CVARSaas_goalArea
aas_pullPlayer
aas_randomPullPlayer
aas_showAreas
aas_showFlyPath
aas_showHideArea
aas_showPath
aas_showPushIntoArea
aas_showWallEdges
aas_test
af_contactFrictionScale - scales the contact friction
af_forceFriction - force the given friction value
af_highlightBody - name of the body to highlight
af_highlightConstraint - name of the constraint to highlight
af_jointFrictionScale - scales the joint friction
af_maxAngularVelocity - maximum angular velocity
af_maxLinearVelocity - maximum linear velocity
af_showActive - show tree-like structures of articulated figures not at rest
af_showBodies - show bodies
af_showBodyNames - show body names
af_showConstrainedBodies - show the two bodies contrained by the highlighted constraint
af_showConstraintNames - show constraint names
af_showConstraints - show constraints
af_showInertia - show the inertia tensor of each body
af_showLimits - show joint limits
af_showMass - show the mass of each body
af_showPrimaryOnly - show primary constraints only
af_showTimings - show articulated figure cpu usage
af_showTotalMass - show the total mass of each articulated figure
af_showTrees - show tree-like structures
af_showVelocity - show the velocity of each body
af_skipFriction - skip friction
af_skipLimits - skip joint limits
af_skipSelfCollision - skip self collision detection
af_testSolid - test for bodies initially stuck in solid
af_timeScale - scales the time
af_useImpulseFriction - use impulse based contact friction
af_useJointImpulseFriction - use impulse based joint friction
af_useLinearTime - use linear time algorithm for tree-like structures
af_useSymmetry - use constraint matrix symmetry
ai_blockedFailSafe - enable blocked fail safe handling
ai_debugMove - draws movement information for monsters
ai_debugScript - displays script calls for the specified
monster entity number
ai_debugTrajectory - draws trajectory tests for monsters
ai_showCombatNodes - draws attack cones for monsters
ai_showObstacleAvoidance - draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well
ai_showPaths - draws path_* entities
ai_testPredictPath
cm_backFaceCull - cull back facing polygons
cm_debugCollision - debug the collision detection
cm_drawColor - color used to draw the collision models
cm_drawFilled - draw filled polygons
cm_drawInternal - draw internal edges green
cm_drawMask - collision mask
cm_drawNormals - draw polygon and edge normals
cm_testAngle
cm_testBox
cm_testBoxRotation
cm_testCollision
cm_testLength
cm_testModel
cm_testOrigin
cm_testRadius
cm_testRandomMany
cm_testReset
cm_testRotation
cm_testTimes
cm_testWalk
com_allowConsole - allow ~ to toggle console
com_asyncInput - sample input from the async thread
com_asyncSound - mix sound from the async thread
com_aviDemoHeight
com_aviDemoSamples
com_aviDemoTics
com_aviDemoWidth
com_compressDemos
com_compressSaveGame - compress save games
com_fixedTic
com_forceGenericSIMD - force generic platform independent SIMD
com_guid
com_journal - 1 = record journal, 2 = play back journal
com_logDemos
com_machineSpec - hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality
com_makingBuild - 1 when making a build
com_memoryMarker - used as a marker for memory stats
com_minTics
com_preciseTic - run one game tick every async thread update
com_preloadDemos
com_purgeAll - purge everything between level loads
com_showAngles
com_showAsyncStats - show async network stats
com_showDemo
com_showFPS - show frames rendered per second
com_showMemoryUsage - show total and per frame memory usage
com_showSoundDecoders - show sound decoders
com_showTics
com_skipGameDraw
com_skipRenderer - skip the renderer completely
com_speeds - show engine timings
com_timestampPrints - print time with each console print, 1 = msec 2 = sec
com_updateLoadSize - update the load size after loading a map
com_videoRam - holds the last amount of detected video ram
com_wipeSeconds
con_noPrint - print on the console but not onscreen when console is pulled up
con_notifyTime - time messages are displayed onscreen when console is pulled up
con_speed - speed at which the console moves up and down
decl_show - set to 1 to print parses, 2 to also print references
developer
EntityPlacement
fs_basepath
fs_caseSensitiveOS
fs_cdpath
fs_copyfiles
fs_debug
fs_devpath
fs_game
fs_restrict
fs_savepath
g_armorProtection - armor takes this percentage of damage
g_armorProtectionMP - armor takes this percentage of damage in mp
g_balanceTDM - maintain even teams
g_blobSize
g_blobTime
g_bloodEffects - show blood splats, sprays and gibs
g_cinematic - skips updating entities that aren't marked 'cinematic' '1' during cinematics
g_cinematicMaxSkipTime - # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.
g_countDown - pregame countdown in seconds
g_damageScale - scale final damage on player by this factor
g_debugAnim - displays information on which animations are playing on the specified entity number. set to -1 to disable.
g_debugBounds - checks for models with bounds > 2048
g_debugCinematic
g_debugDamage
g_debugMove
g_debugMover
g_debugScript
g_debugTriggers
g_debugWeapon
g_decals - show decals such as bullet holes
g_disasm - disassemble script into base/script disasm.txt on the local drive when script is compiled
g_doubleVision - show double vision when taking damage
g_dragDamping
g_dragEntity - allows dragging physics objects around by placing the crosshair over them and holding the fire button
g_dragShowSelection
g_dropItemRotation
g_dvAmplitude
g_dvFrequency
g_dvTime
g_editEntityMode - 0 = off
1 = lights
2 = sounds
3 = articulated figures
4 = particle systems
5 = monsters
6 = entity names
7 = entity models
g_exportMask
g_flushSave - 1 = don't buffer file writing for save games.
g_fov
g_frametime - displays timing information for each game frame
g_gameReviewPause - scores review time in seconds (at end game)
g_gravity
g_gunX
g_gunY
g_gunZ
g_healthTakeAmt - how much health to take in nightmare mode
g_healthTakeLimit - how low can health get taken in nightmare mode
g_healthTakeTime - how often to take health in nightmare mode
g_kickAmplitude
g_kickTime
g_knockback
g_mapCycle - map cycling script for multiplayer games - see mapcycle.scriptcfg
g_maxShowDistance
g_monsters
g_mpWeaponAngleScale - Control the weapon sway in MP
g_muzzleFlash - show muzzle flashes
g_nightmare - if nightmare mode is allowed
g_password - game password
g_projectileLights - show dynamic lights on projectiles
g_showActiveEntities - draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.
g_showBrass - enables ejected shells from weapon
g_showcamerainfo - displays the current frame # for the camera when playing cinematics
g_showCollisionModels
g_showCollisionTraces
g_showCollisionWorld
g_showEnemies - draws boxes around monsters that have targeted the the player
g_showEntityInfo
g_showHud
g_showPlayerShadow - enables shadow of player model
g_showProjectilePct - enables display of player hit percentage
g_showPVS
g_showTargets - draws entities and their targets. hidden entities are drawn grey.
g_showTestModelFrame - displays the current animation and frame # for testmodels
g_showTriggers - draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey.
g_showviewpos
g_skill
g_skipFX
g_skipParticles
g_skipViewEffects - skip damage and other view effects
g_spectatorChat - let spectators talk to everyone during game
g_stopTime
g_TDMArrows - draw arrows over teammates in team deathmatch
g_testDeath
g_testHealthVision
g_testModelAnimate - test model animation, 0 = cycle anim with origin reset
1 = cycle anim with fixed origin
2 = cycle anim with continuous origin
3 = frame by frame with continuous origin
4 = play anim once
g_testModelBlend - number of frames to blend
g_testModelRotate - test model rotation speed
g_testParticle - test particle visualation, set by the particle editor
g_testParticleName - name of the particle being tested by the particle editor
g_testPostProcess - name of material to draw over screen
g_timeEntities - when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
g_useDynamicProtection - scale damage and armor dynamically to keep the player alive more often
g_vehicleForce
g_vehicleVelocity
g_viewNodalX
g_viewNodalZ
g_voteFlags - vote flags. bit mask of votes not allowed on this server
gamedate
gamename
gui_configServerRate
gui_debug
gui_edit
gui_filter_gameType - Gametype filter
gui_filter_password - Password filter
gui_filter_players - Players filter
gui_mediumFontLimit
gui_smallFontLimit
ik_debug - show IK debug lines
ik_enable - enable IK
image_anisotropy - set the maximum texture anisotropy if available
image_cacheMegs - maximum MB set aside for temporary loading of full-sized precompressed images
image_cacheMinK - maximum KB of precompressed files to read at specification time
image_colorMipLevels - development aid to see texture mip usage
image_downSize - controls texture downsampling
image_downSizeBump - controls normal map downsampling
image_downSizeBumpLimit - controls normal map downsample limit
image_downSizeLimit - controls diffuse map downsample limit
image_downSizeSpecular - controls specular downsampling
image_downSizeSpecularLimit - controls specular downsampled limit
image_filter - changes texture filtering on mipmapped images
image_forceDownSize
image_ignoreHighQuality - ignore high quality setting on materials
image_lodbias - change lod bias on mipmapped images
image_preload - if 0, dynamically load all images
image_roundDown - round bad sizes down to nearest power of two
image_showBackgroundLoads - 1 = print number of outstanding background loads
image_useAllFormats - allow alpha/intensity/luminance luminance+alpha
image_useCache - 1 = do background load image caching
image_useCompression - 0 = force everything to high quality
image_useNormalCompression - 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available
image_useOfflineCompression - write a batch file for offline compression of DDS files
image_usePrecompressedTextures - use .dds files if present
image_writeNormalTGA - write .tgas of the final normal maps for debugging
image_writeNormalTGAPalletized - write .tgas of the final palletized normal maps for debugging
image_writePrecompressedTextures - write .dds files if necessary
image_writeTGA - write .tgas of the non normal maps for debugging
in_alwaysRun - always run (reverse _speed button) - only in MP
in_anglespeedkey - angle change scale when holding down _speed button
in_freeLook - look around with mouse (reverse _mlook button)
in_mouse - enable mouse input
in_pitchspeed - pitch change speed when holding down look _lookUp or _lookDown button
in_yawspeed - yaw change speed when holding down _left or _right button
lcp_showFailures - show LCP solver failures
logFile - 1 = buffer log, 2 = flush after each print
logFileName - name of log file, if empty, qconsole.log will be used
m_pitch - mouse pitch scale
m_showMouseRate - shows mouse movement
m_smooth - number of samples blended for mouse viewing
m_strafeScale - mouse strafe movement scale
m_strafeSmooth - number of samples blended for mouse moving
m_yaw - mouse yaw scale
mod_validSkins - valid skins for the game
net_allowCheats - Allow cheats in network game
net_channelShowDrop - show dropped packets
net_channelShowPackets - show all packets
net_clientMaxRate - maximum rate requested by client from server in bytes/sec
net_clientPredictGUI - test guis in networking without prediction
net_clientPrediction - additional client side prediction in milliseconds
net_clientRemoteConsoleAddress - remote console address
net_clientRemoteConsolePassword - remote console password
net_clientServerTimeout - server time out in seconds
net_clientShowSnapshot
net_clientShowSnapshotRadius
net_clientSmoothing
net_clientUsercmdBackup - number of usercmds to resend
net_forceDrop - percentage packet loss
net_forceLatency - milliseconds latency
net_ip - local IP address
net_LANServer - config LAN games only - affects clients and servers
net_master0 - idnet master server address
net_master1 - 1st master server address
net_master2 - 2nd master server address
net_master3 - 3rd master server address
net_master4 - 4th master server address
net_port - local IP port number
net_serverAllowServerMod - allow server-side mods
net_serverClientTimeout - client time out in seconds
net_serverDedicated - 1 = text console dedicated server, 2 = graphical dedicated server
net_serverDrawClient - number of client for which to draw view on server
net_serverMaxClientRate - maximum rate to a client in bytes/sec
net_serverMaxUsercmdRelay - maximum number of usercmds from other clients the server relays to a client
net_serverReloadEngine - perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0
net_serverRemoteConsolePassword - remote console password
net_serverSnapshotDelay - delay between snapshots in milliseconds
net_serverZombieTimeout - disconnected client timeout in seconds
net_socksEnabled
net_socksPassword
net_socksPort
net_socksServer
net_socksUsername
net_verbose - 1 = verbose output, 2 = even more verbose output
password - client password used when connecting
pm_air - how long in milliseconds the player can go without air before he starts taking damage
pm_bboxwidth - x/y size of player's bounding box
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob - bob much faster when crouched
pm_crouchheight - height of player's bounding box while crouched
pm_crouchrate - time it takes for player's view to change from standing to crouching
pm_crouchspeed - speed the player can move while crouched
pm_crouchviewheight - height of player's view while crouched
pm_deadheight - height of player's bounding box while dead
pm_deadviewheight - height of player's view while dead
pm_jumpheight - approximate hieght the player can jump
pm_maxviewpitch - amount player's view can look down
pm_minviewpitch - amount player's view can look up (negative values are up)
pm_modelView - draws camera from POV of player model (1 = always, 2 = when dead)
pm_noclipspeed - speed the player can move while in noclip
pm_normalheight - height of player's bounding box while standing
pm_normalviewheight - height of player's view while standing
pm_runbob - bob faster when running
pm_runpitch
pm_runroll
pm_runspeed - speed the player can move while running
pm_spectatebbox - size of the spectator bounding box
pm_spectatespeed - speed the player can move while spectating
pm_stamina - length of time player can run
pm_staminarate - rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.\
pm_staminathreshold - when stamina drops below this value, player gradually slows to a walk
pm_stepsize - maximum height the player can step up without jumping
pm_thirdPerson - enables third person view
pm_thirdPersonAngle - direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)
pm_thirdPersonClip - clip third person view into world space
pm_thirdPersonDeath - enables third person view when player dies
pm_thirdPersonHeight - height of camera from normal view height in 3rd person
pm_thirdPersonRange - camera distance from player in 3rd person
pm_usecylinder - use a cylinder approximation instead of a bounding box for player collision detection
pm_walkbob - bob slowly when walking
pm_walkspeed - speed the player can move while walking
r_brightness - changes gamma tables
r_cgFragmentProfile - arbfp1, fp30
r_cgVertexProfile - arbvp1, vp20, vp30
r_checkBounds - compare all surface bounds with precalculated ones
r_clear - force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom
r_customHeight - custom screen height
r_customWidth - custom screen width
r_debugArrowStep - step size of arrow cone line rotation in degrees
r_debugLineDepthTest - perform depth test on debug lines
r_debugLineWidth - width of debug lines
r_debugPolygonFilled - draw a filled polygon
r_demonstrateBug - used during development to show IHV's their problems
r_displayRefresh - optional display refresh rate option for vid mode
r_finish - force a call to glFinish() every frame
r_flareSize - scale the flare deforms from the material def
r_forceLoadImages - draw all images to screen after registration
r_frontBuffer - draw to front buffer for debugging
r_fullscreen - 0 = windowed, 1 = full screen
r_gamma - changes gamma tables
r_glDriver - "opengl32", etc.
r_hdr_bloomFraction - fraction to smear across neighbors
r_hdr_exposure - maximum light scale
r_hdr_gamma - monitor gamma power
r_hdr_monitorDither - random dither in monitor space
r_hdr_useFloats - use a floating point rendering buffer
r_ignore - used for random debugging without defining new vars
r_ignore2 - used for random debugging without defining new vars
r_ignoreGLErrors - ignore GL errors
r_inhibitFragmentProgram - ignore the fragment program extension
r_jitter - randomly subpixel jitter the projection matrix
r_jointNameOffset - offset of joint names when r_showskel is set to 1
r_jointNameScale - size of joint names when r_showskel is set to 1
r_lightAllBackFaces - light all the back faces, even when they would be shadowed
r_lightScale - all light intensities are multiplied by this
r_lightSourceRadius - for soft-shadow sampling
r_lockSurfaces - allow moving the view point without changing the composition of the scene, including culling
r_logFile - number of frames to emit GL logs
r_materialOverride - overrides all materials
r_megaTextureLevel - draw only a specific level
r_mergeModelSurfaces - combine model surfaces with the same material
r_mode - video mode number
r_multiSamples - number of antialiasing samples
r_offsetfactor - polygon offset parameter
r_offsetunits - polygon offset parameter
r_orderIndexes - perform index reorganization to optimize vertex use
r_renderer - hardware specific renderer path to use
r_sb_biasScale - scale factor for jitter bias
r_sb_frustomFOV - oversize FOV for point light side matching
r_sb_jitterScale - scale factor for jitter offset
r_sb_lightResolution - Pixel dimensions for each shadow buffer, 64 2048
r_sb_linearFilter - use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_noShadows - don't draw any occluders
r_sb_occluderFacing - 0 = front faces, 1 = back faces, 2 = midway between
r_sb_polyOfsFactor - polygonOffset factor for drawing shadow buffer
r_sb_polyOfsUnits - polygonOffset units for drawing shadow buffer
r_sb_randomize - randomly offset jitter texture each draw
r_sb_samples - 0, 1, 4, or 16
r_sb_screenSpaceShadow - build shadows in screen space instead of on surfaces
r_sb_showFrustumPixels - color the pixels contained in the frustum
r_sb_singleSide - only draw a single side (0-5) of point lights
r_sb_useCulling - cull geometry to individual side frustums
r_sb_usePbuffer - draw offscreen
r_sb_viewResolution - Width of screen space shadow sampling
r_screenFraction - for testing fill rate, the resolution of the entire screen can be changed
r_shadowPolygonFactor - scale value for stencil shadow drawing
r_shadowPolygonOffset - bias value added to depth test for stencil shadow drawing
r_shadows - enable shadows
r_showAlloc - report alloc/free counts
r_showCull - report sphere and box culling stats
r_showDefs - report the number of modeDefs and lightDefs in view
r_showDemo - report reads and writes to the demo file
r_showDepth - display the contents of the depth buffer and the depth range
r_showDominantTri - draw lines from vertexes to center of dominant triangles
r_showDynamic - report stats on dynamic surface generation
r_showEdges - draw the sil edges
r_showEntityScissors - show entity scissor rectangles
r_showImages - 1 = show all images instead of rendering, 2 = show in proportional size
r_showIntensity - draw the screen colors based on intensity, red = 0, green = 128, blue = 255
r_showInteractionFrustums - 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractions - report interaction generation activity
r_showInteractionScissors - 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_showLightCount - 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_showLights - 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLightScale - report the scale factor applied to drawing for overbrights
r_showLightScissors - show light scissor rectangles
r_showMegaTexture - display all the level images
r_showMegaTextureLabels - draw colored blocks in each tile
r_showMemory - print frame memory utilization
r_showNormals - draws wireframe normals
r_showOverDraw - 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
r_showPortals - draw portal outlines in color based on passed / not passed
r_showPrimitives - report drawsurf/index/vertex counts
r_showShadowCount - colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
r_showShadows - 1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showSilhouette - highlight edges that are casting shadow planes
r_showSkel - draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSmp - show which end (front or back) is blocking
r_showSurfaceInfo - show surface material name under crosshair
r_showSurfaces - report surface/light/shadow counts
r_showTangentSpace - shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTexturePolarity - shade triangles by texture area polarity
r_showTextureVectors - if > 0 draw each triangles texture (tangent) vectors
r_showTrace - show the intersection of an eye trace with the world
r_showTris - enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showUnsmoothedTangents - if 1, put all nvidia register combiner programming in display lists
r_showUpdates - report entity and light updates and ref counts
r_showVertexCache
r_showVertexColor - draws all triangles with the solid vertex color
r_showViewEntitys - 1 = displays the bounding boxes of all view models, 2 = print index numbers
r_singleArea - only draw the portal area the view is actually in
r_singleEntity - suppress all but one entity
r_singleLight - suppress all but one light
r_singleSurface - suppress all but one surface on each entity
r_singleTriangle - only draw a single triangle per primitive
r_skipAmbient - bypasses all non-interaction drawing
r_skipBackEnd - don't draw anything
r_skipBlendLights - skip all blend lights
r_skipBump - uses a flat surface instead of the bump map
r_skipCopyTexture - do all rendering, but don't actually copyTexSubImage2D
r_skipDeforms - leave all deform materials in their original state
r_skipDiffuse - use black for diffuse
r_skipDynamicTextures - don't dynamically create textures
r_skipFogLights - skip all fog lights
r_skipFrontEnd - bypasses all front end work, but 2D gui rendering still draws
r_skipGuiShaders - 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
r_skipInteractions - skip all light/surface interaction drawing
r_skipLightScale - don't do any post-interaction light scaling, makes things dim on low-dynamic range cards
r_skipMegaTexture - only use the lowest level image
r_skipNewAmbient - bypasses all vertex/fragment program ambient drawing
r_skipOverlays - skip overlay surfaces
r_skipParticles - 1 = skip all particle systems
r_skipPostProcess - skip all post-process renderings
r_skipRender - skip 3D rendering, but pass 2D
r_skipRenderContext - NULL the rendering context during backend 3D rendering
r_skipROQ - skip ROQ decoding
r_skipSpecular - use black for specular1
r_skipSubviews - 1 = don't render any gui elements on surfaces
r_skipSuppress - ignore the per-view suppressions
r_skipTranslucent - skip the translucent interaction rendering
r_skipUpdates - 1 = don't accept any entity or light updates making everything static
r_slopNormal - merge normals that dot less than this
r_slopTexCoord - merge texture coordinates this far apart
r_slopVertex - merge xyz coordinates this far apart
r_subviewOnly - 1 = don't render main view, allowing subviews to be debugged
r_swapInterval - changes wglSwapIntarval
r_terrainScale - vertically scale USGS data
r_testARBProgram - experiment with vertex/fragment programs
r_testGamma - if > 0 draw a grid pattern to test gamma levels
r_testGammaBias - if > 0 draw a grid pattern to test gamma levels
r_testStepGamma - if > 0 draw a grid pattern to test gamma levels
r_useCachedDynamicModels - cache snapshots of dynamic models
r_useClippedLightScissors - 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always
r_useCombinerDisplayLists - put all nvidia register combiner programming in display lists
r_useConstantMaterials - use pre-calculated material registers if possible
r_useCulling - 0 = none, 1 = sphere, 2 = sphere + box
r_useDeferredTangents - defer tangents calculations after deform
r_useDepthBoundsTest - use depth bounds test to reduce shadow fill
r_useEntityCallbacks - if 0, issue the callback immediately at update time, rather than defering
r_useEntityCulling - 0 = none, 1 = box
r_useEntityScissors - 1 = use custom scissor rectangle for each entity
r_useExternalShadows - 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing
r_useFrustumFarDistance - if != 0 force the view frustum far distance to this distance
r_useIndexBuffers - use ARB_vertex_buffer_object for indexes
r_useInfiniteFarZ - use the no-far-clip-plane trick
r_useInteractionCulling - 1 = cull interactions
r_useInteractionScissors - 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors
r_useInteractionTable - create a full entityDefs * lightDefs table to make finding interactions faster
r_useLightCulling - 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas
r_useLightPortalFlow - use a more precise area reference determination
r_useLightScissors - 1 = use custom scissor rectangle for each light
r_useNodeCommonChildren - stop pushing reference bounds early when possible
r_useNV20MonoLights - use pass optimization for mono lights
r_useOptimizedShadows - use the dmap generated static shadow volumes
r_usePortals - 1 = use portals to perform area culling, otherwise draw everything
r_usePreciseTriangleInteractions - 1 = do winding clipping to determine if each ambiguous tri should be lit
r_useScissor - scissor clip as portals and lights are processed
r_useShadowCulling - try to cull shadows from partially visible lights
r_useShadowProjectedCull discard triangles outside light volume before shadowing
r_useShadowSurfaceScissor - scissor shadows by the scissor rect of the interaction surfaces
r_useShadowVertexProgram - do the shadow projection in the vertex program on capable cards
r_useSilRemap - consider verts with the same XYZ, but different ST the same for shadows
r_useStateCaching - avoid redundant state changes in GL_*() calls
r_useTripleTextureARB - cards with 3+ texture units do a two pass instead of three pass
r_useTurboShadow - use the infinite projection with W technique for dynamic shadows
r_useTwoSidedStencil - do stencil shadows in one pass with different ops on each side
r_useVertexBuffers - use ARB_vertex_buffer_object for vertexes
r_vertexBufferMegs
r_znear - near Z clip plane distance
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinutes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClipping
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextures
radiant_InspectorDockedDialogs
radiant_InspectorsWindow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPlace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyle
radiant_NewMapFormat
radiant_NewRightClick
radiant_NewTextureWindowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWindows
radiant_RadiantMapPath
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeEntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointSize
radiant_SwitchClipKey
radiant_TextureLock
radiant_TextureQuality
radiant_TextureScale
radiant_TextureScrollbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLists
radiant_UseGLLighting
radiant_UseTextureBar
radiant_WideToolBar
radiant_xywindow
radiant_XZVIS
radiant_xzwindow
radiant_YZVIS
radiant_yzwindow
radiant_ZClipBottom
radiant_ZClipEnabled
radiant_ZClipTop
radiant_ZVIS
radiant_zwindow
rb_showActive - show rigid bodies that are not at rest
rb_showBodies - show rigid bodies
rb_showInertia - show the inertia tensor of each rigid body
rb_showMass - show the mass of each rigid body
rb_showTimings - show rigid body cpu usage
rb_showVelocity - show the velocity of each rigid body
s_clipVolumes
s_constantAmplitude
s_doorDistanceAdd - reduce sound volume with this distance when going through a door
s_dotbias2
s_dotbias6
s_drawSounds
s_force22kHz
s_globalFraction - volume to all speakers when not spatialized
s_maxSoundsPerShader
s_meterTopTime
s_minVolume2
s_minVolume6
s_noSound
s_numberOfSpeakers - number of speakers
s_playDefaultSound - play a beep for missing sounds
s_quadraticFalloff
s_realTimeDecoding
s_reverse
s_showLevelMeter
s_showStartSound
s_singleEmitter - mute all sounds but this emitter
s_spatializationDecay
s_subFraction - volume to subwoofer in 5.1
s_useOcclusion
s_volume_dB - volume in dB
sensitivity - mouse view sensitivity
si_fragLimit - frag limit
si_gameType - game type - singleplayer, deathmatch, Tourney, Team DM or Last Man
si_map - map to be played next on server
si_maxPlayers - max number of players allowed on the server
si_name - name of the server
si_pure - server is pure and does not allow modified data
si_spectators - allow spectators or require all clients to play
si_teamDamage - enable team damage
si_timeLimit - time limit in minutes
si_usePass - enable client password checking
si_version - engine version
si_warmup - do pre-game warmup
sys_arch
sys_cpustring
sys_lang
timescale - scales the time
ui_autoReload - auto reload weapon
ui_autoSwitch - auto switch weapon
ui_name - player name
ui_ready - player is ready to start playing
ui_showGun - show gun
ui_skin - player skin
ui_spectate - play or spectate
ui_team - player team
win_allowMultipleInstances - allow multiple instances running concurrently
win_notaskkeys - disable windows task keys
win_outputDebugString
win_outputEditString
win_timerUpdate - allows the game to be updated while dragging the window
win_username - windows user name
win_viewlog
win_xpos - horizontal position of window
win_ypos - vertical position of window