devonly, sv
npcsolve_forward_margin5devonly, sv
npcsolve_path_close_const0devonly, sv
npcsolve_path_close_max_tension100devonly, sv
npcsolve_path_lookahead_const4devonly, sv
npcsolve_path_lookahead_dist100devonly, sv
npcsolve_path_vel_const0devonly, sv
npcsolve_separationtruedevonly, sv
npcsolve_separation_const10000devonly, sv
npcsolve_separation_dist5devonly, sv
npcsolve_separation_drawfalsedevonly, sv
npcsolve_separation_jitter0devonly, sv
npcsolve_separation_r2falsedevonly, sv
npctester_path_lookahead_time3devonly, sv
open_assetOpens an asset in it’s primary editor of choice. Specify the full path to the asset from the mod directory.cmddevonly
open_current_map_in_hammeropens the current map in hammer.cmddevonly
option_duck_methodInput toggle controlfalsecl, a, user, per_user
opus_decode_test_signalfalsedevonly
opus_encode_test_signalfalsedevonly
opus_unittest_test_signalfalsedevonly
orb_display_claim_offset10devonly, sv
orb_timing_debugSpew a bunch of timing info about when orbs are hit and claimed into the log.falsesv, release
p2p_listpeersList currently known peers.cmddevonly
p2p_pingPing a peer.cmddevonly, cl
panorama_2d_translate_no_comp_layertruedevonly, hidden
panorama_alignment_fixesFix alignment issuestruedevonly, hidden
panorama_allow_texture_composition_layer_fast_pathtruedevonly, hidden
panorama_allow_transitionstruedevonly, hidden
panorama_assert_loading_panel_typeForce style invalidation of the entire panel subtree when adding / removing classes.falsedevonly, hidden
panorama_async_compute_mipgenuse asynchronous compute for mipmap generation.truedevonly, cl
panorama_box_shadow_no_comp_layertruedevonly, hidden
panorama_cache_command_list_repaint_threshold0.25devonly, hidden
panorama_cache_command_list_size_threshold384devonly, hidden
panorama_classes_force_invalidateForce style invalidation of the entire panel subtree when adding / removing classes.falsedevonly, hidden
panorama_clear_frames_on_device_restore2devonly, hidden
panorama_command_reorderingtruedevonly, hidden
panorama_comp_layer_lru_lifetime1devonly, hidden
panorama_composition_atlastruedevonly, hidden
panorama_console_max_autocomplete100devonly, cl, hidden
panorama_console_max_history100devonly, cl, hidden
panorama_console_max_lines2000devonly, cl, hidden
panorama_console_position_and_sizecl, hidden, a
panorama_content_size_fixesFix content size issuestruedevonly, hidden
panorama_daisy_wheelDaisy wheel input mode: RS | ABXYABXYdevonly, cl, hidden
panorama_dash_gap_ratio0.5devonly, hidden
panorama_dash_len20devonly, hidden
panorama_debug_moviesfalsedevonly, cl, hidden
panorama_debug_overlay_opacity0.25hidden, a
panorama_debug_overlay_opacity_max0.25hidden, a
panorama_debug_overlay_opacity_min0.01hidden, a
panorama_debug_ready_for_displayfalsedevonly, hidden
panorama_debugger_themeLightcl, a
panorama_disable_blurfalsedevonly, hidden
panorama_disable_box_shadowfalsedevonly, hidden
panorama_disable_descendant_filteringDisable descendant selector filteringfalsedevonly, hidden
panorama_disable_draw_fancy_quadfalsedevonly, hidden
panorama_disable_draw_textfalsedevonly, hidden
panorama_disable_draw_text_shadowfalsedevonly, hidden
panorama_disable_layer_cachefalsedevonly, hidden
panorama_disable_layer_clearfalsedevonly, hidden
panorama_disable_render_callbacksfalsedevonly, hidden
panorama_disable_render_target_cachefalsedevonly, hidden
panorama_disallow_hover_stylesfalsedevonly, hidden
panorama_dispatch_eventDispatch the event defined by the argument string. No creating panel is specified.cmddevonly
panorama_dragscroll_affordanceMinimum mouse movement in pixels before a move is treated as a drag scroll20devonly, hidden
panorama_dragscroll_maxflickvelocityMaximum velocity for a drag scroll flick8000devonly, cl, hidden
panorama_dragscroll_minflickvelocityMinimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick60devonly, cl, hidden
panorama_dragscroll_mintimeMinimum time that the mouse button must be down before a move is treated as a drag scroll0.02devonly, hidden
panorama_dragscroll_velocitymultiplierMultiplier for flick velocity off of actual measured velocity0.5devonly, hidden
panorama_draw_text_fast_pathtruedevonly, hidden
panorama_draw_text_fast_path_text_shadowtruedevonly, hidden
panorama_dump_symbols<ESymbolType> Dump all of the symbols in the Panorama symbol tablecmddevonly
panorama_enable_secondary_layout_passtruedevonly, hidden
panorama_focus_world_panelswhen set request key focus when a world panel is enabledfalsecl, a
panorama_force_active_controller_type-1devonly, hidden
panorama_force_desired_layout_traverseForce desired layout traverse, even if the cached values are up to date.falsedevonly, hidden
panorama_generate_layout_xsdGenerate the Layout XML Schema Definition for the current run-time (types are dependent on which game DLL is running).cmddevonly
panorama_highlight_bad_opacity_masksfalsedevonly, hidden
panorama_highlight_composition_layersfalsedevonly, hidden
panorama_highlight_slow_operationsfalsedevonly, hidden
panorama_hsbc_through_fast_pathtruedevonly, hidden
panorama_joystick_axis_repeat_curve_time1devonly, hidden
panorama_joystick_axis_repeat_interval_end0.05devonly, hidden
panorama_joystick_axis_repeat_interval_start0.22devonly, hidden
panorama_joystick_button_repeat_curve_time1.2devonly, hidden
panorama_joystick_button_repeat_interval_end0.1devonly, hidden
panorama_joystick_button_repeat_interval_start0.48devonly, hidden
panorama_joystick_enabledEnable panorama joystick inputfalsea
panorama_js_minidumpsEnable sending minidumps on JS Exceptions.truedevonly, hidden
panorama_label_draw_rectsWhen labels paint, draw the rectangles for the character ranges. 0 = none, 1 = all, 2 = text only, 3 = inline objects only0devonly, cl, hidden
panorama_label_wrap_before_shrinkShould labels try to wrap text before using text-overflow: shrinktruedevonly, cl, hidden
panorama_large_dispatch_event_queue0devonly, hidden
panorama_max_fps120devonly, hidden
panorama_max_oof_overlay_up_fps4devonly, hidden
panorama_max_overlay_fps60devonly, hidden
panorama_max_text_shadow_strength10devonly, hidden
panorama_might_scroll_no_comp_layertruedevonly, hidden
panorama_min_comp_layer_cache_cost4096devonly, hidden
panorama_movie_async_load_size_bytes20971520devonly, cl, hidden
panorama_movie_force_not_ready_behavior-1devonly, cl, hidden
panorama_panel_occlusiontruedevonly, hidden
panorama_print_cache_statusPrint internal panorama refcounts for every filecmddevonly
panorama_print_svg_statscmddevonly
panorama_reload_animations2devonly, hidden
panorama_render_target_cache_max_size31457280devonly, hidden
panorama_script_cache_enabledEnable script caching to speed up recompiling scripts multiple times.truedevonly, hidden
panorama_show_fpsfalsedevonly
panorama_show_fps_scale1devonly
panorama_simple_borders_no_comp_layertruedevonly, hidden
panorama_skip_composition_layer_content_painttruedevonly, hidden
panorama_skip_composition_layer_content_paint_tintfalsedevonly, hidden
panorama_spew_async_event_substringIf non-empty, print debug info about async event queue and dispatch behavior for events containing the substring.devonly, hidden
panorama_spew_layout_invalidatesfalsedevonly, hidden
panorama_stats_log_time0devonly, hidden
panorama_streaming_load_local_imagesfalsedevonly, cl
panorama_style_flag_force_invalidateForce style invalidation of the entire panel subtree when adding / removing style flags.falsedevonly, hidden
panorama_suspend_animationfalsedevonly, hidden
panorama_suspend_paintfalsedevonly, hidden
panorama_temp_comp_layer_min_dimension512devonly, hidden
panorama_toggledebugger_modeToggledebugger key operation : 0 = open/inspect, 1 = open/close0hidden, a
panorama_track_render_commandsfalsedevonly, hidden
panorama_transform_parents_no_layer_for_perspectivefalsedevonly, hidden
panorama_transforms_no_comp_layerfalsedevonly, hidden
panorama_transition_time_factorA float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast1devonly, hidden
panorama_use_backbuffer_directlytruedevonly, hidden
panorama_use_new_occlusion_invalidationtruedevonly, hidden
panorama_worldpanel_update_cull_distance1000devonly, cl
panorama_worldpanel_update_cull_size_threshold5devonly, cl
panorama_worldpanel_update_cullingfalsedevonly, cl
parallel_perform_invalidate_physicsfalsedevonly, sv, cl, rep
parallel_update_surrounding_bounds_in_spatial_partition_updatefalsedevonly, sv, cl, rep
particle_cluster_debug0devonly, sv, cl, rep
particle_cluster_manager_search_dist256devonly, sv, cl, rep
particle_cluster_nodrawfalsedevonly, sv, cl, rep
particle_cluster_use_collision_hullstruedevonly, sv, cl, rep
particle_debug_creation_filterdevonly, cl, hidden, rep
particle_layer_id_whitelistdevonly
particle_powsimd_random_range_exptruedevonly
particle_profileProfile particlecmddevonly
particle_profile_filterProfile particle filterdevonly
particle_profile_spikeProfile particle spikecmddevonly
particle_reset_assertionsCauses all single-fire particle assertions to trigger once more.cmddevonly
particle_snapshot_allow_combined_modelsfalsedevonly
particle_stop_allStops all particle systems currently playingcmddevonly, cl, cheat
particle_stop_specifiedStops all particle systems that match specified namecmddevonly, cl, cheat
particle_stop_unspecifiedStops all particle systems that don’t match specified namecmddevonly, cl, cheat
particle_test_attach_attachmentAttachment index for attachment mode0sv, cheat
particle_test_attach_modePossible Values: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’follow_attachmentsv, cheat
particle_test_createCreates the named particle system where the player is looking.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
particle_test_destroyDestroys all particle systems matching the specified name.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
particle_test_fileName of the particle system to dynamically spawnsv, cheat
particle_test_startDispatches the test particle system with the parameters specified in particle_test_file,
particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
particle_test_stopStops all particle systems on the selected entities.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
party_accept_inviteAccepts an invitecmddevonly, cl
party_allow_sandboxDev convar to allow for parties to use sandboxtruedevonly, cl
party_createCreates a partycmddevonly, cl
party_fake_invite_in_mmWhen set, this will make all invites appear as if in a MM statefalsedevonly, cl
party_invite_show_popupWhen enabled, a popup will be shown indicating that you have received an invitefalsedevonly, cl
party_invite_userInvites in a usercmddevonly, cl
party_join_codeJoins a partycmddevonly, cl
party_leaveLeaves current partycmddevonly, cl
party_start_matchStarts matchmaking for a partycmddevonly, cl
passwordCurrent server access passworda, norecord, server_cannot_query
pathShow the filesystem path.cmddevonly
path_closest_point_debugfalsedevonly, sv, cl, rep
pauseToggle the server pause state.cmdrelease
pawn_mimic_allfalsedevonly, sv, cl, rep
pestilence_drone_brake_factor1devonly, sv, rep
pestilence_drone_healthbar_pos80cl, cheat
pestilence_drone_max_torque5devonly, sv, rep
pestilence_drone_scale0.75devonly, sv, rep
pestilence_drone_stuck_threshold4devonly, sv, rep
pestilence_drone_stuck_time0.2devonly, sv, rep
pestilence_drone_torque_accel2devonly, sv, rep
pestilence_drone_vision1024devonly, sv, rep
pestilence_drone_waypoint_threshold128devonly, sv, rep
phonemedelayPhoneme delay to account for sound system latency.0devonly, cl
phonemefilterTime duration of box filter to pass over phonemes.0.08devonly, cl
phonemesnapLod at level at which visemes stops always considering two phonemes, regardless of duration.2devonly, cl
phys_batch_ray_test0devonly, cl
phys_continuous_kinematic_update1devonly, sv, cl, rep
phys_create_test_character_proxyCreate test character proxycmddevonly, sv
phys_cull_internal_mesh_contactsfalsedevonly, rep
phys_debug_drawSet up debug-draw of physics internal statecmddevonly
phys_dump_intersection_controllerDump intersection controller statuscmddevonly, sv
phys_dump_main_worldDump physics main world to filecmddevonly, sv
phys_dump_memoryDump memory usagecmddevonly, sv
phys_dynamic_scalingtruesv, cl, rep, cheat
phys_expensive_shape_threshold6cl, cheat
phys_highlight_expensive_objectsHighlight expensive physics objectsfalsecheat
phys_highlight_expensive_objects_strengthHighlight expensive physics objects strength0.02cheat
phys_impactforcescale1devonly, sv
phys_joint_teleportTeleport joint anchors if connected to worldtruesv, cheat
phys_length_damping_ratioSpring damping ratio for length constraint2sv, cheat
phys_length_frequencySpring stiffness for length constraint5sv, cheat
phys_listList all physics component contents of every entity in the game;
-stream [1|0] initiate|terminate streaming to physics debugger
-allents include non-physical entities
-classes print class names
-sdk Rubikon-wide memory short status
-sdk -struct Rubikon-wide memory use per struct
-sdk -rebuildsvms Rubikon-wide SVM force rebuild and status
-world current state of the world
-world -touch list body pairs (bodies in contact)
-world -save <name> save world to a file
-world -mem memory dump (separately per game dll)
-world -snapshots Start/Stop dumping snapshots of the world into the current directory
-world -agg current aggregate data registry (loaded resources)
cmddevonly, sv
phys_log_updatersfalsedevonly, sv, cl, rep
phys_log_updaters_excludeweapon pistol rifle survivor common_maledevonly, sv, cl, rep
phys_log_updaters_includelimbsdevonly, sv, cl, rep
phys_min_motion_controller_count_to_run_in_job8devonly
phys_multithreading_enabledEnable/Disable Multithreading in VPhysicstruedevonly, sv, cl, rep
phys_powered_ragdoll_debugfalsedevonly, sv, cl, rep
phys_pushscale1devonly, sv, cl, rep
phys_shootShoots a phys object.cmdsv, cheat
phys_shoot_angular_speed3600devonly, sv
phys_shoot_speed250devonly, sv
phys_show_statsfalsedevonly, sv, cl, rep
phys_sleepPut all physics in all the worlds to sleepcmddevonly, sv
phys_step_threadedtruedevonly
phys_stressbodyweights5devonly, sv
phys_threaded_cloth_bone_updatefalsedevonly, sv, cl, rep
phys_threaded_kinematic_bone_updatefalsedevonly, sv, cl, rep
phys_threaded_transform_updatefalsedevonly, sv, cl, rep
phys_timescaleScale time for physics1devonly, sv
phys_upimpactforcescale0.375devonly, sv
phys_use_block_solverUse block solving for constraint entitiestruesv, cheat
phys_vehicleimpactforcescale1.5devonly, sv
phys_visualize_awake_dynamic_onlyfalsedevonly, sv, cl, rep
phys_visualize_awake_unattached_onlyfalsedevonly, sv, cl, rep
phys_visualize_tracesfalsesv, cl, rep, cheat
phys_wakeupWake all physics objects in the Main physics upcmddevonly, sv
phys_wind_force_scaleScale on the force wind applies to physics bodies1devonly, sv, cl, rep
physics_add_testadd test objectcmddevonly, sv
physics_debug_entityDumps debug info for an entitycmddevonly, sv
physics_highlight_activeTurns on the absbox for all active physics objects.
0 : un-highlight.
cmddevonly, sv
physics_remove_testremove test objectcmddevonly, sv
physics_report_activeLists all active physics objects
-more : extra info
cmddevonly, sv
pickup_check_period0.25devonly, sv
ping_indicator_safe_area_x480devonly, cl
ping_indicator_safe_area_y200devonly, cl
ping_quick_responseResponds to the last ping message receivedcmdcl, release
ping_target_reset_time1.2devonly, cl
ping_trace_radius5devonly, cl
ping_trace_radius_expanded60devonly, cl
ping_trace_radius_minimap60devonly, cl
ping_wheel_phrase_01cl, a, per_user
ping_wheel_phrase_12cl, a, per_user
ping_wheel_phrase_24cl, a, per_user
ping_wheel_phrase_334cl, a, per_user
ping_wheel_phrase_418cl, a, per_user
ping_wheel_phrase_55cl, a, per_user
ping_wheel_phrase_642cl, a, per_user
ping_wheel_phrase_76cl, a, per_user
pingkeypressPing keybind pressedcmdcl, release
pixelvis_debugDump debug infocmdcheat
playPlay a sound.cmdserver_can_execute
playcastPlay a broadcastcmdrelease
playdemoPlay a recorded demo file (.dem ).cmdrelease
player0_using_joystickfalsea
player_ammobalancing_debugfalsesv, cheat
player_debug_off_navfalsesv, cheat
player_debug_print_damageWhen true, print amount and type of all damage received by player to console.falsesv, cheat
player_ping_indicator_boss_offset110devonly, cl
player_ping_indicator_default_offset50devonly, cl
player_ping_indicator_enabledtruedevonly, cl
player_ping_indicator_local_playerfalsedevonly, cl
player_ping_indicator_player_offset60devonly, cl
player_ping_indicator_scale_max_distance4000devonly, cl
player_ping_indicator_scale_max_scale1devonly, cl
player_ping_indicator_scale_min_distance1300devonly, cl
player_ping_indicator_scale_min_scale0.5devonly, cl
playsoundplaysound <soundname>cmddevonly
playsoundscapeForces a soundscape to playcmdcl, cheat
playvolPlay a sound at a specified volume.cmddevonly
png_screenshotTake a .png screenshot: png_screenshot [filename]cmddevonly
pop_var_valuesRestore previously pushed convars and config valuescmddevonly
population_distribution_debug0devonly, sv, rep
pred_cloth_pos_max2devonly, cl
pred_cloth_pos_multiplier0.5devonly, cl
pred_cloth_pos_strength0.25devonly, cl
pred_cloth_rot_high0.1devonly, cl
pred_cloth_rot_low0.01devonly, cl
pred_cloth_rot_multiplier0.3devonly, cl
presettle_cloth_iterations30devonly, cl
print_changed_convarsPrints all convars that have changed from their default valuecmdrelease
print_model_bind_posePrints the bind pose of the specified model. Optionally limits to a particular bone and its parent chain, otherwise prints the entire skeleton.cmddevonly
private_lobby_createCreates a private lobby partycmdcl, release
private_lobby_set_bot_difficultySets the bot difficulty for a private lobbycmddevonly, cl
private_lobby_shuffle_lanesRandomly shuffle players within teamscmddevonly, cl
private_lobby_shuffle_teamsRandomly shuffle players among the various teamscmddevonly, cl
private_lobby_swapSwaps team members within the private lobbycmddevonly, cl
progress_enablecmddevonly
prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.cmdsv, cheat
prop_debug_collisionHighlights props based on their collision group: COLLISION_GROUP_PROPS(white), COLLISION_GROUP_INTERACTIVE_DEBRIS(green), COLLISION_GROUP_DEBRIS and will return to COLLISION_GROUP_INTERACTIVE_DEBRIS on sleeping(bright red), COLLISION_GROUP_DEBRIS permanently (dark red), COLLISION_GROUP_DEBRIS(blue), OTHER(grey)falsesv, cheat
prop_dynamic_createCreates a dynamic prop with a specific .vmdl aimed away from where the player is looking.
Arguments: {.vmdl name}
cmdsv, cheat
prop_nav_ignore_edge_len-1devonly, sv
prop_nav_ignore_mass-1devonly, sv
prop_nav_obstacle_avoid_mass100.1devonly, sv
prop_nav_obstacle_avoid_use_connection_blockerfalsedevonly, sv
prop_nav_obstacle_block_edge_min_-1devonly, sv
prop_nav_obstacle_block_edge_min_a-1devonly, sv
prop_nav_obstacle_block_edge_min_c-1devonly, sv
prop_nav_obstacle_block_mass_a-1devonly, sv
prop_nav_obstacle_block_mass_b-1devonly, sv
prop_nav_obstacle_block_mass_c-1devonly, sv
prop_physics_createCreates a physics prop with a specific .vmdl aimed away from where the player is looking.
Arguments: {.vmdl name}
cmdsv, cheat
props_break_apply_radial_forcestruedevonly, sv, cl, rep
props_break_max_pieces_perframeMaximum prop breakable piece count per frame (-1 = model default)16devonly, sv, cl, rep
props_break_radial_force_ratio0.33devonly, sv, cl, rep
pulse_debug_entityOpens a graph referencing the selected entity. If it is referenced by more than 1 graph, list all the active pulse graph instances referring to that entity so you can pick which one you want.cmdsv, cheat
pulse_debug_printUsage: pulse_debug_print <vpulse_resource>cmddevonly
pulse_list_game_blackboardsList all the active pulse graph instancescmdsv, cheat
pulse_list_graphsList all the active pulse graph instancescmdcheat
pulse_open_graph_idOpen a specific graph instance by idcmdcheat
pulse_print_graph_execution_historyPrints the execution history of a graph by filename or instanceidcmdcheat
pulse_save_execution_historyKeep a history of all instructions run on a per graph basis.truedevonly, sv, cl, rep
pulse_save_execution_history_limitKeep a history of all instructions run on a per graph basis.10000devonly, sv, cl, rep
push_var_valuesSave convars and config valuescmddevonly
pvs_debugentityVerbose spew for this entity when doing IsInPVS computation.-1sv, release
pvs_flowtypeFlow through spawn groups for vis (0 default, 1 always visible, 2 == never visible.0sv, release
pwatchentEntity to watch for prediction system changes.-1cl, cheat
pwatchvarEntity variable to watch in prediction system for changes.cl, cheat
quitQuit the gamecmdrelease
r_AirboatViewDampenDamp1sv, cl, nf, rep, cheat
r_AirboatViewDampenFreq7sv, cl, nf, rep, cheat
r_AirboatViewZHeight0sv, cl, nf, rep, cheat
r_JeepViewDampenDamp1sv, cl, nf, rep, cheat
r_JeepViewDampenFreq7sv, cl, nf, rep, cheat
r_JeepViewZHeight10sv, cl, nf, rep, cheat
r_RainAllowInSplitScreenAllows rain in splitscreenfalsedevonly, cl
r_RainParticleDensityDensity of Particle Rain 0-11devonly, cl
r_add_views_in_pre_outputfalsedevonly
r_allow_onesweep_gpusorttruedevonly
r_always_render_all_windowsAlways force all engine & tools to renderfalsedevonly
r_aoproxy_cull_distDistance to cull the AO proxy as a factor of size12devonly
r_aoproxy_min_dist3devonly
r_aoproxy_min_dist_box1devonly
r_arealightstruedevonly, cl
r_aspectratio0devonly
r_async_compute_fogfalsedevonly, cl
r_async_shader_compile_notify_frequency10devonly
r_bloom_tent_filter_radiusbloom mip up-sample filtering radius (using 3x3 tent filter, radius in mip level texels), 0.0 radius box (2x2) filter with (fixed) 1.0 radius0devonly, cl, cheat
r_cameraposPrints out the current camera position + orientation to the consolecmddevonly
r_character_decal_monitor_draw_frustumfalsedevonly
r_character_decal_monitor_emissivefalsedevonly
r_character_decal_monitor_render_res512devonly
r_character_decal_renderdoc_capturefalsedevonly
r_character_decal_resolutionResolution of character decal texture.1024devonly
r_citadel_antialiasing1devonly, cl
r_citadel_clip_sphere_cone_angle40devonly, cl, cheat
r_citadel_clip_sphere_dist0.45devonly, cl, cheat
r_citadel_clip_sphere_distance_max75devonly, cl, cheat
r_citadel_clip_sphere_min_opacity0.4devonly, cl, cheat
r_citadel_clip_sphere_skin0.4devonly, cl, cheat
r_citadel_cloak_blur_amountcloak0.01cl, cheat
r_citadel_cloak_blur_factor_max_roughnesscloak1cl, cheat
r_citadel_cloak_blur_factor_min_roughnesscloak1cl, cheat
r_citadel_cloak_blur_noise_amountcloak0.5cl, cheat
r_citadel_cloak_color_tintcloak230 230 230 255cl, cheat
r_citadel_cloak_fresnel_effectcloak0cl, cheat
r_citadel_cloak_intensitycloak1cl, cheat
r_citadel_cloak_refract_amountcloak0cl, cheat
r_citadel_cosmic_veil_fade_distcosmic veil32cl, cheat
r_citadel_depth_prepass_cull_threshold60devonly, cl
r_citadel_depth_prepass_dynamic_objectstruedevonly, cl
r_citadel_depthoffield_aperture_diameterDepth of field aperture diameter in inches0devonly, cl
r_citadel_depthoffield_debugEnable depth of field debug drawingfalsedevonly, cl
r_citadel_depthoffield_enableEnable/Disable Depth of Fieldfalsedevonly, cl
r_citadel_depthoffield_focus_distanceDepth of field focus distance in inches200devonly, cl
r_citadel_depthoffield_modeDepth of field mode, 0: Normal 1: Near field only 2: Far field only0devonly, cl
r_citadel_depthoffield_sensor_sizeDepth of field sensor size in inches1devonly, cl
r_citadel_disable_npr_lightingfalsedevonly, cl
r_citadel_distancefield_ao_qualityDistance Field AO quality0devonly, cl
r_citadel_distancefield_blurEnable/Disable distance field blurtruedevonly, cl
r_citadel_distancefield_blur_depth_thresholdDistance field blur depth threshold1devonly, cl
r_citadel_distancefield_down_sampleDistance field down sample factor1devonly, cl
r_citadel_distancefield_farfield_enableDistance field far field enabletruedevonly, cl
r_citadel_distancefield_farfield_occlusion_lengthDistance field far field occlusion length192devonly, cl
r_citadel_distancefield_farfield_occlusion_start_offsetDistance field far field occlusion start offset16devonly, cl
r_citadel_distancefield_farfield_resolutionDistance field far field resolution192devonly, cl
r_citadel_distancefield_farfield_sizeDistance field far field size2048devonly, cl
r_citadel_distancefield_max_distanceMaximum distance before culling2048devonly, cl
r_citadel_distancefield_min_screen_space_sizeMinimum screen space size before culling0.015devonly, cl
r_citadel_distancefield_occlusion_lengthDistance field occlusion length48devonly, cl
r_citadel_distancefield_ray_origin_bias_maxDistance field ray origin bias max3devonly, cl
r_citadel_distancefield_ray_origin_bias_minDistance field ray origin bias min0.25devonly, cl
r_citadel_distancefield_shadowstruedevonly, cl
r_citadel_dlss_settings_mode0devonly, cl
r_citadel_enable_pano_world_blurEnable world-blur styletruedevonly, cl
r_citadel_fog_qualityFog Quality1devonly, cl
r_citadel_fsr2_sharpness0.5devonly, cl
r_citadel_fsr3_min_reactivenessminimum reactiveness for the FSR3 shader0.1devonly, cl
r_citadel_fsr_enable_mip_biasApply negative mip bias when rendering with FSR.truedevonly, cl
r_citadel_fsr_rcas_sharpnessRCAS sharpness when using FSR + RCAS upsample.0.25devonly, cl
r_citadel_glow_health_bar_debugfalsecl, cheat
r_citadel_glow_health_barstruedevonly, cl
r_citadel_gpu_cullingCitadel/Graphics/GPU Cullingtruedevonly, cl
r_citadel_gpu_culling_shadowsCitadel/Graphics/GPU Cull Shadow Viewsfalsedevonly, cl
r_citadel_gpu_culling_two_passCitadel/Graphics/GPU Culling (Two Pass)truedevonly, cl
r_citadel_gpu_debug_drawfalsedevonly, cl
r_citadel_gpu_preview_baked_shadowstruedevonly, cl
r_citadel_gpu_preview_denoisetruedevonly, cl
r_citadel_gpu_preview_denoise_depth_phi20devonly, cl
r_citadel_gpu_preview_denoise_normal_phi96devonly, cl
r_citadel_gpu_preview_denoise_passes3devonly, cl
r_citadel_gpu_preview_denoise_shadow_passes1devonly, cl
r_citadel_gpu_preview_denoise_signal_phi1devonly, cl
r_citadel_mboit_bias5e-06devonly, cl, cheat
r_citadel_mboit_enabledenable moments oitfalsedevonly, cl
r_citadel_mboit_overestimation0.25devonly, cl, cheat
r_citadel_mboit_qualityMBOIT quality, 0: 4 Moments0devonly, cl
r_citadel_npr_force_solid_outlinefalsedevonly, cl
r_citadel_npr_outlinesEnable/Disable NPR Outlinestruedevonly, cl, cheat
r_citadel_npr_outlines_max_distMaximum distance at which NPR outlines are rendered1000devonly, cl, cheat
r_citadel_portrait_allow_particle_onlytruedevonly, cl
r_citadel_portrait_highlight_particle_onlyfalsedevonly, cl
r_citadel_render_gameShould you render the main game worldtruedevonly, cl, cheat
r_citadel_screenspace_particles_full_resRender screen space particles at full resolutiontruedevonly, cl
r_citadel_see_thru_walls_opacityOpacity scale for see-thru UI0.3devonly, cl, cheat
r_citadel_selection_outline2_alphaSelection Outline Alpha0.8devonly, cl
r_citadel_selection_outline2_fade_powSelection Outline Fade Pow1.5devonly, cl
r_citadel_selection_outline2_offsetSelection Outline Offset: -1 for interior, 0 for centered, 1 for exterior.0.3devonly, cl
r_citadel_selection_outline2_widthSelection Outline Width4devonly, cl
r_citadel_shadow_cachingtruedevonly, cl
r_citadel_shadow_caching_statsPrint information about shadow cachingcmddevonly, cl
r_citadel_shadow_qualityShadow Quality1devonly, cl
r_citadel_shadowdb2048devonly, cl
r_citadel_ssao_quality3devonly, cl
r_citadel_ssao_thin_occluder_compensation0.5devonly, cl
r_citadel_sun_shadow_slope_scale_depth_bias3.54devonly, cl
r_citadel_upscaling4devonly, cl
r_citadel_use_exposure_control_in_panorama_scenesfalsedevonly, cl
r_cleardecalsClears all decalscmddevonly, cl
r_cubemap_debug_colors0cheat
r_cubemap_normalizationtruedevonly, cl
r_dashboard_render_qualitytruedevonly, cl
r_debug_draw_safe_area_insetsRender safe area insets as wireframe.falsedevonly
r_debug_precipitationShow precipitation volumesfalsecl, cheat
r_decals2048devonly, sv, cl, rep
r_decals_additional_offset0devonly, sv, cl, rep
r_decals_default_fade_duration3devonly, sv, cl, rep
r_decals_default_start_fade30devonly, sv, cl, rep
r_decals_max_on_deformables512devonly, sv, cl, rep
r_decals_overlap_threshold0devonly, sv, cl, rep
r_depth_of_fieldtruedevonly, cl
r_directional_lightmapstruedevonly
r_directlightingSet to use direct lightingtruecheat
r_distancefield_enableGraphics/Enable Distance Field renderingtruedevonly, cl
r_dlss_preset5devonly
r_dof1_d00.2devonly, cl
r_dof1_d10.3devonly, cl
r_dof_overridefalsecheat
r_dof_override_far_blurry2000cheat
r_dof_override_far_crisp180cheat
r_dof_override_near_blurry-100cheat
r_dof_override_near_crisp0cheat
r_dof_override_ranges0 0 0 0devonly, cl
r_dof_override_tilt_to_ground0.5cheat
r_dopixelvisibilitytruecheat
r_draw3dskyboxtruedevonly, cl
r_draw_first_tri_onlyfalsecheat
r_draw_instancestruecheat
r_draw_overlaystruedevonly, cl
r_draw_particle_children_with_parentsDraw particle children with parents (-1=use gameinfo, 0=no, 1=yes)-1cheat
r_drawblankworldRender blank instead of the game worldfalsecheat
r_drawdecalsSet to render decalstruecheat
r_drawdevvisualizersRender dev visualizersfalsecl, cheat
r_drawpanoramaEnable the rendering of panorama UItruecheat
r_drawparticlesSceneSystem/Particles/Draw Particlestruecheat
r_drawpixelvisibilityShow the occlusion proxiesfalsedevonly
r_drawropestruecl, cheat
r_drawskyboxRender the 2d skybox.truecheat
r_drawtracerstruecl, cheat
r_drawtracers_firstpersonToggle visibility of first person weapon tracerstruecl, a, release
r_drawviewmodelRender view modeltruecl, cheat
r_drawworldRender the world.truecheat
r_dx11_debug_cleanAggressively unbind bound resources to cleanup DX11 debug warnings.falserelease
r_dx11_report_live_objectsPrints out live D3D11 objects (requires -dx11debug)cmddevonly
r_dx11_software_cmd_listsEnable Software Command lists for DX11 (Avoid using deferred contexts)truedevonly
r_effects_bloomtruedevonly, cl
r_enable_cubemap_fogCitadel/Graphics/Fog/Enable Cubemap Fogtruedevonly, cl
r_enable_gradient_fogCitadel/Graphics/Fog/Enable Gradient Fogtruedevonly, cl
r_enable_rigid_animationfalsedevonly, cl
r_enable_volume_fogCitadel/Graphics/Fog/Enable Volume Fogtruedevonly, cl
r_entposMoves the camera position + orientation to the named entitycmddevonly
r_environment_map_roughness_rangeFade region for sampling environment maps on lightmapped nonmetals. Smoother values than the first param sample envmaps. Rougher values than the second sample only lightmap SH. r_environment_map_roughness_range 1 1 to always sample envmaps for comparison.0.2 0.3devonly, cl, cheat
r_experimental_lag_limiterfalsedevonly
r_extra_render_frames0cheat
r_fallback_texture_lod_scaleScale factor for requested texture size (texture streaming) - used for geo that doesn’t have a precomputed UV density measure2cheat
r_farzOverride the far clipping plane. -1 means to use the value in env_fog_controller.-1cl, cheat
r_flashlightambient0cl, cheat
r_flashlightbacktraceoffset0.4cl, cheat
r_flashlightbrightness1cl, rep, cheat
r_flashlightconstant0cl, rep, cheat
r_flashlightfar1500cl, rep, cheat
r_flashlightfov53cl, rep, cheat
r_flashlightladderdist40cl, cheat
r_flashlightlinear100cl, rep, cheat
r_flashlightlockpositionfalsecl, cheat
r_flashlightmuzzleflashfov120cl, cheat
r_flashlightnear4cl, rep, cheat
r_flashlightnearoffsetscale1cl, cheat
r_flashlightoffsetforward0cl, rep, cheat
r_flashlightoffsetright5cl, rep, cheat
r_flashlightoffsetup-5cl, rep, cheat
r_flashlightquadratic0cl, rep, cheat
r_flashlightshadowatten0.35cl, cheat
r_flashlighttracedistcutoff128cl, cheat
r_flashlighttracedistwatercutoff80cl, cheat
r_flashlightvisualizetracefalsecl, cheat
r_flush_on_pooled_ib_resizetruerelease
r_force_engine_render_frameForce a single render of the engine viewport.cmddevonly
r_force_no_presentForce the render device to not present frames.falsecheat
r_force_render_frame_countThe number of frames to render when a5devonly
r_force_thick_hairfalsedevonly, cheat
r_force_zprepass0: Force z prepass off. 1: Force on. -1: Don’t force-1cheat
r_frame_sync_enabletruedevonly
r_freeze_sceneobjectsfalsedevonly, cl
r_freezeparticlesPause particle simulationfalsecheat
r_fullscreen_gammaScreen Gamma (only in fullscreen modes)2.2a
r_fullscreen_quad_single_triangletruedevonly
r_gpu_mem_statsDisplay GPU memory usage.cmddevonly
r_grass_allow_flatteningfalsedevonly
r_grass_alpha_test0devonly
r_grass_density_mode0 = Density corresponds to blade existance, 1 = Density corresponds to blade height, 2 = Both 0 and 10devonly
r_grass_end_fade3000devonly
r_grass_max_brightness_change75devonly
r_grass_quality0 = Off, 1 = Low, 2 = Med, 3 = high, 4 = ultra2devonly
r_grass_start_fade2000devonly
r_grass_vertex_lighting0devonly
r_hair_aotruedevonly
r_hair_debug_guides1: Highlight guide hairs, 2: draw only guide hairs0devonly, cheat
r_hair_indirect_transmittancetruedevonly
r_hair_meshshader0devonly
r_hair_shadowtiletruedevonly
r_hair_voxels-1devonly, cheat
r_hair_wind_global_scale0.3devonly
r_hair_wind_min_noise_speed20devonly
r_hair_wind_motion_scale0.07devonly
r_hair_wind_noise0.2devonly
r_hair_wind_noise_occlusion1devonly
r_hair_wind_noise_size10devonly
r_hair_wind_occlusion2devonly
r_haircull_percent-1devonly, cheat
r_hairsorttruedevonly, cheat
r_impacts_alt_orientationtruedevonly, cl
r_impacts_decal_grazing_incidence_cutoff0.55devonly, cl
r_impacts_decal_grazing_incidence_variance0.1devonly, cl
r_indirectlightingSet to use indirect lightingtruecheat
r_late_particle_job_syncfalsedevonly, cl
r_legacy_vsyncUse legacy vsync mode — for testing for a couple user machines.falsedevonly, hidden
r_light_flickering_enabledtruedevonly, sv, cl, rep
r_light_probe_volume_debug_colorsfalsecheat
r_light_probe_volume_debug_gridShow LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all0cheat
r_light_probe_volume_debug_grid_albedoalbedo for LPV debug grid128 128 128 255cheat
r_light_probe_volume_debug_grid_bboxShow LPV bounding box when debug grid is on, 0: off, 1: ontruecheat
r_light_probe_volume_debug_grid_metalnessmetalness for LPV debug grid0cheat
r_light_probe_volume_debug_grid_prim0: spheres, 1: cubes0cheat
r_light_probe_volume_debug_grid_roughnessroughness for LPV debug grid0.5cheat
r_light_probe_volume_debug_grid_samplesizesphere radius (world) for LPV debug grid4cheat
r_light_sensitivity_modefalsedevonly, cl
r_lighting_onlyfalsedevonly, cl
r_lightmap_bicubic_filteringtruedevonly, cl
r_lightmap_setLightmap set to use, only works on map loadlightmapscheat
r_lightmap_sizeMaximum lightmap resolution.65536devonly
r_lightmap_size_directional_irradianceMaximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size-1devonly
r_limit_particle_job_durationfalsedevonly
r_low_latencyNVIDIA Low Latency/AMD Anti-Lag 2 (0 = off, 1 = on, 2 = NV-only, on + boost)1devonly
r_low_latency_trigger_flashNVIDIA Low Latency Trigger Flashtruedevonly
r_mapextentsSet the max dimension for the map. This determines the far clipping plane16384cl, cheat
r_max_portal_render_targets2devonly, cl
r_max_texture_pool_sizeUpper limit on texture pool size.0devonly
r_mixed_shadows_fade_in_time0.5devonly, sv, cl, rep
r_mixed_shadows_fade_out_time0.5devonly, sv, cl, rep
r_monitor_3dskyboxtruedevonly, cl
r_morphing_enabledtruecheat
r_multigpu_num_gpus_found1devonly
r_multigpu_num_gpus_used1devonly
r_multiscatteringtruedevonly, cl
r_muzzleflashbrightness0.4cl, rep, cheat
r_muzzleflashlinear0.05cl, rep, cheat
r_nearzOverride the near clipping plane. -1 means use the default.-1cl, cheat
r_opaquetruedevonly, cl
r_particle_allowprerendertruedevonly
r_particle_batch_collectionsfalsedevonly
r_particle_cables_cast_shadowstruedevonly
r_particle_cables_culling1devonly
r_particle_cables_culling_bounds_scale1.2devonly
r_particle_cables_dynamic_roundnessfalsedevonly
r_particle_cables_dynamic_roundness_threshold20devonly
r_particle_cables_rendertruedevonly
r_particle_cables_render_meshletstruedevonly
r_particle_cables_visualize_roundnessfalsedevonly
r_particle_debug_filterLimit debug visualizations to substring match of effect namedevonly
r_particle_debug_force_simulation-1 for all asleep, 1 for all awake0devonly
r_particle_debug_randomseedsUse random seeds in debugfalsedevonly
r_particle_debug_show_attributeShow specific attribute when debugging particle systems-1devonly
r_particle_debug_show_control_pointsShow all used controlpointsfalsedevonly
r_particle_debug_show_rope_segmentsShow rope segments when debugging particle systems - specify a number to isolate to that segment id0devonly
r_particle_debug_show_sort_positionShow the sorting position when debugging particle systemsfalsedevonly
r_particle_enable_fastpathtruedevonly
r_particle_explicit_fetchfalsedevonly
r_particle_fixedrandomseedsUse fixed seeds for easier debuggingfalsedevonly
r_particle_gpu_implicittruedevonly
r_particle_gpu_implicit_cull_columnstruedevonly
r_particle_gpu_implicit_debug_bricksfalsedevonly
r_particle_gpu_implicit_debug_statsfalsedevonly
r_particle_gpu_implicit_debug_wireframefalsedevonly
r_particle_gpu_implicit_lds_cachefalsedevonly
r_particle_max_detail_levelThe maximum detail level of particle to create3devonly
r_particle_max_draw_distanceThe maximum distance that particles will render1e+06cheat
r_particle_max_size_cullParticle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.1200devonly
r_particle_max_texture_layers-1devonly
r_particle_min_timestepA minimum on particle simulation time, particle simulation happening more frequently than this will lerp.0devonly
r_particle_mixed_resolution_viewstart500devonly
r_particle_model_newfalsedevonly
r_particle_model_new8truedevonly
r_particle_model_per_thread_count32devonly
r_particle_multiplierRender each particle system N times for perf testing1cheat
r_particle_newinputEnable input path in particle opsfalsedevonly
r_particle_render_refreshes_sleep_timerDisable to get a better look at what’s happening offscreentruedevonly
r_particle_render_testrender particles 100 times and show perffalsedevonly
r_particle_skip_postsimfalsedevonly
r_particle_testbuffersfalsedevonly
r_particle_timescale1devonly
r_particle_warn_threshold_msThreshold to warn about when rendering particles.0devonly
r_particles_memset_at_init0=don’t clear particle attrs at init 1=clear to zero 2=clear to 0xdb -1=clear to zero at first sim1devonly
r_physics_particle_op_spawn_scale1devonly
r_pipeline_stats_command_flushExperimental: Set to 1 to enable full GPU pipeline flushing after each command list.falsedevonly
r_pipeline_stats_flush_before_sleepingExperimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.falsedevonly
r_pipeline_stats_present_flushExperimental: Set to 1 to enable full GPU pipeline flushing after each present.falsedevonly
r_pipeline_stats_use_flush_apiExperimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.truedevonly
r_pixelvisibility_partialtruecheat
r_pixelvisibility_spewfalsecheat
r_post_bloomfalsedevonly, cl
r_post_bloom_strength-1devonly, cl
r_postprocess_enabletruedevonly, cl
r_print_buffersPrint Vertex/Index/GPU buffers.cmddevonly
r_print_texture_statsTexture statscmddevonly
r_printdecalinfoPrints info about decals currently in the scenecmddevonly, cl
r_propsmaxdistMaximum visible distance1200devonly, cl
r_render_coordination_statePrints out the current render coordination state.cmddevonly
r_render_deferred_opaquetruedevonly, cl
r_render_forward_opaquetruedevonly, cl
r_render_hairtruedevonly, cheat
r_render_portalstruedevonly, cl
r_render_to_cubemap_debugfalsedevonly, cl
r_render_world_node_boundsRender world node boundsfalsecheat
r_renderdoc_auto_shader_pdbsAutomatically generate shader debug info on capturetruedevonly
r_renderdoc_capture_frameTriggers a RenderDoc capturecmddevonly
r_renderdoc_capture_window_dx11Triggers a RenderDoc capture of a specific Windowcmddevonly
r_renderdoc_open_capturestruedevonly
r_renderdoc_validation_error_capture_limit5devonly
r_rendersunRender sun lightingtruecheat
r_replay_post_effect-1cl, cheat
r_reset_character_decalsfalsedevonly
r_ropetranslucenttruedevonly, cl
r_screen_size_expansion0devonly, cl
r_setposMoves the camera position + orientation to the specified positioncmddevonly
r_shadowstruecheat
r_shadowtile_waveopsfalse
r_showdebugoverlaysSet to render debug overlaysfalsecheat
r_showdebugrendertargetSet the debug render target to show, 0 == disablefalsecheat
r_showsceneobjectboundsShow scenesystem object bounding boxesfalsecheat
r_showsunshadowdebugrendertargetsSet to render sun shadow render targetsfalsecheat
r_showsunshadowdebugsplitvisSet to render sun shadow split visibility debuggerfalsecheat
r_size_cull_thresholdThreshold of screen size percentage below which objects get culled0.8devonly
r_size_cull_threshold_fade% above the screen size percentage where we will start fading out (==0 will disable fading).0devonly
r_size_cull_threshold_shadowThreshold of shadow map size percentage below which objects get culled0.2cheat
r_skinning_enabledtruecheat
r_skip_precache_validation_checkfalsedevonly
r_smooth_morph_normalstruerelease
r_ssaoSet to use screen-space ambient occlusiontruedevonly
r_ssao_bias0.5devonly
r_ssao_blurtruedevonly
r_ssao_radius30devonly
r_ssao_strength1.2devonly
r_strip_invisible_during_sceneobject_updatefalsedevonly, cl
r_suppress_redundant_state_changestruedevonly
r_texture_budget_dynamicDynamically adjust texture streaming budget based on GPU memory usage.truedevonly
r_texture_budget_thresholdReduce texture memory pool size when this percentage of the budget is full.0.9devonly
r_texture_budget_update_periodTime (in seconds) between updating texture memory budget.0.1devonly
r_texture_eager_evictionfalsedevonly
r_texture_hookup_uses_threadpoolAsync Texture hookup uses its own threadpool instead of the global pool.truedevonly
r_texture_lod_scaleScale factor for requested texture size (texture streaming)1cheat
r_texture_nonstreaming_loadAllow immediately loading mips of textures (when possible) when their headers are loaded, saving IO & reducing latency.truedevonly
r_texture_pool_increase_rateIncrease texture memory pool size by this many MB / s when under budget.64devonly
r_texture_pool_reduce_rateReduce texture memory pool size by this many MB / s when over budget.256devonly
r_texture_pool_sizeTotal size of the texture pool in MB1600devonly
r_texture_stream_max_resolutionMaximum resolution for top mip level in streaming textures2147483647devonly
r_texture_stream_mip_biasBiases the mip level the texture streaming system choses to stream for each texture.0devonly
r_texture_stream_resolution_bias1devonly
r_texture_stream_resolution_bias_decrease_rate0.1devonly
r_texture_stream_resolution_bias_increase_rate0.05devonly
r_texture_stream_resolution_bias_min1devonly
r_texture_stream_resolution_bias_update_period0.5devonly
r_texture_stream_throttle_amount10devonly
r_texture_stream_throttle_count3devonly
r_texture_stream_throttle_count_over_budget1devonly
r_texture_streaming_timeslicedtruedevonly
r_texture_streamout_unthrottle_msAfter hitting throttling limits for streamout, allow it to continue up to this number of milliseconds.0.2devonly
r_texturefilteringquality0: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x1devonly
r_textures_evict_allEvict all resident texture.cmddevonly
r_threaded_particle_creationtruedevonly
r_threaded_particlestruedevonly
r_threaded_scene_object_updatetruedevonly, cl
r_timestamp_query_multiplierSet the TIMESTAMP query cycle multiplier, for drivers that lie1devonly
r_toggleviewportsizeToggles viewport size between small + full window.cmddevonly
r_translucentEnable rendering of translucent geometrytruecheat
r_update_particles_on_render_only_framesfalsedevonly, cl
r_use_memory_budget_modelUse a model of GPU memory use to determine budget rather than querying the OS.falsedevonly
r_validate_texture_streamingDumps state of texture streaming at the next frame boundary.falsedevonly
r_vconsole_foregroundforcerenderWhen VConsole is in the foreground, force all engine & tools to rendertruedevonly
r_viewportSlams viewport size to a specified value.cmddevonly
r_wait_on_presentfalsedevonly
r_world_frame_load_threshold_ms10devonly
r_world_wind_dir0.707 0.707 0devonly
r_world_wind_frequency_grass0.03devonly
r_world_wind_frequency_trees0.003devonly
r_world_wind_offset_speed0.25 0.3 0.2devonly
r_world_wind_smooth_time2devonly
r_world_wind_strength40devonly
r_zprepass_normals0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.falsecheat
ragdoll_biped_settle_duration1.5sv, cheat
ragdoll_biped_settle_force0.5sv, cheat
ragdoll_biped_settle_lift_force0.2sv, cheat
ragdoll_biped_settle_start_time0.5sv, cheat
ragdoll_biped_settle_vertical_limit0.7sv, cheat
ragdoll_cleanup_allCleans up all ragdolls.cmdsv, cl, cheat
ragdoll_debug_item_detachmentfalsedevonly, sv, rep
ragdoll_fixup_joint_limitsAdjusts bone transforms so that physics joints don’t appear violated (limits)truedevonly, sv, rep
ragdoll_fixup_joint_limits_max_heightDisable ragdoll_fixup_joint_limits on joints too high in the hierarchy because long chains tend to depend on violating limits1devonly, sv, rep
ragdoll_fixup_joint_orientationAdjusts bone transforms so that physics joints don’t appear violated (orientation)truedevonly, sv, rep
ragdoll_fixup_joint_orientation_max_heightDisable ragdoll_fixup_joint_orientation on joints too high in the hierarchy because small differences can massively accumulate (e.g. long chains)10devonly, sv, rep
ragdoll_fixup_joint_translationAdjusts bone transforms so that physics joints don’t appear violated (translation)truedevonly, sv, rep
ragdoll_impact_strength500devonly, cl
ragdoll_lru_debug_removalfalsesv, cl, rep, cheat
ragdoll_lru_min_age10sv, cl, rep, cheat
ragdoll_move_entityfalsesv, cl, rep, cheat
ragdoll_override_root_orientationtruedevonly, sv, rep
ragdoll_parallel_pose_controlfalsedevonly, sv, cl, rep
ragdoll_prop_settleEnable more aggressive ragdoll settlingtruedevonly, sv, rep
ragdoll_prop_sleepaftertimeAfter this many seconds of being basically stationary, the ragdoll will go to sleep.4devonly, sv, rep
ragdoll_prop_sleepdisabletimeRagdoll is not allowed to physically sleep until this timer has elapsed.1.5devonly, sv, rep
ragdoll_resolve_initial_conflictfalsesv, cl, rep, cheat
ragdoll_resolve_separationfalsesv, cl, rep, cheat
ragdoll_scale_sleep_tolerancetruedevonly, sv, rep
ragdoll_update_from_weightsfalsesv, cl, rep, cheat
ragdoll_visualize_creation_skeletonfalsedevonly, sv, rep
ragdoll_vphysics_scaleHow much we scale physics impacts against the ragdoll.0.5devonly, sv, rep
rangefinderMeasures distance along a raycmdsv, cheat
rangefinder2dMeasures distance along a ray, only measuring along XY plane.cmdsv, cheat
rateMin bytes/sec the host can receive data786432a, user
ray_benchLoad the rays and run the benchmarkcmddevonly, sv
rconIssue an rcon command.cmdnorecord, release
rcon_addressAddress of remote server if sending unconnected rcon commands (format x.x.x.x:p)norecord, release, server_cannot_query
rcon_connected_clients_allowAllow clients to use rcon commands on server.truerep, release
rcon_passwordremote console password.norecord, release, server_cannot_query
recast_mark_overhangEnable/disable overhang detectionfalsesv, rep, cheat
recast_partitioning0 = watershed, 1 = monotone, 2 = layers0sv, rep, cheat
recordRecord a demo.cmdcheat, norecord, release
redirectendRedirect server console outputcmdhidden, release
redirectstartRedirect server console outputcmdhidden, release
reload_modelForce a reload of a vmdl resourcecmddevonly
reloadgameReload the most recent saved game.cmdcheat
remove_weaponRemove a weapon held by the player.
Arguments: <weapon subclass name>
cmdsv, cheat
removeidRemove a user ID from the ban list.cmddevonly
removeipRemove an IP address from the ban list.cmddevonly
repeat_last_console_commandRepeat last console command.cmdrelease
replay_deathstart hltv replay of last deathcmdsv, cheat
replay_debug0rep, release
replay_startStart Source2 TV replay: replay_start <delay>|stash [<player name or index>]cmdsv, cheat
replay_stopstop hltv replaycmdsv
report_cliententitysimList all clientside simulations and time - will report and turn itself off.falsecl, cheat
report_clientthinklistList all clientside entities thinking and time - will report and turn itself off.falsecl, cheat
report_connection_failure_percentage0devonly
report_entitiesLists all entitiescmddevonly, sv, cheat
report_simthinklistLists all simulating/thinking entitiescmddevonly, sv
report_soundpatchreports sound patch countcmddevonly, sv
reset_cameraPitch the camera back toward the horizon over time. Use citadel_reset_camera_duration_ms to tweak the speed.cmdcl, release
reset_gameconvarsReset game convars to default valuescmdcheat
reset_voice_on_input_stalloutIf true, resets the input device when there was a long enough hitch between callbacks.falseuser
resource_leaksresource_leaks <resource_name>: Show resource leaks for the named resourcecmddevonly
resource_listList loaded resources matching a substringcmddevonly
resource_log_allocate_timingLog time spent in Allocate for all resource typescmddevonly
resource_manifest_validate_modulesScan all of the loaded modules and validate any resource manifests foundcmddevonly
resource_repeated_reloadresource_repeated_reload <count> <resource_name> (<resource name> …): Load and unload the specified resource(s)cmddevonly
resource_reset_allocate_timingReset tracked time spent in Allocate (see resource_log_allocate_timing)cmddevonly
resourcesystem_multiframe_finalize_time_msecMax time to spend finalizing resources per frame in miliseconds.10devonly
respawn_playerRespawns the player from death!
cmdsv, cheat
restartPoor man’s restart: reload the current map from disk.cmdcheat
rope_averagelightMakes ropes use average of cubemap lighting instead of max intensity.truedevonly, cl
rope_collideCollide rope with the world1devonly, cl
rope_shakefalsedevonly, cl
rope_smooth_enlargeHow much to enlarge ropes in screen space for antialiasing effect1.4devonly, cl
rope_smooth_maxalphaAlpha for rope antialiasing effect0.5devonly, cl
rope_smooth_maxalphawidth1.75devonly, cl
rope_smooth_minalphaAlpha for rope antialiasing effect0.2devonly, cl
rope_smooth_minwidthWhen using smoothing, this is the min screenspace width it lets a rope shrink to0.3devonly, cl
rope_subdivRope subdivision amount2devonly, cl
rope_wind_distDon’t use CPU applying small wind gusts to ropes when they’re past this distance.1000devonly, cl
rpg_camera_yaw90devonly, cl, rep, cheat
rr_debugclassnameIf set, rr_debugclassname will print only response tests where ‘classname’ corresponds to this variable. Use to filter for a specific character.devonly, sv, cl, rep
rr_debugresponseconceptIf set, rr_debugresponseconcept will print only responses testing for the specified conceptdevonly, sv, cl, rep
rr_debugresponsesShow verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.0devonly, sv, cl, rep
rr_debugruleIf set to the name of the rule, that rule’s score will be shown whenever a concept is passed into the response rules system.devonly, sv, cl, rep
rr_dump_rulesPrint all response rulescmdsv, cheat
rr_followup_maxdist’then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance.1800sv, cheat
rr_forceconceptfire a response concept directly at a given character.
USAGE: rr_forceconcept <target name or index> <concept> “criteria1:value1,criteria2:value2,…“
criteria values are optional.
cmdsv, cheat
rr_reloadresponsesystemsReload all response system scripts.cmdsv, cheat
rr_thenany_score_slopWhen computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be considered.0sv, a, cheat
rs_dump_statsrs_dump_stats - Dump resourcesystem stats.cmddevonly
rtx_dynamic_blasAllow dynamic BLAS creation for geometry going through the compute shader skinning path.truedevonly
rtx_dynamic_blas_cachingCache dynamic BLAS if geometry has not changedtruedevonly
rtx_force_default_hitgroupForces all ray traced geometry to use default hit shaders instead of specialized ones.falsedevonly
rtx_perf_statsReport RTX perf stats at N bounces. -1 means no report-1devonly, cl
rtx_texture_resolutionSets the texture resolution the raytracer will mark to stream in512devonly
run_perftestExecute perftest.cfgcmdcheat, norecord
run_voicecontainer_asyncfalsedevonly
saveSave Gamecmddevonly, sv, norecord
save_animgraph_recordingSaves all active animgraph recordings to disk
Arguments: automaticallyOpenInAnimgraphEditor
cmdsv, cheat
save_asynctruedevonly, sv
save_clear_subdirectorycmddevonly, sv, rep
save_fake_hitchForce a busy wait for the specified number of milliseconds during save to simulate a hitch0devonly, sv
save_finish_asynccmddevonly, sv
save_history_countKeep this many old copies in history of autosaves and quicksaves.1devonly, sv
save_maxarray_spewMax number of array entries to spew when using SaveRestoreIO spewing.10sv, release
save_parallelfalsedevonly, sv, cl, rep
save_screenshot0 = none, 1 = non-autosave, 2 = always, 3 = bug_only2devonly, sv
save_set_subdirectorycmddevonly, sv, rep
save_showelapsedtimedisplay up-to-date elapsed play timecmddevonly, sv
save_spewfalsedevonly, sv, cl, rep
save_version0: (V0) Legacy save format, 1: (V1) KeyValues3 save format, 2: (V2) KV3Transfer saves1devonly, sv, cl, rep
save_watchclassRestrict spew to entities with matching classnamecmddevonly, sv
save_watchentityRestrict spew to entity indexcmddevonly, sv
save_write_kv3Write the KV3 entity data as a text file in the save directoryfalsedevonly, sv, cl, rep
saving_enabledtruedevonly, sv, cl, rep
sayDisplay player messagecmdsv
say_chatOpens chat menu to chat with everyonecmdcl, release
say_chat_teamOpens chat menu to chat with Alliescmdcl, release
say_teamDisplay player message to teamcmdsv
sc_aggregate_bvhtruedevonly
sc_aggregate_bvh_threshold128devonly
sc_aggregate_debug_draw_meshletsSceneSystem/Aggregates/Visualize Meshlets0devonly
sc_aggregate_debug_draw_meshlets_boundsVisualize meshlet bounds and cone axis. Mesh shader only.falsedevonly
sc_aggregate_debug_visualizerSceneSystem/Aggregates/Debug Visualizerfalsedevonly, cheat
sc_aggregate_fragment_mergingtruedevonly
sc_aggregate_gpu_cullingToggles GPU culling of aggregate meshestruedevonly
sc_aggregate_gpu_culling_conservative_boundsfalsedevonly
sc_aggregate_gpu_culling_show_culledSceneSystem/Aggregates/Show GPU Culled Meshesfalsedevonly
sc_aggregate_gpu_occlusion_cullingtruedevonly
sc_aggregate_gpu_vis_cullingtruedevonly
sc_aggregate_indirect_draw_compactionUse multidrawindirect…count if the driver/hardware supports ittruerelease
sc_aggregate_indirect_draw_compaction_thresholdThreshold of indirect draws when we will do compaction8release
sc_aggregate_instance_streamsEnable instance streamstruedevonly
sc_aggregate_material_solodevonly, cheat
sc_aggregate_render_mesh_shaderUsing mesh shaders if available instead of drawcallstruedevonly
sc_aggregate_rtproxy_debug_visualizerSceneSystem/Aggregates/RT Proxy Debug Visualizerfalsedevonly, cheat
sc_aggregate_rtproxy_instanced_geotruedevonly, cheat
sc_aggregate_rtproxy_unique_geotruedevonly, cheat
sc_aggregate_show_outside_visfalsedevonly
sc_allow_dithered_lodAllow use of dithered lod transitionstruedevonly
sc_allow_dynamic_constant_batchingtruedevonly
sc_allow_precomputed_vismemberstruedevonly
sc_allow_write_depth_before_blendtruedevonly
sc_barnlight_enable_precomputed_visEnable use of precomputed vis membership for lights (requires map restart)truedevonly
sc_batch_layer_cb_updatestruedevonly
sc_cache_envmap_lpv_lookuptruedevonly
sc_clutter_density_full_sizeScreen-size where clutter will be full density0.0075devonly
sc_clutter_density_none_sizeScreen-size where clutter will be gone0.0035devonly
sc_clutter_desity_overridefalsedevonly
sc_clutter_enableSceneSystem/Clutter/Draw Cluttertruedevonly
sc_disableThreadingfalsecheat
sc_disable_baked_lightingfalsedevonly
sc_disable_culling_boxesfalsecheat
sc_disable_procedural_layer_renderingfalsecheat
sc_disable_shadow_fastpathfalsecheat
sc_disable_spotlight_shadowsfalsecheat
sc_disable_world_materialsfalsecheat
sc_dithered_lod_transition_amtPercentage of the transition between two lods we will apply a dither0.075devonly
sc_draw_aggregate_meshesSceneSystem/Aggregates/Draw Aggregatestruedevonly
sc_dump_listscheat
sc_dumpworldDump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)cmdcheat
sc_dumpworld3dDump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)cmdcheat
sc_enable_discardtruedevonly
sc_extended_statsfalsecheat
sc_fade_distance_scale_override-1cheat
sc_force_lod_level-1cheat
sc_force_materials_batchablefalsecheat
sc_force_single_display_list_per_layerfalsedevonly
sc_force_translation_in_projectionIf enabled, the camera’s translation will be included in the projection matrix.falsecheat
sc_hdr_enabled_overrideOverride default setting for HDR rendering. -1 default, 0 NoHdr, 1 Hdr, 2 Hdr 1010102 3 Hdr 111110-1devonly
sc_imgui_show_debug_logSceneSystem/Imgui/Show Debug Logfalsedevonly, cheat
sc_imgui_show_id_stackSceneSystem/Imgui/Show ID Stack Toolfalsedevonly, cheat
sc_imgui_show_metricsSceneSystem/Imgui/Show Metricsfalsedevonly, cheat
sc_instanced_debug_visualizerSceneSystem/Instanced/Debug Visualizerfalsedevonly, cheat
sc_instanced_gpu_culling_show_culledSceneSystem/Instanced/Show GPU Culled Meshletsfalsedevonly
sc_instanced_material_solodevonly, cheat
sc_instanced_mesh_enableSceneSystem/Instanced/Draw Instancedtruedevonly, cheat
sc_instanced_mesh_gpu_cullingToggles GPU culling of instanced meshestruedevonly
sc_instanced_mesh_gpu_density_cullingToggles density culling (if enabled)truedevonly
sc_instanced_mesh_gpu_occlusion_cullingToggles GPU occlusion of instanced meshestruedevonly
sc_instanced_mesh_gpu_vis_cullingToggles GPU vis of instanced meshestruedevonly
sc_instanced_mesh_lod_biasBias for LOD selection of instanced meshes1.25devonly
sc_instanced_mesh_lod_bias_shadowBias for LOD selection of instanced meshes in shadowmaps1.75devonly
sc_instanced_mesh_mesh_shaderToggles mesh shader rendering for instanced meshestruedevonly
sc_instanced_mesh_motion_vectorsToggles motion vector support for instanced meshestruedevonly
sc_instanced_mesh_opaque_fadeToggles fade support for instanced meshestruedevonly
sc_instanced_mesh_size_cull_biasBias for size culling of instanced meshes1.5devonly
sc_instanced_mesh_size_cull_bias_shadowBias for size culling instanced meshes in shadowmaps2devonly
sc_instanced_mesh_solodevonly, cheat
sc_keep_all_layersfalsedevonly
sc_layer_batch_threshold128devonly
sc_layer_batch_threshold_fullsort80devonly
sc_list_extradata_allocationsPrints out the overall extra data allocation countscmddevonly
sc_listworldsList all the active sceneworldscmdcheat
sc_max_framebuffer_copies_per_layer1devonly
sc_mesh_backface_cullingtruedevonly
sc_no_cullfalsedevonly
sc_no_visfalsedevonly
sc_only_render_opaquefalsecheat
sc_only_render_shadowcastersfalsecheat
sc_particle_debug_visualizerSceneSystem/Particles/Debug Visualizerfalsedevonly, cheat
sc_reject_all_objectsfalsecheat
sc_rendergraph_debug_visualizerSceneSystem/RenderGraph Visualizerfalsedevonly
sc_screen_size_lod_scale_override-1cheat
sc_setclassflagsLow level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>
cmdcheat
sc_shadow_depth_bias256devonly
sc_shadow_depth_bias_clamp0devonly
sc_shadow_depth_bias_state_overridefalsedevonly
sc_shadow_slopescale_depth_bias2.13devonly
sc_show_cs_skinning_statsSceneSystem/Compute Skinning Statsfalsedevonly, cheat
sc_show_gpu_profilerSceneSystem/GPU Profilerfalsedevonly, cheat
sc_show_hair_debug_uiSceneSystem/Hair Debug UIfalsedevonly, cheat
sc_show_object_browserSceneSystem/SceneObject Browserfalsedevonly, cheat
sc_show_texture_visualizerSceneSystem/Texture Visualizerfalsedevonly, cheat
sc_show_view_profilerSceneSystem/View Profilerfalsedevonly, cheat
sc_showclassesList the object class names known by scenesystem
cmdcheat
sc_skip_traversalfalsecheat
sc_spew_cmt_usagefalsedevonly
sc_throw_away_all_layersfalsedevonly
sc_use_clear_subrectfalsedevonly
sc_view_profiler_frame_averaging10devonly
sc_visualize_batchescolor per batch0devonly
sc_visualize_sceneobjectsSceneSystem/Visualize SceneObject ModeSCENEOBJECT_VIS_NONEdevonly
scale_function_dumpPrint out all scale functions.cmdsv, cheat
scene_clientflexDo client side flex animation.truedevonly, sv, cl, rep
scene_coordinator_add_requestAdd a request to the scene coordinatorcmddevonly, sv
scene_maxcaptionradiusOnly show closed captions if recipient is within this many units of speaking actor (0==disabled).1200devonly, sv
scene_panel_rotate_drag0.19devonly, cl
scene_panel_rotate_frametime_multiplier1devonly, cl
scene_panel_rotate_grab_scale0.5devonly, cl
scene_panel_rotate_scale2devonly, cl
scene_playvcdPlay the given VCD as an instanced scripted scene.cmdsv, cheat
scene_printWhen playing back a scene, print timing and event info to console.0devonly, sv, cl, rep
scene_showfacetoWhen playing back, show the directions of faceto events.falsesv, a, cheat
scene_showmovetoWhen moving, show the end location.falsesv, a
scene_vcdautosaveCreate a savegame before VCD playbackfalsedevonly, cl
schema_all_list_bindingsschema_all_list_bindings <substring> - List all scopes registered schema bindings (classes & enums). If no substring, list them all.cmddevonly
schema_detailed_class_layoutschema_detailed_class_layout <class_name> - Print a detailed memory layout of the class (including inline structs).cmddevonly
schema_dump_bindingschema_dump_binding <class_or_enum_name> - Print information about the named class or enum.cmddevonly
schema_list_bindingsschema_list_bindings <substring> - List registered global-scope schema bindings (classes & enums). If no substring, list them all.cmddevonly
schema_meta_statsschema_meta_stats [<options>]- Print a summary of schemasystem metadata statistics.cmddevonly
schema_statsschema_stats - Print a summary of various schemasystem statistics.cmddevonly
screenmessage_notifytimeHow long to display screen message text8devonly, sv
screenmessage_showEnable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present-1cheat
screenshotTake a screenshot: screenshot [filename]cmddevonly
screenshot_heightScreenshot height. -1 for screen height.-1devonly
screenshot_prefixSet the screenshot auto naming prefix.shotdevonly
screenshot_subdirSet the screenshot directory.screenshotsdevonly
screenshot_widthScreenshot width. -1 for screen width.-1devonly
script_add_debug_filterAdd a filter to the game debug overlaycmdsv, cheat
script_add_watchAdd a watch to the game debug overlaycmdsv, cheat
script_add_watch_patternAdd a watch to the game debug overlaycmdsv, cheat
script_attach_debuggerConnect the vscript VM to the script debuggercmdsv, cheat
script_attach_debugger_at_startupfalsedevonly, sv
script_break_in_native_debugger_on_errorfalsedevonly, sv
script_clear_watchesClear all watches from the game debug overlaycmdsv, cheat
script_debugToggle the in-game script debug featurescmdsv, cheat
script_dump_allDump the state of the VM to the consolecmdsv, cheat
script_findFind a key in the VMcmdsv, cheat
script_helpOutput help for script functionscmdsv, cheat
script_help2Output help for script functions suitable for auto-completioncmddevonly, sv
script_reloadReload scriptscmdsv, cheat
script_reload_codeExecute a vscript file, replacing existing functions with the functions in the run scriptcmdsv, cheat
script_reload_entity_codeExecute all of this entity’s VScripts, replacing existing functions with the functions in the run scriptscmdsv, cheat
script_remove_debug_filterRemove a filter from the game debug overlaycmdsv, cheat
script_remove_watchRemove a watch from the game debug overlaycmdsv, cheat
script_remove_watch_patternRemove a watch from the game debug overlaycmdsv, cheat
script_resurrect_unreachableUse the garbage collector to track down reference cyclescmdsv, cheat
script_trace_disableTurn off a particular trace output by file or function namecmdsv, cheat
script_trace_disable_allTurn off all trace outputcmdsv, cheat
script_trace_disable_keyTurn off a particular trace output by table/instancecmdsv, cheat
script_trace_enableTurn on a particular trace output by file or function namecmdsv, cheat
script_trace_enable_allTurn on all trace outputcmdsv, cheat
script_trace_enable_keyTurn on a particular trace output by table/instancecmdsv, cheat
scrubberScrub system off - not a dev buildcmddevonly
sdrAn old command that has been renamed to ‘net_option’cmdrelease
sensitivityMouse sensitivity.1.25cl, a, user, per_user
sensitivity_y_scaleMultiplies the mouse Y axis for finer pitch vs yaw aim1cl, a, user, per_user
server_dump_lobbyPrints server lobby objectcmddevonly, sv
server_dump_signoutDumps informaiton about the current signout systemcmddevonly, sv
server_dump_statePrints current server statecmddevonly, sv
server_game_timeGives the game time in seconds (server’s curtime)cmddevonly, sv
server_gc_statusCheck status of connection to the GCcmddevonly, sv
server_max_signout_duration_no_steam_connection_s5400devonly, sv
server_max_signout_duration_s10800devonly, sv
server_mem_record_after_time_minThe number of minutes required to have elapsed before recording a memory sample5devonly, sv
server_mem_record_interval_minThe number of minutes required between memory samples. Set to 0 to disable memory sampling0devonly, sv
server_mem_record_threshold_mbThe amount of outstanding memory required to trigger a memory report. 0 disables.0devonly, sv
server_signout_backoff_max40devonly, sv
server_signout_backoff_min1devonly, sv
server_signout_backoff_scale_s10devonly, sv
server_signout_record_custom_user_statstruedevonly, sv
server_test_crashCrashes the server to test crash detection and minidumpscmddevonly, sv
servercfgfileserver.cfgsv, release
servervoice_clearservervoice_clearcmddevonly, cl
servervoice_dumpservervoice_dumpcmddevonly, cl
setangSnap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).cmdsv, cheat
setang_exactSnap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).cmdsv, cheat
setinfoAdds a new user info valuecmdclientcmd_can_execute
setmodelChanges’s player’s modelcmdsv, cheat
setpauseSet the pause state of the server.cmdrelease
setposMove player to specified origin (must have sv_cheats).cmdsv, cheat
setpos_exactMove player to an exact specified origin (must have sv_cheats).cmdsv, cheat
setpos_playerMove specified player to specified origin (must have sv_cheats).cmdsv, cheat
shadowcachedebugger_showdebugwindowCitadel/Graphics/Shadow Cache Debuggerfalsedevonly, cl, a, rep, cheat
shakeShake the screen.cmdsv, cheat
shake_showDisplays a list of the active screen shakes.falsedevonly, cl
shake_stopStops all active screen shakes.
cmdcl, cheat
shake_testpunchTest a punch-style screen shake.
cmdcl, cheat
shatterglass_breakcmdsv, cheat
shatterglass_cleanuptruesv, cl, rep, cheat
shatterglass_cleanup_max200sv, cl, rep, cheat
shatterglass_debugfalsesv, cl, rep, cheat
shatterglass_hit_tolerance2sv, cl, rep, cheat
shatterglass_restorecmdsv, cheat
shatterglass_shard_lifetime15sv, cl, rep, cheat
show_botmatch_warningForce showing the botmatch warning during pause.falsedevonly, cl
show_steam_idPrints out the local user’s Steam ID. Handy for getting account ID for a playercmdcl, release
show_visibility_boxesEnable or Disable debug display of visibility boxesfalsecl, cheat
showconsoleShow the console.cmdnorecord, release
showentsDump entity list to console.cmdsv, cheat
showtriggersEnable or Disable showing trigger entitiescmdsv, cheat
showtriggers_toggleDisplays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays.
Arguments: {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
silence_dspWhen on, silences all DSP mixes.falsecheat
sk_autoaim_mode1sv, cl, a, rep
sk_player_arm1devonly, sv
sk_player_chest1devonly, sv
sk_player_head2devonly, sv
sk_player_leg1devonly, sv
sk_player_stomach1devonly, sv
skel_constraints_enabletruerep, cheat
skel_debugdevonly, sv, cl, rep
skeleton_instance_debug_bodygroupsDebug bodygroupsfalsedevonly, sv, cl, rep, cheat
skeleton_instance_lod_optimizationCompute LOD mask internally like since 2016, i.e. force all LOD groups’ bones to computefalsedevonly, sv, cl, rep
skeleton_instance_scaleset_enabletruesv, cl, rep, cheat
skeleton_instance_smear_boneflagsSmear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.falsesv, cheat
skeleton_physics_joint_fixuptruedevonly, sv, cl, rep, cheat
skillGame skill level.1sv, cl, a, rep, per_user
smoothstairsSmooth player eye z coordinate when traversing stairs.truedevonly, sv, cl, rep
snaptocmddevonly, cl
snd_arrangement_startStarts the specified arrangement.cmdcheat
snd_async_flushFlush all unlocked async audio datacmddevonly
snd_async_showmemShow async memory statscmddevonly
snd_async_showmem_musicShow async memory stats for just non-streamed musiccmddevonly
snd_async_showmem_summaryShow brief async memory statscmddevonly
snd_async_spew_blockingSpew message to console any time async sound loading blocks on file i/o.0devonly
snd_autodetect_latencytruea
snd_boxverb_simdEnable SIMD code path for shoebox reverb processor.truedevonly
snd_boxverb_simd_svf0 = use biquad instead of svf, 1 = use vectorized svf, 2 = use scalar svf1devonly
snd_break_on_start_soundeventUse to debug break on any soundevent that is started matching this namesv, cl, rep, cheat
snd_castCasts a ray and starts a sound event where the ray hits. The sound event will retrigger periodically if cl_snd_cast_retrigger is set. The sound event will clear previous snd_cast events if cl_snd_cast_clear is set. Usage: snd_cast <eventname> [<retrigger time>] [<max distance>]. Arguments that are specified will become defaults for the remainder of the session.cmdcheat
snd_compare_KV_convertfalsedevonly
snd_compare_soundeventsCompare the compiled and loaded contents of 2 soundevents.cmddevonly, cheat
snd_delay_sound_ms_maxSound device synchronization max delay (ms)250devonly
snd_delay_sound_ms_shiftSound device synchronization shift (ms)23devonly
snd_diffusor_simdEnable SIMD code path for diffusor processor.falsedevonly
snd_disable_mixer_duckfalsecheat
snd_disable_mixer_solofalsecheat
snd_dsp_distance_max2000cheat
snd_dsp_distance_min20cheat
snd_duckerattacktime0.5a
snd_duckerreleasetime2.5a
snd_duckerthreshold0.15a
snd_ducktovolume0.55a
snd_enable_imguiGame/Sound System Debuggerfalsedevonly, a, cheat
snd_enable_subgraph_corenull_passthroughtruedevonly
snd_enable_subgraph_logfalsedevonly
snd_envelope_rate100cheat
snd_event_cone_debugfalsedevonly, sv, cl, rep, cheat
snd_event_oriented_box_debugfalsedevonly, sv, cl, rep, cheat
snd_event_oriented_lerp_max_distance64devonly, sv, cl, rep, cheat
snd_event_oriented_lerp_min_distance24devonly, sv, cl, rep, cheat
snd_filtercheat
snd_foliage_db_lossfoliage dB loss per 1200 units4sv, cheat
snd_front_headphone_positionSpecifies the position (in degrees) of the virtual front left/right headphones.cmddevonly
snd_front_stereo_speaker_positionSpecifies the position (in degrees) of the virtual front left/right speakers.cmddevonly
snd_front_surround_speaker_positionSpecifies the position (in degrees) of the virtual front left/right speakers.cmddevonly
snd_gain1a
snd_gain_max1cheat
snd_gain_min0.01cheat
snd_gamevoicevolumeGame v.o. volume1a
snd_gamevolumeGame volume1a
snd_get_physics_surface_propertiesGet physics surface properties for all the materials.cmdcheat
snd_group_cluster_debugfalserep, cheat
snd_group_occlusion_debugfalsedevonly
snd_group_priority_debugfalserep, cheat
snd_group_priority_max_tolerance0.05rep, cheat
snd_headphone_pan_exponentSpecifies the exponent for the pan xfade from phone to phone if the “exp” pan law is being used.cmddevonly
snd_headphone_pan_radial_weightApply cos(angle) * weight before pan lawcmddevonly
snd_hrtf_distance_behindHRTF calculations will calculate the player as being this far behind the camera.0devonly
snd_listcheat
snd_list_deferred_soundeventsList all current deferred load soundeventscmddevonly, cheat
snd_list_soundeventsList all available soundeventscmddevonly, cheat
snd_list_soundevents_by_stackList all available soundevents using specified stack namecmddevonly, cheat
snd_log_empty_event_entitiesLogs the sound event entities that have empty names.falsecl, cheat
snd_mergemethodSound merge method (0 sum and clip, 1 max, 2 == avg).1devonly
snd_min_latencyfalsedevonly, cheat
snd_mix_asynctruedevonly, cheat
snd_mixahead0.001a
snd_mixer_master_dsp1cheat
snd_mixer_master_level1cheat
snd_musicvolumeMusic volume1a
snd_mute_losefocustruea
snd_new_visualizeDisplays soundevent name played at it’s 3d positionfalsesv, cheat
snd_occlusion_bounces1rep, cheat
snd_occlusion_debugfalsesv, cl, rep, cheat
snd_occlusion_debug_listener_posdevonly, cheat
snd_occlusion_indirect_max0.7devonly, cheat
snd_occlusion_indirect_min0.01devonly, cheat
snd_occlusion_indirect_radius120devonly, cheat
snd_occlusion_min_wall_thickness4rep, cheat
snd_occlusion_override-1devonly, rep, cheat
snd_occlusion_rays4rep, cheat
snd_occlusion_reportfalsedevonly, cheat
snd_occlusion_visualizefalsedevonly, cheat
snd_op_test_convar720cheat
snd_opvar_set_point_debugfalsesv, cl, rep, cheat
snd_opvar_set_point_update_interval0.2devonly, sv, cl, rep
snd_opvar_set_point_update_interval_fast0.0333devonly, sv, cl, rep
snd_print_activetracksList all active trackscmdcheat
snd_print_arrangementsList all available sequence arrangmentscmdcheat
snd_print_current_mixer_mixgroupGet data related to mix group matching stringcmddevonly
snd_print_samplersList all available samplerscmdcheat
snd_print_sequencesList all available midi sequencescmdcheat
snd_print_soundeventPrint the data associated with the specified soundevent.cmddevonly
snd_print_soundevent_default_public_propertiesPrint the default public properties of a specified soundevent. Values do not reflect values set on the soundevent. For that see “snd_print_soundevent”cmddevonly
snd_purge_vsnd_tablePurges the VSnd tablecmddevonly
snd_rear_headphone_positionSpecifies the position (in degrees) of the virtual rear left/right headphones.cmddevonly
snd_rear_stereo_scale1rep, cheat
snd_rear_stereo_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.cmddevonly
snd_rear_surround_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.cmddevonly
snd_refdbReference dB at snd_refdist60cheat
snd_refdistReference distance for snd_refdb36cheat
snd_remove_all_soundeventsRemove all soundeventscmddevonly, cheat
snd_remove_soundeventRemove the specified soundeventcmddevonly, cheat
snd_report_audio_nantruerelease
snd_report_verbose_errorIf set to 1, report more error found when playing sounds.
falsecheat
snd_samplers_play_notePlay a note from a specified samplercmdcheat
snd_samplers_stop_noteStop a note from a specified samplercmdcheat
snd_sequence_set_track_bpmSets the tempo of the specified trackcmdcheat
snd_sequence_set_track_transposeSets the transposition of the specified trackcmdcheat
snd_sequence_stop_all_tracksStops all currently playing sequencescmdcheat
snd_sequence_stop_trackStops the specified trackcmdcheat
snd_sequencer_show_bpmfalsecheat
snd_sequencer_show_eventsfalsecheat
snd_sequencer_show_quantize_queuefalsecheat
snd_set_physics_surface_propertiesSet physics surface properties for materials. Usage: <heuristic #> <commit>cmdcheat
snd_setmixerSet named Mixgroup of current mixer to mix vol, mute, solo.cmddevonly
snd_setmixlayerSet named Mixgroup of named mix layer to mix vol, mute, solo.cmddevonly
snd_showclassname0cheat
snd_showstart0cheat
snd_side_surround_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.cmddevonly
snd_sos_block_global_stackfalsecheat
snd_sos_block_stop_global_stacktruecheat
snd_sos_calc_angle_debugfalserep, cheat
snd_sos_cl_soundevent_pause_lastTestcmddevonly, cl
snd_sos_cl_soundevent_startTestcmddevonly, cl
snd_sos_cl_soundevent_stop_lastTestcmddevonly, cl
snd_sos_cl_soundevent_unpause_lastTestcmddevonly, cl
snd_sos_compare_operator_stacksCompares 2 operator stacks and spews any errorscmdcheat
snd_sos_debug_trigger_opvarfalsedevonly, sv
snd_sos_enable_nan_checkfalsedevonly
snd_sos_flush_operatorsFlush and re-parse the sound operator systemcmdcheat
snd_sos_get_operator_field_infoCurrently gets info for a single operator fieldcmdcheat
snd_sos_hide_simple_parameter_overwrite_warningstruedevonly
snd_sos_ingame_debugfalsecheat
snd_sos_limit_selffalsedevonly
snd_sos_list_operator_updatesfalsecheat
snd_sos_max_event_base_depth10devonly
snd_sos_opvar_debugfalsecheat
snd_sos_pause_soundeventPause the specified soundevent in the listcmdcheat
snd_sos_pause_systemfalsecheat
snd_sos_print_addfield_dupesfalsecheat
snd_sos_print_class_sizesPrints the sizes of relevant sos classes.cmdcheat
snd_sos_print_field_name_stringsPrints a list of currently cached field name stringscmdcheat
snd_sos_print_field_referencesfalsecheat
snd_sos_print_fpsfalsecheat
snd_sos_print_full_field_infofalsecheat
snd_sos_print_groupsPrints the current state of the groups systemcmdcheat
snd_sos_print_operator_stackPrints a master list of currently exposed variablescmdcheat
snd_sos_print_operator_stack_operatorPrints an operator from a stackcmdcheat
snd_sos_print_operator_stacksPrints a list of currently available stackscmdcheat
snd_sos_print_operatorsPrints a list of currently available operatorscmdcheat
snd_sos_print_stack_exec_listPrints the current stack execution listcmdcheat
snd_sos_print_stringsPrints a list of currently cached stringscmdcheat
snd_sos_print_table_arraysfalsecheat
snd_sos_print_tool_propertiesPrints the current state of tool properties.cmdcheat
snd_sos_report_entity_deletedfalsedevonly
snd_sos_resolve_execute_operatorResolve the inputs and execute one specified operator from a specified stackcmdcheat
snd_sos_set_operator_fieldCurrently sets a single float operator fieldcmdcheat
snd_sos_set_operator_field_by_guidCurrently sets a single float operator fieldcmdcheat
snd_sos_show_block_debugSpew data about the list of block entries.falsecheat
snd_sos_show_entry_match_freefalsedevonly
snd_sos_show_mixgroup_path_errorsfalsedevonly
snd_sos_show_operator_event_and_stacktruecheat
snd_sos_show_operator_event_filtercheat
snd_sos_show_operator_field_filtercheat
snd_sos_show_operator_initfalsecheat
snd_sos_show_operator_not_executingtruecheat
snd_sos_show_operator_operator_filtercheat
snd_sos_show_operator_pause_entryfalsecheat
snd_sos_show_operator_shutdownfalsecheat
snd_sos_show_operator_stop_entryfalsecheat
snd_sos_show_operator_updatesfalsecheat
snd_sos_show_opfield_cache_updatesfalsecheat
snd_sos_show_opvar_updatesfalsecheat
snd_sos_show_opvar_updates_filtercheat
snd_sos_show_parameter_overwrite_value_comparisonsfalsedevonly
snd_sos_show_parameter_overwrite_warningsfalsedevonly
snd_sos_show_queuetotrackfalsecheat
snd_sos_show_soundevent_overwritesfalsedevonly
snd_sos_show_soundevent_param_overwritefalsecheat
snd_sos_show_soundevent_startfalsecheat
snd_sos_show_track_listfalsedevonly
snd_sos_show_voice_elapsed_timefalsedevonly
snd_sos_soundevent_constellation_debugfalsedevonly, rep, cheat
snd_sos_soundevent_constellation_replenish_max_fraction0.3devonly, rep, cheat
snd_sos_soundevent_deferred_interval_time0.1devonly
snd_sos_soundevent_filtercheat
snd_sos_soundevent_max_deferred_time5devonly
snd_sos_soundevent_profileDump a record of current soundevents and profile datacmdcheat
snd_sos_soundevent_show_deferral_warningfalsedevonly
snd_sos_start_soundeventStarts a specified soundeventcmdcheat
snd_sos_start_soundevent_at_posStarts a specified soundevent at the given positioncmdcheat
snd_sos_start_stackStarts a specified stack via an empty soundeventcmdcheat
snd_sos_stop_all_soundeventsStops all soundevents currently on the execution listcmdcheat
snd_sos_stop_soundevent_guidStops a specified soundeventcmdcheat
snd_sos_stop_soundevent_indexStops a specified soundeventcmdcheat
snd_sos_stop_trackStop the specified track and it’s queue.cmdcheat
snd_sos_sv_soundevent_pause_lastTestcmddevonly, sv
snd_sos_sv_soundevent_startTestcmddevonly, sv
snd_sos_sv_soundevent_stop_lastTestcmddevonly, sv
snd_sos_sv_soundevent_unpause_lastTestcmddevonly, sv
snd_sos_sv_test_genderTestcmddevonly, sv
snd_sos_test_soundmessagetestcmdcheat
snd_sos_unpause_soundeventUnPause the first soundevent in the listcmdcheat
snd_sound_areas_debugfalsecl, rep, cheat
snd_sound_areas_debug_interval0.2cl, rep, cheat
snd_soundevent_clear_deferredClear the list of deferred soundevents for loading.cmddevonly, cheat
snd_soundmixerDefault_Mixdevonly
snd_soundmixer_flushReload soundmixers.txt file.cmddevonly
snd_soundmixer_list_mix_groupsList all mix groups to dev console.cmddevonly
snd_soundmixer_list_mix_layersList all mix layers to dev console.cmddevonly
snd_soundmixer_list_mixersList all mixers to dev console.cmddevonly
snd_soundmixer_set_trigger_factorSet named mix layer / mix group, trigger amount.cmddevonly
snd_soundmixer_setmixlayer_amountSet named mix layer mix amount.cmddevonly
snd_soundmixer_update_maximum_frame_rate0cheat
snd_soundmixer_version2devonly
snd_spatialize_lerp0a, release
snd_steamaudio_active_hrtfIndex of active HRTF.0devonly
snd_steamaudio_baked_data_statsDisplay baked data stats for the current mod.cmdcheat
snd_steamaudio_baked_occlusion_mode0: distance ratio only. 1: deviation only (1/r). 2: deviation only (linear). 3: Mode 0 and Mode 1, 4: Mode 0 and Mode 20cheat
snd_steamaudio_default_hrtf_volume_gainAdjust overall volume of the default HRTF by the specified gain (dB).0devonly
snd_steamaudio_display_probesLoad all the probes from a file and display probes based on the passed on arguments.cmddevonly
snd_steamaudio_dynamicpathing_max_samples16devonly, sv, cl, rep
snd_steamaudio_enable_compressed_reverb_lookupUse compressed reverb data if available.truedevonly
snd_steamaudio_enable_custom_hrtfEnable custom HRTF loading.falsedevonly
snd_steamaudio_enable_editor_profilingEnables tracy profiling when baking steam audio data in Hammer.falsedevonly
snd_steamaudio_enable_pathingThis variable is checked by soundstack to globally enabling pathing for audio processing.falsecheat
snd_steamaudio_enable_perspective_correctionEnable perspective correction for 3D audio.falsea, release
snd_steamaudio_enable_probeneighborhood_cachingEnable caching listener probe neighborhood for pathing.truedevonly
snd_steamaudio_enable_reverbEnable Steam Audio Reverb processor.0release
snd_steamaudio_enable_reverb_probe_caching_for_missing_probesContinue using previous prrobes if probe lookup for reverb fails.truedevonly
snd_steamaudio_enable_spatial_blend_fixToggles the speculative fix for low-frequency issues when using spatial blend.cmdcheat
snd_steamaudio_halton_sequenceGenerate Halton Sequence for a given order and number of samples.cmdcheat
snd_steamaudio_hybrid_reverb_overlapSet the overlap fraction (0 to 1) for hybrid reverb.0.25devonly
snd_steamaudio_hybrid_reverb_transition_timeSet the transition time (in seconds) between convolution and parametric reverb.1devonly
snd_steamaudio_invalid_path_lengthPath length of invalid path in inches. Set this to .0 to use direct distance as path length.0devonly
snd_steamaudio_ir_durationThe time delay between a sound being emitted and the last audible reflection in Steam Audio.1cheat
snd_steamaudio_irradiancemindistance_reverbMinimum distance (in meters) of a source from a surface for the purposes of energy calculations.1devonly
snd_steamaudio_load_dimensions_dataIf set, baked dimensions data is loaded.truedevonly
snd_steamaudio_load_materials_dataIf set, baked materials data is loaded.truedevonly
snd_steamaudio_load_occlusion_dataIf set, baked occlusion data is loaded.truedevonly
snd_steamaudio_load_pathing_dataIf set, baked pathing data is loaded. Steam Audio Hammer entities can successfully use pathing in this case.falsedevonly
snd_steamaudio_load_reverb_dataIf set, baked reverb data is loaded. Reset it to zero during an format changes of baked data until all data is updated.falsedevonly
snd_steamaudio_max_convolution_sourcesThe maximum number of simultaneous sources that can be modeled by Steam Audio.4cheat
snd_steamaudio_max_hrtf_normalization_gain_dbMaximum gain any HRTF could have during volume normalization.6devonly
snd_steamaudio_max_occlusion_samplesThe maximum number of rays that can be traced for volumetric occlusion by Steam Audio.64cheat
snd_steamaudio_max_probes_customdataMaximum number of probes to create when baking custom data (occlusion).4294967295devonly
snd_steamaudio_max_probes_customdata_dimensionsMaximum number of probes to create when baking custom data (dimensions).4294967295devonly
snd_steamaudio_max_probes_customdata_materialsMaximum number of probes to create when baking custom data (occlusion).4294967295devonly
snd_steamaudio_max_probes_pathingMaximum number of probes to create when baking paths.4294967295devonly
snd_steamaudio_max_probes_reverbMaximum number of probes to create when baking reverb.4294967295devonly
snd_steamaudio_normalize_default_hrtf_volumeNormalize volume of default HRTF dataset across all directions.falsedevonly
snd_steamaudio_num_bouncesThe maximum number of times any ray can bounce when using Steam Audio.128cheat
snd_steamaudio_num_diffuse_samplesThe number of directions considered for ray bounce by Steam Audio.2048cheat
snd_steamaudio_num_raysThe number of rays to trace for reflection modeling by Steam Audio.65536cheat
snd_steamaudio_num_threadsSets the number of threads used for realtime reflection by Steam Audio.2cheat
snd_steamaudio_pathing_caching_threshold5devonly, sv, cl, rep
snd_steamaudio_pathing_enable_cachingtruedevonly, sv, cl, rep
snd_steamaudio_pathing_enable_source_probe_interpIf set, all the probes near a source withing probe range are used to find paths instead of nearest probe.falsedevonly
snd_steamaudio_pathing_orderThe amount of directional detail in the simulated by Steam Audio.1cheat
snd_steamaudio_pathing_order_renderingThe amount of directional detail in the rendered audio by Steam Audio.1cheat
snd_steamaudio_perspective_correction_factorPerspective correction factor, ratio of screen size and view depth from screen, for 3D audio.1devonly
snd_steamaudio_perspective_correction_front_onlyUse perspective correction for 3D audio only in the frontal directions.truedevonly
snd_steamaudio_reverb_level_dbAdjust overall volume (dB) of the output from Steam Audio Reverb processor.-3release
snd_steamaudio_reverb_orderAmbisonics order to use for simulating reverb.1devonly
snd_steamaudio_reverb_order_renderingAmbisonics order to use for convolution reverb. 0th order = 1 channel, 1st order = 4 channels.1devonly
snd_steamaudio_reverb_update_rateSet the maximum update rate (in Hz) for reverb.10devonly
snd_steamaudio_source_pathing_debugEnable path visualization for steam_audio_source operator.falsea
snd_steamaudio_source_pathing_debug_durationDuration for which path remains visible. Should be close to update rate of the sound operator stack.0.01devonly
snd_steamaudio_source_pathing_enable_validationEnable real-time pathing validation against dynamic geometry.falsedevonly
snd_stereo_speaker_pan_exponentSpecifies the exponent for the pan xfade from speaker to speaker if the “exp” pan law is being used.cmddevonly
snd_stereo_speaker_pan_radial_weightApply cos(angle) * weight before pan lawcmddevonly
snd_surround_speaker_pan_exponentSpecifies the exponent for the pan xfade from speaker to speaker if the “exp” pan law is being used.cmddevonly
snd_surround_speaker_pan_radial_weightApply cos(angle) * weight before pan lawcmddevonly
snd_toolvolumeVolume of sounds in tools (e.g. Hammer, SFM)1a
snd_ui_positionaltruedevonly, cheat
snd_ui_spatialization_spread2.4devonly, cheat
snd_use_baked_occlusion0rep, cheat, release
snd_vmidi_flushPurge and reload all vmidi data and files.cmdcheat
snd_vmix_override_mix_decay_timeIf set > 0, overrides how long the decay time is on all mix graphs (in seconds).
-1cheat
snd_vmix_show_input_updatesIf set to 1, show all incoming updates to vmix inputs.
falsecheat
snd_voipvolumeVoice volume1a
sndplaydelaycmddevonly
sos_debug_emitfalsedevonly, sv, cl, rep
sos_use_guid_filtertruedevonly, sv, cl, rep
sound_device_overrideID of the sound device to usea, release
soundevent_check_networked_entityfalsedevonly, sv
soundinfoDescribe the current sound device with an active voice list.cmdrelease
soundlistList all known sounds.cmddevonly
soundpatch_captionlengthHow long looping soundpatch captions should display for.2devonly, sv, cl, rep
soundscape_debugWhen on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren’t in range, and white lines show soundscapes that are in range, but not the active soundscape.falsesv, cheat
soundscape_dumpclientDumps the client’s soundscape data.
cmdcl, cheat
soundscape_fadetimeTime to crossfade sound effects between soundscapes3cl, cheat
soundscape_flushFlushes the server & client side soundscapescmddevonly, sv
soundscape_messagefalsedevonly, cl
soundscape_radius_debugPrints current volume of radius soundsfalsecl, cheat
soundscape_update_include_botsEnable to calculate soundscape audio params for bots.falsedevonly, sv, cheat
soundsystem_device_usedSound device in use (changing this does not change the soundsystem).devonly
soundsystem_update_asynctruedevonly
soundsysteminfoDescribe the current sound device without an active voice list.cmddevonly
sparseshadowtree_cascade_maskBitfield describing which cascades to generate/use SST for. (OR’d 1UL<<cascadeIndex, default is 1UL<<2 only, i.e. just cascade 2)4devonly
sparseshadowtree_copy_to_shadow_atlas_psCopy layer from CS output to shadow atlas uses PS copy (vs CopyTexture).truedevonly
sparseshadowtree_cs_debug_colorsOutput debug colors for SST CS.falsedevonly
sparseshadowtree_cs_exclude_next_cascade_regionExclude the inner region of a cascade during CS unpack if there is a higher resolution cascade that will cover that area.truedevonly
sparseshadowtree_cs_unpack_modeUnpack mode in cs, 0 - one leaf per thread (16 output pixels), 1 (default) - one leaf row per thread (4 output pixels), 2 - one pixel out per thread.1devonly
sparseshadowtree_debug_tile_range_xmaxSST Tile range for renderdoc/debug capturing.1devonly
sparseshadowtree_debug_tile_range_xminSST Tile range for renderdoc/debug capturing.0devonly
sparseshadowtree_debug_tile_range_ymaxSST Tile range for renderdoc/debug capturing.1devonly
sparseshadowtree_debug_tile_range_yminSST Tile range for renderdoc/debug capturing.0devonly
sparseshadowtree_disable_add_layersDisable SST runtime layers, for debugging (will exclude geo that CAN render into SST if SST otherwise enabled)falsedevonly
sparseshadowtree_disable_for_viewmodelDisable SST generation and runtime for viewmodel (use original CSM rendering).truedevonly
sparseshadowtree_enable_renderingEnable use of SST at runtime (static geo rendered into cascades via SST).falsedevonly
sparseshadowtree_leaf_compress_scaleoffsetCompress leaf node depths using scale & offset.truedevonly
sparseshadowtree_leaf_precisionprecision for depth compression at SST leaf nodes.0.0004devonly
sparseshadowtree_leaf_precision_viewmodel(viewmodel) precision for depth compression at SST leaf nodes.0.0005devonly
sparseshadowtree_parallel_generationSplit SST tile generation into threadjobs (0 - disabled, 1 - wait on readpixels for job batch, 2 - async readpixels).2devonly
sparseshadowtree_plane_incr_per_stepdepth to increment candidate plane values per iteration to satisfy selection.0.0001devonly
sparseshadowtree_plane_incr_per_step_viewmodel(viewmodel) depth to increment candidate plane values per iteration to satisfy selection.0.0025devonly
sparseshadowtree_plane_max_errormax error (distance away in depth) candidate plane is allowed before rejecting.0.0004devonly
sparseshadowtree_plane_max_error_viewmodel(viewmodel) max error (distance away in depth) candidate plane is allowed before rejecting.0.01devonly
sparseshadowtree_plane_num_iternumber of steps to push candidate plane behind depths.5devonly
sparseshadowtree_render_cablesRender cables into SST.falsedevonly
sparseshadowtree_renderdoc_capture_generationCapture dual shadow maps during sparseshadowtree generation.falsedevonly
sparseshadowtree_unpack_direct_to_shadow_atlasunpack SST directly into shadow atlas cascade vs via staging texture PS copy (NOTE - rendersystem fix reqd for AMD + driver fix required for NV + VK only.falsedevonly
sparseshadowtree_uv_frac_offset_xuv x offset during copy to cascade.0devonly
sparseshadowtree_uv_frac_offset_yuv y offset during copy to cascade.0devonly
spawn_group_activateActivate specified spawngroup.cmdsv, cheat
spawn_group_loadLoad named spawn group.cmdsv, cheat
spawn_group_unloadUnload named spawn group.cmdsv, cheat
spawn_hero_testing_controllerSpawns an entity that activates sandbox mode controls.cmdsv, release
spawngroup_ignore_timeoutsfalsedevonly
speaker_config0a
spec_autodirectorAuto-director chooses best view modes while spectatingtruecl, clientcmd_can_execute
spec_centerchasecamLooks at the target player’s center, instead of his eye position, in chase came modefalsecl, a
spec_chaseChanges the spectate mode to chasecmdcl, release
spec_chasedistanceChase cam’s ideal distance from target96devonly, cl
spec_chasedistancespeedChase cam’s ideal distance from target144devonly, cl
spec_gotoChanges the spectate mode to roaming and go to the locationcmdcl, release
spec_in_eyeChanges the spectate mode to in-eyecmdcl, release
spec_lock_to_current_playerAs an observer, lock the spectator target to the currently observed targetcmddevonly, cl
spec_modeSet spectator modecmdcl, clientcmd_can_execute
spec_nextSpectate next playercmdcl, clientcmd_can_execute
spec_playerSpectate a player by name or slotcmdcl, clientcmd_can_execute
spec_posdump position and angles to the consolecmdcl, cheat
spec_prevSpectate previous playercmdcl, clientcmd_can_execute
spec_replay_autostartAuto-start Killer Replay when availabletruecl, a
spec_replay_botEnable Spectator Hltv Replay when killed by botfalsesv, release
spec_replay_cache_ragdollswhen set to 0, ragdolls will settle dynamically before and after Killer Replaytruedevonly, cl
spec_replay_enableEnable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)0rep, release
spec_replay_fadeinAmount of time in seconds it takes to visually fade into replay, or into real-time after replay0.75devonly, cl
spec_replay_fadeoutAmount of time in seconds it takes to visually fade out of replay, or out of real-time before replay0.75devonly, cl
spec_replay_fullframeSend full frame on every hltv replay transitiontruedevonly
spec_replay_leadup_timeReplay time in seconds before the highlighted event5.3438rep, release
spec_replay_message_timeHow 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_time9.5rep, release
spec_replay_on_deathWhen > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive playersfalserep, release
spec_replay_others_experimentalReplay the last death of the round, if possible. Disabled on official servers by default. Experimental.falsedevonly, cl
spec_replay_rate_baseBase time scale of Killer Replay.Experimental.1rep, release
spec_replay_rate_limitMinimum allowable pause between replay requests in seconds3rep, release
spec_replay_rate_slowdownThe part of Killer Replay right before death is played at this rate1devonly, cl
spec_replay_rate_slowdown_lengthThe part of Killer Replay right before death is played at this rate0.5devonly, cl
spec_replay_review_soundWhen set to non-0, a sound effect is played during Killer Replaytruedevonly, cl
spec_replay_sound_fadeinAmount of time in seconds it takes to fade in the audio before or after replay0.05devonly, cl
spec_replay_sound_fadeoutAmount of time in seconds it takes to fade out the audio before or after replay0devonly, cl
spec_replay_victim_povKiller Replay - replay from victim’s point of view (1); the default is killer’s (0). Experimental.falsedevonly, cl
spec_replay_winddown_timeThe trailing time, in seconds, of replay past the event, including fade-out2sv, release
spec_targetChanges the target being spectatedcmdcl, release
spec_trackTracks an entity in spec mode0devonly, cl
spew_fontsSpew information about font manager fontscmddevonly
spew_gold_sourcescmddevonly, sv
splitscreen_mode0a, cheat
splitscreen_testreadconfigconflictcmddevonly
ss_addAdds a splitscreen user.cmddevonly
ss_mimicSplit screen users mimic base player’s CUserCmds0devonly, cl, cheat
ss_removeRemoves a splitscreen user.cmddevonly
ss_teleportTeleport other splitscreen player to my location.cmddevonly, cl, cheat
ss_voice_hearpartnerRoute voice between splitscreen players on same system.falsedevonly
startdemosPlay demos in demo sequence.cmdrelease
startmovieStart recording movie frames.cmddevonly, norecord
statsPrints server performance variablescmddevonly
stats_collect_gpuWhile doing stats_display, collect GPU perf counters. Used for stats_print_gpu.falsedevonly
stats_displayDisplays perf statistics information0devonly
stats_highlight_intervalInterval between hightlight screens in the transition stats panel10devonly, cl
stats_printPrints out perf statistics to the console, clears perf historycmddevonly
stats_print_gpuPrints out GPU perf statistics to the console. Requires stats_display > 0, and stats_collect_gpu = true. Optional argument of CSV filenamecmddevonly
statusPrint connection statuscmdrelease
status_jsonPrint status in JSON formatcmdrelease
steam_inputhandler_analog_data_to_enable_controllerAmount of analog data needed to switch to controller mode0.9devonly, cl
steam_inputhandler_enabledEnable steaminputtruedevonly, cl
steam_inputhandler_fake_steamdeckPretend to be a steam deck for purposes of automatically turning on the controllerfalsedevonly, cl
steam_inputhandler_glyph_lock_mode0: Automatic (Default) - switch glyphs when a keyboard bind or controller bind activates. 1: Keyboard and Mouse only. 2: Controller Only0cl, a, release
steamaudio_customdata_dimensions_numraysNumber of rays to trace for estimating inside outside status of a probe.32768devonly
steaminput_glyph_neutralFallback values for unspecified style in steam input Glyphs. 0: Use Colors, 1: Solid0devonly, cl
steaminput_glyph_solidFallback values for unspecified style in steam input Glyphs. 0: Not Solid, 1: Solid1devonly, cl
steaminput_glyph_styleFallback values for unspecified style in steam input Glyphs. 0: Knockout, 1: Light, 2: Dark1devonly, cl
steaminput_glyph_use_svgUse SVG vs PNGtruedevonly, cl
steaminput_glyph_use_universal_face_buttonsWhen enabled, Face Buttons use a diamond of circles, rather than controller specific glyphs for facestruecl, a, release
steamlearn_data_submit_enableWhether we should be submitting data to SteamLearntruedevonly, sv
steamlearn_inference_httpIf we should use HTTP for inference queriesfalsedevonly, sv
steamlearn_max_in_flightMaximum number of steamlearn requests that we can have in flight at once100devonly, sv
steamlearn_override_inference_access_tokensKeys for overriding inference keysdevonly, sv
steamlearn_override_inference_versionsVersions for overriding inference keysdevonly, sv
steamlearn_override_register_access_tokenKey for overriding datasource registration keydevonly, sv
steamlearn_request_timeout_sTimeout in seconds for backend requests5devonly, sv
steamlearn_spew_um_timesIf we should spew how long inferences take to completetruedevonly, sv
steamvrevent_quitsteamvrevent_quitcmddevonly, sv, hidden
sticky_tooltipsDon’t ever hide tooltips. Helpful when debugging complicated tooltip layouts.falsedevonly, cl, hidden
stopFinish recording demo.cmdrelease
stopdemosStop looping demos (current demo will complete).cmdrelease
stopsoundcmdcheat
stopsoundscapeStops all soundscape processing and fades current looping soundscmdcl, cheat
street_brawl_healing_multiplier1devonly, sv, cl, rep
subclass_changeChanges the subclass of the given entity.
Arguments: <new_subclass> {entity_name} / {class_name} / {entity_index} / {no argument = pick what player is looking at}
cmdsv, cheat
subclass_createCreates an entity of the given subclass where the player is looking.cmdsv, cheat
subtick_buttons_enabledfalsedevonly, cl
surfacepropReports the surface properties at the cursorcmdsv, cheat
survey_chancePercentage chance of showing the survey questions when entering matchmaking0cl, release
survey_force_question_typeForce a specific survey question type for survey questions0devonly, cl
survey_min_games_playedDon’t allow for showing the survey unless a minimum number of games have been played75cl, release
sv_accelerate10sv, cl, nf, rep, release
sv_ag2_low_skel_lodfalsedevonly, sv
sv_ag2_record_entity_graphAutomatically start AG2 recording when an entity with this name (wildcard) or id is created.devonly, sv
sv_airaccelerate10sv, cl, nf, rep, release
sv_allchatPlayers can receive all other players’ text chat, no death restrictionstruesv, nf, release
sv_alltalkPlayers can hear all other players’ voice communication, no team restrictionsfalsesv, nf, release
sv_audio_debug_bullet_materialVisualize bullet material info.falsesv, cheat
sv_audio_debug_pawn_surface_dataVisualize pawn surface data.falsesv, cheat
sv_audio_draw_enclosure_debugDraws debug associated with amount interior vs exteriorfalsedevonly, sv, rep
sv_audio_log_citadel_audio_filterLogs sound event information for CCitadelAudioFilter.falsedevonly, sv
sv_audio_log_participant_start_messagesPrints when a participant sound message was sent.falsesv, cheat
sv_autosaveSet to 1 to autosave game on level transition. Does not affect autosave triggers.truedevonly, sv, rep
sv_backspeedHow much to slow down backwards motion0.6devonly, sv, cl, rep
sv_banid_enabledWhether server supports banid commandtruerelease
sv_bounceBounce multiplier for when physically simulated objects collide with other objects.0sv, cl, nf, rep, release
sv_bullet_travel_debug_pathDebug: visualization time for lazily calculated bullet paths (0 = disable)0sv, cheat
sv_bullet_travel_debug_traceDebug: visualization time for active bullet traces (0 = disable)0sv, cheat
sv_cheatsAllow cheats on serverfalsenf, rep, release
sv_citadel_ability_test_fail_allfalsedevonly, sv, cheat
sv_citadel_bebop_beam_draw_pointsfalsesv, cheat
sv_citadel_camera_ops_debugdevonly, sv
sv_citadel_camera_sequences_debugfalsedevonly, sv
sv_citadel_debug_player_look_targetDraw player look target data. White is server, cyan is client.falsedevonly, sv, rep
sv_citadel_hornet_blast_debug_physicsfalsedevonly, sv
sv_citadel_log_ability_usefalsesv, release
sv_citadel_log_server_fow_entitiesfalsedevonly, sv
sv_citadel_random_strength0.35devonly, sv
sv_citadel_wrecker_ultimate_debug_physicsfalsedevonly, sv
sv_client_max_interp_ratioThis can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).5devonly, sv, cl, rep
sv_client_min_interp_ratioThis can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
0devonly, sv, cl, rep
sv_client_predictThis can be used to force the value of cl_predict for connected clients (only while they are connected).
-1 = let clients set cl_predict to anything
0 = force cl_predict to 0
1 = force cl_predict to 1
-1devonly, sv, cl, rep
sv_clientratesShow client rates.cmddevonly
sv_clockcorrection_msecsThe server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcount60sv, release
sv_clockdbgPrint spew related to server clock and tickingfalsedevonly
sv_clusterData center cluster this server lives in.0release
sv_condense_late_buttonsWhen condensing late commands. Should we compress multiple moves of button presses into the target move?truedevonly, sv
sv_connectionless_legacy_events_allowedfalsedevonly
sv_cq_min_queueServer min buffer size.0devonly, rep
sv_cq_trim_bloat_remainderWhen trimming a bloated CQ, leave at least N more commands than the minimum1sv, release
sv_cq_trim_bloat_spaceWhen trimming a bloated CQ, try to leave room for N more commands to be added. 0 will trim only what is needed to remove the immediate bloat, a very large value will reset the whole queue.0sv, release
sv_cq_trim_catchup_remainderWhen trimming an overful CQ due to app ‘catchup’ request, leave at least N more commands than the minimum1sv, release
sv_crash_sentinel_filenameFilename of crash detection sentinelsv, release
sv_debug_client_not_in_pvsIf set, draw failed client PVS checks with red boxfalsesv, cheat
sv_debug_kali_straffing_aimfalsedevonly, sv
sv_debug_overlays_bandwidthBroadcast server debug overlays traffic65536release
sv_debug_overlays_broadcastBroadcast server debug overlaysfalsenf, cheat, release
sv_debug_slork_gun0devonly, sv
sv_decal_clear_all_entitiesClears decals from all entitiescmddevonly, sv
sv_decal_clear_from_entityClears decals from the targetted entitycmddevonly, sv
sv_decal_clear_worldClears world decalscmddevonly, sv
sv_decal_shootShoots a server-side decalcmddevonly, sv
sv_deltaticks_enforceBy default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick.2release
sv_deltaticks_logWhether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log.2release
sv_dev_entitydeltapadding_extra_maxWhen encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.0devonly
sv_dev_entitydeltapadding_extra_minWhen encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.0devonly
sv_dev_entitydeltapadding_min_sizeWhen encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max0devonly
sv_dev_simulate_gcdown<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)cmddevonly, sv
sv_disable_querycachedebug - disable trace query cachefalsedevonly, sv, cl, rep, cheat
sv_disable_reliable_delta_retransmitAssume that a reliable entity delta will be ack’ed and send future deltas relative to the last reliable delta.truedevonly
sv_early_network_message_processingProcesses network messages on the server before entities think, instead of at the end of the tick.falsedevonly, sv
sv_enable_alternate_baselinesAllow alternate baseline system, set to 2 for debugging spew.1release
sv_enable_delta_packingWhen 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.truerelease
sv_enable_donttransmitWhen encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.truedevonly
sv_enable_hideoutWhen registering for MM, we can be assigned hideoutstruesv, rep, release
sv_enable_lost_lobbyKill switch for the lost lobby functionalitytruesv, rep, release
sv_enable_matchWhen registering for MM, we can be assigned normal matchestruesv, rep, release
sv_enable_removearrayelementsoutsidemetadataboundsfalserelease
sv_ent_showonlyhitbox-1sv, cheat
sv_ents_write_alarmPrint callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds0release
sv_extra_client_connect_timeSeconds after client connect during which extra frames are buffered to prevent non-delta’d update15devonly
sv_filterbanSet packet filtering by IP mode1devonly
sv_footstepsPlay footstep sound for players1devonly, sv, cl, nf, rep
sv_force_transmit_entsWill transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).falsedevonly, sv
sv_fps_maxDedicated server frame rate limiter. 0=tick rate. Only applies to the dedicated server.0devonly, hidden
sv_frictionWorld friction.4sv, cl, nf, rep, release
sv_friendly_dmg_immuneFor npc’s so marked, don’t take damage caused by friendly (D_LI) npc’struedevonly, sv
sv_fullupdateForce a full update for all clients.cmddevonly
sv_gameinstructor_disableForce all clients to disable their game instructors.falsecl, rep, release
sv_gameinstructor_enableForce all clients to enable their game instructors.falsecl, rep, release
sv_gravityWorld gravity.800sv, cl, nf, rep, release
sv_hibernate_postgame_delay# of seconds to wait after final client leaves before hibernating.5release
sv_hibernate_when_emptyPuts the server into extremely low CPU usage mode when no clients connectedtruerelease
sv_hide_ent_in_pvs-1devonly, sv
sv_histogramvar change info histogram
cmddevonly
sv_hitbox_debugfalsedevonly, sv
sv_hosting_lobbyfalsedevonly, rep
sv_hoststate_quit_syscallWhen enabled, game server will quit immediately via syscall instead of running host states shutdown sequencefalserelease
sv_infinite_ammoPlayer’s active weapon will never run out of ammo0sv, cl, rep, cheat, release
sv_instancebaselinesEnable instanced baselines. Saves network overhead.truedevonly
sv_ladder_slack_z_multDifference in Z increases toward the middle of the slack ladder.
0.026sv, cl, rep, cheat
sv_lagcomp_filterbyviewangleIf true, player pawn will filter lag compensation targets by their view angle.falsesv, cheat
sv_lagcompensationforcerestoreDon’t test validity of a lag comp restore, just do it.truesv, cheat
sv_lanServer is a lan server ( no heartbeat, no authentication, no non-class C addresses )falserelease
sv_late_commands_allowedAllow N late commands to run at 0 timescale prior to running an on-time command. Negative values for network round trip based calculation with a hard cap of the of absolute value5sv, release
sv_lightquery_debugfalsesv, cheat
sv_listen_directudpServer will listen for direct UDP connections on the configured port. This can be turned off to only listen for P2P/SDR connections.truerelease
sv_log_change_offsetsLog change offsets to game/varchangeinfoN.log files.falsedevonly, sv
sv_log_onefileLog server information to only one file.falsea, release
sv_logbansLog server bans in the server logs.falsea, release
sv_logblocksIf true when log when a query is blocked (can cause very large log files)falserelease
sv_logechoEcho log information to the console.truea, release
sv_logfileLog server information in the log file.falsea, release
sv_logflushFlush the log file to disk on each write (slow).falsea, release
sv_logsdirFolder in the game directory where server logs will be stored.logsa, release
sv_long_frame_msIf a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.0devonly
sv_massreportfalsedevonly, sv
sv_matchmaking_enabledRegister with the GC for matchmakingfalsesv, rep, release
sv_matchperfstats_maxclientperfsamplesDon’t retain more than N perf samples for any given client100devonly, sv
sv_matchperfstats_send_to_steamSet to false to disable sending match perf stats to steamtruesv, release
sv_max_change_offsetsHow many network changes to track before requiring full diff check.48devonly, sv
sv_max_queries_secMaximum queries per second to respond to from a single IP address.3release
sv_max_queries_sec_globalMaximum queries per second to respond to from anywhere.60release
sv_max_queries_windowWindow over which to average queries per second averages.30release
sv_max_unreliable_delta_sizeMaximum allowable entity delta size over unreliable delivery.4096devonly
sv_maxclientframes128devonly
sv_maxrateMax bandwidth rate allowed on server, 0 == unlimited0rep, release
sv_maxreplayMaximum replay time in seconds0devonly
sv_maxspeed320sv, cl, nf, rep, release
sv_maxunlagMaximum lag compensation in seconds0.5sv, release
sv_maxunlag_playerIf >0, maximumum lag compensation used for other human pawns. Applied after sv_maxunlag!0.2sv, release
sv_maxupdaterateMaximum updates per second that the server will allow60sv, cl, rep, release
sv_maxvelocityMaximum speed any ballistically moving object is allowed to attain per axis.3500sv, cl, rep, release
sv_memlimitIf set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.0cheat, release
sv_merge_changes_after_tick_with_calcdeltaThis fixes bugs where pure calcdelta is used due to recipient changing but it doesn’t pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.1release
sv_metaduplicationCheck serializer meta for duplication, add verbose to command for full spewcmdcheat
sv_minrateMin bandwidth rate allowed on server, 0 == unlimited98304rep, release
sv_minupdaterateMinimum updates per second that the server will allow10sv, cl, rep, release
sv_mmqueue_reservationServer queue reservationdevonly, norecord
sv_mmqueue_reservation_extended_timeoutExtended time in seconds before mmqueue reservation expires.21devonly
sv_mmqueue_reservation_timeoutTime in seconds before mmqueue reservation expires.21devonly
sv_mover_maxslopeThe maximum slope the player can overcome [-]0.7devonly, sv, cl, nf, rep
sv_mover_pogodampingratioThe capsule pogo stick damping ratio [-]1devonly, sv, cl, nf, rep
sv_mover_pogofrequencyThe capsule pogo stick frequency [hz].10devonly, sv, cl, nf, rep
sv_networkvar_log_fullchangesLog FUL_FULL_EDICT_CHANGED calls.falsedevonly, sv
sv_networkvar_perfieldtrackingTrack individual field offset changes, rather than a single dirty flag for the whole entity.truerelease
sv_networkvar_validateValidate each StateChanged against known offsets.falserelease
sv_no_navmeshBlock loading of the navmesh. Unplayable, only used for memory sampling.falsedevonly, sv, cheat
sv_noclipaccelerate5sv, cl, a, nf, rep
sv_noclipduringpauseIf cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).falsesv, cl, rep, cheat
sv_noclipfrictionFriction during noclip move.4sv, cl, a, nf, rep
sv_noclipspeed1200sv, cl, a, nf, rep
sv_outofpvsentityupdatesfalsedevonly
sv_packstatsShow entity packing stats, pass ‘clear’ as argument to reset counts.cmdrelease
sv_parallel_checktransmitSet to 1 to use threaded checkentities for transmit/pvs on listen servers, 2 for dedicated servers.0sv, release
sv_parallel_packentitiesSet to 1 to use threaded snapshot sending on listen servers, 2 for dedicated servers.2release
sv_parallel_prepare_client_updatesfalsedevonly
sv_parallel_sendsnapshot0: run all send jobs on main thread; 1: send jobs run asynchronously (except on dedicated server); 2: send jobs asynchronously; 3: send jobs run in parallel but block to not overlap the next tick; 4: main server clients’ send jobs run in parallel, then HLTV server jobs; this approximately matches pre-async profile for a single HLTV server configuration2release
sv_passwordServer password for entry into multiplayer gamesprot, nf, norecord, release
sv_pausableIs the server pausable.0release
sv_pausable_devWhether listen server is pausable when running -dev and playing solo against botstruedevonly
sv_pausable_dev_dsWhether dedicated server is pausable when running -dev and playing solo against botsfalsedevonly
sv_pause_on_console_open1 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.falsea
sv_pause_on_tickTick count to pause on0devonly, sv, rep, cheat
sv_per_player_spray_limit_countHow many total sprays each player can have in the map at the same time200sv, release
sv_per_player_spray_limit_count_restrictedHow many total sprays each player can have in the map at the same time (but in restricted modes)20sv, release
sv_phys_animated_hierarchytruedevonly, sv
sv_phys_async_buoyancy_updateIf true, server buoyancy motion controllers are updated in an async job after the tick has completed.falsedevonly, sv, rep
sv_phys_debug_callback_entitiesPrint all entities that get touch callbacks. Each entity is printed only once.falsesv, cheat
sv_phys_enabledEnable all physics simulationtruesv, cheat
sv_phys_sleep_enableEnable sleeping for dynamic physics bodies.truesv, cheat
sv_phys_sound_disable_impact_sounds_under_hard_thresholdif true, impact sounds wont play if no soft impact sound is present and the impact is below the hard velocity threshold.falsesv, cheat
sv_phys_stop_at_collisionsv, cheat
sv_phys_visualize_awakefalsedevonly, sv
sv_play_stats_CitadelHitMismatch_enabledEnable / Disable Play Stat CitadelHitMismatch.falsesv, release
sv_play_stats_CitadelLaneMatchup_enabledEnable / Disable Play Stat CitadelLaneMatchup.truesv, release
sv_play_stats_CitadelLaneSwap_enabledEnable / Disable Play Stat CitadelLaneSwap.truesv, release
sv_play_stats_CitadelLaneTrooperOrbs_enabledEnable / Disable Play Stat CitadelLaneTrooperOrbs.truesv, release
sv_play_stats_CitadelMatch_enabledEnable / Disable Play Stat CitadelMatch.truesv, release
sv_play_stats_CitadelObjective_enabledEnable / Disable Play Stat CitadelObjective.truesv, release
sv_play_stats_CitadelPlayer_enabledEnable / Disable Play Stat CitadelPlayer.truesv, release
sv_play_stats_CitadelServerLobby_enabledEnable / Disable Play Stat CitadelServerLobby.truesv, release
sv_play_stats_CitadelTrooperUnstick_enabledEnable / Disable Play Stat CitadelTrooperUnstick.falsesv, release
sv_play_stats_S2MatchPerf_enabledEnable / Disable Play Stat S2MatchPerf.truesv, release
sv_player_search_range64devonly, sv, cl, rep
sv_player_spray_collision_radiusHow big of a collision sprays should have20devonly, sv
sv_pushaway_clientside_sizeMinimum size of pushback objects15devonly, sv, cl, rep
sv_pvs_cache_query_inflate_amount1devonly, sv
sv_pvs_entityIf set, only allows this ent index to network (other than players and things that force sending).-1devonly, sv
sv_pvs_max_distanceif set, adds a maximum range to PVS/PAS checks0rep, release
sv_pvs_randomIf set, objects blink in/out of pvs randomly.falsedevonly, sv
sv_pvs_shadows_include_envfalsesv, rep, release
sv_querycache_statsDisplay status of the query cache (client only)cmddevonly, sv
sv_ragdoll_lru_debugfalsesv, rep, cheat
sv_rcon_banpenaltyNumber of minutes to ban users who fail rcon authentication0devonly
sv_rcon_logEnable/disable rcon logging.truedevonly
sv_rcon_maxfailuresMax number of times a user can fail rcon authentication before being banned10devonly
sv_rcon_minfailuresNumber of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned5devonly
sv_rcon_minfailuretimeNumber of seconds to track failed rcon authentications30devonly
sv_recipients_checkWhen packing entities, check that recipient bits match for fast path packing.truerelease
sv_recvbuf_messagesMax number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client.1024devonly
sv_regeneration_force_onCheat to test regenerative health systemsfalsesv, cheat
sv_regeneration_wait_time1devonly, sv, rep
sv_regionThe region of the world to report this server in.-1release
sv_remapper_loopsoundfixfalsedevonly, sv, cl, rep
sv_remapper_range_multiplier1devonly, sv, cl, rep
sv_remove_ent_from_pvs0devonly, sv
sv_replay_group_idThe replay group that this server will be uploading files to0release
sv_replaysdirDirectory to store replays inreplaysdevonly
sv_reserve_slots_for_reconnecting_players_kick_priorKick a previously connected player with the same steamID if a replacement comes alongtruedevonly
sv_rollangleMax view roll angle0devonly, sv, cl, nf, rep
sv_rollspeed200devonly, sv, cl, nf, rep
sv_sat_volume_debugToggles server sat volume debug visualizationcmddevonly, sv
sv_script_think_interval0.1devonly, sv, cl, rep
sv_search_keyrelease
sv_sendtablesForce full sendtable sending path.1devonly
sv_sequence_debug-1devonly, sv
sv_sequence_debug2-1devonly, sv
sv_sequence_model_substringdevonly, sv
sv_setsteamaccounttoken
Set game server account token to use for logging in to a persistent game server account
cmdrelease
sv_shared_team_pvsPVS is shared between teamsfalsedevonly, sv
sv_showdamageShows base damage below what sv_showimpacts would show, and if a player was hit he’ll show the damage he took above it (as healthdamage (armorabsorbed)). 1 = show hits. 2 = show hits and misses0devonly, sv, cl, rep
sv_showimpactsShows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)0devonly, sv, cl, rep
sv_showladdersShow bbox and dismount points for all ladders (must be set before level load.)
falsedevonly, sv
sv_showlagcompensationIf > 0, show lag compensated hitboxes whenever a player is lag compensated. Value is for how long.0sv, cl, rep, cheat
sv_showlagcompensation_recIf > 0, show lag compensation hitboxes as they’re recorded. Value is for how long.0devonly, sv
sv_showplayerhitboxesShow lag compensated hitboxes for the specified player index whenever a player fires.0devonly, sv, cl, rep
sv_showtagsDescribe current gametags.cmddevonly
sv_shutdownSets the server to shutdown when all games have completedcmdrelease
sv_shutdown_immediately_on_requestThe server will always shutdown on receiving the shutdown request, even if not hibernatingfalsedevonly
sv_skel_constraints_enablefalserep, cheat
sv_skip_update_animationsEnable to skip game animationsfalsedevonly, sv
sv_skynameCurrent name of the skybox texturesky_urb01sv, cl, a, rep
sv_snapshot_unlimitedFor 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…falserep, release
sv_soundscape_printdebuginfoprint soundscapescmdsv, cheat
sv_specaccelerate5sv, cl, a, nf, rep
sv_specnocliptruesv, cl, a, nf, rep
sv_specspeed1200sv, cl, a, nf, rep
sv_spewmetaSpew serializer metacmdcheat
sv_spewworldgroupsSpew world groups (server)cmddevonly
sv_statsCollect CPU usage statstruedevonly
sv_steamauth_enforceBy default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.2release
sv_steamauth_ignore_localhostIgnore VAC and auth errors for client connected via localhost address or in-engine loopbacktruerelease
sv_steamgroupThe 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.nf, release
sv_steamgroup_exclusiveIf 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.falserelease
sv_stepsize18devonly, sv, cl, nf, rep
sv_stopspeedMinimum stopping speed when on ground.100sv, cl, nf, rep, release
sv_stressbotsIf set to 1, the server calculates data and fills packets to bots. Used for perf testing.falserelease
sv_strict_notargetIf set, notarget will cause entities to never think they are in the pvsfalsedevonly, sv
sv_suppress_friendlyfire_decalstruedevonly, sv
sv_suppress_viewpunchfalsedevonly, sv, cl, rep, cheat
sv_tagsServer tags. Used to provide extra information to clients when they’re browsing for servers. Separate tags with a comma.nf, release
sv_temp_baseline_string_table_buffer_sizeBuffer size for writing string table baselines524288devonly
sv_tick_parallel_with_clientRuns the final server tick of the frame in parallel with client workfalsedevonly
sv_tick_snapshot_sort_entitiestruedevonly
sv_timeoutAfter this many seconds without a message from fully connected client, the client is dropped20devonly
sv_timeout_hideout_lobbyThe amount of time to keep a server active for a hideout in minutes600devonly, sv, rep
sv_timeout_matchactiveTo prevent zombie matches, if a match has been active longer than this many minutes, it should be timed out and the server restarted240devonly, sv, rep
sv_timeout_matchformingThe GC has told this server that it is providing it a match but the server hasn’t received the lobby in this many minutes so it should restart5devonly, sv, rep
sv_timeout_nogcconnectionHow many minutes if the server fails to make an initial connection to the GC before the server tries to restart15devonly, sv, rep
sv_timeout_nommupdateIf the GC hasn’t sent an idle keep alive from the match maker in this many minutes, the server will restart30devonly, sv, rep
sv_timeout_random_rangeThe number of seconds to randomize the timeouts to help avoid the risk of all servers restarting at the same time180devonly, sv, rep
sv_unlagEnables player lag compensationtruedevonly, sv
sv_unlag_debugfalsedevonly, sv
sv_unlag_fixstuckDisallow backtracking a player for lag compensation if it will cause them to become stuckfalsedevonly, sv
sv_unlockedchaptersHighest unlocked game chapter.1a
sv_unpause_on_console_close1 = Unpause the game when pressing ~ to close the console. 0 = Leave the game paused.falsea
sv_use_pvs_cachetruedevonly, sv
sv_usenetworkvarsUse networkvar system.truedevonly
sv_usercmd_custom_random_seedWhen enabled server will populate an additional random seed independent of the clientfalsesv, release
sv_usercmd_execute_warning_msEmit a warning if we spend more than N ms executing user commands for a single player5sv, a
sv_vac_webapi_auth_keyKey for when posting to vac related webapis.sv, release
sv_visiblemaxplayersOverrides the max players reported to prospective clients-1release
sv_voicecodecSpecifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.vaudio_speexrelease
sv_voiceenabletruea, nf, release
sv_watchtransmitWatch NetworkStateChanged info for this entity index.-2sv, release
sv_wateraccelerate10sv, cl, nf, rep, release
sv_waterdistVertical view fixup when eyes are near water plane.12devonly, sv, cl, rep
sv_waterfriction1sv, cl, nf, rep, release
sys_infoPrint system information to the consolecmdrelease
sys_minidumpexpandedspewtruedevonly
sys_minidumpspewlinesLines of crash dump console spew to keep.2000release
target_scan_use_query_cachetruedevonly, sv
team_chat_auto_joinAuto-join Team Chat when joining a match. Will be overridden by any party settings.falsecl, a, release
team_chat_hold_join_time1devonly, cl
telemetry_messagePlace a message in the telemetry timelinecmdsv, cheat
telemetry_toggle_timespanStarts/stops a timespan with an ever increasing name.cmdsv, cheat
teleport_trigger_debugfalsedevonly, sv
test_dispatcheffectTest a clientside dispatch effect.
Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>
Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
cmdsv, cheat
test_entity_blockerTest command that drops an entity blocker out in front of the player.cmdsv, cheat
test_list_entitiestest-list entitiescmdsv, cheat
test_play_stats_sendcmdsv, cheat
test_shipping_assertGenerate an assert to test shipping assertion codecmdrelease
test_voice_container_nestingTest nesting voice containers.cmddevonly
test_voice_containersQuick example for how we’d derive traits from voice containers.cmddevonly
testscript_debugDebug test scripts.falsedevonly
think_limitMaximum think time in milliseconds, warning is printed if this is exceeded.10sv, cl, rep, release
thirdpersonSwitch to thirdperson camera.cmdcl, cheat, per_tick
thirdperson_mayamodeSwitch to thirdperson Maya-like camera controls.cmdcl, cheat
thirdpersonshoulderSwitch to thirdperson-shoulder camera.cmddevonly, cl
thread_pool_optionThread pool option-1hidden, release
thumper_use_plane_reflectiontruedevonly, sv, cl, rep
timedemoPlay a demo and report performance info.cmdrelease
timedemo_endEnds timedemo on given tick.-1devonly
timedemo_startStarts timedemo on given tick.-1devonly
timedemoquitPlay a demo, report performance info, and then exitcmdrelease
timewarp_projectile_timescale_overrideOverride timescale for objects that touch a times warp not handled by the wall itself0devonly, sv, cl, rep
toast_manager_override_duration-1devonly, cl
toggleToggles specified convar value on and off.cmdnorecord, release
toggleconsoleShow/hide the console.cmdnorecord, release
tool_spawned_model_scales1 1 1devonly, sv, rep
tools_stall_monitor_break_on_unknown_causeBreak on unknown stall causefalsedevonly
trigger_fan_debugfalsedevonly, sv, cl, rep
trigger_fan_player_windblock_debugfalsedevonly, sv, cl, rep
trooper_kill_allKills all living trooperscmdsv, cheat
trooper_kill_non_bossesKills all non-boss living trooperscmdsv, cheat
trooper_zipline_distance_to_drop_from_enemyHow many units away from an enemy captured zipline that troopers will exit2000devonly, sv, cl, rep
tv_advertise_watchableGOTV advertises the match as watchable via game UI, clients watching via UI will not need to type passwordfalseprot, nf, norecord, release
tv_allow_autorecording_indexWhen >=0 restricts autorecording only to the specified TV index-1sv, release
tv_allow_camera_manAuto director allows spectators to become camera mantruedevonly, sv
tv_allow_static_shotsAuto director uses fixed level cameras for shotstruesv, release
tv_autorecordAutomatically records all games as SourceTV demos.falserelease
tv_autoretryRelay proxies retry connection after network timeouttruerelease
tv_broadcastAutomatically broadcasts all games as GOTV demos through Steam.falserelease
tv_broadcast1Automatically broadcasts all games as GOTV[1] demos through Steam.falserelease
tv_broadcast_drop_fragmentsDrop every Nth fragment0hidden, release
tv_broadcast_keyframe_intervalThe frequency, in seconds, of sending keyframes and delta fragments to the broadcast relay server3release
tv_broadcast_keyframe_interval1The frequency, in seconds, of sending keyframes and delta fragments to the broadcast1 relay server3release
tv_broadcast_max_requestsMax 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.20release
tv_broadcast_max_requests1Max 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.20release
tv_broadcast_origin_authX-Origin-Auth header of the broadcast POSTsgocastauthhidden, release
tv_broadcast_origin_auth1X-Origin-Auth header of the broadcast1 POSTsgocastauthhidden, release
tv_broadcast_origin_delayInjection delay request for CDN rebroadcast frameworks, seconds0hidden, release
tv_broadcast_resendresend broadcast data to broadcast relaycmddevonly
tv_broadcast_spew_thresholdThe threshold, in seconds, that we’ll spew about the snapshot tick0.1release
tv_broadcast_startup_resend_intervalThe 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)10release
tv_broadcast_statusPrint out broadcast statuscmdrelease
tv_broadcast_terminateTerminate every broadcast with a stop commandtruehidden, release
tv_broadcast_urlURL of the broadcast relayhttp://localhost:8080release
tv_broadcast_url1URL of the broadcast relay1http://localhost:8080release
tv_chatgroupsizeSet the default chat group size0release
tv_chattimelimitLimits spectators to chat only every n seconds0.2release
tv_citadel_auto_recordIf enabled, a demo will automatically be recorded for every gametruesv, release
tv_citadel_max_transition_distanceHow far we will really try to transition from player to player1000devonly, sv
tv_clientsShows list of connected SourceTV clients.cmdrelease
tv_debugSourceTV debug info.0release
tv_delaySourceTV broadcast delay in seconds120sv, release
tv_delay1SourceTV[instance 1] broadcast delay in seconds15sv, release
tv_deltacacheEnable delta entity bit stream cache2release
tv_demo_starttick0devonly
tv_dispatchmodeDispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always1release
tv_enableActivates SourceTV on server.falsenf, release
tv_enable1Activates SourceTV[1] on server.falsenf, release
tv_enable_delta_framesIndicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.truerelease
tv_enable_dynamicWhen enabled, changes in tv_enable convars cause immediate startup or shutdown of hltv serverfalsenf, release
tv_extended_loggingfalsedevonly
tv_grouprelaydatareliableWhen 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 relaysfalsedevonly
tv_grouprelaydataunreliableWhen 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 relaysfalsedevonly
tv_grouprelaydatavoiceSimilar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relaysfalsedevonly
tv_include_usercommandsHLTV streams will include player usercommands each ticktruesv, release
tv_instant_replay_full_frameSend embedded full framestruedevonly
tv_instant_replay_full_frame_build_threadedBuild the full frames on a seperate job threadfalsedevonly
tv_instant_replay_full_frame_timeSeconds between full frame embeddeds30devonly
tv_listen_voice_indicesBitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none0cl, user
tv_listen_voice_indices_hHigh 32 bits of bitfield of playerslots to listen to voice messages from when connected to SourceTV, default is none0cl, user
tv_log_director_eventsLog game events being considered by the directorfalsedevonly, sv
tv_maxclientsMaximum client number on SourceTV server.128release
tv_maxclients_relayreservedThis number of relay client connections are reserved for SourceTV relays.0release
tv_maxrateMax SourceTV spectator bandwidth rate allowed, 0 == unlimited0release
tv_memhltv memory statistics. Use with “ent 10” (dump entity 10 memory usage) or “top 8” (dump top 8 memory users) or “class” CWorld (dump CWorld class)cmdrelease
tv_msgSend a screen message to all clients.cmddevonly, sv
tv_nameSourceTV host nameSourceTVrelease
tv_nochatDon’t receive chat messages from other SourceTV spectatorsfalsea, user
tv_overridemasterOverrides the SourceTV master root address.falserelease
tv_passwordSourceTV password for all clients of CSTV[0]prot, nf, norecord, release
tv_password1SourceTV password for all clients of CSTV[1]. If empty, tv_password is usedprot, nf, norecord, release
tv_playcast_delay_predictiontruerelease
tv_playcast_delay_resyncTo alleviate intermittent network connectivity problems, this is the number of seconds to wait before actually re-syncing the stream after failure0release
tv_playcast_fragment_cache_history_lengthHow far back before our current playback head in seconds to hold onto fragments.120release
tv_playcast_http_delta_fragment_timeout_s3hidden, release
tv_playcast_max_rcvage15hidden, release
tv_playcast_max_rtdelay300hidden, release
tv_playcast_origin_authGet request X-Origin-Auth stringhidden, release
tv_playcast_retry_timeoutIn case of intermittent network problems, how long should playcast retry fragment retrieval before resorting to resync25release
tv_playcast_showerrorsSet to display headers upon error (e.g. “CF-Ray,CF-Cache-Status,Body” )hidden, release
tv_playcast_slow_playback_when_fragment_requests_failWhether or not we slow playback rate if we start running out of buffered stream fragments.truehidden, release
tv_portHost SourceTV[0] port27020release
tv_port1Host SourceTV[1] port27021release
tv_rate_multiplierMultiply requested rate by this value to adjust Dota TV send rate2devonly
tv_recordStarts SourceTV demo recording.cmdrelease
tv_record_immediatetv_record starting the moment tv_record was executed, not tv_delay earlier0release
tv_relayConnect to SourceTV server and relay broadcast.cmdrelease
tv_relay_hard_shutdownfalsedevonly
tv_relay_quit_after_gameQuit after a game has been relayed, do not hibernatetruedevonly
tv_relay_ratedefault rate for relays500000devonly
tv_relay_secret_codeWhen 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 directlytruedevonly
tv_relaypasswordSourceTV password for relay proxiesprot, nf, norecord, release
tv_relayvoiceRelay voice data: 0=off, 1=ontruerelease
tv_retryReconnects the SourceTV relay proxy.cmdrelease
tv_secret_codeWhen 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 directlytruedevonly
tv_secure_bypassBypass secure challenge on TV portfalserelease
tv_show_allchattruesv, release
tv_snapshotrateSnapshots broadcast per second20rep, release
tv_snapshotrate1Snapshots broadcast per second, GOTV[1]32release
tv_statusShow SourceTV server status.cmdrelease
tv_stopStops the SourceTV broadcast.cmdrelease
tv_stoprecordStops SourceTV demo recording.cmdrelease
tv_threaded_merge_entity_deltasEnable SourceTV threading of delta mergingtruedevonly
tv_timeoutSourceTV connection timeout in seconds.20release
tv_titleSet title for SourceTV spectator UISourceTVrelease
tv_transmitallTransmit all entities (not only director view)falserep, release
tv_update_hibernation_enabledAllow SourceTV to control server hibernation state.truedevonly
tv_window_sizeSpecifies 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 system16release
ui_friends_listfalsedevonly, cl
ui_hud_distdistance from the player to the hud24devonly, cl, rep
unbindUnbind a key.cmdrelease
unbindallUnbind all keys.cmdrelease
unpauseClear the pause state of the server.cmdrelease
update_all_keyframed_in_spatial_partition_updatetruedevonly, sv, cl, rep
update_voices_low_priorityfalsedevonly
url_executeExecutes url-based commands, used for incoming commands from url-based launches when the game’s already running.cmddevonly, cl
usersShow user info for players on server.cmddevonly
v8_dump_heap_snapshotcmddevonly
v8_jitlessDisable runtime allocation of executable memory for V8.truedevonly
v8_maximum_heap_size_mbHard limit for the v8 heap size (in mBytes)512devonly
v8_stack_sizeDefault size of stack region v8 is allowed to use (in kBytes)384devonly
v8_write_heap_statsDump output of v8::Isolate::GetHeapStatistics.cmddevonly
vcon_clear_buffered_logClear buffered loggingcmddevonly, norecord
vcon_clientsList connectionscmddevonly, norecord
vconsole_rcon_server_detailswhen non-empty allows for easy vconsole connection to the dedicated server.norecord, release, server_cannot_query
vehicle_debug_impact_damagefalsedevonly, sv
viewmodel_fov54cl, cheat
violence_abloodDraw alien bloodtruea
violence_agibsShow alien gib entitiestruea
violence_hbloodDraw human bloodtruea
violence_hgibsShow human gib entitiestruea
vis_debug_currentclusterShow the current cluster numbercmddevonly
vis_debug_drawclusterAdd cluster # to visualization, (-1) to clearcmddevonly
vis_debug_dumpvisibleclustersShow the list of visible clusterscmddevonly
vis_debug_find_losFind or clear the vis LOS to herecmddevonly
vis_debug_lockLock vis LOS origin to currentcmddevonly
vis_debug_record_startRecord a path to debug viscmddevonly
vis_debug_record_stopRecord a path to debug viscmddevonly
vis_debug_showShow/hide the vis debug visualizationcmddevonly
vis_debug_sunclustersShowing clusters for sun/csm rendering. Red (full sun csm & lighting), Orange (no viewmodel sun or csm), Green (no sun at all)cmddevonly
vis_debug_tracelosTrace rays and check vis from the current cameracmddevonly
vis_enableEnable precomputed visibility when truetruedevonly
vis_forcefalsesv, cheat
vis_sunlight_enableToggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)truedevonly, cheat
vismon_poll_frequency0.5sv, cheat
vismon_trace_limit12sv, cheat
vmem_dumpDump memory stats to log.cmddevonly
vmix_debug_listDebug dump the list of available vmix graphscmddevonly
vmix_inputSet an input mix valuecmdcheat
vmix_outputDump main graph control output valuescmdcheat
voice_all_iconsDraw all players’ voice iconsfalsedevonly, cl
voice_always_sample_micWhen enabled, open the voip audio input stream when the application launches.falsea
voice_bypass_noise_gatefalsedevonly
voice_clientdebug0devonly, cl
voice_containers_get_instance_argsArgs: [Voice Container Path]cmddevonly
voice_containers_get_instance_paramsArgs: [Voice Container Path]cmddevonly
voice_debugfeedbackfromfalsedevonly
voice_device_overrideDefault device used for voice capture.a, release
voice_fadeouttime0.005devonly
voice_in_processtruedevonly
voice_initial_buffer_ms200devonly
voice_input_stalloutTime before we consider a mic stalled out and need to reset it.0.5user
voice_loopbackfalseuser
voice_loopback_no_networkingfalseuser
voice_min_buffer_ms100devonly
voice_modenableEnable/disable voice in this mod.truecl, a, release, clientcmd_can_execute
voice_noise_supressionfalsedevonly
voice_player_speaking_delay_threshold0.5sv, cheat
voice_sequence_maximum_wait_timeWhen receiving packets out of sequence, wait this many seconds for missing sequences to arrive0.5devonly
voice_serverdebugfalsedevonly, sv
voice_stall_ms250devonly
voice_thresholddecibel threshold for how loud the talker’s input signal is before we think they are talking.-120cl, a
voice_threshold_attackAmount of time we buffer outgoing audio to detect an onset.0.3devonly
voice_threshold_delayAmount of time the talker is silent before we infer that they are no longer talking.0.7devonly
voice_threshold_holdAmount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.0.2devonly
voice_threshold_ramp_min_dbA dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping.-60devonly
voice_voxVoice chat uses a vox-style always on0cl, a, per_user, release
voice_vox_current_peakCurrent peak value (out of 64k) of the incoming voice stream0devonly, cl
volumeSound volume1a
volume_fog_debug_volumesfalsecheat
volume_fog_density_scaleScale global volume fog density1devonly, cheat
volume_fog_depthDepth of volume fog texture128devonly
volume_fog_depth_warp7devonly
volume_fog_depth_warp_debugfalsedevonly
volume_fog_dither_scale1cheat
volume_fog_enable_jittertruecheat
volume_fog_heightHeight of volume fog texture160devonly
volume_fog_intermediate_textures_hdrtruedevonly
volume_fog_shadow_penumbra_multiplierPenumbra size multiplier for shadow sampling, reduces fog shadow aliasing3devonly
volume_fog_temporal_filtertruedevonly
volume_fog_temporal_weightTemporal filtering weight0.9devonly
volume_fog_widthWidth of volume fog texture240devonly
vprof_counters0devonly
vprof_counters_show_minmaxfalsedevonly
vprof_dump_countersDump vprof counters to the consolecmddevonly
vprof_generate_reportGenerate a report to the console.cmddevonly
vprof_generate_report_budgetGenerate a report to the console based on budget group.cmddevonly
vprof_generate_report_hierarchyGenerate a report to the console.cmddevonly
vprof_loadhitstore_scaleScale used when displaying load-hit-stores (0 = use default)cmddevonly, hidden
vprof_offDisable vprofcmddevonly
vprof_onEnable vprofcmddevonly
vprof_remote_startRequest a VProf data stream from the remote server (requires authentication)cmddevonly
vprof_remote_stopStop an existing remote VProf data requestcmddevonly
vprof_resetReset the stats in VProf profilercmddevonly
vprof_reset_peaksReset just the peak time in VProf profilercmddevonly
vprof_scope_entity_clientthinkDoes nothing whatsoever.falsedevonly, cl, hidden
vprof_scope_entity_thinksfalsedevonly, sv, cl, rep
vprof_think_limitfalsedevonly, sv
vprof_time_scaleScale used when displaying time (0 = use default)cmddevonly, hidden
vtuneControls VTune’s sampling.cmddevonly
warp_onto_ziplinewarp onto the nearest point of the zipline lane passed in. provides the zipline intro modifier as wellcmdsv, cheat
weapon_switchUse a particular weapon
Arguments: <weapon_name>
cmddevonly, sv
wind_system_debug_volumesfalsedevonly
wind_system_default_resolution_xy256devonly
wind_system_default_resolution_z32devonly
wind_system_default_sample_min_spacing12devonly
wind_system_temporal_smoothingtruedevonly
world_dump_loaded_worldsDump all of the worlds that we know aboutcmddevonly
world_layer_listList all world layerscmddevonly
world_layer_set_visibleShow or hide the specified world layercmddevonly
wrecking_ball_muddyThe extent to which the Wrecker’s boulder behaves ‘muddy’, meaning how much its jumps up are dampened0.8sv, cheat
writeidWrites a list of permanently-banned user IDs to file.cmddevonly
writeipSave the ban list to file.cmddevonly
writekeybindingsSaves current key bindings to disk.cmdrelease
zipline_knockdown_protection_delay3devonly, sv, cl, rep
zipline_use_new_latchUse the new latch motion for getting on a zipline. 0: Dont use 1: Just those with b_UseNewZipLineSetup 2: Everyone use2devonly, sv, cl, rep
zoom_sensitivity_ratioAdditional mouse sensitivity scale factor applied when FOV is zoomed in.1cl, a, per_user