Reyhard/Sandbox/Diag Menu – User

From Bohemia Interactive Community
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= GameCode =
== Damage ==
=== Hit Zones ===
==== Show hit zone memory ====


= Game =
<!-- ID: DM_HITZONE_MEMORY -->
== Weather ==
Enable/disable showing of hit zone memory.
=== Debug time ===


Enable/disable weather debug time.
'''Available Options''': false, true


'''Available Options''': disabled, enabled
==== Show hit zones ====


=== Show diag. ===
<!-- ID: GAME_DIAG_SHOW_HITZONES -->
 
Enable/disable showing of hit zones.
Show or hide weather diagnostics.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show diag. values ===
==== Log damage on hit zones ====


Show or hide weather diagnostic values.
<!-- ID: GAME_DIAG_LOG_HITZONES -->
Enable/disable logging of damage on hit zones.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override wet speeds ===
==== Log Rpl registration ====


Enable/disable overriding wetness speeds.
<!-- ID: GAME_DIAG_RPLNODES_LOGGING -->
Enable/disable logging of Rpl registration.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override states ===
=== Destruction ===
==== Damage all on init ====


Enable/disable overriding weather states.
<!-- ID: GAME_DIAG_DAMAGE_ALL_ON_INIT -->
Enable/disable damage all on init.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override variants ===
==== Enable Logging ====


Enable/disable overriding weather variants.
<!-- ID: GAME_DIAG_LOG_DESTRUCTION -->
Enable/disable logging of destruction.


'''Available Options''': false, true
'''Available Options''': false, true


== Dialogue ==
==== Enable layout logging ====
=== Demo ===


Enable/disable dialogue demo mode.
<!-- ID: GAME_DIAG_LOG_DESTRUCTION_LAYOUT -->
Enable/disable logging of destruction layout.


'''Available Options''': false, true
'''Available Options''': false, true


== Deployable SpawnPoints ==
==== Rotate permanent debris 90deg ====
=== Show Exclusion Zones ===


Show or hide deployable spawn points exclusion zones.
<!-- ID: GD_DESTRUCTION_ROTATE_DEBRIS -->
Enable/disable rotating permanent debris.


'''Available Options''': false, true
'''Available Options''': false, true


== Voting ==
==== Snap to ground (debris) ====
=== Enable All Vote Types ===


Enable/disable all vote types.
<!-- ID: GD_DESTRUCTION_ENABLE_SNAP_TO_GROUND -->
Enable/disable snapping of debris to ground.


'''Available Options''': false, true
'''Available Options''': false, true


== Show bounds overlap target info ==
==== Allow broken prefabs spawning ====


Show or hide bounds overlap target info.
<!-- ID: GD_SPAWN_BROKEN_PREFABS -->
Enable/disable spawning of broken prefabs.


'''Available Options''': false, true
'''Available Options''': false, true


== Show cursor target info ==
==== Enable destruction diag ====


Show or hide cursor target info.
<!-- ID: SCR_DebugMenuID.DEBUGUI_DESTRUCTION_ENABLE_DIAG -->
Enable/disable destruction diagnostics.


'''Available Options''': false, true
'''Available Options''': false, true


== Copy view link ==
=== Type of damage info ===


Copy view link using hotkey (lctrl+lshift+l).
<!-- ID: GAME_DIAG_DAMAGE_INFO_TYPE -->
Set type of damage info.


'''Hotkey''': lctrl+lshift+l
'''Available Options''': off,  trace,  self,  both


'''Available Options''': false, true
=== DamageEffect info ===


= Statistics =
<!-- ID: GAME_DIAG_DAMAGE_EFFECTS_INFO_TYPE -->
== FPS ==
Set damage effect info type.


Display FPS statistics.
'''Available Options''': off,  Persistent,  Damage History,  both


'''Hotkey''': lctrl+num1
=== Visualize weapon blast ===


'''Available Options''': none, basic, detailed, average
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_BLAST -->
Set weapon blast visualization mode.


== General ==
'''Available Options''': disabled, hit, all, posDebug, onlyMainBlast, onlyRicochet


Display general statistics.
== Achievements ==
=== Achievements display ===


'''Hotkey''': lctrl+num2
<!-- ID: GAME_DIAG_ACHIEVEMENTS_DISPLAY -->
Enable/disable achievements display.


'''Available Options''': disable, basic, detailed, all
'''Available Options''': false, true


== Shape stats ==
=== Dump achievement memory data ===


Enable/disable shape statistics.
<!-- ID: GAME_DIAG_ACHIEVEMENTS_GET -->
Enable/disable dumping of achievement memory data.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


== MeshObject stats ==
=== Request achievement platform data ===


Display mesh object statistics.
<!-- ID: GAME_DIAG_ACHIEVEMENTS_REQUEST -->
Enable/disable request for platform achievement data.


'''Available Options''': none, count, mesh, faces, verts
'''Available Options''': false, true


== Decal stats ==
=== Unlock ACH_COMBAT_HYGIENE ===


Display decal statistics.
<!-- ID: GAME_DIAG_UNLOCK_ACHIEVEMENT_0 -->
Unlock ACH_COMBAT_HYGIENE.


'''Available Options''': none, all
'''Available Options''': false, true


== Resource memory stats ==
=== +50 STAT_ENEMIES_NEUTRALIZED ===


Display resource memory statistics.
<!-- ID: GAME_DIAG_INCR_STAT_1 -->
Increase STAT_ENEMIES_NEUTRALIZED by 50.


'''Available Options''': none, memory, age
'''Available Options''': false, true


== Texture memory stats ==
== Particle ==
=== Particles manager ===


Display texture memory statistics.
<!-- ID: GAME_DIAG_PARTICLES -->
Enable/disable particles manager debug.


'''Available Options''': none, memory, age
'''Available Options''': false, true


== Slow script ==
=== Distance particle effect ===


Set threshold for slow scripts log.
<!-- ID: GAME_DIAG_PARTICLES_DISTANCE_SYSTEM -->
Enable/disable distance particle effect.


'''Available Options''': off, 1ms, 2ms, 5ms, 10ms
'''Available Options''': enabled, disabled


== Verbose script Print ==
== Signals ==
=== Show current SignalsManagerComponent ===


Enable/disable verbose script prints.
<!-- ID: GAME_DIAG_SIGNALS_CURR -->
Show or hide current SignalsManagerComponent.


'''Available Options''': false, true
'''Available Options''': false, true


== Script profiler ==
=== Log received ===


Enable/disable script profiler.
<!-- ID: GAME_DIAG_SIGNALS_RECV -->
Enable/disable logging of received signals.


'''Available Options''': off, frame, average
'''Available Options''': false, true


== Script prof. external ==
=== Log sent ===


Enable/disable external script profiler.
<!-- ID: GAME_DIAG_SIGNALS_SENT -->
Enable/disable logging of sent signals.


'''Available Options''': false, true
'''Available Options''': false, true


== Test mem-stress ==
=== Log signal changes ===


Enable/disable memory stress testing.
<!-- ID: GAME_DIAG_SIGNALS_CHANGES -->
Set logging mode for signal changes.


'''Available Options''': off, once, periodic
'''Available Options''': off, all, 0.5,  1,  10,  100


== Flush memory ==
=== Signals to dump ===


Enable/disable memory flushing.
<!-- ID: GAME_DIAG_SIGNALS_TO_DUMP -->
Set signals to dump.


'''Available Options''': disabled, enabled
'''Available Options''': SP, MP,  all


== Flush audio ==
=== Dump signals ===


Enable/disable audio flushing.
<!-- ID: GAME_DIAG_SIGNALS_DUMP -->
Enable/disable dumping of signals.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


== Memory validation ==
== Game materials ==
=== Cursor ===


Enable/disable memory validation.
<!-- ID: GAME_DIAG_MATERIALS_CURSOR -->
Shows information about materials being used on collider which is under the cursor. It shows also thickness of the collider. By default it using all [[Arma Reforger:Collision Layer#InteractionMatrixRow Setup|Collision Layers]].


'''Available Options''': none, on, off
'''Available Options''': false, true


== Dump render resources ==
=== Projectile ===


Enable/disable dumping of render resources.
<!-- ID: GAME_DIAG_MATERIALS_PROJECTILE -->
Restricts game materials check to [[Arma Reforger:Collision Layer#InteractionMatrixRow Setup|Projectile]] layer. Can be used to check fire geometry


'''Available Options''': disabled, enabled
'''Available Options''': false, true


== Counters ==
=== Character's feet ===


Enable/disable performance counters.
<!-- ID: GAME_DIAG_MATERIALS_SOLDIER_FEET -->
Enable/disable showing of materials under character's feet.


'''Hotkey''': lctrl+num3
'''Available Options''': false, true


'''Available Options''': disabled, enabled
=== Vehicle ===


== Slow down ==
<!-- ID: GAME_DIAG_MATERIALS_VEHICLE -->
Enable/disable showing of materials under vehicle.


Slow down the game.
'''Available Options''': false, true


'''Available Options''': off, 1ms, 5ms, 10ms, 20ms, 50ms, 100ms
== Weapons ==
=== Deployment ===
==== Debug deploying ====


== Limit FPS ==
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEBUG -->
Enable/disable debugging of weapon deployment.


Limit the game's FPS.
'''Available Options''': false, true


'''Available Options''': off, 120, 60, 40, 30, 20, 10, 5, 2
==== IK diag ====


== Widget statistics ==
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_IK -->
 
Enable/disable IK diagnostics for weapon deployment.
Enable/disable widget statistics.


'''Available Options''': false, true
'''Available Options''': false, true


== Widget hierarchy to log ==
==== Aim speed diag ====


Log widget hierarchy.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_AIM_SPEED -->
Enable/disable aim speed diagnostics for weapon deployment.


'''Available Options''': off, once
'''Available Options''': false, true


== Widget update to log ==
==== Animation diag ====


Log widget updates.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ANIM -->
Enable/disable animation diagnostics for weapon deployment.


'''Available Options''': none, hierarchy, time
'''Available Options''': false, true


== Loaded particle FX ==
==== Weapon collision diag ====


Enable/disable loaded particle FX statistics.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_WEAPON_COLLISION -->
Enable/disable weapon collision diagnostics for deployment.


'''Available Options''': false, true
'''Available Options''': false, true


== Resource category stats ==
==== Disable Prone deployment ====


Enable/disable resource category statistics.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_PRONE -->
Enable/disable prone deployment for weapons.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


== Dump resources ==
==== Disable post-phys hand pose ====


Toggle. Dumps all resources.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_POSTPHYS_IK -->
Enable/disable post physics hand pose for weapon.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


== Log prefab spawn ==
==== ADS limits diag ====


Log prefab spawning.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ADS_LIMITS -->
Enable/disable ADS limits debug.


'''Available Options''': off, non-instant, all
'''Available Options''': false, true


== Data Collection ==
==== Deploying height ====
=== Enable debug menu ===


Enable/disable data collection debug menu.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEPLOY_HEIGHT -->
Set deploying height.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0.3
*  Step: 0.01


= Render =
==== Max dist wpn-shoulder ====
== RT ==
=== Main RT format ===


Override main render target format.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISTANCE_OFFSET_FROM_SHOULDER -->
Set max distance between weapon and shoulder.


'''Available Options''': no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F,  R16G16B16A16F
'''Range Settings''':
* Min: 0
* Max: 90
* Current Value: 15
* Step: 0.05


=== Main RT MSAA ===
==== Disable prone movement ====


Override main render target MSAA settings.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DISABLE_MOVEMENT -->
Enable/disable movement while prone deployment.


'''Available Options''': no override, none,  2x,  4x,  8x
'''Available Options''': true, false


=== Force custom resolve ===
==== Prone deployment heigh limit ====


Force custom resolve for render target.
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DEPLOY_HEIGHT_LIMIT -->
Set prone deployment height limit.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0.15
*  Step: 0.01


=== Use resolved RT for PPs ===
=== Show sights points ===


Control post-processing RT usage.
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SIGHTS_POINTS -->
Enable/disable showing of weapon sight points.


'''Available Options''': default, disabled,  enabled
'''Available Options''': false, true


== Various ==
=== Disable aim modifiers ===
=== Reload shaders ===


Enable/disable shader reloading.
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_AIM_MODIFIERS -->
Enable/disable aim modifiers for weapons.


'''Hotkey''': lctrl+f12
'''Available Options''': false, true


'''Available Options''': disabled, enabled
=== Disable character aim modifiers ===


=== Offline shaders ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_CHARACTER_AIM_MODIFIERS -->
Enable/disable character aim modifiers for weapons.


Enable/disable offline shaders.
'''Available Options''': false, true


'''Available Options''': disabled, enabled
=== Disable weapon offset ===


=== Scene prep. mode ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_WEAPON_OFFSET -->
Enable/disable weapon offset.


Set scene preparation mode.
'''Available Options''': false, true


'''Available Options''': Multithreaded, Singlethreaded
=== Enable sway diagnostics ===


=== Cmd list mode ===
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SWAY_DIAG -->
Enable/disable sway diagnostics.


Set command list mode.
'''Available Options''': false, true


'''Available Options''': Multithreaded, Singlethreaded
=== Disable movement based sway ===


=== Log GPU perf diags ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_MOVEMENT_SWAY -->
Enable/disable movement based sway.


Log GPU performance diagnostics.
'''Available Options''': false, true


'''Available Options''': off, once, permanent
=== Weapon obstruction ===


=== Log CMD lists ===
<!-- ID: GAME_DIAG_WEAPONS_OBSTRUCTION -->
Enable/disable weapon obstruction debug.


Log command lists.
'''Available Options''': false, true


'''Available Options''': off, once, permament
=== Weapon handling ===


=== Clear RT with ===
<!-- ID: GAME_DIAG_WEAPONS_HANDLING -->
Enable/disable weapon handling debug.


Clear render target with color.
'''Available Options''': false, true


'''Available Options''': none, black, white, red, green, blue
=== Weapon IK ===


=== Clear temporal RTs to ===
<!-- ID: GAME_DIAG_WEAPONS_IK -->
Enable/disable weapon IK debug.


Clear temporal render targets.
'''Available Options''': false, true


'''Available Options''': none, black, NaN
=== Enable casing endpoints ===


=== GBuffer ===
<!-- ID: GAME_DIAG_WEAPONS_ENABLE_CASING_ENDPOINTS -->
Enable/disable casing endpoints debug.


Set G-Buffer mode.
'''Available Options''': false, true


'''Available Options''': default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull
=== Disable partial lower ===


=== GBuffer decals ===
<!-- ID: GAME_DIAG_WEAPONS_FORCE_DISABLE_PARTIAL_LOWER -->
 
Enable/disable partial lower disable.
Enable/disable G-Buffer decals.


'''Available Options''': false, true
'''Available Options''': false, true


=== Decals ===
=== Force zeroing anim value ===


Enable/disable decals.
<!-- ID: GAME_DIAG_WEAPONS_FORCE_ZEROING_ANIM_VALUE -->
Set force zeroing animation value.
Options: -0.001 1 -0.001 0.001


'''Available Options''': true, false
=== Force Recoil Type ===


=== VSync imm.treshold ===
<!-- ID: GAME_DIAG_WEAPONS_FILTER_RECOIL_TYPE -->
Set force recoil type.


Set VSync immediate threshold.
'''Range Settings''':
*  Min: 0
*  Max: 3
*  Current Value: 0
*  Step: 1


'''Available Options''': 0, 10, 20, 30, 40, 50
=== Roll comp. weight ===


=== VSync limit ===
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_WEIGHT -->
Set roll compensation weight.


Set VSync limit.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.01


'''Available Options''': default, 20, 30, 40, 60
=== Roll comp. gizmo diag ===


=== DX12: log trans. barriers ===
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_GIZMOS -->
 
Enable/disable roll compensation gizmo debug.
Enable/disable logging of DX12 transition barriers.


'''Available Options''': false, true
'''Available Options''': false, true


=== DX12: log state commit ===
=== Correct zeroing data by ZeroGenerator ===


Enable/disable logging of DX12 state commits.
<!-- ID: GAME_DIAG_WEAPONS_ADJUST_ZERO -->
Enable/disable zeroing data correction.


'''Available Options''': false, true
'''Available Options''': false, true


=== CopyHWDepth use depth ===
=== Adjustable magnification input scaling info ===


Control if CopyHWDepth should use depth.
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_INFO -->
Enable/disable adjustable magnification scaling info.


'''Available Options''': true, false
'''Available Options''': false, true


=== CopyHWDepth filter ===
=== Adjustable magnification input scaling value ===


Set filter mode for CopyHWDepth.
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_SCALE -->
Set adjustable magnification input scaling value.


'''Available Options''': default, firstSample, min, max
'''Range Settings''':
* Min: -1.0
* Max: 1.0
* Current Value: 0.0
*  Step: 0.01


=== CB draw calls min limit ===
=== Show Collimator Debug ===


Enable/disable command buffer draw calls minimum limit.
<!-- ID: GAME_MENU_WEAPON_COLLIMATOR_SIGHT -->
Enable/disable collimator debug.


'''Available Options''': true, false
'''Available Options''': false, true


== System textures ==
=== Show Attachment Debug ===
=== IBL ===
==== log messages ====


Enable/disable IBL logging.
<!-- ID: GAME_MENU_WEAPON_ATTACHMENTS -->
Enable/disable attachment debug.


'''Available Options''': false, true
'''Available Options''': false, true


==== Env map num ====
=== TestAimModifier ===
==== Reset aim mod ====


Select which environment map to display.
<!-- ID: SCR_DebugMenuID.DEBUGUI_AIMMODIFIER_RESET -->
Reset aim modifier.


'''Available Options''': none, GlobalSky, GlobalPlaced, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16
'''Available Options''': false, true


==== Refresh ====
=== Toggle 2D optics ===


Set refresh mode for IBL.
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS_USE_2D -->
Toggle 2D optics usage.


'''Available Options''': no, yes, always, disable
'''Available Options''': false, true


==== Apply HDRmul ====
=== Show optics diag ===


Apply or disable HDR multiplier for IBL.
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS -->
Show or hide optics diagnostics.


'''Available Options''': true, false
'''Available Options''': false, true


==== DFG specular ====
=== Show PIP settings diag ===


Enable/disable DFG specular for IBL.
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_PIP_SIGHTS -->
Show or hide PIP settings diagnostics.


'''Available Options''': false, true
'''Available Options''': false, true


==== DFG diffuse ====
== User Actions ==  
=== Log actions ===


Enable/disable DFG diffuse for IBL.
<!-- ID: GAME_DIAG_USER_ACTION_LOG -->
Enable/disable logging of user actions.


'''Available Options''': false, true
'''Available Options''': false, true


==== Environment ====
=== Context position ===


Enable/disable environment for IBL.
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_POSITION -->
Enable/disable context position debug.


'''Available Options''': false, true
'''Available Options''': false, true


==== LD specular ====
=== Context visibility angle ===


Enable/disable LD specular for IBL.
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_VISIBILITY_ANGLE -->
Enable/disable context visibility angle debug.


'''Available Options''': true, false
'''Available Options''': false, true


==== LD diffuse ====
=== Draw diags for select ent only ===


Enable/disable LD diffuse for IBL.
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_DRAWDIAG_SELECTONLY -->
Enable/disable drawing of diags for selected entity only.


'''Available Options''': false, true
'''Available Options''': false, true


=== Maximize size ===
=== Context gizmo scale ===


Enable/disable Dynamic Texture size maximization.
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_GIZMO_SIZE -->
Set context gizmo scale.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 5
*  Current Value: 0.3
*  Step: 0.05


=== Show shadowmap ===
=== Context name scale ===


Display shadowmap.
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_NAME_SIZE -->
Set context name scale.


'''Available Options''': disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd
'''Range Settings''':
 
*  Min: 0
=== Show combined rainmask ===
*  Max: 50
*  Current Value: 10
*  Step: 1


Display combined rainmask.
=== Show context radius gizmo ===


'''Available Options''': disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_RADIUS_GIZMO -->
Enable/disable showing of context radius gizmo.


=== Show cascades ===
'''Available Options''': false, true


Show shadow cascades.
=== Enable handler diag ===


'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG -->
Enable/disable user action handler diagnostics.


=== Show rain mask ===
'''Available Options''': false, true


Show rain mask.
=== Forcedisable Interactions ===


'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FORCEDISABLE -->
Enable/disable forcing of interactions.


=== Show wetness mask ===
'''Available Options''': false, true


Show wetness mask.
=== Enable adv. handler diag ===


'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG_ADVANCED -->
Enable/disable advanced user action handler diagnostics.


=== Show custom wetness mask ===
'''Available Options''': false, true


Show custom wetness mask.
=== Use distance to line ===


'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_USE_LINE_DISTANCE -->
Enable/disable using distance to line for interaction.


=== Show wetness add mask ===
'''Available Options''': false, true


Show wetness add mask.
=== Fix square distance ===


'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FIX_SQUARE_DISTANCE -->
Enable/disable fixing of square distance.


=== Show depthmap ===
'''Available Options''': false, true


Enable/disable depthmap visualization.
=== Use predicate cache ===


'''Available Options''': disabled, enabled
<!-- ID: GAME_DIAG_USER_ACTION_PREDICATE_CACHE -->
Enable/disable predicate cache usage.


=== Show HW depthmap ===
'''Available Options''': true, false


Enable/disable HW depthmap visualization.
=== Script listeners ===


'''Available Options''': disabled, enabled
<!-- ID: GAME_DIAG_USER_ACTION_SCRIPT_LISTENER -->
Enable/disable script listeners.


=== Terrain shadow map ===
'''Available Options''': true, false


Show terrain shadow maps.
=== SetActionEnabled_S ON ===


'''Available Options''': none, terrain shadow, shadow raw,  shadow volume high, shadow volume low
<!-- ID: GAME_DIAG_USER_ACTION_SETACTIONENABLED_S -->
Enable/disable setting of action enable on client.


=== Disable SPD ===
'''Available Options''': true, false


Disable Screen-Space Particle Depth.
=== New interaction method ===
 
<!-- ID: GAME_DIAG_USER_ACTION_NEW_INTERACTION_METHOD -->
Enable/disable new interaction method.


'''Available Options''': false, true
'''Available Options''': true, false


=== Show GBuffer ===
=== Skip action duration ===


Show G-Buffer channels (normals, roughness, metalness).
<!-- ID: SCR_DebugMenuID.DEBUGUI_INTERACTION_SKIP_DURATION -->
Enable/disable skipping of interaction duration.


'''Available Options''': none, normals, roughness, metalness
'''Available Options''': false, true


=== Show volumetric light rays ===
== Gamepad ==
=== Show active effects ===


Enable/disable volumetric light ray visualization.
<!-- ID: GAME_DIAG_GAMEPAD_ACTIVE_EFFECTS -->
Enable/disable showing of active gamepad effects.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show reflections ===
=== Gyro Speed Sensitivity Yaw ===


Enable/disable reflection visualization.
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_YAW -->
Set gyro speed sensitivity yaw.


'''Available Options''': disabled, enabled
'''Range Settings''':
*  Min: -100.0
*  Max: 100.0
*  Current Value: 0.0
*  Step: 0.01


=== Show user textures ===
=== Gyro Speed Sensitivity Pitch ===


Enable/disable user texture visualization.
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_PITCH -->
Set gyro speed sensitivity pitch.


'''Available Options''': disabled
'''Range Settings''':
*  Min: -20.0
*  Max: 20.0
*  Current Value: 0.0
*  Step: 0.01


== Textures ==
=== Gyro Speed Sensitivity Roll ===
=== Mipmap bias ===


Set mipmap bias.
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_ROLL -->
Set gyro speed sensitivity roll.


'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, -0.75, 0.5, -0.25
'''Range Settings''':
*  Min: -20.0
*  Max: 20.0
*  Current Value: 0.0
*  Step: 0.01


=== Max mipmap ===
== Track-IR ==
=== Enable TrackIR freelook ===


Set maximum mipmap level.
<!-- ID: GAME_DIAG_TRACKIR_ENABLE -->
Enable/disable TrackIR freelook.


'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
'''Available Options''': true, false


=== Defrag ===
=== Enable TrackIR leaning ===


Enable/disable defragmentation of texture resources.
<!-- ID: GAME_DIAG_TRACKIR_ENABLE_LEANING -->
Enable/disable TrackIR leaning.


'''Available Options''': true, false
'''Available Options''': true, false


=== Mode ===
== Radio ==
=== Transmissions diag ===


Set mode of defrag.
<!-- ID: GAME_DIAG_RADIO_TRANSMISSIONS -->
Enable/disable radio transmissions diagnostics.


'''Available Options''': auto, once, continuous
'''Available Options''': false, true


=== Defrag heap ===
=== Show radio ranges ===


Set heap for defrag.
<!-- ID: GAME_DIAG_RADIO_RANGE -->
Enable/disable showing of radio ranges.


'''Available Options''': MA heaps, manTextures, manBuffers
'''Available Options''': false, true


=== Defrag alg ===
=== Force transmit ===


Set algorithm of defrag.
<!-- ID: GAME_DIAG_RADIO_VON_TRANSMIT -->
Enable/disable forcing of VON transmission.


'''Available Options''': fast, balanced, full
'''Available Options''': false, true


== Scene lighting ==
=== Disable audio filters ===
=== Force PBR light ===


Force or disable PBR light.
<!-- ID: GAME_DIAG_RADIO_VON_RAW -->
Enable/disable audio filters for VON.


'''Available Options''': false, true
'''Available Options''': false, true


=== Ambient lighting ===
== Chat ==
=== Log client chat messages ===


Enable/disable ambient lighting.
<!-- ID: GAME_DIAG_LOG_CHAT -->
Enable/disable logging of client chat messages.


'''Available Options''': true, false
'''Available Options''': false, true


=== Directional lighting ===
=== Show chat diag ===


Enable/disable directional lighting.
<!-- ID: GAME_DIAG_CHAT -->
Show or hide chat diagnostics.


'''Available Options''': true, false
'''Available Options''': false, true


=== Diffuse lighting ===
=== Disable chat ===


Enable/disable diffuse lighting.
<!-- ID: GAME_DIAG_DISABLE_CHAT -->
Enable/disable chat.


'''Available Options''': true, false
'''Available Options''': false, true


=== Specular lighting ===
== Time ==
=== Pause world time ===


Enable/disable specular lighting.
<!-- ID: GAME_DIAG_TIME_PAUSE_TIME -->
Enable/disable pausing of world time.


'''Available Options''': true, false
'''Available Options''': false, true


=== Emission lighting ===
== Electricity ==
=== Set state (SP & MP) ===


Enable/disable emission lighting.
<!-- ID: GAME_DIAG_ELECTRICITY_SET_STATE_FALSE -->
Enable/disable setting of electricity state.


'''Available Options''': true, false
'''Available Options''': false, true


=== Remove interiors fog ===
=== Delete nearest pole (SP ONLY) ===


Remove fog in interiors.
<!-- ID: GAME_DIAG_ELECTRICITY_DELETE_NEAREST_POLE -->
Enable/disable deleting of nearest electricity pole.


'''Available Options''': true, false
'''Available Options''': false, true


=== Capture with glob.probe ===
=== Disable nearest pole edges (SP ONLY) ===


Enable/disable capturing with global probe.
<!-- ID: GAME_DIAG_ELECTRICITY_DISABLE_NEAREST_POLE_EDGES -->
Enable/disable disabling of nearest electricity pole edges.


'''Available Options''': false, true
'''Available Options''': false, true


=== Negative probe ambient ===
=== Switch connection of nearest poles (SP ONLY) ===


Enable/disable negative probe ambient.
<!-- ID: GAME_DIAG_ELECTRICITY_SWITCH_CONNECTION_OF_NEAREST_POLES -->
Enable/disable switching of nearest electricity poles connection.


'''Available Options''': false, true
'''Available Options''': false, true


=== IBL multiscattering ===
== Inventory ==
=== Dump storages content ===


Enable/disable IBL multiscattering.
<!-- ID: GAME_DIAG_INVENTORY_DUMP_STORAGE_CONTENT -->
Enable/disable dumping of inventory storage content.


'''Available Options''': true, false
'''Available Options''': false, true


=== Probe lighting mode ===
=== Show inventory items ===


Enable/disable probe lighting mode.
<!-- ID: GAME_DIAG_INVENTORY_SHOW_ITEMS -->
Enable/disable showing of inventory items.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show scene LV ===
=== Log inventory changes ===


Show scene luminance.
<!-- ID: GAME_DIAG_INVENTORY_LOG_CHANGE -->
Enable/disable logging of inventory changes.


'''Available Options''': none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM
'''Available Options''': false, true


=== LV auto ===
=== Log visibility changes ===


Enable/disable automatic adjustment of scene LV.
<!-- ID: GAME_DIAG_INVENTORY_LOG_VISIBILITY -->
Enable/disable logging of inventory visibility changes.


'''Available Options''': true, false
'''Available Options''': false, true


== Shadows ==
=== Show volume info ===
=== Shadows ===


Enable/disable shadows.
<!-- ID: GAME_DIAG_INVENTORY_SHOW_VOLUME_INFO -->
Enable/disable showing of inventory volume info.


'''Available Options''': true, false
'''Available Options''': false, true


=== Shadows OOF ===
=== Debug vicinity ===


Enable/disable out of frustum shadows.
<!-- ID: GAME_DIAG_INVENTORY_VICINITY_DEBUG -->
Enable/disable vicinity debug.


'''Available Options''': true, false
'''Available Options''': false, true


=== Shadows multileaf ===
=== Show attributes debug ===


Enable/disable multileaf shadows.
<!-- ID: GAME_DIAG_INVENTORY_ATTRIBUTES_DEBUG -->
Enable/disable showing of inventory attributes debug.


'''Available Options''': true, false
'''Available Options''': false, true


=== Particle shadows ===
=== Enable item placement in WB ===


Set particle shadows.
<!-- ID: GAME_DIAG_INVENTORY_ITEM_PLACEMENT -->
Enable/disable item placement in workbench.


'''Available Options''': default, per pixel,  per vertex,  disabled
'''Available Options''': false, true


=== Particle cascades ===
=== Enable hand slot ===


Set particle shadow cascades.
<!-- ID: GAME_DIAG_INVENTORY_HAND_SLOT -->
Enable/disable hand slot.


'''Available Options''': default, 1,  2,  3,  4
'''Available Options''': false, true


=== Debug visualization ===
== Loadout ==
=== Show clothes ===


Enable/disable debugging visualization of deferred decals.
<!-- ID: GAME_DIAG_LOADOUT_SHOW_CLOTHES -->
Enable/disable showing of loadout clothes.


'''Available Options''': true, false
'''Available Options''': false, true


=== Temporal filtering ===
=== Show slots ===


Enable/disable temporal filtering for SSR.
<!-- ID: GAME_DIAG_LOADOUT_SHOW_SLOTS -->
Enable/disable showing of loadout slots.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== PP effects ==
=== Unwear all ===
=== DOF Advanced ===
==== Enabled ====


Enable/disable advanced depth of field.
<!-- ID: GAME_DIAG_LOADOUT_UNWEAR_ALL -->
Unwear all loadout items.


'''Available Options''': true, false
'''Available Options''': false, true


==== Format ====
=== Show only me ===


Set the format for advanced depth of field.
<!-- ID: GAME_DIAG_LOADOUT_PLAYER_ONLY -->
Enable/disable showing of only player loadout.


'''Available Options''': default, R11G11B10F,  R16G16B16A16F
'''Available Options''': false, true


==== Quality ====
=== Show only lines without text ===


Set the quality level for advanced depth of field.
<!-- ID: GAME_DIAG_LOADOUT_LINES_ONLY -->
Enable/disable showing of only lines without text.


'''Available Options''': default, 0,  1,  2,  3
'''Available Options''': false, true


==== Rings ====
== Lights ==  
=== Light positions ===


Set the number of rings for advanced depth of field.
<!-- ID: GAME_DIAG_LIGHT_POSITION -->
Enable/disable showing of light positions.


'''Available Options''': default, 3,  4,  5
'''Available Options''': false, true


==== Combine FS Blur ====
== Camera ==  
=== Show camera position ===


Set mode to combine full screen blur for advanced depth of field.
<!-- ID: GAME_DIAG_CAMERA_POSITION -->
Enable/disable showing of camera position.


'''Available Options''': default, enabled,  disabled
'''Available Options''': false, true


==== Gather quality ====
== Animations ==  
=== Show animated items bones ===


Set gather quality for advanced depth of field.
<!-- ID: GAME_DIAG_ANIM_ITEM_BONES -->
Enable/disable showing of animated items bones.


'''Available Options''': default, low,  high
'''Available Options''': false, true


==== Debug vis ====
== Network ==  
=== Network Movement ===
==== Movement ====


Set debug visualization mode for advanced depth of field.
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT -->
Set network movement debug mode.


'''Available Options''': disabled, fields, gather,  combine,  bg col,  bg alpha,  fg col,  fg alpha,  fill col,  fill alpha
'''Available Options''': none, in, out


==== Override near blur ====
==== Movement simulation ====


Enable/disable overriding the near blur value for advanced depth of field.
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT_SIM -->
Enable/disable network movement simulation debug.


'''Available Options''': false, true
'''Available Options''': false, true


==== Override far blur ====
==== Display Selection ====


Enable/disable overriding the far blur value for advanced depth of field.
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_SELECTION -->
Enable/disable network movement display selection.


'''Available Options''': false, true
'''Available Options''': false, true


==== Override FStop ====
==== NwkMovement Selection ====


Enable/disable overriding the FStop value for advanced depth of field.
<!-- ID: GAME_DIAG_NETWORK_SELECTION -->
Set network movement selection.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 512
*  Current Value: 0
*  Step: 1


==== Override focus dist ====
==== Display buffer state ====


Enable/disable overriding the focus distance for advanced depth of field.
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_BUFFER -->
Enable/disable network movement display buffer state.


'''Available Options''': false, true
'''Available Options''': false, true


==== Override focal length ====
==== Execution mode ====


Enable/disable overriding the focal length for advanced depth of field.
<!-- ID: GAME_DIAG_NETWORK_EXECUTION -->
Enable/disable network movement execution mode.


'''Available Options''': false, true
'''Available Options''': false, true


=== Postprocess ===
==== Phys Simulation ====


Enable/disable all postprocessing effects.
<!-- ID: GAME_DIAG_NETWORK_SIMULATION -->
Enable/disable network movement physics simulation.


'''Hotkey''': lctrl+lalt+p
'''Available Options''': false, true


'''Available Options''': enabled, disabled
==== Nwk Updates ====


=== Rain ===
<!-- ID: GAME_DIAG_NETWORK_NWK_UPDATE -->
Enable/disable network movement network updates.


Enable/disable rain postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
=== Network Streaming ===
==== Override Distance ====


=== Snow ===
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_OVERRIDE -->
Enable/disable overriding of streaming distance.


Enable/disable snow postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
==== Stream In Grid Distance [#] ====


=== Chrom aber ===
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_GRID_STREAMIN -->
Set stream in grid distance.


Enable/disable chromatic aberration postprocessing effect.
'''Range Settings''':
*  Min: 1
*  Max: 10
*  Current Value: 4
*  Step: 1


'''Available Options''': enabled, disabled
==== Vehicle Grid Distance [#] ====


=== Color grading ===
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_VEHICLES -->
Set vehicle grid distance.


Enable/disable color grading postprocessing effect.
'''Range Settings''':
*  Min: 1
*  Max: 10
*  Current Value: 2
*  Step: 1


'''Available Options''': disabled, enabled
==== Character Grid Distance [#] ====


=== Colors ===
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_CHARACTER -->
Set character grid distance.


Enable/disable color correction postprocessing effect.
'''Range Settings''':
*  Min: 1
*  Max: 10
*  Current Value: 3
*  Step: 1


'''Available Options''': enabled, disabled
=== RPL scheduler ===
==== Server side RPL scheduler ====
===== Items =====


=== Depth of field ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_BASIC -->
Enable/disable basic RPL scheduler debug.


Enable/disable standard depth of field postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Item Hierarchy Moves =====


=== Physical Depth of field ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_ITEM_MOVES -->
Enable/disable RPL scheduler item hierarchy moves debug.


Enable/disable physical bokeh depth of field postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Items Streamed In =====


=== Force Quality ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMIN -->
Enable/disable RPL scheduler streamed in debug.


Set the quality for physical bokeh depth of field.
'''Available Options''': false, true


'''Available Options''': default, low, middle, high
===== Items Streamed Out =====


=== Physical fast Depth of field ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMOUT -->
Enable/disable RPL scheduler streamed out debug.


Enable/disable fast physical bokeh depth of field postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Items bumpped =====


=== Force Quality ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_BUMP -->
Enable/disable RPL scheduler bumpped items debug.


Set the quality for fast physical bokeh depth of field.
'''Available Options''': false, true


'''Available Options''': default, low, middle, high
===== Spatial map =====


=== Dynamic blur ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_SPATIAL_MAP -->
Enable/disable RPL scheduler spatial map debug.


Enable/disable dynamic blur postprocessing effect.
'''Available Options''': false, true


'''Available Options''': disabled, enabled
===== Moving list =====


=== Film grain ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_MOVING_LIST -->
Enable/disable RPL scheduler moving list debug.


Enable/disable film grain postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Disabled ref count =====


=== FXAA ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_DISABLED_REF_COUNT -->
Enable/disable RPL scheduler disabled reference count debug.


Enable/disable FXAA postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Observers =====


=== God rays ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_OBSERVERS -->
Enable/disable RPL scheduler observers debug.


Enable/disable god rays postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Budgeting =====


=== HBAO ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_BUDGETING -->
Enable/disable RPL scheduler budgeting debug.


Enable/disable HBAO postprocessing effect.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
===== Ownership =====


=== Debug ===
<!-- ID: GAME_DIAG_RPLSCHEDULER_OWNERSHIP -->
Enable/disable RPL scheduler ownership debug.


Enable/disable HBAO debugging visualization.
'''Available Options''': false, true


'''Available Options''': disabled, enabled
==== Display Observers ====


=== DebugFullScreen ===
<!-- ID: GAME_DIAG_DISPLAY_OBSERVERS -->
Enable/disable display of observers.


Enable/disable HBAO fullscreen debugging visualization.
'''Available Options''': false, true


'''Available Options''': disabled, enabled
==== Virtual Player Id ====


=== NumSteps ===
<!-- ID: GAME_DIAG_VIRTUAL_SELECTION_VALUE -->
Enable/disable virtual player ID debug.


Set the number of HBAO steps.
'''Available Options''': false, true


'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
==== Spatial Map of Player Id ====
 
<!-- ID: GAME_DIAG_PLAYER_SELECTION_VALUE -->
Set spatial map of player ID.
 
'''Range Settings''':
*  Min: 0
*  Max: 192
*  Current Value: -1
*  Step: 1


=== NumDirections ===
==== Virtual Player X pos ====


Set the number of HBAO directions.
<!-- ID: GAME_DIAG_VIRTUAL_POS_X_VALUE -->
Set virtual player X position.


'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
'''Range Settings''':
*  Min: 0
*  Max: 13000
*  Current Value: 0
*  Step: 100


=== HDR ===
==== Virtual Player Y pos ====


Enable/disable HDR postprocessing effect.
<!-- ID: GAME_DIAG_VIRTUAL_POS_Y_VALUE -->
Set virtual player Y position.


'''Available Options''': enabled, disabled
'''Range Settings''':
*  Min: 0
*  Max: 13000
*  Current Value: 0
*  Step: 100


=== Debug ===
==== Spatial layer ====


Set HDR debug visualization.
<!-- ID: GAME_DIAG_SPATIAL_LAYER_VALUE -->
Set spatial layer.


'''Available Options''': nonemaskLVBlend
'''Available Options''': staticsdynamicschar+veh


=== Bloom ===
==== Spatial type ====


Enable/disable bloom effect for HDR.
<!-- ID: GAME_DIAG_SPATIAL_TYPE_VALUE -->
Set spatial type.


'''Available Options''': enabled, blured, disabled
'''Available Options''': stationary+moving, stationary, moving


=== Bloom CS ===
==== Network range ====


Enable/disable bloom compute shader for HDR.
<!-- ID: GAME_DIAG_NDS_VALUE -->
Set network range.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1
*  Max: 50
*  Current Value: 2
*  Step: 1


=== Bloom Upsample ===
==== Global streaming budget ====


Select bloom upsample method for HDR.
<!-- ID: GAME_DIAG_STREAMING_BUDGET -->
Set global streaming budget.


'''Available Options''': before tonemap, in tonemap
'''Range Settings''':
* Min: 100
*  Max: 50000
*  Current Value: 500
*  Step: 50


=== Show curves ===
==== Staggering budget ====


Show HDR curves.
<!-- ID: GAME_DIAG_STAGGERING_BUDGET -->
Set staggering budget.


'''Available Options''': disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic
'''Range Settings''':
*  Min: 1
*  Max: 10201
*  Current Value: 1
*  Step: 1


=== Disable autoExp ===
==== Open streams delta ====


Disable auto exposure for HDR.
<!-- ID: GAME_DIAG_OPEN_STREAMS_DELTA -->
Set open streams delta.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1
*  Max: 1000
*  Current Value: 1
*  Step: 1


=== New LV adaptation ===
==== Trouble causer ====


Enable/disable new luminance adaptation for HDR.
<!-- ID: GAME_DIAG_TROUBLE_CAUSER -->
Enable/disable trouble causer debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== HaightmapAO ===
==== Streaming trouble causer rate ====


Enable/disable heightmap based AO postprocessing effect.
<!-- ID: GAME_DIAG_TROUBLE_CAUSER_VALUE -->
Set streaming trouble causer rate.


'''Available Options''': enabled, disabled
'''Range Settings''':
*  Min: 1
*  Max: 60
*  Current Value: 0
*  Step: 1


=== Gauss filter ===
=== Server FPS ===


Enable/disable gaussian blur postprocessing effect.
<!-- ID: GAME_DIAG_NETWORK_SERVERFPS -->
Enable/disable network server FPS display.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Outlines ===
=== Damage synchronization ===


Enable/disable outline postprocessing effect.
<!-- ID: GAME_DIAG_NETWORK_DAMAGE -->
Enable/disable network damage synchronization debug.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Radial blur ===
=== Lobby diagnostics ===


Enable/disable radial blur postprocessing effect.
<!-- ID: GAME_DIAG_NETWORK_LOBBY -->
Enable/disable network lobby diagnostics.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Rot blur ===
=== Connection diag ===


Enable/disable rotation blur postprocessing effect.
<!-- ID: GAME_DIAG_CONNECTION_DIAG -->
Enable/disable network connection diagnostics.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== SMAA ===
=== Log ownership changes ===


Enable/disable SMAA postprocessing effect.
<!-- ID: GAME_DIAG_NETWORK_OWNERSHIP_CHANGES -->
Enable/disable logging of network ownership changes.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Edge detection method override ===
=== Validate loaded prefabs ===


Set the edge detection method override for SMAA.
<!-- ID: GAME_DIAG_NETWORK_VALIDATE_PREFABS -->
Enable/disable validation of loaded prefabs.


'''Available Options''': Disabled, Color, Depth, Luma
'''Available Options''': false, true


=== Show debug textures ===
=== Server admin ===


Display SMAA debug textures.
<!-- ID: GAME_DIAG_SERVER_ADMIN -->
Enable/disable server admin mode.


'''Available Options''': Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation
'''Available Options''': disabled, enabled


=== SSAO ===
=== RPC MT jobs ===


Enable/disable SSAO postprocessing effect.
<!-- ID: GAME_DIAG_RPC_JOBS -->
Enable/disable RPC multithreaded jobs.


'''Available Options''': enabled, disabled
'''Available Options''': true, false


=== Method ===
=== Loading prefabs ===


Set SSAO method.
<!-- ID: GAME_DIAG_LOADING_PREFABS -->
Enable/disable prefabs loading debug.


'''Available Options''': non-linear, linear, mask non-linear, mask linear
'''Available Options''': false, true


=== BlurSteps ===
== Social Component ==
=== Show ===


Set blur steps for SSAO.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_SHOW -->
Enable/disable client social component debug.


'''Available Options''': default, 0, 1, 2, 3, 4, 5, 6, 7
'''Available Options''': false, true


=== SSDO ===
=== Restrictions override ===


Enable/disable SSDO postprocessing effect.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_OVERRIDE -->
Set restriction override mode for social component.


'''Available Options''': enabled, disabled
'''Available Options''': None, Force-Restriction,  Force-Unrestricted


=== Debug ===
=== Player to restrict ===


Enable/disable SSDO debugging visualization.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_PLAYER -->
Set player to restrict.


'''Available Options''': disabled, enabled
'''Available Options''': First-Found, Last-Found


=== DebugFullScreen ===
=== Send update ===


Enable/disable SSDO fullscreen debugging visualization.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UPDATE -->
Enable/disable sending of social component update.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Use FFX SSR ===
=== Block Me ===


Enable/disable FFX Screen Space Reflection.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKME -->
Enable/disable blocking of current player.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Temporal filtering ===
=== Unblock Me ===


Enable/disable temporal filtering for SSR.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UNBLOCKME -->
Enable/disable unblocking of current player.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Behind ambient ===
=== Update block list ===


Correct reflection with ambient.
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKLIST_UPDATE -->
Enable/disable updating of block list.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== UnderWater ===
== Turrets ==
=== Turret armory ===


Enable/disable underwater postprocessing effect.
<!-- ID: GAME_DIAG_TURRET_ARMORY -->
Enable/disable turret armory debug.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Wet distort ===
=== Disable turret modifiers ===


Enable/disable wet distortion postprocessing effect.
<!-- ID: GAME_DIAG_TURRETS_DISABLE_AIM_MODIFIERS -->
Enable/disable aim modifiers for turrets.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== Terrain menu ==
== HitReg ==  
=== Terrain ===
=== Draw Compensated Shots ===
 
<!-- ID: DM_HITREG_DRAW_COMPENSATED_SHOTS -->
Set draw mode for compensated shots.
 
'''Available Options''': none, missed, all


Enable/disable terrain rendering.
=== Drawn Shots ===


'''Available Options''': enabled, disabled
<!-- ID: DM_HITREG_COMPENSATED_SHOTS_COUNT -->
Set amount of drawn shots.


=== LOD mode ===
'''Range Settings''':
*  Min: 1
*  Max: 20
*  Current Value: 5
*  Step: 1


Set terrain LOD mode.
=== Draw Trajectories ===


'''Available Options''': auto, exact lod, frac only
<!-- ID: DM_HITREG_COMPENSATED_DRAW_TRAJECTORIES -->
Enable/disable drawing of trajectories.


=== Layers diag mode ===
'''Available Options''': false, true


Set terrain layers diagnostic mode.
=== Draw Collider Histories ===


'''Hotkey''': lctrl+lalt+l
<!-- ID: DM_COLLIDER_HISTORY_DRAW_SHAPES -->
Set drawing mode for collider histories.


'''Available Options''': disabled, layers, projection
'''Available Options''': none, all, included, excluded


=== Show tiles  error ===
=== Use RTT (Old Method) ===


Enable/disable showing of terrain tile errors.
<!-- ID: DM_HITREG_USE_RPL_RTT -->
Enable/disable using old RTT method.


'''Available Options''': false, true
'''Available Options''': false, true


=== Blocks' bounding boxes ===
=== Show Graphs ===


Enable/disable bounding boxes for terrain blocks.
<!-- ID: DM_HITREG_GRAPHS -->
Enable/disable showing of hit registration graphs.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== MaxLOD blocks' AABB ===
== Projectiles ==
=== Proj. override ===
==== Mass ====


Enable/disable AABBs for max LOD terrain blocks.
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MASS -->
Projectile mass override


'''Available Options''': disabled, enabled
'''Available Options''': default, 0.0001, 0.0005, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1
==== Muzzle velocity ====


=== Biased blocks' AABB ===
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MUZZLE_VELOCITY -->
Projectile muzzle velocity override


Enable/disable AABBs for biased terrain blocks.
'''Available Options''': default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000


'''Available Options''': disabled, enabled
==== Air drag coef ====


=== Tiles' bounding boxes ===
<!-- ID: DM_PROJ_SHELL_OVERRIDE_AIR_DRAG_COEF -->
Projectile air drag coefficient override


Enable/disable bounding boxes for terrain tiles.
'''Available Options''': default, 0.001, 0.0005, 0.0001, 0.00005, 0.00001, 0.000005, 0.000001, 0.0000005, 0.0000001, 0.00000005, 0.00000001


'''Available Options''': disabled, enabled
=== Proj. test ===
==== Run ====


=== Detail texture ===
<!-- ID: DM_PROJ_SHELL_TEST_RUN -->
Projectile test run


Enable/disable terrain detail texture.
'''Available Options''': disabled, enabled


'''Hotkey''': lctrl+lalt+s
==== Type ====


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_TEST_TYPE -->
Projectile test type


=== Detail texture detail ===
'''Available Options''': camera, general, firefight, pen-test


Set terrain detail texture level.
==== Repeat ====


'''Available Options''': normal,  -10,  -9,  -8,  -7,  -6,  -5,  -4,  -3,  -2,  -1,  0,  1,  2,  3,  4,  5,  6,  7,  8,  9,  10
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT -->
Projectile test repeat mode


=== Reload only curr. shaders ===
'''Available Options''': once, counter, unlimited


Enable/disable reloading of only current terrain shaders.
==== Repeat count ====


'''Available Options''': false, true
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_COUNT -->
Set projectile test repeat count.


=== Use layer cache ===
'''Range Settings''':


Enable/disable terrain layer cache.
Min: 5


'''Available Options''': true, false
Max: 100


=== Terrain render info ===
Current Value: 5


Enable/disable terrain render information.
Step: 5


'''Available Options''': false, true
==== Repeat freq. ====


=== Holes debug vis ===
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_FREQ -->
Projectile test repeat frequency


Enable/disable terrain holes debug visualization.
'''Available Options''': 1, 2, 5, 10, 30, 60


'''Available Options''': false, true
==== Proj. count ====


=== Disabled block debug vis ===
<!-- ID: DM_PROJ_SHELL_TEST_SHOT_COUNT -->
Set projectile test shot count.


Enable/disable visualization of disabled terrain blocks.
'''Range Settings''':


'''Available Options''': false, true
Min: 10


== Grass/Clutter/Obstacles ==
Max: 100
=== Render clutter ===


Set clutter render mode.
Current Value: 10


'''Available Options''': full, prepare only, disabled
Step: 10


=== Show clutter stats ===
==== Pen. type ====


Set clutter statistics.
<!-- ID: DM_PROJ_SHELL_TEST_PEN_TYPE -->
Projectile penetration test type


'''Available Options''': none, general, detailed
'''Available Options''': disc, sphere, box


=== Enable clutter mask ===
==== Matrix type ====


Enable/disable clutter masking.
<!-- ID: DM_PROJ_SHELL_TEST_MAT_TYPE -->
Projectile test matrix type


'''Available Options''': true, false
'''Available Options''': actual, saved


=== Reload clutter configs ===
==== Matrix save ====


Enable/disable reloading of clutter configurations.
<!-- ID: DM_PROJ_SHELL_TEST_MAT_SAVE -->
Projectile test matrix save


'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== 3D clutter AABB ===
==== Projectile ====


Enable/disable 3D AABBs for clutter.
<!-- ID: DM_PROJ_SHELL_TEST_PROJECTILE -->
Projectile test projectile type


'''Available Options''': disabled, enabled
'''Available Options''': bullet, rpg


=== Clutter LOD debug ===
==== Kill timer ====


Enable/disable clutter LOD debugging.
<!-- ID: DM_PROJ_SHELL_TEST_KILL_TIMER -->
Projectile test kill timer


'''Available Options''': disabled, enabled
'''Available Options''': 0, 1, 2, 5


=== Shadow casting ===
==== Kill ====


Enable/disable shadow casting for clutter.
<!-- ID: DM_PROJ_SHELL_TEST_KILL -->
Projectile test kill switch


'''Available Options''': enabled, disabled
'''Available Options''': disabled, enabled


=== Enable obstacles ===
=== Proj. tests ===
==== Show plot ====


Enable/disable obstacles on terrain.
<!-- ID: DM_PROJ_SHELL_SHOW_PLOT -->
Projectile test show plot


'''Available Options''': true, false
'''Available Options''': disabled, enabled


=== Render grass ===
==== Plot type ====


Enable/disable grass rendering.
<!-- ID: DM_PROJ_SHELL_PLOT_TYPE -->
Projectile test plot type


'''Available Options''': enabled, disabled
'''Available Options''': 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist


=== Grass log ===
==== Gauss param ====


Enable/disable grass logging.
<!-- ID: DM_PROJ_SHELL_GAUSS_PARAM -->
Set projectile test gauss parameter.


'''Available Options''': false, true
'''Range Settings''':


=== Freeze grass pos ===
Min: 0


Enable/disable freezing of grass positions.
Max: 5


'''Available Options''': disabled, enabled
Current Value: 0


=== Grass clusters' boxes ===
Step: 0.1


Enable/disable visualization of grass cluster boxes.
=== Proj. settings ===
==== Max concurrent debug lines ====


'''Available Options''': disabled, enabled
<!-- ID: DM_PROJ_SHELL_CAPACITY -->
Maximum amount of trajectories that are shown at once
'''Defalut value: 16''' (''can be changed to up 1024 trajectories'')


=== Force grass lod ===
'''Available Options''': 128, 8, 16, 32, 64, 256, 512, 1024


Set grass LOD level.
==== Version ====


'''Available Options''': default,  0,  1,  2,  3
<!-- ID: DM_PROJ_SHELL_VERSION -->
Projectile version


=== Grass sort ===
'''Available Options''': default, experimental


Enable/disable sorting of grass.
=== Proj. ballistics ===
==== Print Hit Info ====


'''Available Options''': true, false
<!-- ID: DM_PROJ_BALLISTICS_PRINT_HIT_INFO -->
Projectile print hit info


=== MT rendering ===
'''Available Options''': false, true


Enable/disable multi-threaded grass rendering.
=== Show shell trajectory ===


'''Available Options''': true, false
<!-- ID: DM_PROJ_SHELL_TRAJECTORY -->
Show '''projectile trajectory in 3D space''', '''name of the flying prefab''', '''impact points''' and also '''additional projectile data''' in top left corner (including projectile speed, data from prefab and impact data)


=== MT caching ===
Color of the trace represents speed of the projectile, while green represents 100% of projectile initial speed and red represents speeds close to 0.
[[File:armareforger_debugmenu-projectile-shell-trajectory.png]]


Enable/disable multi-threaded grass caching.
'''Available Options''': false, true


'''Available Options''': true, false
=== Show stats ===


=== Grass terrain blend ===
<!-- ID: DM_PROJ_SHELL_STATS -->
Shows statistics regarding current, largest & total amount of different type of projectiles: '''Shells, Missiles & Grenades'''


Enable/disable grass terrain blending.
[[File:armareforger-diag-menu-projectile-show-stats.png]]


'''Available Options''': false, true
'''Available Options''': false, true


== Roads menu ==
=== Show predicted shell trajectory ===
=== Enable roads ===


Enable/disable road rendering.
<!-- ID: DM_PROJ_SHELL_TRAJECTORY_PREDICTED -->
Show prediction of projectile trajectory. You can still follow bullet path by observing where textbox with prefab name is located.


'''Available Options''': enabled, disabled
[[File:armareforger-diag-menu-projectile-predicted-trajectory.png|frameless|688x688px]]


== Materials settings ==
'''Available Options''': false, true
=== Grass/Tree wind ===
==== Wind override ====


Enable/disable wind override for grass and trees.
=== Shell name ===


'''Available Options''': false, true
<!-- ID: DM_PROJ_SHELL_SHOW_NAME -->
Controls whether shell name is visible next to projectile prefab.


==== Grass/tree par override ====
[[File:armareforger-diag-menu-projectile-shell-name.png|frameless|700x700px]]


Enable/disable override of parameters for grass and trees.
'''Available Options''': true, false


'''Available Options''': false, true
=== Player shell only ===


=== Enable MultiMat det.mask ===
<!-- ID: DM_PROJ_SHELL_PLAYER_ONLY -->
 
Controls if projectile diag should be applied to only player fired projectiles
Enable/disable use of multi-material detection mask.


'''Available Options''': false, true
'''Available Options''': false, true


=== Tree colorization ===
=== Visibility ===


Set tree colorization mode.
<!-- ID: DM_PROJ_SHELL_VISIBILITY -->
How many projectiles should be visible


'''Available Options''': full, color only, disable
'''Available Options''': all, 128, 64, 32, 16, 8, 4, 2, 1


=== Tree volume fake ===
=== Persistence ===


Set tree volume fake mode.
<!-- ID: DM_PROJ_SHELL_PERSISTENCE -->
Controls how long '''trajectory''' is visible after projectile destruction. By default it is set to '''15 seconds'''


'''Available Options''': both, geomOcclElipsoid, elipsoidAO, none
'''Available Options''': 15s, 30s, 60s, 120s, permanent, 0s, 5s


=== Tree volume shadow ===
=== Clear trajectories ===


Set tree volume shadow mode.
<!-- ID: DM_PROJ_SHELL_CLEAR -->
Works as a toggle.


'''Available Options''': none, geomOcclElipsoid, geomOccl, elipsoidAO
When activated, it clears world from all debug trajectories


=== Override geomOccl distance ===
'''Available Options''': disabled, enabled


Enable/disable overriding of geometric occlusion distance.
=== Info visible ===


'''Available Options''': false, true
<!-- ID: DM_PROJ_SHELL_INFO_VISIBLE -->
Controls infobox visibility


== Sky ==
'''Available Options''': true, false
=== Sky ===


Enable/disable sky rendering.
=== Info persistence ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_INFO_PERSISTENCE -->
Controls how long '''infobox''' in top left corner is visible after projectile destruction. By default it is set to '''0 seconds'''


=== Fog ===
'''Available Options''': 0s, 5s, 15s, permanent


Enable/disable fog rendering.
=== Info segment length ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_INFO_SEGMENT_LENGTH -->
Interval at which speed data in infobox is measured and persisted.<gallery mode="nolines" widths="250" heights="255">
File:armareforger-diag-menu-projectile-interval-500.png|500m interval
File:armareforger-diag-menu-projectile-interval-50.png|50m interval
File:armareforger-diag-menu-projectile-interval-100.png|100m interval
</gallery>


=== Fog in env. map ===
'''Available Options''': 100, 200, 500, 25, 50


Enable/disable fog in environment map.
=== Hide info ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_INFO_HIDE -->
Projectile hide info box


=== Lens Flares ===
'''Available Options''': disabled, enabled


Enable/disable lens flares.
=== Dump data ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_DUMP -->
''Doesn't work in retail version of the game''


=== Godrays ===
'''Available Options''': disabled, enabled


Enable/disable god rays.
=== Special case ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_SPECIAL_CASE -->
Projectile special case


=== Show planets ===
'''Available Options''': none, north, up, down, drop


Enable/disable rendering of planets.
=== Deflection ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_DEFLECTION -->
Controls whether projectiles have a chance to deflect from surface.


=== Show stars ===
'''Available Options''': true, false


Enable/disable rendering of stars.
=== Penetration ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_PENETRATION -->
Controls whether projectiles is able to penetrate other objects.


=== Show real stars constellations ===
'''Available Options''': true, false


Enable/disable rendering of real star constellations.
=== Deviation ===


'''Available Options''': enabled, disabled
<!-- ID: DM_PROJ_SHELL_DEVIATION -->
Controls whether projectiles randomly deviates after penetration.


=== Show far layer ===
'''Available Options''': true, false
 
=== Gravity ===


Enable/disable rendering of far sky layer.
<!-- ID: DM_PROJ_SHELL_GRAVITY -->
Controls whether projectiles is affected by gravity.


'''Available Options''': enabled, disabled
'''Available Options''': true, false


=== Show dynamic layer ===
=== Decals ===


Enable/disable rendering of dynamic sky layer.
<!-- ID: DM_PROJ_SHELL_DECALS -->
Controls whether projectiles are leaving impact decals


'''Available Options''': enabled, disabled
'''Available Options''': true, false


== Rivers ==
=== Decals advanced ===
=== Central flow func ===


Set the central flow function for rivers.
<!-- ID: DM_PROJ_SHELL_DECALS_ADVANCED -->
Projectile advanced decals


'''Available Options''': sine, polynomial
'''Available Options''': true, false


=== Debug output ===
=== Decals use diameter ===


Display debug information of river flow.
<!-- ID: DM_PROJ_SHELL_DECALS_USE_DIAMETER -->
Projectile decals use diameter


'''Available Options''': no debug, flow map,  flow map x,  flow map y,  flow noise,  flow noise - LF part,  flow noise - HF part,  phase noise,  flow mod map
'''Available Options''': false, true


== LightSourcVis ==
=== Override material ===
=== Blend ===


Set blend mode for light sources.
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MATERIAL -->
Projectile material override


'''Available Options''': default, additive,  alphablend,  max
'''Available Options''': true, false


== Subsurface Scattering ==
=== Bullet time ===
=== SSSSS override params ===


Enable/disable overriding of SSSSS parameters.
<!-- ID: DM_PROJ_SHELL_BULLETTIME -->
Reduces speed to 0.01 when projectile is fired. Time doesn't restore to normal speed unless DTimeMultiplier in Cheats is turned off manually.


'''Available Options''': false, true
'''Available Options''': false, true


=== Enabled ===
=== Grenade simulation ===


Enable/disable subsurface scattering.
<!-- ID: DM_PROJ_GREN_SIMULATION -->
Grenade simulation mode


'''Available Options''': false, true
'''Available Options''': true, false


=== Random rotation ===
== Show actions states ==


Enable/disable random rotation for subsurface scattering.
<!-- ID: GAME_DIAG_ACTIONS -->
Enable/disable showing of actions states.


'''Available Options''': false, true
'''Available Options''': false, true


=== Log kernel ===
== Gridmap diags ==


Enable/disable logging of subsurface scattering kernel.
<!-- ID: GAME_DIAG_GRIDMAP -->
Enable/disable gridmap diagnostics.


'''Available Options''': false, true
'''Available Options''': false, true


=== Use stencil ===
== Show explosion debug ==


Enable/disable stencil buffer for subsurface scattering.
<!-- ID: GAME_DIAG_EXPLOSIONDBG -->
Enable/disable showing of explosion debug.


'''Available Options''': true, false
'''Available Options''': false, true


=== Profile resolve ===
== Show player events ==


Set profile resolve mode for subsurface scattering.
<!-- ID: GAME_DIAG_CURRENT_COMPONENT_EVENTS -->
Enable/disable showing of player events.


'''Available Options''': default, first,  min,  max,  avg
'''Available Options''': false, true


=== SSSSS quality ===
== Show target events ==


Set quality for subsurface scattering.
<!-- ID: GAME_DIAG_TARGET_COMPONENT_EVENTS -->
Enable/disable showing of target events.


'''Available Options''': default, low,  medium,  high
'''Available Options''': false, true


== Analytic lights ==
== Show aim directions ==
=== Disable far lights ===


Disable or enable far analytic lights.
<!-- ID: GAME_DIAG_AIM_COMPONENTS -->
Enable/disable showing of aim directions.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show far lights ===
== Factions ==


Show or hide far analytic lights.
<!-- ID: GAME_DIAG_FACTIONS -->
Enable/disable showing of factions debug.


'''Available Options''': disabled, show, no clip
'''Available Options''': false, true


=== Invert geometry ===
== Contacts ==


Enable/disable inverting of geometry.
<!-- ID: GAME_DIAG_CONTACT -->
Enable/disable showing of contacts debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== Enable vol lights ===
== Smooth steering in vehicle ==
 
<!-- ID: GAME_DIAG_SMOOTH_STEERING_VEHICLE -->
Enable/disable smooth steering for vehicles.


Enable/disable volumetric lights.
'''Available Options''': false, true


'''Available Options''': enabled, no blend, disabled
== Character acceleration in vehicle ==


=== Show log ===
<!-- ID: GAME_DIAG_CHARACTER_ACCEL_VEHICLE -->
Set character acceleration debug in vehicle.


Enable/disable logging of far lights.
'''Available Options''': acceleration, gforce


'''Available Options''': false, true
== FOV override ==


=== Analytic lights ===
<!-- ID: GAME_DIAG_FOV_OVERRIDE -->
Set field of view override.


Enable/disable analytic lights.
'''Range Settings''':


'''Available Options''': true, false
Min: 0.0


=== Lights shadows ===
Max: 89.9


Enable/disable analytic lights shadows.
Current Value: 0.0


'''Available Options''': true, false
Step: 0.1


=== Override limits ===
== Time and Weather Diag ==


Enable/disable overriding of light shadow limits.
<!-- ID: GAME_DIAG_TIMEANDWEATHER -->
Enable/disable time and weather diagnostics.


'''Available Options''': false, true
'''Available Options''': false, true


=== Basic tex size ===
== Enable better interpolation ==


Set basic texture size for lights shadows.
<!-- ID: GAME_DIAG_INTERPOLATION -->
Enable/disable better interpolation.


'''Available Options''': 64, 256,  512,  768,  1024,  1536,  2048,  2560,  3072,  3584,  4096
'''Available Options''': true, false


=== Aggr. particle lights ===
== Log GameEntity events ==


Enable/disable aggregation of particle lights.
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS -->
Enable/disable logging of GameEntity events.


'''Available Options''': true, false
'''Available Options''': false, true


=== Autoshrink part. lights ===
== Log GameEntity events (simple) ==


Enable/disable auto shrinking of particle lights.
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS_SIMPLE -->
Enable/disable logging of GameEntity events (simple).


'''Available Options''': true, false
'''Available Options''': false, true


== Occlusion Queries ==
== Log shooting queues ==
=== Benchmark ===


Enable/disable occlusion queries benchmark.
<!-- ID: GAME_DIAG_SHOOTING_QUEUE -->
Enable/disable logging of shooting queues.


'''Available Options''': false, true
'''Available Options''': false, true


=== TestSun ===
== Log SlotInfo ==


Enable/disable occlusion queries test sun.
<!-- ID: GAME_DIAG_ENTITYSLOTINFO -->
Set SlotInfo logging mode.


'''Available Options''': false, true
'''Available Options''': off, attached, detached, both


== Snow ==
== Door ColTest ==
=== Quantize speed ===


Enable/disable quantization of snow speed.
<!-- ID: GAME_DIAG_DOOR_COLTEST -->
Enable/disable door collision test.


'''Available Options''': true, false
'''Available Options''': false, true


=== Quantize dir ===
== Use traces for possible volume data ==


Enable/disable quantization of snow direction.
<!-- ID: GAME_DIAG_USE_TRACES_FOR_VOLUMES -->
Enable/disable traces for volume data.


'''Available Options''': true, false
'''Available Options''': false, true


=== Fix dir ===
== Show world volumes collection ==


Enable/disable fixing of snow wind direction.
<!-- ID: GAME_DIAG_SHOW_VOLUMES_COLLECTION -->
Enable/disable showing of world volumes collection.


'''Available Options''': false, true
'''Available Options''': false, true


=== Enable logs ===
== Enable Decal Slots ==


Enable/disable snow logs.
<!-- ID: GAME_DIAG_DECAL_SLOTS_ENABLED -->
Enable/disable decal slots.


'''Available Options''': false, true
'''Available Options''': false, true


=== Use underwater mask ===
== Game state diag ==


Enable/disable underwater mask for snow.
<!-- ID: GAME_DIAG_GAMESTATE -->
Enable/disable game state diagnostics.


'''Available Options''': true, false
'''Available Options''': false, true


=== Macro mask debug ===
== Force fog at camera ==


Show macro mask debug for snow.
<!-- ID: ENF_DIAG_FOG_HEIGHT_CAMERA -->
Force fog at camera.


'''Available Options''': disabled, layer 1,  layer 2,  layer 3
'''Available Options''': false, true


=== Override snow ===
== Override fog ==


Enable/disable overriding snow.
<!-- ID: ENF_DIAG_FOG_OVERRIDE -->
Override fog.


'''Available Options''': false, true
'''Available Options''': false, true


== Deferred Decals ==
== Height bias ==
=== Render ===


Enable/disable rendering of deferred decals.
<!-- ID: ENF_DIAG_FOG_HEIGHT_BIAS -->
Set height bias.


'''Available Options''': true, false
'''Range Settings''':


=== HW depth ===
Min: -500


Enable/disable HW depth usage for deferred decals.
Max: 500


'''Available Options''': true, false
Current Value: 0


=== Debug visualization ===
Step: 5


Enable/disable debugging visualization of deferred decals.
== Groups ==
=== Enable groups diag ===


'''Available Options''': true, false
<!-- ID: SCR_DebugMenuID.DEBUGUI_GROUPS_ENABLE_DIAG -->
Enable/disable groups diagnostics.


== Light portals ==
'''Available Options''': false, true
=== Enable light portals ===


Enable/disable light portals.
== Show input manager ==


'''Available Options''': enabled, disabled
<!-- ID: SCR_DebugMenuID.DEBUGUI_INPUT_MANAGER -->
Set input manager debug mode.


=== Specular proj. tex. ===
'''Available Options''': disabled, active, all


Enable/disable specular projection texture.
== Log player damage ==


'''Available Options''': disabled, enabled
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_LOG_PLAYER_DAMAGE -->
 
Enable/disable logging of player damage.
=== Disable light volumes ===
 
Disable light volumes.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show active subscene ===
= Cheats =
== Disable player damage ==


Show or hide active subscene.
<!-- ID: GAME_DIAG_CHEATS_DISABLE_DAMAGE -->
Enables god mod. Has an instant effect on a currently controlled character that persists on that character even after switching to GM or a different character
'''Hotkey''': lctrl+lalt+f1


'''Available Options''': disabled, enabled
'''Available Options''': Cheat disabled, Force invulnerable, Force vulnerable


=== Show area rectangles ===
== Teleport ==


Show or hide area rectangles.
<!-- ID: GAME_DIAG_CHEATS_TELEPORT -->
Teleport player.
'''Hotkey''': lctrl+lalt+f2


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show portal rectangles ===
== Infinite ammo ==


Show or hide portal rectangles.
<!-- ID: GAME_DIAG_CHEATS_INFINITE_AMMO -->
Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1
'''Hotkey''': lctrl+lalt+f3


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show light rectangles ===
== Infinite bullets ==


Show or hide light rectangles.
<!-- ID: GAME_DIAG_CHEATS_INFINITE_BULLETS -->
Enable/disable infinite bullets. The bullet in the chamber is never consumed, which means only first bullet in magazine array will be only used (cannot be used for testing mixed mags for instance)
'''Hotkey''': lctrl+lalt+f4


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show debug info ===
== Commit suicide ==


Show light portals debug info.
<!-- ID: GAME_DIAG_CHEATS_SUICIDE -->
Commit suicide.
'''Hotkey''': lctrl+lalt+f5


'''Available Options''': none, portals,  areas,  all
'''Available Options''': false, true


=== BSP diag ===
== Execute characters in front ==


Enable/disable BSP diagnostics.
<!-- ID: GAME_DIAG_CHEATS_EXECUTE -->
Execute characters in front.
'''Hotkey''': lctrl+lalt+f6


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Hide mesh ===
== DTime multiplier ==


Hide light portal mesh.
<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION -->
Toggles time progression multiplication by '''Dtime multiplier value ''' (DTime stands for delta time, the time between frames, also known as time slice in Enfusion)


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show src. geometry ===
== DTime multiplier value ==


Show source geometry for light portals.
<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION_VALUE -->
Set delta time multiplier value.


'''Available Options''': disabled,  opaque,  transparent
'''Range Settings''':


=== Show occupancy grid ===
Min: 0.01


Show occupancy grid for light portals.
Max: 20


'''Available Options''': disabled, enabled
Current Value: 1.0


=== Freeze camera ===
Step: 0.01


Enable/disable freezing of camera for light portals.
== Debug manual camera ==


'''Available Options''': disabled, enabled
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_FREE -->
Enable/disable free manual camera. While the "Debug camera" (aka "Free camera" or "Freecam") is active, you can use the '''spacebar''' to teleport your character under the cursor
'''Hotkey''': lctrl+lalt+c


=== Show BSP tree ===
'''Available Options''': false, true


Show BSP tree for light portals.
= ECS =
== ECS archetypes ==


'''Available Options''': none,  AABB,  planes,  convex
<!-- ID: DM_ECS_ARCHETYPES -->
Enable/disable ECS archetypes debug.


=== Leaf mode ===
'''Available Options''': false, true


Set leaf mode for BSP tree debug.
== ECS registered types ==


'''Available Options''': all,  opaque,  non-opaque
<!-- ID: DM_ECS_REGISTERED_TYPES -->
Enable/disable ECS registered types debug.


=== BSP disp. mode ===
'''Available Options''': false, true


Set display mode for BSP debug.
== ECS type matching ==


'''Available Options''': normal,  at depth,  active,  connectivity
<!-- ID: DM_ECS_TYPE_MATCHING -->
Enable/disable ECS type matching debug.


=== Show leaf split plane ===
'''Available Options''': false, true


Show leaf split plane.
== ECS deleted entities ==


'''Available Options''': disabled, enabled
<!-- ID: DM_ECS_DELETED_ENTITIES -->
Enable/disable ECS deleted entities debug.


=== Show areas ===
'''Available Options''': false, true


Show light portal areas.
= Character =
== Character physics ==
=== Prequery ===


'''Available Options''': none,  AABB,  convex
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_PREQUERY -->
Enable/disable character physics prequery.


=== Show portals ===
'''Available Options''': enabled, disabled
 
=== Use idle character optimization ===


Show light portals.
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_IDLE_OPTIMIZATION -->
Enable/disable idle character physics optimization.


'''Available Options''': none, all,  single,  per area,  active
'''Available Options''': enabled, disabled


=== Portal disp. mode ===
=== Show charcter info ===


Set display mode for light portals.
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_CHARACTER_COLLISION_INFO -->
Enable/disable showing of character collision info.


'''Available Options''': rect, AABB,  rect no clip,  AABB no clip
'''Available Options''': disabled, enabled


=== Show portal volumes ===
=== Always apply collision ===


Show light portal volumes.
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_APPLY_COLLISION -->
Enable/disable always applying character collision.


'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show virtual lights ===
=== Ground offset diag ===


Show virtual lights.
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_GROUND_OFFSET -->
Enable/disable showing of ground offset.


'''Available Options''': disabled, active all,  active single
'''Available Options''': disabled, enabled


=== Light disp. mode ===
=== Draw character mode ===


Set display mode for virtual lights.
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_DRAW_CHARACTER -->
Set draw mode for character physics debug.


'''Available Options''': rect, rect+cone, rect no clip, rect+cone no clip
'''Available Options''': None, Everything, Collision, Movement Path, Surface, Prequery


== Terrain shadows ==
== Enable desync detection ==
=== Shadow cascades ===
==== Terrain num cascades ====


Set number of terrain shadow cascades.
<!-- ID: GAME_DIAG_DESYNC_DETECTION -->
Enable/disable desync detection.


'''Available Options''': default, 0,  1,  2
'''Available Options''': false, true


==== Terrain near type ====
== Show desync detection window ==


Set near cascade type for terrain.
<!-- ID: GAME_DIAG_DESYNC_DETECTION_WINDOW -->
Enable/disable desync detection window.


'''Available Options''': default, movable,  static
'''Available Options''': false, true


==== Terrain near m/px ====
== Interpolation enabled ==


Set near cascade meters per pixel for terrain.
<!-- ID: GAME_DIAG_CHARACTER_INTERPOLATION -->
Enable/disable character interpolation.


'''Available Options''': default, 0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
'''Available Options''': true, false


==== Terrain far type ====
== Animation LOD ==


Set far cascade type for terrain.
<!-- ID: GAME_DIAG_CHARACTER_ANIM_LOD -->
Set animation LOD.


'''Available Options''': default,  movable,  static
'''Range Settings''':


==== Terrain far m/px ====
Min: -1


Set far cascade meters per pixel for terrain.
Max: 3


'''Available Options''': default,  0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
Current Value: -1


==== Objects num cascades ====
Step: 1


Set number of object shadow cascades.
== Aiming direction ==


'''Available Options''': default,  0,  1,  2
<!-- ID: GAME_DIAG_CHARACTER_AIMING -->
Enable/disable showing of aiming direction.


==== Objects near type ====
'''Available Options''': false, true


Set near cascade type for objects.
== Head aiming direction ==


'''Available Options''': default,  movable,  static
<!-- ID: GAME_DIAG_CHARACTER_HEAD_AIMING -->
Enable/disable showing of head aiming direction.


==== Objects near m/px ====
'''Available Options''': false, true
 
== Heading angle ==


Set near cascade meters per pixel for objects.
<!-- ID: GAME_DIAG_CHARACTER_HEADING_ANGLE -->
Enable/disable showing of heading angle.


'''Available Options''': default, 0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
'''Available Options''': false, true


==== Objects far type ====
== Surface slope ==


Set far cascade type for objects.
<!-- ID: GAME_DIAG_CHARACTER_SLOPE -->
Enable/disable showing of surface slope.


'''Available Options''': default, movable,  static
'''Available Options''': false, true


==== Objects far m/px ====
== Entity transform ==


Set far cascade meters per pixel for objects.
<!-- ID: GAME_DIAG_CHARACTER_TRANSFORM -->
Enable/disable showing of entity transform.


'''Available Options''': default, 0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
'''Available Options''': false, true


==== AO num cascades ====
== AnimPhysAgent transform ==


Set number of AO shadow cascades.
<!-- ID: GAME_DIAG_CHARACTER_PHYS_TRANSFORM -->
Enable/disable showing of animation physics agent transform.


'''Available Options''': default, 0,  1,  2
'''Available Options''': false, true


==== AO near type ====
== Foot down anim event ==


Set nearcascade type for AO.
<!-- ID: GAME_DIAG_CHARACTER_FOOT_DOWN_EVENT -->
Enable/disable showing of foot down animation event.


'''Available Options''': default, movable,  static
'''Available Options''': false, true


==== AO near m/px ====
== Animation events ==


Set near cascade meters per pixel for AO.
<!-- ID: GAME_DIAG_CHARACTER_ANIM_EVENTS -->
Enable/disable showing of animation events.


'''Available Options''': default, 0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
'''Available Options''': false, true


==== AO far type ====
== Animation tags ==


Set far cascade type for AO.
<!-- ID: GAME_DIAG_CHARACTER_ANIM_TAGS -->
Enable/disable showing of animation tags.


'''Available Options''': default, movable,  static
'''Available Options''': false, true


==== AO far m/px ====
== Climb command physics test ==


Set far cascade meters per pixel for AO.
<!-- ID: GAME_DIAG_CHARACTER_CLIMB_PHX_TEST -->
Enable/disable climb command physics test.


'''Available Options''': default, 0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
'''Available Options''': false, true


=== Objects heightmap ===
== Show current ladder ==
==== Obj. heightmap movable ====


Set object heightmap movability.
<!-- ID: GAME_DIAG_CHARACTER_LADDERS -->
Enable/disable showing of current ladder.


'''Available Options''': movable, static
'''Available Options''': false, true


==== Draw volumetric info ====
== Input actions ==


Draw volumetric debug info.
<!-- ID: GAME_DIAG_CHARACTER_INPUT_ACTIONS -->
Enable/disable showing of input actions.


'''Available Options''': false, true
'''Available Options''': false, true


==== Draw object heightmap ====
== Lock view horizontal ==


Draw object heightmap.
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_HORIZONTAL -->
Enable/disable locking of view horizontal.


'''Available Options''': disabled, set regions,  set bits,  all bits
'''Available Options''': false, true


==== Obj.height.full upd ====
== Lock view vertical ==


Enable/disable full object heightmap update.
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_VERTICAL -->
Enable/disable locking of view vertical.


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height. dbg region ====
== Disable Inertia ==


Enable/disable object heightmap region debug.
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA -->
Enable/disable character inertia.


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.reset ====
== Disable Inertia exponential ==


Reset object heightmap.
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA_EXPO -->
Enable/disable character exponential inertia.


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.reset stats ====
== Show additive handler tasks ==


Reset object heightmap statistics.
<!-- ID: GAME_DIAG_ACTIVE_ADDITIVE_TASKS -->
Enable/disable showing of active additive tasks.


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.print stats ====
== Stamina ==


Print object heightmap statistics.
<!-- ID: GAME_DIAG_CHARACTER_STAMINA -->
Enable/disable showing of character stamina.


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.use prepare ====
== Disable animation from velocity ==


Enable/disable prepare for object heightmap.
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_ANIMTOVELOCITY -->
Enable/disable animation from velocity.


'''Available Options''': true, false
'''Available Options''': false, true


==== Obj.height.use CB ====
== Enable new passive weapon mode (sling) ==


Enable/disable command buffer for object heightmap.
<!-- ID: GAME_DIAG_CHARACTER_WEAPON_PASSIVE_STATE -->
Enable/disable new passive weapon mode (sling).


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.max merge ====
== Disable anim driven icremental turns ==


Set maximum merge for object heightmap.
<!-- ID: GAME_DIAG_CHARACTER_ANIM_INCREMENTAL_TURNS -->
Enable/disable anim driven incremental turns.


'''Available Options''': unlimited, 1,  4,  8,  16
'''Available Options''': false, true


==== Obj.height. subdiv ====
== Disable hit reaction ==


Enable/disable object heightmap subdivision.
<!-- ID: GAME_DIAG_CHARACTER_DISABLE_HIT_REACTION -->
Enable/disable hit reaction.


'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height. sync draw ====
== Enable ragdoll debug (melee attack to toggle) ==


Set object heightmap draw call synchronization.
<!-- ID: GAME_DIAG_CHARACTER_RAGDOLL_DEBUG -->
Enable/disable ragdoll debug (melee attack to toggle).


'''Available Options''': default, sync,  no sync
'''Available Options''': false, true


==== Obj. heightmap tex size ====
== Enable feet IK ==


Set object heightmap texture size.
<!-- ID: GAME_DIAG_CHARACTER_ENABLE_FEET_IK -->
Enable/disable feet IK.


'''Available Options''': no override, 1024,  2048,  4096,  8192
'''Available Options''': false, true


==== Obj. heightmap m/pixel ====
== Show player identity ==


Set object heightmap meters per pixel.
<!-- ID: GAME_DIAG_CHARACTER_IDENTITY -->
Enable/disable showing of player identity.


'''Available Options''': default, 0.5,  1,  1.5,  2,  3,  4,  5,  6,  7,  8
'''Available Options''': false, true


==== Min entities per frame ====
== Show inspection diag ==


Set min entities per frame for heightmap.
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION -->
Enable/disable showing of inspection debug.


'''Available Options''': default, 512,  1K,  2K,  4K,  8K,  16K,  32K,  64K,  128K,  unlimited
'''Available Options''': false, true


==== Max entities per frame ====
== Show drowning / water level diag ==


Set max entities per frame for heightmap.
<!-- ID: GAME_DIAG_WATER_LEVEL -->
Enable/disable showing of drowning/water level debug.


'''Available Options''': default, 512,  1K,  2K,  4K,  8K,  16K,  32K,  64K,  128K,  unlimited
'''Available Options''': false, true


=== Freeze update ===
== Inspection keeps orientation ==


Freeze terrain shadow update.
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION_KEEP_ORIENTATION -->
Enable/disable keeping orientation during inspection.


'''Available Options''': false, true
'''Available Options''': false, true


=== Quality profile override ===
== Prone root motion transl ==


Override terrain shadow quality profile.
<!-- ID: GAME_DIAG_CHARACTER_PRONE_TURNS_ALLOW_ROOT_MOTION_TRANSL -->
Enable/disable root motion translation for prone turns.


'''Available Options''': no override, disabled,  low,  medium,  high
'''Available Options''': false, true


=== Diag messages ===
== Toggle unconsciousness ==


Enable/disable terrain shadows debug messages.
<!-- ID: GAME_DIAG_CHARACTER_TOGGLE_UNCONSCIOUSNESS -->
Enable/disable toggling of character unconsciousness.


'''Available Options''': false, true
'''Available Options''': false, true


=== Texture size ===
== Forced unconsciousness pose ==
 
<!-- ID: GAME_DIAG_CHARACTER_UNCONSCIOUSNESS_POSE -->
Set forced unconsciousness pose.


Override terrain shadow texture size.
'''Range Settings''':


'''Available Options''': no override,  1024,  2048,  4096,  8192
Min: -1


=== Blur override ===
Max: 5


Override terrain shadow blur.
Current Value: -1


'''Available Options''': no override,  0,  3,  5,  7,  9
Step: 1


=== Hierarchical raytrace ===
== Show Frustum ==


Enable/disable hierarchical raytrace for terrain shadows.
<!-- ID: GAME_DIAG_CHARACTER_FRUSTUM -->
Enable/disable showing of frustum.


'''Available Options''': true, false
'''Available Options''': false, true


=== Force mipmap rebuild ===
== Disable velocity DTime ==


Enable/disable forcing of mipmap rebuild for terrain shadows.
<!-- ID: GAME_DIAG_CHARACTER_VELOCITY_DT_OFF -->
Enable/disable velocity delta time.


'''Available Options''': false, true
'''Available Options''': false, true


=== Herarchical mip1 ===
== Enable turret overriding logging ==


Set hierarchical mip 1 level.
<!-- ID: GAME_DIAG_CHARACTER_OVERRIDE_LOGGING -->
Enable/disable turret overriding logging.


'''Available Options''': default, none,  0,  1,  2,  3,  4,  5,  6
'''Available Options''': false, true


=== Herarchical mip2 ===
== Skip simulation points prequery ==


Set hierarchical mip 2 level.
<!-- ID: DM_SKIP_PREQUERY_SIMULATION_POINTS -->
Enable/disable skip simulation points prequery.


'''Available Options''': default, none,  0,  1,  2,  3,  4,  5,  6
'''Available Options''': false, true


=== Herarchical mip3 ===
== Show simulation points ==


Set hierarchical mip 3 level.
<!-- ID: DM_CHARACTER_SHOW_SIMULATION_POINTS -->
Enable/disable showing of simulation points.


'''Available Options''': default, none,  0,  1,  2,  3,  4,  5,  6
'''Available Options''': false, true


=== Herarchical mip4 ===
== Cycle Debug View ==


Set hierarchical mip 4 level.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DEBUG_VIEW -->
Set character debug view cycle.


'''Available Options''': default,  none,  0,  1,  2,  3,  4,  5,  6
'''Range Settings''':


=== Override Angle bias ===
Min: 0


Enable/disable overriding of angle bias.
Max: 8


'''Available Options''': false, true
Current Value: 0


=== Override Height bias ===
Step: 1
 
== Draw Camera Collision Solver ==


Enable/disable overriding of height bias.
<!-- ID: SCR_DebugMenuID.DEBUGUI_DRAW_CAMERA_COLLISION_SOLVER -->
Enable/disable drawing of camera collision solver.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override Trace bias ===
== Enable Debug UI ==


Enable/disable overriding of trace bias.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_MENU -->
Enable/disable character debug UI.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override Trace bias obj ===
== Disable Banking ==


Enable/disable overriding of object trace bias.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_NOBANKING -->
Enable/disable character banking.


'''Available Options''': false, true
'''Available Options''': false, true


=== Object shadows ===
== Enable transform info ==


Set object shadows mode.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_TRANSFORMATION -->
Enable/disable character transformation info.


'''Available Options''': default, force off,  force on
'''Available Options''': false, true


=== Object shadow type ===
== Disable recoil cam shake ==


Set object shadow type.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_RECOIL_CAMERASHAKE_DISABLE -->
Enable/disable recoil camera shake.


'''Available Options''': no override, Physics,  Physics+AAB,  AAB,  AABScaled,  Volume
'''Available Options''': false, true


=== Occ grid runtime ===
== Disable additional cam shake ==


Enable/disable runtime creation of occupation grid.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADDITIONAL_CAMERASHAKE_DISABLE -->
Enable/disable additional camera shake.


'''Available Options''': false, true
'''Available Options''': false, true


=== Blend mode ===
== Show shake diag ==


Set blend mode for terrain shadows.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_CAMERASHAKE_TEST_WINDOW -->
Enable/disable showing of camera shake test window.


'''Available Options''': blend, min
'''Available Options''': false, true


=== Border size ===
== Inspection LookAt ==


Set border size for terrain shadows.
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_ALLOW_INSPECTION_LOOKAT -->
Enable/disable inspection look at.


'''Available Options''': default, 0,  0.05,  0.1,  0.15,  0.2,  0.3,  0.4,  0.5
'''Available Options''': false, true


=== Sun move test ===
== ADS Camera ==


Set sun move test mode.
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADS_CAMERA -->
Set ADS camera mode.


'''Available Options''': off,  fwd slow,  fwd medium,  bwd fast,  bwd slow,  bwd medium,  bwd fast
'''Range Settings''':


=== Min pixels per frame ===
Min: 0


Set min pixels per frame for terrain shadows.
Max: 3


'''Available Options''': default,  16K,  32K,  64K,  128K,  256K,  512K,  unlimited
Current Value: 0


=== Max pixels per frame ===
Step: 1


Set max pixels per frame for terrain shadows.
== Deal damage debug ==


'''Available Options''': default,  16K,  32K,  64K,  128K,  256K,  512K,  unlimited
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DAMAGE -->
Enable/disable damage debug for character.


=== AO mode override ===
'''Available Options''': false, true


Set AO mode override for terrain shadows.
== Show Perceived Faction ==


'''Available Options''': no override,  disabled,  PP half,  PP mixed,  PP full,  force precomputed,  presomputed+runtime,  force runtime
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_SHOW_FACTION_OUTFIT -->
Enable/disable showing of perceived faction.


=== Override AO coef ===
'''Available Options''': false, true


Enable/disable overriding of AO coefficient.
== AimModifier Debug ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_HITREACTION_AIMMODIFIER -->
Enable/disable aim modifier debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== AO PP mode ===
= Vehicles =
== Helicopter ==
=== Draw trajectory ===


Set AO post-processing mode.
<!-- ID: DM_HELICOPTER_DRAW_TRAJECTORY -->
Enable/disable drawing of helicopter trajectory.


'''Available Options''': default, full res,  half res,  half res + reconst
'''Available Options''': false, true


=== Terr. light angle limit ===
=== Draw velocity ===


Set light angle limit for terrain shadows.
<!-- ID: DM_HELICOPTER_DRAW_VELOCITY -->
Set helicopter velocity visualization mode.


'''Available Options''': default, user
'''Available Options''': none, resultant, res+local, res+world


== FSR ==
=== Draw HUD ===
=== Use pixel shader ===


Enable/disable pixel shader for FSR.
<!-- ID: DM_HELICOPTER_DRAW_HUD -->
Enable/disable helicopter HUD debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override FSR settings ===
=== Toggle autohover ===


Enable/disable overriding of FSR settings.
<!-- ID: DM_HELICOPTER_AUTOHOVER -->
Enable/disable helicopter autohover.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== FSR enabled ===
=== Collective ===


Enable/disable FSR.
<!-- ID: DM_HELICOPTER_COLLECTIVE -->
Set helicopter collective debug mode.


'''Available Options''': false, true
'''Available Options''': localYOffset, default, localY, worldY, direct


=== FSR sharpen ===
=== Flight limits ===


Enable/disable FSR sharpening.
<!-- ID: DM_HELICOPTER_FLIGHT_LIMITS -->
Enable/disable helicopter flight limits debug.


'''Available Options''': true, false
'''Available Options''': false, true


=== FSR RT format ===
=== Yaw/Roll ===


Set render target format for FSR.
<!-- ID: DM_HELICOPTER_STICK_MODE -->
Set helicopter stick mode.


'''Available Options''': default, R8G8B8A8,  R10G10B10A2,  R11G11B10F,  R16G16B16A16F
'''Available Options''': LS/RS, RS/LS


=== FSR mip bias ===
== Tracked ==
=== TrackSim ===


Set mip bias for FSR.
<!-- ID: DM_TRACK_SIM -->
Enable/disable Track simulation.


'''Available Options''': disabled, automatic,  manual
'''Available Options''': true, false


== CAS ==
=== Draw tracks ===
=== Shader ===


Set shader type for CAS.
<!-- ID: DM_TRACKED_DRAW_TRACKS -->
Enable/disable drawing of tracks.


'''Available Options''': default, force PS,  force CS
'''Available Options''': false, true


=== Override CAS settings ===
=== Track dynamic ===


Enable/disable overriding of CAS settings.
<!-- ID: VEHICLE_DYNAMIC -->
Enable/disable track dynamic.


'''Available Options''': false, true
'''Available Options''': true, false


=== enabled ===
=== Track gravity ===


Enable/disable CAS.
<!-- ID: VEHICLE_GRAVITY -->
Enable/disable track gravity.


'''Available Options''': false, true
'''Available Options''': true, false


== Rain ==
=== Reset tracks ===
=== Wetness ===
==== Override wetness ====


Enable/disable overriding of rain wetness.
<!-- ID: VEHICLE_TRACKS_RESET -->
Enable/disable resetting of tracks.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


==== Wetness simulation ====
== Vehicle Networking and Reconciliation ==
=== Determinism testing ===
==== Record Moves ====


Enable/disable wetness simulation.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_MOVE_RECORDING -->
Enable/disable recording of vehicle moves.


'''Available Options''': false, true
'''Available Options''': false, true


==== Override wetness render params ====
==== Clear Record ====


Enable/disable overriding of wetness render params.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLEAR_RECORDING -->
Clear recorded vehicle moves.


'''Available Options''': false, true
'''Available Options''': false, true


=== Wind ===
==== (F)Replay Full ====
==== Override rain wind ====


Enable/disable overriding of rain wind.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_FULL -->
Enable/disable full replay of vehicle moves from full state.


'''Available Options''': false, true
'''Available Options''': false, true


==== Mask operator ====
==== (I)Replay Full ====


Set mask operator for rain wind.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_INIT -->
Enable/disable full replay of vehicle moves from init state.


'''Available Options''': add, mul
'''Available Options''': false, true


==== Override splash wind ====
==== (F)Replay Unconstrained ====


Enable/disable overriding of splash wind.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_FULL -->
Enable/disable unconstrained replay of vehicle moves from full state.


'''Available Options''': false, true
'''Available Options''': false, true


==== Mask operator ====
==== (I)Replay Unconstrained ====


Set mask operator for splash wind.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_INIT -->
Enable/disable unconstrained replay of vehicle moves from init state.


'''Available Options''': add, mul
'''Available Options''': false, true


=== Downsample ===
==== (U)Replay until Move ====


Set rain color downsample method.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_UNCONSTRAINED_COUNT -->
Set number of unconstrained replays.


'''Available Options''': default,  simple,  blur,  none
'''Range Settings''':


=== Blend method ===
Min: 0


Set rain blend method.
Max: 4096


'''Available Options''': default,  standard,  noRefraction
Current Value: 0


=== Diag refr. tex ===
Step: 1


Enable/disable rain refraction texture diagnostic.
==== Num of Instances ====


'''Available Options''': false, true
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_INSTANCES -->
Set number of vehicle instances.


=== Stop time ===
'''Range Settings''':


Enable/disable stopping of rain simulation time.
Min: 1


'''Available Options''': false, true
Max: 100


=== Use underwater mask ===
Current Value: 1


Enable/disable underwater mask for rain.
Step: 1


'''Available Options''': true, false
==== X axis spread ====


=== Override rain density ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_X_SPREAD -->
Set X axis spread for vehicle instances.


Enable/disable overriding of rain density.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Override direction ===
Max: 100


Enable/disable overriding of rain direction.
Current Value: 0


'''Available Options''': false, true
Step: 1
 
=== Distant noise mask debug ===


Enable/disable rain distant noise mask debug.
==== Z axis spread ====


'''Available Options''': false, true
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_Z_SPREAD -->
Set Z axis spread for vehicle instances.


=== Override ripple tex size ===
'''Range Settings''':


Override rain ripple texture size.
Min: 0


'''Available Options''': default,  128,  256,  512,  1024
Max: 100


=== Sliding drops obj space ===
Current Value: 0


Enable/disable sliding drops object space.
Step: 1


'''Available Options''': false, true
==== Num of Columns(X) ====


=== Override ripples ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_X_COLUMNS -->
Set number of columns for vehicle instances.


Enable/disable overriding of rain ripples.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Ripples reset ===
Max: 100


Enable/disable resetting of rain ripples.
Current Value: 0


'''Available Options''': false, true
Step: 1


== Shore Wetness ==
==== Draw recorded paths ====
=== Shore wetness enabled ===


Enable/disable shore wetness.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DRAW_RECORDED_PATHS -->
Set draw mode for recorded vehicle paths.


'''Available Options''': default, enable, disable
'''Available Options''': Off, Client, Server, FullSim(W), FullSim(I), Uncon(W), Uncon(I), All


=== Shore wetness override ===
==== SimState to CSV ====


Enable/disable overriding of shore wetness.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_TO_CSV -->
Export simulation state to CSV.


'''Available Options''': false, true
'''Available Options''': false, true


=== River wetness enabled ===
==== WS of (U) to CSV ====


Enable/disable river wetness.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_OF_UNCONSTRAINED_TO_CSV -->
Export unconstrained simulation state to CSV.


'''Available Options''': default, enable,  disable
'''Available Options''': false, true


=== River wetness override ===
==== InitState to CSV ====


Enable/disable overriding of river wetness.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_INIT_TO_CSV -->
Export initialization state to CSV.


'''Available Options''': false, true
'''Available Options''': false, true


== LensFlares ==
=== Predictionoptions ===
=== Debug render ===
==== C: Disable Correction ====


Enable/disable lens flare debug rendering.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_CORRECTION -->
Enable/disable client side vehicle correction.


'''Available Options''': false, true
'''Available Options''': false, true


=== HalfRes render ===
==== C: Disable Prediction ====


Set half resolution render for lens flares.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_PREDICTION -->
Enable/disable client side vehicle prediction.


'''Available Options''': no override,  false, true
'''Available Options''': false, true


=== Override flare set ===
==== C: (T)Prediction Allowance ====


Override lens flare set.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_PREDICTION_DISTANCE -->
Set client side vehicle prediction distance allowance.


'''Available Options''': no override,  none,  1st person,  3rd person
'''Range Settings''':


=== Override offset spot ===
Min: 0


Enable/disable overriding of offset spot for lens flares.
Max: 1000


'''Available Options''': false, true
Current Value: 25


=== Override offset point ===
Step: 1


Enable/disable overriding of offset point for lens flares.
==== C: (T)Prediction offset ====


'''Available Options''': false, true
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_PREDICTION_UP -->
Set client side vehicle prediction offset.


=== Use new occl.system ===
'''Range Settings''':


Set new occlusion system for lens flares.
Min: 0


'''Available Options''': no override,  false,  true
Max: 1000


=== Use intens.occ.for all ===
Current Value: 150


Enable/disable intensity occlusion for all lens flares.
Step: 1


'''Available Options''': no override,  false,  true
=== C: Lerping options ===
==== C: Debug Lerping ====


== Ocean & Water ==
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_LERPING_DEBUG -->
=== Shore ===
Enable/disable client side vehicle lerping debug.
==== Shore enabled ====


Enable/disable shore rendering.
'''Available Options''': false, true


'''Available Options''': true, false
==== C: Lerping Allowance ====


==== Debug visualize ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_LERPING_ALLOWANCE -->
Set client side vehicle lerping allowance.


Show debug visualization of shore.
'''Range Settings''':


'''Available Options''': disabled,  waves,  DF distance,  DF direction,  DF near,  peaks tex,  noise onShore,  noise foam start,  noise foam,  damp wave,  damp peak,  damp depth,  on shore coef,  custom foam,  mask
Min: 0


==== Debug displacement ====
Max: 1000


Enable/disable shore displacement debugging.
Current Value: 1000


'''Available Options''': false, true
Step: 1


==== Debug height ====
==== C: Lerping Distance Percentage ====


Show shore height debug.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISTANCE_LERPING_PERCENTAGE -->
Set client side vehicle distance lerping percentage.


'''Available Options''': none,  final,  shore,  final+shore
'''Range Settings''':


==== Use height lerp ====
Min: 0


Enable/disable height lerp for shore.
Max: 100


'''Available Options''': false, true
Current Value: 35


==== Force live preview each frame ====
Step: 1


Enable/disable forcing live preview for shore.
==== C: Lerping Angle Percentage ====


'''Available Options''': false, true
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_ANGLE_LERPING_PERCENTAGE -->
Set client side vehicle angle lerping percentage.


=== WaterErase ===
'''Range Settings''':
==== Water erase enabled ====


Enable/disable water erase.
Min: 0


'''Available Options''': true, false
Max: 100


==== Debug visualize ====
Current Value: 50


Show water erase debug visualization.
Step: 1


'''Available Options''': disabled,  front faces,  back faces,  front & back
=== C: Allowance options ===
==== S: Enable allowance ====


=== Ocean render ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENABLE_ALLOWANCE -->
Enable/disable server side vehicle allowance.


Set ocean render mode.
'''Available Options''': false, true


'''Available Options''': enabled, disable simulation, disabled
==== S: Speed Scaled Allowance ====


=== Show ocean tex ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SPEED_SCALING -->
Enable/disable speed scaling for server side vehicle allowance.


Display ocean texture.
'''Available Options''': true, false


'''Available Options''': disable,  height,  displaceX,  displaceZ,  normal,  foam,  UW topdown,  UW topdown depth,  UW geom depth
==== S: Distance Allowance ====


=== Tex size ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_DISTANCE -->
Set server side vehicle distance allowance.


Set ocean debug texture size.
'''Range Settings''':


'''Available Options''': 1, 2, 3, 4, 0.25, 0.33, 0.5
Min: 0


=== Water bodies ===
Max: 1000


Show water bodies.
Current Value: 300


'''Available Options''': invisible, camera, all
Step: 1


=== Ocean foam ===
==== S: Angle Allowance ====


Set ocean foam mode.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGLE -->
Set server side vehicle angle allowance.


'''Available Options''': enabled, mask, foam
'''Range Settings''':


== Atmosphere ==
Min: 0
=== Show Sky LUTs ===


Enable/disable showing of sky LUTs.
Max: 1000


'''Available Options''': false, true
Current Value: 3


=== Show CameraVolume ===
Step: 1


Enable/disable showing of CameraVolume.
==== S: Angular Velocity Allowance ====


'''Available Options''': false, true
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGULAR -->
Set server side vehicle angular velocity allowance.


=== FullScreen ===
'''Range Settings''':


Enable/disable fullscreen view for CameraVolume.
Min: 0


'''Available Options''': false, true
Max: 1000


=== Enable a.fog shadows ===
Current Value: 25


Enable/disable analytic fog shadows.
Step: 1


'''Available Options''': false, true
==== S: Linear Velocity Allowance ====


=== Use SkyAmbient tex. ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_LINEAR -->
Set server side vehicle linear velocity allowance.


Enable/disable use of sky ambient texture.
'''Range Settings''':


'''Available Options''': true, false
Min: 0


=== Probe fake ===
Max: 1000


Set probe ambient for atmosphere.
Current Value: 30


'''Available Options''': probe lut, sky lut, original
Step: 1


=== Overcast fix. ===
=== Server Car Overrides ===
==== S: Override KMH ====


Set overcast fix mode for atmosphere.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH -->
Enable/disable server side KMH override.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Original lighting ===
==== S: -||- close to 0 ====


Set original lighting mode for atmosphere.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH_AT_ZERO -->
Enable/disable server side KMH override close to zero.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Final output brightness mod. ===
==== S: Override STEERING ====


Enable/disable final brightness modification for atmosphere.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_STEERING -->
Enable/disable server side steering override.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show Fog Debug. ===
==== S: Override THROTTLE ====


Enable/disable fog debugging visualization.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_THROTTLE -->
Enable/disable server side throttle override.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show constellations ===
==== S: Override BRAKE ====


Enable/disable rendering of constellations.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_BRAKE -->
Enable/disable server side brake override.


'''Available Options''': false, true
'''Available Options''': false, true


== Volumetric Clouds ==
==== S: Override GEAR ====
=== Use New ===


Use the new volumetric cloud system.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_GEAR -->
Enable/disable server side gear override.


'''Available Options''': false, true
'''Available Options''': false, true


=== Render clouds ===
==== S: Override CLUTCH ====


Enable/disable volumetric cloud rendering.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_CLUTCH -->
Enable/disable server side clutch override.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Render Mode ===
=== Vehicle type ===


Set volumetric cloud render mode.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_TYPE_SELECTION -->
Set vehicle type.


'''Available Options''': Quarter, Full, Experimental
'''Available Options''': Wheeled, Helicopter


=== Output Optimization ===
=== Heli prefab selection ===


Set volumetric cloud output optimization.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HELI_PREFAB_SELECTION -->
Select helicopter prefab.


'''Available Options''': default, none, vertexShader, CPU
'''Available Options''': Mi8, UH1


=== Show Output Optim Diag ===
=== Show vehicle id ===


Show output optimization diagnostic for clouds.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ID_DISPLAY -->
Enable/disable showing of vehicle ID.


'''Available Options''': false, true
'''Available Options''': false, true


=== Apply cycle values ===
=== Vehicle selection ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SELECTION -->
Set vehicle selection.


Apply cycle values for clouds.
'''Range Settings''':


'''Available Options''': true, false
Min: 0


=== Disable direct light ===
Max: 512


Disable direct light for clouds.
Current Value: 0


'''Available Options''': false, true
Step: 1


=== Enable occlusion map ===
=== S: Input/Output Diags ===


Enable/disable occlusion map for clouds.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DIAGS -->
Set input/output diagnostic mode.


'''Available Options''': enabled, disabled
'''Available Options''': Off, Sim Out, Sim In, Controller, All


=== Disable wind ===
=== Debug path correction ===


Enable/disable wind for clouds.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PATHS_DEBUG -->
Enable/disable path correction debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== Stop wind ===
=== Debug history ===


Stop wind for clouds.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_DEBUG -->
Enable/disable network history debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show cloud lighting ===
=== Debug engine flags ===


Show or hide cloud lighting visualization.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENGINE_INPUTS_DEBUG -->
Enable/disable engine inputs debug.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Force noise recompute ===
=== Draw Phys Comp Debug ===


Force recomputation of cloud noise.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PHYS_COMP_DEBUG -->
Enable/disable drawing of physics component debug.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show detail noise ===
=== C: Resend rate ===


Enable/disable detail noise visualization for clouds.
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_RESEND -->
Set client side vehicle resend rate.


'''Available Options''': disabled, enabled
'''Range Settings''':


=== Show noise tiling ===
Min: 1


Set noise tiling visualization for clouds.
Max: 5


'''Available Options''': disabled,  base,  middle,  detail,  newBase_R,  newBase_G,  newBase_B,  newBase_A,  newDetail_R,  newDetail_G,  newDetail_B,  newDetail_A
Current Value: 2


=== Show noise tiling ===
Step: 1


Set noise tiling visualization for clouds (base, middle, detail).
=== S: Replay delay ===


'''Available Options''': disabled,  base,  middle,  detail
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_SIZE -->
Set server side vehicle replay delay.


=== Show height detail noise ===
'''Range Settings''':


Enable/disable height detail noise texture visualization.
Min: 0


'''Available Options''': disabled, enabled
Max: 300


=== Detail noise resolution ===
Current Value: 2


Set resolution of detail noise for clouds.
Step: 1


'''Available Options''': default, 16, 32, 64, 128, 256, 512
=== S: Max Rtt allowed ===


=== Weather map resolution ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_RTT -->
Set server side vehicle max RTT allowed.


Set weather map resolution for clouds.
'''Range Settings''':


'''Available Options''': default, 256, 512, 1024, 2048
Min: 0


=== Show shadowmap ===
Max: 300


Enable/disable showing of shadow map for clouds.
Current Value: 60


'''Available Options''': disabled, enabled
Step: 1


=== Debug shape ===
== Compartments ==
=== Compartment positions ===


Set debug shape visualization for clouds.
<!-- ID: GAME_DIAG_COMPARTMENT_POSITION -->
Enable/disable showing of compartment positions.


'''Available Options''': none, cylinders, spheres
'''Available Options''': false, true


=== Enable dist. fog ===
=== Show entry points ===


Enable/disable distance fog for clouds.
<!-- ID: GAME_DIAG_COMPARTMENT_ENTRY_POINT -->
Enable/disable showing of compartment entry points.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== debug detail noise weights ===
=== Show accessibility ===


Enable/disable main shape noise weights debug.
<!-- ID: GAME_DIAG_COMPARTMENT_ACCESSIBILITY -->
Enable/disable showing of compartment accessibility.


'''Available Options''': false, true
'''Available Options''': false, true


== No render ==
=== Show get out prediction ===


Disable rendering.
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_PREDICTION -->
Enable/disable showing of get out prediction.


'''Available Options''': false, true
'''Available Options''': false, true


== Shape instancing ==
=== Show character obstruction trace during get out ===


Enable/disable shape instancing.
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_CHARACTER_OBSTRUCTION_TRACE -->
Enable/disable showing of character obstruction trace during get out.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== Render debug mode ==
== MT simulation ==


Set render debug mode.
<!-- ID: GAME_DIAG_VEHICLES_MT_SIMULATION -->
Enable/disable multithreaded vehicle simulation.


'''Hotkey''': rctrl+ralt+w
'''Available Options''': true, false


'''Available Options''': none, wire, wire only, ovedraw, overdrawZ, albedo, world norm, roughness, rough.scene, metalness, mask, ao, vert.color, sss, detail light, diffuse, iblDiffuse, reflection, iblReflection, full diffuse, full reflection, emissive, albedo lin, wetness, porosity, vertex norms, vfx, global layer
== Show Controller Diags ==


== Widgets ==
<!-- ID: GAME_DIAG_VEHICLES_CONTROLLER_DIAGS -->
Enable/disable showing of vehicle controller diagnostics.


Set widget rendering mode.
'''Available Options''': false, true


'''Available Options''': on, onlyRT, off
== Show Compartment Events Diags ==


== Active GPU wait ==
<!-- ID: GAME_DIAG_VEHICLES_COMPARTMENT_DIAGS -->
 
Enable/disable showing of vehicle compartment events diagnostics.
Enable/disable active GPU wait.


'''Available Options''': false, true
'''Available Options''': false, true


== Allocator stats ==
== Show stats ==


Set allocator statistics display.
<!-- ID: DM_VEHICLES_STATS -->
Enable/disable showing of vehicle statistics.


'''Available Options''': none, show, dump
'''Available Options''': false, true


== Show VRAM resources ==
== Show vehicle debug ==


Enable/disable showing of VRAM resources.
<!-- ID: DM_VEHICLES_DRAW_DEBUG -->
Enable/disable showing of vehicle debug.


'''Available Options''': false, true
'''Available Options''': false, true


= Scene =
== Player vehicle only ==
== Filter ==
=== MeshObject ===


Enable/disable MeshObject filter.
<!-- ID: DM_VEHICLES_DRAW_PLAYER_VEHICLE_ONLY -->
Enable/disable showing of player vehicle only.


'''Available Options''': enabled, disabled
'''Available Options''': true, false


=== Particle ===
== Show CoM ==


Enable/disable Particle filter.
<!-- ID: DM_VEHICLES_DRAW_COM -->
Enable/disable showing of vehicle center of mass.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== Occluders ==
== Show inertia ==
=== Occluders ===


Enable/disable occluders.
<!-- ID: DM_VEHICLES_DRAW_INERTIA -->
Enable/disable showing of vehicle inertia.


'''Available Options''': true, false
'''Available Options''': false, true


=== Occlude entities ===
== Show forces ==


Enable/disable occluding of entities.
<!-- ID: DM_VEHICLES_DRAW_FORCES -->
Enable/disable showing of vehicle forces.


'''Available Options''': true, false
'''Available Options''': false, true


=== Show active occluders ===
== Show engine ==


Show or hide active occluders.
<!-- ID: DM_VEHICLES_DRAW_ENGINE -->
Enable/disable showing of vehicle engine.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show occluded ===
== Show contacts ==


Show or hide occluded objects.
<!-- ID: DM_VEHICLES_DRAW_CONTACTS -->
Enable/disable showing of vehicle contacts.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show occluder volumes ===
== Show raycast ==


Show or hide occluder volumes.
<!-- ID: DM_VEHICLES_DRAW_RAYCAST -->
Enable/disable showing of vehicle raycast.


'''Available Options''': false, true
'''Available Options''': false, true


== Terrain Occlusion ==
== Show suspension ==
=== Terrain occlusion culling ===


Enable/disable terrain occlusion culling.
<!-- ID: DM_VEHICLES_DRAW_SUSPENSION -->
Enable/disable showing of vehicle suspension.


'''Available Options''': true, false
'''Available Options''': false, true


=== Occlusion mode ===
== Show swaybar ==


Set terrain occlusion mode.
<!-- ID: DM_VEHICLES_DRAW_SWAYBAR -->
Enable/disable showing of vehicle swaybar.


'''Available Options''': Voxelization, Hybridvoxel
'''Available Options''': false, true


=== Cull dynamic objects ===
== Show wheels ==


Enable/disable culling of dynamic objects.
<!-- ID: DM_VEHICLES_DRAW_WHEELS -->
Enable/disable showing of vehicle wheels.


'''Available Options''': true, false
'''Available Options''': false, true


=== Cull individual objects ===
== Show powertrain ==


Enable/disable culling of individual objects.
<!-- ID: DM_VEHICLES_DRAW_POWERTRAIN -->
Enable/disable showing of vehicle powertrain.


'''Available Options''': true, false
'''Available Options''': false, true


=== Cull entity lists ===
== Show bones ==


Enable/disable culling of entity lists.
<!-- ID: DM_VEHICLES_DRAW_BONES -->
Enable/disable showing of vehicle bones.


'''Available Options''': true, false
'''Available Options''': false, true


=== Cull kd-tree leafs ===
== Show slope ==


Enable/disable culling of kd-tree leafs.
<!-- ID: DM_VEHICLES_DRAW_SLOPE -->
Enable/disable showing of vehicle slope.


'''Available Options''': false, true
'''Available Options''': false, true


=== Cull terrain ===
== Test raycast ==


Enable/disable culling of terrain.
<!-- ID: DM_VEHICLES_DRAW_TEST_RAYCAST -->
Enable/disable testing of raycast.


'''Available Options''': false, true
'''Available Options''': false, true


=== Cull kd-tree nodes ===
== Reset vehicle ==


Enable/disable culling of kd-tree nodes.
<!-- ID: DM_VEHICLES_RESET -->
Reset vehicle.
'''Hotkey''': lctrl+lalt+r


'''Available Options''': true, false
'''Available Options''': disabled, enabled


=== Show depth texture ===
== Teleport up ==


Enable/disable depth texture visualization.
<!-- ID: DM_VEHICLES_TELEPORT_UP -->
Teleport vehicle up.
'''Hotkey''': lctrl+lalt+t


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Show FOV deb shapes ===
== Wheel drag set ==


Enable/disable showing of FOV debug shapes.
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Enable/disable overriding of wheel drag.


'''Available Options''': false, true
'''Available Options''': false, true


=== Override far plane ===
== Wheel drag value ==
 
<!-- ID: DM_VEHICLES_WHEEL_DRAG_VALUE -->
Set wheel drag value.


Enable/disable overriding of far plane.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Show AAB of occluded ===
Max: 1


Show AAB of occluded objects.
Current Value: 0


'''Available Options''': None,  Occluded,  Visible,  All
Step: 0.05


=== Voxel occlusion check ===
== Disable freelook ==


Set voxel occlusion check method.
<!-- ID: DM_VEHICLES_DISABLE_FREELOOK -->
Enable/disable freelook for vehicles.


'''Available Options''': Hi-Z, Full-Z raster
'''Available Options''': false, true


=== Rasterize AABB ===
== Enable debugger trace ==


Enable/disable rasterization of AABBs.
<!-- ID: DM_VEHICLES_DEBUGGER_TRACE -->
Enable/disable debugger trace for vehicles.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show rasterized AABB ===
== wheel drag set ==


Enable/disable showing of rasterized AABBs.
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Enable/disable overriding of wheel drag (duplicate).


'''Available Options''': false, true
'''Available Options''': false, true


=== Draw silhouette edges ===
== Fuel consumption ==


Enable/disable drawing of silhouette edges.
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_FUEL_CONSUMPTION -->
Enable/disable fuel consumption debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== Cull beyond frustum edges ===
== Visualize push force ==


Enable/disable culling beyond frustum edges.
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_UNFLIP -->
Enable/disable visualization of push force.


'''Available Options''': false, true
'''Available Options''': false, true


== Render world ==
== Show dust materials ==


Enable/disable world rendering.
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_VEHICLE_DUST -->
Enable/disable showing of vehicle dust materials.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== Force vertical FOV ==
= Statistics =
== FPS ==


Force vertical field of view.
<!-- ID: DM_STATS_FPS -->
Display FPS statistics.
'''Hotkey''': lctrl+num1


'''Available Options''': default, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 120, 2.5f, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55
'''Available Options''': none, basic, detailed, average


== Render world env ==
== General ==


Enable/disable rendering of world environment.
<!-- ID: DM_STATS_STATS -->
Display general statistics.
'''Hotkey''': lctrl+num2


'''Available Options''': enabled, disabled
'''Available Options''': disable, basic, detailed, all


== Show clips ==
== Shape stats ==


Show or hide scene clips.
<!-- ID: DM_SHAPE_STATS -->
Enable/disable shape statistics.


'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


== LOD multiplier ==
== MeshObject stats ==


Set LOD multiplier.
<!-- ID: DM_REND_STAT -->
Display mesh object statistics.


'''Available Options''': 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5
'''Available Options''': none, count, mesh, faces, verts


== Size multiplier ==
== Decal stats ==


Set size multiplier.
<!-- ID: DM_REND_DECAL_STAT -->
Display decal statistics.


'''Available Options''': 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5
'''Available Options''': none, all


== Force clear visent ==
== Resource memory stats ==


Force clear of visible entities.
<!-- ID: DM_RES_MEMORY -->
Display resource memory statistics.


'''Available Options''': false, true
'''Available Options''': none, memory, age


== Render world ents ==
== Texture memory stats ==


Enable/disable rendering of world entities.
<!-- ID: DM_TEX_MEMORY -->
Display texture memory statistics.


'''Available Options''': enabled, disabled
'''Available Options''': none, memory, age


== Render world leafs ==
== Slow script ==


Enable/disable rendering of world leafs.
<!-- ID: DM_STATS_SLOWSCRIPT -->
Set threshold for slow scripts log.


'''Available Options''': enabled, disabled
'''Available Options''': off, 1ms, 2ms, 5ms, 10ms


== RenderEnts ==
== Verbose script Print ==


Enable/disable entities rendering.
<!-- ID: DM_STATS_VERBOSESCRIPTPRINTS -->
Enable/disable verbose script prints.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== Fast way ==
== Script profiler ==


Enable/disable fast rendering path.
<!-- ID: DM_STATS_SCRIPTPROFILER -->
Enable/disable script profiler.


'''Available Options''': false, true
'''Available Options''': off, frame, average


== Show active PPs ==
== Script prof. external ==


Show or hide active post processes.
<!-- ID: DM_STATS_SCRIPTPROFILER_EXT -->
Enable/disable external script profiler.


'''Available Options''': false, true
'''Available Options''': false, true


== Cube map size ==
== Test mem-stress ==


Set cubemap size.
<!-- ID: DM_STATS_STRESSMEM -->
Enable/disable memory stress testing.


'''Available Options''': 32, 16, 32,  64,  128,  256,  512,  1024
'''Available Options''': off, once, periodic


== Capture cube map ==
== Flush memory ==


Capture cube map.
<!-- ID: DM_STATS_FLUSHMEM -->
Enable/disable memory flushing.


'''Available Options''': no, capture, capture&insert
'''Available Options''': disabled, enabled


== Force linear depth ==
== Flush audio ==


Force linear depth.
<!-- ID: DM_STATS_FLUSHAUDIO -->
Enable/disable audio flushing.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Visualize groups ==
== Memory validation ==


Enable/disable group visualization.
<!-- ID: DM_MEMORY_VALIDATION -->
Enable/disable memory validation.


'''Available Options''': false, true
'''Available Options''': none, on, off


== Colorize objects LODs ==
== Dump render resources ==


Colorize objects by LOD.
<!-- ID: DM_DUMP_RENDERRESOURCES -->
Enable/disable dumping of render resources.


'''Available Options''': disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7
'''Available Options''': disabled, enabled


= World =
== Counters ==
== Animation ==


Enable/disable apply pose in animation.
<!-- ID: DM_STATS_COUNTER -->
Enable/disable performance counters.
'''Hotkey''': lctrl+num3


'''Available Options''': true, false
'''Available Options''': disabled, enabled


== Streaming ==
== Slow down ==


Enable/disable world streaming.
<!-- ID: DM_STATS_SLOWDOWN -->
Slow down the game.


'''Available Options''': true, false
'''Available Options''': off, 1ms, 5ms, 10ms, 20ms, 50ms, 100ms


== Trace stresstest ==
== Limit FPS ==


Set trace stress test mode.
<!-- ID: DM_STATS_LIMITFPS -->
Limit the game's FPS.


'''Available Options''': none, nearest, any, all, nearestVis, anyVis, allVis
'''Available Options''': off, 120, 60, 40, 30, 20, 10, 5, 2


== Query stresstest ==
== Widget statistics ==


Enable/disable query stress test.
<!-- ID: DM_STATS_WIDGET_STATS -->
Enable/disable widget statistics.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


== Update stresstest ==
== Widget hierarchy to log ==


Enable/disable update stress test.
<!-- ID: DM_STATS_WIDGET_HIERARCHY_TO_LOG -->
Log widget hierarchy.


'''Available Options''': disabled, enabled
'''Available Options''': off, once


== Update MT stresstest ==
== Widget update to log ==


Enable/disable multithreaded update stress test.
<!-- ID: DM_STATS_WIDGET_UPDATE_TO_LOG -->
Log widget updates.


'''Available Options''': disabled, enabled
'''Available Options''': none, hierarchy, time


== Show scene tree ==
== Loaded particle FX ==


Show scene tree.
<!-- ID: DM_STATS_PARTICLES -->
Enable/disable loaded particle FX statistics.


'''Available Options''': None, KDTree, QuadTree
'''Available Options''': false, true


== Show entity bounds ==
== Resource category stats ==


Show or hide entity bounds.
<!-- ID: DM_RES_CAT -->
Enable/disable resource category statistics.


'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


== Async traces ==
== Dump resources ==


Enable/disable asynchronous traces.
<!-- ID: DM_DUMP_RESOURCES -->
Toggle. Dumps all resources.


'''Available Options''': enabled, disabled
'''Available Options''': disabled, enabled


== Async queries ==
== Log prefab spawn ==


Enable/disable asynchronous queries.
<!-- ID: DM_LOG_PREFAB_SPAWN -->
Log prefab spawning.


'''Available Options''': enabled, disabled
'''Available Options''': off, non-instant, all


== Use quadtree ==
== Data Collection ==
=== Enable debug menu ===


Enable/disable quadtree usage.
<!-- ID: SCR_DebugMenuID.DEBUGUI_DATA_COLLECTION_ENABLE_DIAG -->
Enable/disable data collection debug menu.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


== Show AABB ==
= Render =
== RT ==
=== Main RT format ===


Show AABB.
<!-- ID: DM_REND_MAIN_RT_FORMAT -->
Override main render target format.


'''Hotkey''': lalt+num5
'''Available Options''': no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F


'''Available Options''': disabled, real, quantized, rendered
=== Main RT MSAA ===


== Show multileaf ents. ==
<!-- ID: DM_REND_MAIN_RT_MSAA -->
Override main render target MSAA settings.


Show or hide multileaf entities.
'''Available Options''': no override, none, 2x, 4x, 8x


'''Available Options''': disabled, all, single, multi
=== Force custom resolve ===


== Show active ==
<!-- ID: DM_REND_FORCE_CUSTOM_RESOLVE -->
Force custom resolve for render target.


Show or hide active entities.
'''Available Options''': false, true


'''Available Options''': enabled, disabled
=== Use resolved RT for PPs ===


== Show bones ==
<!-- ID: DM_REND_USE_RESOLVED_PP -->
Control post-processing RT usage.


Show or hide bones.
'''Available Options''': default, disabled, enabled


'''Available Options''': disabled, enabled
=== Show RT textures ===


== Show wind emitters ==
<!-- ID: DM_REND_SHOW_TEMPTEX -->
Show render target textures.


Show or hide wind emitters.
'''Available Options''': off, all, RT only, with UAV, pureRT, tempRT, Depth


'''Hotkey''': lctrl+num8
=== sort ===


'''Available Options''': disabled, enabled
<!-- ID: DM_REND_SHOW_TEMPTEX_SORT -->
Set render target sort mode.


== Disable wind ==
'''Available Options''': none, size, WxHxD, name


Disable wind.
=== sort type ===


'''Hotkey''': lctrl+num9
<!-- ID: DM_REND_SHOW_TEMPTEX_SORTTYPE -->
Set render target sort type.


'''Available Options''': disabled, enabled
'''Available Options''': ascending, descending


== Game update ==
=== row ===


Enable/disable game update.
<!-- ID: DM_REND_SHOW_TEMPTEX_ROW -->
Set render target row.


'''Available Options''': enabled, disabled
'''Range Settings''':
*  Min: 0
*  Max: 1000
*  Current Value: 0
*  Step: 1


== MT entity sim ==
=== dump ===


Enable/disable multithreaded entity simulation.
<!-- ID: DM_REND_DUMP_TEMPTEX -->
Enable/disable dumping of render target textures.


'''Available Options''': enabled, disabled
'''Available Options''': disabled, enabled


== MT entity update ==
== Various ==
=== Reload shaders ===


Enable/disable multithreaded entity update.
<!-- ID: DM_REND_RELOADSHADERS -->
Enable/disable shader reloading.
'''Hotkey''': lctrl+f12


'''Available Options''': enabled, disabled
'''Available Options''': disabled, enabled


== Entity diag ==
=== Offline shaders ===


Enable/disable entity diagnostics.
<!-- ID: DM_REND_OFFLINESHADERS -->
Enable/disable offline shaders.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Entity hierarchy changes ==
=== Scene prep. mode ===


Enable/disable entity hierarchy change diagnostics.
<!-- ID: DM_REND_MT_SCENE_PREP -->
Set scene preparation mode.


'''Available Options''': false, true
'''Available Options''': Multithreaded, Singlethreaded


== Debug prefabs ==
=== Cmd list mode ===


Enable/disable debug prefabs.
<!-- ID: DM_REND_CMD_LIST_MODE -->
Set command list mode.


'''Available Options''': disabled, enabled
'''Available Options''': Multithreaded, Singlethreaded


== New skeleton ==
=== Log GPU perf diags ===


Enable/disable new skeleton.
<!-- ID: DM_REND_TXT_DIAG_LOG -->
Log GPU performance diagnostics.


'''Available Options''': false, true
'''Available Options''': off, once, permanent


== JobManager Callstack ==
=== Log CMD lists ===


Set JobManager callstack logging mode.
<!-- ID: DM_REND_LOG_CMD_LISTS -->
Log command lists.


'''Available Options''': off, ext, all
'''Available Options''': off, once, permament


== JobManager Print CS ==
=== Over-sync barriers (PS5) ===


Set JobManager print callstack mode.
<!-- ID: DM_REND_BARRIERS -->
Set over-sync barriers.


'''Available Options''': off, once, always
'''Available Options''': none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer


== Ambient Life ==
=== Clear RT with ===


Enable/disable ambient life.
<!-- ID: DM_REND_CLEARRT -->
Clear render target with color.


'''Available Options''': false, true
'''Available Options''': none, black, white, red, green, blue


= Animation =
=== Clear temporal RTs to ===
== Enable debugger ==


Enable/disable animation debugger.
<!-- ID: DM_REND_CLEAR_TEMPORAL_RT -->
Clear temporal render targets.


'''Available Options''': disabled, enabled
'''Available Options''': none, black, NaN


== Root motion always enabled ==
=== GBuffer ===


Enable/disable root motion always enabled.
<!-- ID: DM_REND_GBUFFER -->
Set G-Buffer mode.


'''Available Options''': false, true
'''Available Options''': default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull


== Show transforms before IK ==
=== GBuffer decals ===


Enable/disable showing of transforms before IK.
<!-- ID: DM_REND_GBUFFER_DECALS -->
Enable/disable G-Buffer decals.


'''Available Options''': false, true
'''Available Options''': false, true


== Show transforms after IK ==
=== Decals ===


Enable/disable showing of transforms after IK.
<!-- ID: DM_REND_DECALS -->
Enable/disable decals.


'''Available Options''': false, true
'''Available Options''': true, false


== Show IK offsets ==
=== Disable HTILE (PS4&PS5) ===


Enable/disable showing of IK offsets.
<!-- ID: DM_REND_HTILE_DISABLED -->
Enable/disable HTILE.


'''Available Options''': false, true
'''Available Options''': false, true


== Show IK solver details ==
=== Check GPU commands (PS5) ===


Enable/disable showing of IK solver details.
<!-- ID: DM_REND_CHECK_GPU_COMMANDS -->
Enable/disable checking of GPU commands.


'''Available Options''': false, true
'''Available Options''': false, true


== Show procedural solver details ==
=== VSync imm.treshold ===


Enable/disable showing of procedural solver details.
<!-- ID: DM_REND_VSYNC_TRESHOLD -->
Set VSync immediate threshold.


'''Available Options''': false, true
'''Available Options''': 0, 10, 20, 30, 40, 50


== Show cached MS transforms ==
=== VSync limit ===


Enable/disable showing of model space cache.
<!-- ID: DM_REND_VSYNC_LIMIT -->
Set VSync limit.


'''Available Options''': false, true
'''Available Options''': default, 20, 30, 40, 60


== Show RBF details ==
=== DX12: log trans. barriers ===


Enable/disable showing of RBF details.
<!-- ID: DM_REND_LOG_TRANS_BARRIERS -->
Enable/disable logging of DX12 transition barriers.


'''Available Options''': false, true
'''Available Options''': false, true


== Record animations ==
=== DX12: log state commit ===


Enable/disable animation recording.
<!-- ID: DM_REND_LOG_STATE_COMMIT -->
Enable/disable logging of DX12 state commits.


'''Available Options''': false, true
'''Available Options''': false, true


== Record local player ==
=== CopyHWDepth use depth ===


Set animation recording entities mode.
<!-- ID: DM_REND_COPYHWDEPTH_DEPTH -->
Control if CopyHWDepth should use depth.


'''Available Options''': Only characters, All entities
'''Available Options''': true, false


== Animation traffic ==
=== CopyHWDepth filter ===


Enable/disable animation traffic logging.
<!-- ID: DM_REND_COPYHWDEPTH_FILTER -->
Set filter mode for CopyHWDepth.


'''Available Options''': false, true
'''Available Options''': default, firstSample, min, max


= Physics =
=== CB draw calls min limit ===
== Settings ==
=== Apply ===


Enable/disable physics settings apply.
<!-- ID: DM_REND_PIPELINE_LIMIT_MIN_DCALLS -->
Enable/disable command buffer draw calls minimum limit.


'''Available Options''': disabled, enabled
'''Available Options''': true, false


== Bullet ==
=== Show ring buffers ===
=== Max. Collider Distance ===


Set maximum distance for Bullet collider.
<!-- ID: DM_REND_SHOW_RINGBUFFERS -->
Enable/disable showing of ring buffers.


'''Available Options''': 0, 1,  2,  5,  10,  20,  50,  100,  200,  500
'''Available Options''': false, true


=== Draw Bullet shape ===
=== Validate Input (DP) ===


Enable/disable drawing of Bullet shape.
<!-- ID: DM_REND_VALIDATE_DP -->
Enable/disable validation of input.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Draw Bullet wireframe ===
== System textures ==
=== IBL ===
==== log messages ====


Enable/disable drawing of Bullet shape wireframe.
<!-- ID: DM_REND_IBL_LOG -->
Enable/disable IBL logging.


'''Available Options''': enabled, disabled
'''Available Options''': false, true


=== Draw Bullet shape AABB ===
==== Env map num ====


Enable/disable drawing of Bullet shape AABB.
<!-- ID: DM_REND_IBL_NUM -->
Select which environment map to display.


'''Available Options''': disabled, enabled
'''Available Options''': none, GlobalSky, GlobalPlaced, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16


=== Draw obj center of mass ===
==== Refresh ====


Enable/disable drawing of object center of mass.
<!-- ID: DM_REND_IBL_REFRESH -->
Set refresh mode for IBL.


'''Available Options''': disabled, enabled
'''Available Options''': no, yes, always, disable


=== Draw Bullet contacts ===
==== Apply HDRmul ====


Enable/disable drawing of Bullet contacts.
<!-- ID: DM_REND_IBL_APPLY_HDR -->
Apply or disable HDR multiplier for IBL.


'''Available Options''': enabled, disabled
'''Available Options''': true, false


=== Force sleep Bullet ===
==== DFG specular ====


Enable/disable forcing of Bullet to sleep.
<!-- ID: DM_REND_IBL_DFG_SPEC -->
Enable/disable DFG specular for IBL.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Profile Bullet ===
==== DFG diffuse ====


Set threshold for Bullet profiling.
<!-- ID: DM_REND_IBL_DFG_DIFF -->
Enable/disable DFG diffuse for IBL.


'''Available Options''': disabled, >1ms, >5ms, >10ms, >20ms, >50ms
'''Available Options''': false, true


=== Bullet MT ===
==== Environment ====


Enable/disable multithreaded Bullet simulation.
<!-- ID: DM_REND_IBL_ENV -->
Enable/disable environment for IBL.


'''Available Options''': true, false
'''Available Options''': false, true


== Show bodies ==
==== LD specular ====


Show or hide physics bodies.
<!-- ID: DM_REND_IBL_LD -->
Enable/disable LD specular for IBL.


'''Hotkey''': lalt+num6
'''Available Options''': true, false


'''Available Options''': disabled, flat-mesh, transp-mesh, flat+mesh, transp+mesh
==== LD diffuse ====


== Show layer ==
<!-- ID: DM_REND_IBL_LDDIFF -->
Enable/disable LD diffuse for IBL.


Show physics bodies by layer.
'''Available Options''': false, true


'''Available Options''':
=== Maximize size ===


== Show collider type ==
<!-- ID: DM_REND_DT_FULL -->
Enable/disable Dynamic Texture size maximization.


Show physics bodies by collider type.
'''Available Options''': false, true


'''Available Options''': all, sphere, box, capsule, cylinder, convex, trimesh
=== Show shadowmap ===


== Show simulation state ==
<!-- ID: DM_REND_SHOWSHADOWMAP -->
Display shadowmap.


Show physics bodies by simulation state.
'''Available Options''': disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd


'''Available Options''': col+sim, none, collision, simulation, all
=== Show combined rainmask ===


== Show body type ==
<!-- ID: DM_REND_SHOW_COMBINED_RAINMASK -->
Display combined rainmask.


Show physics bodies by body type.
'''Available Options''': disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate


'''Available Options''': all, static, dynamic, kinematic
=== Show light shadowmap ===


== Color by ==
<!-- ID: DM_REND_SHOWLIGHTSHADOWMAP -->
Set light shadowmap to show.


Set physics bodies color mode.
'''Range Settings''':
*  Min: 0
*  Max: 36
*  Current Value: 0
*  Step: 1


'''Available Options''': collider type, activation state, body type, by entity
=== Show cascades ===


== Show COM ==
<!-- ID: DM_REND_SHOWSHADOWMAP_CASCADE -->
Show shadow cascades.


Show or hide physics center of mass.
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


'''Available Options''': false, true
=== Show rain mask ===


== Simulation ==
<!-- ID: DM_REND_SHOWSHADOWMAP_RAIN -->
Show rain mask.
 
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


Enable/disable physics simulation.
=== Show wetness mask ===


'''Hotkey''': lctrl+num7
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS -->
Show wetness mask.


'''Available Options''': enabled, disabled
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


== Dump non-static bodies ==
=== Show custom wetness mask ===


Enable/disable dumping of non-static physics bodies.
<!-- ID: DM_REND_SHOWSHADOWMAP_CUSTOM_WETNESS -->
Show custom wetness mask.


'''Available Options''': disabled, enabled
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


== Dump contacts ==
=== Show wetness add mask ===


Enable/disable dumping of physics contacts.
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS_ADD -->
Show wetness add mask.


'''Available Options''': false, true
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


== Show stats ==
=== Show depthmap ===


Set physics statistics display mode.
<!-- ID: DM_REND_SHOWDEPTHMAP -->
Enable/disable depthmap visualization.


'''Available Options''': disabled, basic,  detailed,  all
'''Available Options''': disabled, enabled


== Show Bullet ==
=== Show HW depthmap ===


Enable/disable showing of Bullet physics debug.
<!-- ID: DM_REND_SHOWHWDEPTHMAP -->
Enable/disable HW depthmap visualization.


'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


== Dump contacts on server ==
=== Terrain shadow map ===


Enable/disable server side physics contacts dump.
<!-- ID: DM_REND_SHOWTERRSHADOWMAP -->
Show terrain shadow maps.


'''Available Options''': false, true
'''Available Options''': none, terrain shadow, shadow raw, shadow volume high, shadow volume low


== Scripts ==
=== Disable SPD ===
=== Show interior bounding box ===


Show or hide interior bounding box.
<!-- ID: DM_REND_DISABLESPD -->
Disable Screen-Space Particle Depth.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show helper trace ===
=== Show GBuffer ===


Show or hide physics helper trace.
<!-- ID: DM_REND_SHOWGBUFFER -->
Show G-Buffer channels (normals, roughness, metalness, albedo, AO).


'''Available Options''': false, true
'''Available Options''': none, normals, roughness, metalness, albedo, AO


= GameCode =
=== Show GBuffer ===
== Damage ==
=== Hit Zones ===
==== Show hit zone memory ====


Enable/disable showing of hit zone memory.
<!-- ID: DM_REND_SHOWGBUFFER -->
Show G-Buffer channels (normals, roughness, metalness).


'''Available Options''': false, true
'''Available Options''': none, normals, roughness, metalness


==== Show hit zones ====
=== Show volumetric light rays ===


Enable/disable showing of hit zones.
<!-- ID: DM_REND_SHOWVOLUMETRICRAYS -->
Enable/disable volumetric light ray visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


==== Log Rpl registration ====
=== Show reflections ===


Enable/disable logging of Rpl registration.
<!-- ID: DM_REND_SHOWREFL -->
Enable/disable reflection visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Destruction ===
=== Show user textures ===
==== Damage all on init ====


Enable/disable damage all on init.
<!-- ID: DM_REND_SHOWUTIL -->
Enable/disable user texture visualization.


'''Available Options''': false, true
'''Available Options''': disabled


==== Enable Logging ====
=== Show virtual lights RT ===


Enable/disable logging of destruction.
<!-- ID: DM_REND_SHOW_VIRTUAL_LIGHTS_RT -->
Enable/disable virtual lights RT visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


==== Enable layout logging ====
== Textures ==
=== Mipmap bias ===


Enable/disable logging of destruction layout.
<!-- ID: DM_REND_MIPMAPBIAS -->
Set mipmap bias.


'''Available Options''': false, true
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, -0.75, 0.5, -0.25


==== Rotate permanent debris 90deg ====
=== Max mipmap ===


Enable/disable rotating permanent debris.
<!-- ID: DM_REND_MAXMIPMAP -->
Set maximum mipmap level.


'''Available Options''': false, true
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12


==== Allow broken prefabs spawning ====
=== Log flushed res ===


Enable/disable spawning of broken prefabs.
<!-- ID: DM_REND_FLUSHED_RES -->
Set logging mode for flushed resources.


'''Available Options''': false, true
'''Available Options''': none, flushed, ranges


==== Enable destruction diag ====
=== Defrag ===


Enable/disable destruction diagnostics.
<!-- ID: DM_REND_FLUSH_DEFRAG -->
Enable/disable defragmentation of texture resources.


'''Available Options''': false, true
'''Available Options''': true, false


=== Type of damage info ===
=== Mode ===


Set type of damage info.
<!-- ID: DM_REND_FLUSH_DEFRAG_MODE -->
Set mode of defrag.


'''Available Options''': off, trace, self,  both
'''Available Options''': auto, once, continuous


=== DamageEffect info ===
=== Defrag heap ===


Set damage effect info type.
<!-- ID: DM_REND_FLUSH_DEFRAG_TYPE -->
Set heap for defrag.


'''Available Options''': off, Persistent, Damage History,  both
'''Available Options''': MA heaps, manTextures, manBuffers


=== Visualize weapon blast ===
=== Defrag alg ===


Set weapon blast visualization mode.
<!-- ID: DM_REND_FLUSH_DEFRAG_ALG -->
Set algorithm of defrag.


'''Available Options''': disabled, hit, all, posDebug, onlyMainBlast, onlyRicochet
'''Available Options''': fast, balanced, full


== Achievements ==
== Scene lighting ==
=== Achievements display ===
=== Force PBR light ===


Enable/disable achievements display.
<!-- ID: DM_REND_PBR_DEF_LIGHT -->
Force or disable PBR light.


'''Available Options''': false, true
'''Available Options''': false, true


=== Dump achievement memory data ===
=== Ambient lighting ===


Enable/disable dumping of achievement memory data.
<!-- ID: DM_REND_AMB -->
Enable/disable ambient lighting.


'''Available Options''': false, true
'''Available Options''': true, false


=== Request achievement platform data ===
=== Directional lighting ===


Enable/disable request for platform achievement data.
<!-- ID: DM_REND_DIR -->
Enable/disable directional lighting.


'''Available Options''': false, true
'''Available Options''': true, false


=== Unlock ACH_COMBAT_HYGIENE ===
=== Diffuse lighting ===


Unlock ACH_COMBAT_HYGIENE.
<!-- ID: DM_REND_DIFF -->
Enable/disable diffuse lighting.


'''Available Options''': false, true
'''Available Options''': true, false


=== +50 STAT_ENEMIES_NEUTRALIZED ===
=== Specular lighting ===


Increase STAT_ENEMIES_NEUTRALIZED by 50.
<!-- ID: DM_REND_SPEC -->
Enable/disable specular lighting.


'''Available Options''': false, true
'''Available Options''': true, false


== Particle ==
=== Emission lighting ===
=== Particles manager ===


Enable/disable particles manager debug.
<!-- ID: DM_REND_EMISSION -->
Enable/disable emission lighting.


'''Available Options''': false, true
'''Available Options''': true, false


=== Distance particle effect ===
=== Desaturate Atmosphere (cubemap) ===


Enable/disable distance particle effect.
<!-- ID: DM_REND_DESATURATE_SKY -->
Set desaturation of atmosphere (cubemap).


'''Available Options''': enabled, disabled
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.01


== Signals ==
=== Remove interiors fog ===
=== Show current SignalsManagerComponent ===


Show or hide current SignalsManagerComponent.
<!-- ID: DM_REND_REMOVE_FOG_INTERIORS -->
Remove fog in interiors.


'''Available Options''': false, true
'''Available Options''': true, false


=== Log received ===
=== Capture with glob.probe ===


Enable/disable logging of received signals.
<!-- ID: DM_REND_PROBE_GLOBALCAPTURE -->
Enable/disable capturing with global probe.


'''Available Options''': false, true
'''Available Options''': false, true


=== Log sent ===
=== Negative probe ambient ===


Enable/disable logging of sent signals.
<!-- ID: DM_REND_PROBE_NEGAMBIENT -->
Enable/disable negative probe ambient.


'''Available Options''': false, true
'''Available Options''': false, true


=== Log signal changes ===
=== IBL reflection/roughness ===


Set logging mode for signal changes.
<!-- ID: DM_REND_IBL_REFL_POWER -->
Set IBL reflection/roughness power.


'''Available Options''': off,  all, 0.5, 1, 10, 100
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0
* Step: 0.01


=== Signals to dump ===
=== IBL multiscattering ===


Set signals to dump.
<!-- ID: DM_REND_IBL_MULTI -->
Enable/disable IBL multiscattering.


'''Available Options''': SP, MP,  all
'''Available Options''': true, false


=== Dump signals ===
=== Probe lighting mode ===


Enable/disable dumping of signals.
<!-- ID: DM_REND_PROBE_MODE -->
Enable/disable probe lighting mode.


'''Available Options''': false, true
'''Available Options''': false, true


== Game materials ==
=== Object probe LV ===
=== Cursor ===


Shows information about materials being used on collider which is under the cursor. It shows also thickness of the collider. By default it using all [[Arma Reforger:Collision Layer#InteractionMatrixRow Setup|Collision Layers]].
<!-- ID: DM_REND_PROBE_OBJECT_LV -->
Set object probe luminance value.


'''Available Options''': false, true
'''Range Settings''':


=== Projectile ===
Min: -4


Restricts game materials check to [[Arma Reforger:Collision Layer#InteractionMatrixRow Setup|Projectile]] layer. Can be used to check fire geometry
Max: 4


'''Available Options''': false, true
Current Value: 0


== Weapons ==
Step: 0.01
=== Deployment ===
==== Debug deploying ====


Enable/disable debugging of weapon deployment.
=== Show scene LV ===


'''Available Options''': false, true
<!-- ID: DM_REND_SHOW_SCENE_LV -->
Show scene luminance.


==== IK diag ====
'''Available Options''': none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM


Enable/disable IK diagnostics for weapon deployment.
=== LV auto ===


'''Available Options''': false, true
<!-- ID: DM_REND_SHOW_SCENE_LV_AUTO -->
Enable/disable automatic adjustment of scene LV.


==== Aim speed diag ====
'''Available Options''': true, false


Enable/disable aim speed diagnostics for weapon deployment.
=== manual LV middle ===


'''Available Options''': false, true
<!-- ID: DM_REND_SHOW_SCENE_LV_MIDDLE -->
Set manual luminance value.
Options: -10 20 5 0.01


==== Animation diag ====
=== LV +-Range ===


Enable/disable animation diagnostics for weapon deployment.
<!-- ID: DM_REND_SHOW_SCENE_LV_RANGE -->
Set luminance range.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1
*  Max: 20
*  Current Value: 5
*  Step: 0.01


==== Weapon collision diag ====
=== LV watcher ===


Enable/disable weapon collision diagnostics for deployment.
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCH -->
Set luminance watcher.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0.5
*  Step: 0.001


==== Disable Prone deployment ====
=== LV watcher size ===


Enable/disable prone deployment for weapons.
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCHSIZE -->
Set luminance watcher size.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 0.2
*  Current Value: 0.025
*  Step: 0.001


==== Disable post-phys hand pose ====
== Shadows ==
=== Shadows ===


Enable/disable post physics hand pose for weapon.
<!-- ID: DM_REND_SHADOWS -->
Enable/disable shadows.


'''Available Options''': false, true
'''Available Options''': true, false


==== ADS limits diag ====
=== Shadows OOF ===


Enable/disable ADS limits debug.
<!-- ID: DM_REND_SHADOWS_OOF -->
Enable/disable out of frustum shadows.


'''Available Options''': false, true
'''Available Options''': true, false


==== Disable prone movement ====
=== Shadows multileaf ===


Enable/disable movement while prone deployment.
<!-- ID: DM_REND_MLEAF_SHADOWS -->
Enable/disable multileaf shadows.


'''Available Options''': true, false
'''Available Options''': true, false


=== Show sights points ===
=== Particle shadows ===


Enable/disable showing of weapon sight points.
<!-- ID: DM_REND_SHADOWS_PARTICLES -->
Set particle shadows.


'''Available Options''': false, true
'''Available Options''': default, per pixel, per vertex, disabled


=== Disable aim modifiers ===
=== Particle cascades ===


Enable/disable aim modifiers for weapons.
<!-- ID: DM_REND_SHADOW_PARTICLE_CASCADES -->
Set particle shadow cascades.


'''Available Options''': false, true
'''Available Options''': default, 1, 2, 3, 4


=== Disable character aim modifiers ===
=== CascadeShadow ===


Enable/disable character aim modifiers for weapons.
<!-- ID: DM_REND_CASCADESHADOW -->
Set cascade shadow mode.


'''Available Options''': false, true
'''Available Options''': full, 3 cascades, 2 cascades, 1 cacscade, disabled


=== Disable weapon offset ===
=== Stabilize cascades ===


Enable/disable weapon offset.
<!-- ID: DM_REND_STABILIZECASCADES -->
Set stabilize cascades mode.


'''Available Options''': false, true
'''Available Options''': default, none, incremental, sphere


=== Enable sway diagnostics ===
=== Stabilize report ===


Enable/disable sway diagnostics.
<!-- ID: DM_REND_STABILIZECASCADES_REPORT -->
Enable/disable stabilize report.


'''Available Options''': false, true
'''Available Options''': false, true


=== Disable movement based sway ===
=== Quantize FoV ===


Enable/disable movement based sway.
<!-- ID: DM_REND_SHADOW_FOV_QUANTIZE -->
Set shadow field of view quantization.


'''Available Options''': false, true
'''Available Options''': default, disable, 0.5, 1, 2, 5, 10


=== Weapon obstruction ===
=== Shadow frustum merge ===


Enable/disable weapon obstruction debug.
<!-- ID: DM_REND_SHADOW_FRUSTUM_MERGE_MODE -->
Set shadow frustum merge mode.


'''Available Options''': false, true
'''Available Options''': no override, disabled, manual, all


=== Weapon handling ===
=== Override depth range offset ===


Enable/disable weapon handling debug.
<!-- ID: DM_REND_SHADOW_OVERRIDE_DEPTH_RANGE_OFFSET -->
Enable/disable overriding of shadow depth range offset.


'''Available Options''': false, true
'''Available Options''': false, true


=== Weapon IK ===
=== Depth range offset ===
 
<!-- ID: DM_REND_SHADOW_DEPTH_RANGE_OFFSET -->
Set shadow depth range offset.


Enable/disable weapon IK debug.
'''Range Settings''':


'''Available Options''': false, true
Min: 0.0


=== Enable casing endpoints ===
Max: 20


Enable/disable casing endpoints debug.
Current Value: 0.0


'''Available Options''': false, true
Step: 0.1


=== Disable partial lower ===
=== Override edge offset ===


Enable/disable partial lower disable.
<!-- ID: DM_REND_SHADOW_OVERRIDE_PARTICLE_EDGE_OFFSET -->
Enable/disable overriding of particle edge offset.


'''Available Options''': false, true
'''Available Options''': false, true


=== Roll comp. gizmo diag ===
=== Edge offset ===


Enable/disable roll compensation gizmo debug.
<!-- ID: DM_REND_SHADOW_PARTICLE_EDGE_OFFSET -->
Set particle edge offset.


'''Available Options''': false, true
'''Range Settings''':


=== Correct zeroing data by ZeroGenerator ===
Min: 0.0


Enable/disable zeroing data correction.
Max: 20


'''Available Options''': false, true
Current Value: 8.0


=== Adjustable magnification input scaling info ===
Step: 0.1


Enable/disable adjustable magnification scaling info.
=== Debug visualization ===
 
<!-- ID: DM_REND_SHADOWS_DEBUG_VIS -->
Enable/disable debugging visualization of shadows.
 
'''Available Options''': disabled, cascades only, blends only, cascades+blends
 
=== Tight cascades ===
 
<!-- ID: DM_REND_TIGHTCASCADES -->
Set tight cascades mode.


'''Available Options''': false, true
'''Available Options''': default, yes, no


=== Show Collimator Debug ===
=== Shadow cullmode ===


Enable/disable collimator debug.
<!-- ID: DM_REND_SHADOW_CULLMODE -->
Set shadow cull mode.


'''Available Options''': false, true
'''Available Options''': default, none, front, back


=== Show Attachment Debug ===
=== Quantize shadow cascades ===


Enable/disable attachment debug.
<!-- ID: DM_REND_SHADOW_QUANTIZE_SHADOWS -->
Enable/disable quantization of shadow cascades.


'''Available Options''': false, true
'''Available Options''': true, false


=== TestAimModifier ===
=== Temporal filtering ===
==== Reset aim mod ====


Reset aim modifier.
<!-- ID: DM_REND_SHADOW_TEMPFILTR -->
Enable/disable temporal filtering for shadows.


'''Available Options''': false, true
'''Available Options''': true, false


=== Toggle 2D optics ===
=== Filtering type ===


Toggle 2D optics usage.
<!-- ID: DM_REND_SHADOW_FILTERING -->
Set filtering type for shadows.


'''Available Options''': false, true
'''Available Options''': default, standardPCF, manualPCF


=== Show optics diag ===
=== ManualPCF diff override ===


Show or hide optics diagnostics.
<!-- ID: DM_REND_MANUALPCF_DEPTH_DIFF_OVERRIDE -->
Enable/disable overriding of manual PCF depth difference.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show PIP settings diag ===
=== ManualPCF diff ===
 
<!-- ID: DM_REND_MANUALPCF_DEPTH_DIFF -->
Set manual PCF depth difference.


Show or hide PIP settings diagnostics.
'''Range Settings''':


'''Available Options''': false, true
Min: 0.0


== User Actions ==
Max: 20
=== Log actions ===


Enable/disable logging of user actions.
Current Value: 1.0


'''Available Options''': false, true
Step: 0.1


=== Context position ===
=== Convex type ===


Enable/disable context position debug.
<!-- ID: DM_REND_SHADOW_CONVEX_TYPE -->
Set convex type for shadows.


'''Available Options''': false, true
'''Available Options''': automatic, box, convex


=== Context visibility angle ===
=== Show ext.sh.frustum ===


Enable/disable context visibility angle debug.
<!-- ID: DM_REND_SHADOW_SHOWSHFRUSTUMCAMERA -->
Enable/disable showing of external shadow frustum.


'''Available Options''': false, true
'''Available Options''': false, true


=== Draw diags for select ent only ===
=== Show objects AABs ===


Enable/disable drawing of diags for selected entity only.
<!-- ID: DM_REND_SHADOW_SHOW_AAB -->
Enable/disable showing of object AABs.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show context radius gizmo ===
=== Capture camera ===


Enable/disable showing of context radius gizmo.
<!-- ID: DM_REND_SHADOW_DEBUG_CAPTURE -->
Enable/disable capture of shadow camera.


'''Available Options''': false, true
'''Available Options''': false, true


=== Enable handler diag ===
=== Show camera frustum ===


Enable/disable user action handler diagnostics.
<!-- ID: DM_REND_SHADOW_SHOWCAMERA -->
Enable/disable showing of shadow camera frustum.


'''Available Options''': false, true
'''Available Options''': false, true


=== Forcedisable Interactions ===
=== Show cascades boxes ===


Enable/disable forcing of interactions.
<!-- ID: DM_REND_SHADOW_SHOWCONVEX -->
Enable/disable showing of cascade boxes.


'''Available Options''': false, true
'''Available Options''': false, box, convex, both


=== Enable adv. handler diag ===
=== Cascade to show ===


Enable/disable advanced user action handler diagnostics.
<!-- ID: DM_REND_SHADOW_SHOWFRUSTUM_CASCADE -->
Set cascade to show.


'''Available Options''': false, true
'''Available Options''': 0(near), 1, 2, 3, all


=== Use distance to line ===
=== Override Bias ===


Enable/disable using distance to line for interaction.
<!-- ID: ENF_DIAG_SHADOW_OVERRIDE -->
Enable/disable overriding of shadow bias.


'''Available Options''': false, true
'''Available Options''': disabled, shadow, rain, wetness, custom wetness, add wetness, env maps


=== Fix square distance ===
=== Load cur bias vals ===


Enable/disable fixing of square distance.
<!-- ID: ENF_DIAG_SHADOW_LOAD_CUR_BIAS -->
Enable/disable loading of current bias values.


'''Available Options''': false, true
'''Available Options''': false, true


=== Use predicate cache ===
=== Max slope ===


Enable/disable predicate cache usage.
<!-- ID: ENF_DIAG_SHADOW_MAX_SLOPE -->
Set max slope for shadow bias.


'''Available Options''': true, false
'''Range Settings''':


=== Script listeners ===
Min: 0


Enable/disable script listeners.
Max: 10


'''Available Options''': true, false
Current Value: 1


=== SetActionEnabled_S ON ===
Step: 0.1


Enable/disable setting of action enable on client.
=== C0 bias ===


'''Available Options''': true, false
<!-- ID: ENF_DIAG_SHADOW_BIAS0 -->
Set C0 bias.


=== New interaction method ===
'''Range Settings''':


Enable/disable new interaction method.
Min: 0


'''Available Options''': true, false
Max: 5


=== Skip action duration ===
Current Value: 0


Enable/disable skipping of interaction duration.
Step: 0.005


'''Available Options''': false, true
=== C0 slope bias ===


== Gamepad ==
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS0 -->
=== Show active effects ===
Set C0 slope bias.


Enable/disable showing of active gamepad effects.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


== Track-IR ==
Max: 5
=== Enable TrackIR freelook ===


Enable/disable TrackIR freelook.
Current Value: 0


'''Available Options''': true, false
Step: 0.005


=== Enable TrackIR leaning ===
=== C0 caster normal bias ===


Enable/disable TrackIR leaning.
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS0 -->
Set C0 caster normal bias.


'''Available Options''': true, false
'''Range Settings''':


== Radio ==
Min: 0
=== Transmissions diag ===


Enable/disable radio transmissions diagnostics.
Max: 5


'''Available Options''': false, true
Current Value: 0


=== Show radio ranges ===
Step: 0.005


Enable/disable showing of radio ranges.
=== C0 receiver normal bias ===


'''Available Options''': false, true
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS0 -->
Set C0 receiver normal bias.


=== Force transmit ===
'''Range Settings''':


Enable/disable forcing of VON transmission.
Min: 0


'''Available Options''': false, true
Max: 5


=== Disable audio filters ===
Current Value: 0


Enable/disable audio filters for VON.
Step: 0.005


'''Available Options''': false, true
=== C1 bias ===


== Chat ==
<!-- ID: ENF_DIAG_SHADOW_BIAS1 -->
=== Log client chat messages ===
Set C1 bias.


Enable/disable logging of client chat messages.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Show chat diag ===
Max: 5


Show or hide chat diagnostics.
Current Value: 0


'''Available Options''': false, true
Step: 0.005


=== Disable chat ===
=== C1 slope bias ===


Enable/disable chat.
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS1 -->
Set C1 slope bias.


'''Available Options''': false, true
'''Range Settings''':


== Time ==
Min: 0
=== Pause world time ===


Enable/disable pausing of world time.
Max: 5


'''Available Options''': false, true
Current Value: 0


== Electricity ==
Step: 0.005
== Inventory ==
=== Dump storages content ===


Enable/disable dumping of inventory storage content.
=== C1 caster normal bias ===


'''Available Options''': false, true
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS1 -->
Set C1 caster normal bias.


=== Show inventory items ===
'''Range Settings''':


Enable/disable showing of inventory items.
Min: 0


'''Available Options''': false, true
Max: 5


=== Log inventory changes ===
Current Value: 0


Enable/disable logging of inventory changes.
Step: 0.005


'''Available Options''': false, true
=== C1 receiver normal bias ===


=== Log visibility changes ===
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS1 -->
Set C1 receiver normal bias.


Enable/disable logging of inventory visibility changes.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Show volume info ===
Max: 5


Enable/disable showing of inventory volume info.
Current Value: 0


'''Available Options''': false, true
Step: 0.005


=== Debug vicinity ===
=== C2 bias ===


Enable/disable vicinity debug.
<!-- ID: ENF_DIAG_SHADOW_BIAS2 -->
Set C2 bias.


'''Available Options''': false, true
'''Range Settings''':


=== Show attributes debug ===
Min: 0


Enable/disable showing of inventory attributes debug.
Max: 5


'''Available Options''': false, true
Current Value: 0


=== Enable item placement in WB ===
Step: 0.01


Enable/disable item placement in workbench.
=== C2 slope bias ===


'''Available Options''': false, true
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS2 -->
Set C2 slope bias.


=== Enable hand slot ===
'''Range Settings''':


Enable/disable hand slot.
Min: 0


'''Available Options''': false, true
Max: 5


== Loadout ==
Current Value: 0
=== Show clothes ===


Enable/disable showing of loadout clothes.
Step: 0.01


'''Available Options''': false, true
=== C2 caster normal bias ===


=== Show slots ===
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS2 -->
Set C2 caster normal bias.


Enable/disable showing of loadout slots.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Unwear all ===
Max: 5


Unwear all loadout items.
Current Value: 0


'''Available Options''': false, true
Step: 0.005


=== Show only me ===
=== C2 receiver normal bias ===


Enable/disable showing of only player loadout.
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS2 -->
Set C2 receiver normal bias.


'''Available Options''': false, true
'''Range Settings''':


=== Show only lines without text ===
Min: 0


Enable/disable showing of only lines without text.
Max: 5


'''Available Options''': false, true
Current Value: 0


== Lights ==
Step: 0.005
=== Light positions ===


Enable/disable showing of light positions.
=== C3 bias ===


'''Available Options''': false, true
<!-- ID: ENF_DIAG_SHADOW_BIAS3 -->
Set C3 bias.


== Camera ==
'''Range Settings''':
=== Show camera position ===


Enable/disable showing of camera position.
Min: 0


'''Available Options''': false, true
Max: 5


== Animations ==
Current Value: 0
=== Show animated items bones ===


Enable/disable showing of animated items bones.
Step: 0.01


'''Available Options''': false, true
=== C3 slope bias ===


== Network ==
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS3 -->
=== Network Movement ===
Set C3 slope bias.
==== Movement ====


Set network movement debug mode.
'''Range Settings''':


'''Available Options''': none, in, out
Min: 0


==== Movement simulation ====
Max: 5


Enable/disable network movement simulation debug.
Current Value: 0


'''Available Options''': false, true
Step: 0.01


==== Display Selection ====
=== C3 caster normal bias ===


Enable/disable network movement display selection.
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS3 -->
Set C3 caster normal bias.


'''Available Options''': false, true
'''Range Settings''':


==== Display buffer state ====
Min: 0


Enable/disable network movement display buffer state.
Max: 5


'''Available Options''': false, true
Current Value: 0


==== Execution mode ====
Step: 0.005


Enable/disable network movement execution mode.
=== C3 receiver normal bias ===


'''Available Options''': false, true
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS3 -->
Set C3 receiver normal bias.


==== Phys Simulation ====
'''Range Settings''':


Enable/disable network movement physics simulation.
Min: 0


'''Available Options''': false, true
Max: 5


==== Nwk Updates ====
Current Value: 0


Enable/disable network movement network updates.
Step: 0.005


'''Available Options''': false, true
== PP effects ==
=== DOF Advanced ===
==== Enabled ====


=== Network Streaming ===
<!-- ID: DM_REND_PP_DOFADVANCED_ENABLED -->
==== Override Distance ====
Enable/disable advanced depth of field.


Enable/disable overriding of streaming distance.
'''Available Options''': true, false


'''Available Options''': false, true
==== Format ====


=== RPL scheduler ===
<!-- ID: DM_REND_PP_DOFADVANCED_FORMAT -->
==== Server side RPL scheduler ====
Set the format for advanced depth of field.
===== Items =====


Enable/disable basic RPL scheduler debug.
'''Available Options''': default, R11G11B10F, R16G16B16A16F


'''Available Options''': false, true
==== Quality ====


===== Item Hierarchy Moves =====
<!-- ID: DM_REND_PP_DOFADVANCED_QUALITY -->
Set the quality level for advanced depth of field.


Enable/disable RPL scheduler item hierarchy moves debug.
'''Available Options''': default, 0, 1, 2, 3


'''Available Options''': false, true
==== Rings ====


===== Items Streamed In =====
<!-- ID: DM_REND_PP_DOFADVANCED_RINGS -->
Set the number of rings for advanced depth of field.


Enable/disable RPL scheduler streamed in debug.
'''Available Options''': default, 3, 4, 5


'''Available Options''': false, true
==== Combine FS Blur ====


===== Items Streamed Out =====
<!-- ID: DM_REND_PP_DOFADVANCED_COMBINE_FS_BLUR -->
Set mode to combine full screen blur for advanced depth of field.


Enable/disable RPL scheduler streamed out debug.
'''Available Options''': default, enabled, disabled


'''Available Options''': false, true
==== Gather quality ====


===== Items bumpped =====
<!-- ID: DM_REND_PP_DOFADVANCED_GATHER_QUALITY -->
Set gather quality for advanced depth of field.


Enable/disable RPL scheduler bumpped items debug.
'''Available Options''': default, low, high


'''Available Options''': false, true
==== Force dilate rad. ====


===== Spatial map =====
<!-- ID: DM_REND_PP_DOFADVANCED_FORCE_DILATE_RADIUS -->
Set force dilate radius for advanced depth of field.


Enable/disable RPL scheduler spatial map debug.
'''Range Settings''':
*  Min: 0
*  Max: 16
*  Current Value: 0
*  Step: 1


'''Available Options''': false, true
==== Debug vis ====


===== Moving list =====
<!-- ID: DM_REND_PP_DOFADVANCED_DEBUG_VIS -->
Set debug visualization mode for advanced depth of field.


Enable/disable RPL scheduler moving list debug.
'''Available Options''': disabled, fields, gather, combine, bg col, bg alpha, fg col, fg alpha, fill col, fill alpha


'''Available Options''': false, true
==== Override near blur ====


===== Disabled ref count =====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_NEAR_BLUR -->
 
Enable/disable overriding the near blur value for advanced depth of field.
Enable/disable RPL scheduler disabled reference count debug.


'''Available Options''': false, true
'''Available Options''': false, true


===== Observers =====
==== near blur ====


Enable/disable RPL scheduler observers debug.
<!-- ID: DM_REND_PP_DOFADVANCED_NEAR_BLUR -->
Set near blur value for advanced depth of field.
Options: -0.0001 0.04 0.02 0.001


'''Available Options''': false, true
==== Override far blur ====


===== Budgeting =====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FAR_BLUR -->
 
Enable/disable overriding the far blur value for advanced depth of field.
Enable/disable RPL scheduler budgeting debug.


'''Available Options''': false, true
'''Available Options''': false, true


===== Ownership =====
==== far blur ====


Enable/disable RPL scheduler ownership debug.
<!-- ID: DM_REND_PP_DOFADVANCED_FAR_BLUR -->
Set far blur value for advanced depth of field.
Options: -0.0001 0.04 0.02 0.001


'''Available Options''': false, true
==== Override FStop ====


==== Display Observers ====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FSTOP -->
 
Enable/disable overriding the FStop value for advanced depth of field.
Enable/disable display of observers.


'''Available Options''': false, true
'''Available Options''': false, true


==== Virtual Player Id ====
==== FStop ====


Enable/disable virtual player ID debug.
<!-- ID: DM_REND_PP_DOFADVANCED_FSTOP -->
Set FStop value for advanced depth of field.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.1
*  Max: 32
*  Current Value: 2.0
*  Step: 0.1


==== Spatial layer ====
==== Override focus dist ====


Set spatial layer.
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCUS_DISTANCE -->
Enable/disable overriding the focus distance for advanced depth of field.


'''Available Options''': statics, dynamics,  char+veh
'''Available Options''': false, true


==== Spatial type ====
==== focus dist ====


Set spatial type.
<!-- ID: DM_REND_PP_DOFADVANCED_FOCUS_DISTANCE -->
Set focus distance for advanced depth of field.


'''Available Options''': stationary+moving, stationary, moving
'''Range Settings''':
* Min: 0.0
*  Max: 100
*  Current Value: 2.0
* Step: 0.1


==== Trouble causer ====
==== Override focal length ====


Enable/disable trouble causer debug.
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCAL_LENGTH -->
Enable/disable overriding the focal length for advanced depth of field.


'''Available Options''': false, true
'''Available Options''': false, true


=== Server FPS ===
==== focal length ====


Enable/disable network server FPS display.
<!-- ID: DM_REND_PP_DOFADVANCED_FOCAL_LENGTH -->
Set focal length for advanced depth of field.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.01
*  Max: 1
*  Current Value: 0.05
*  Step: 0.01


=== Damage synchronization ===
=== Postprocess ===


Enable/disable network damage synchronization debug.
<!-- ID: DM_REND_POSTPROCESS -->
Enable/disable all postprocessing effects.
'''Hotkey''': lctrl+lalt+p


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Lobby diagnostics ===
=== Rain ===


Enable/disable network lobby diagnostics.
<!-- ID: DM_REND_PP_RAIN -->
Enable/disable rain postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Connection diag ===
=== Snow ===


Enable/disable network connection diagnostics.
<!-- ID: DM_REND_PP_SNOW -->
Enable/disable snow postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Log ownership changes ===
=== Chrom aber ===


Enable/disable logging of network ownership changes.
<!-- ID: DM_REND_PP_CHROMABER -->
Enable/disable chromatic aberration postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Validate loaded prefabs ===
=== Color grading ===


Enable/disable validation of loaded prefabs.
<!-- ID: DM_REND_PP_COLORGRADING -->
Enable/disable color grading postprocessing effect.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Server admin ===
=== Colors ===


Enable/disable server admin mode.
<!-- ID: DM_REND_PP_COLORS -->
Enable/disable color correction postprocessing effect.


'''Available Options''': disabled, enabled
'''Available Options''': enabled, disabled


=== RPC MT jobs ===
=== Depth of field ===


Enable/disable RPC multithreaded jobs.
<!-- ID: DM_REND_PP_DEPTHOFFIELD -->
Enable/disable standard depth of field postprocessing effect.


'''Available Options''': true, false
'''Available Options''': enabled, disabled


=== Loading prefabs ===
=== Physical Depth of field ===


Enable/disable prefabs loading debug.
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH -->
Enable/disable physical bokeh depth of field postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Social Component ==
=== Force Quality ===
=== Show ===


Enable/disable client social component debug.
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH_QUALITY -->
Set the quality for physical bokeh depth of field.


'''Available Options''': false, true
'''Available Options''': default, low, middle, high


=== Restrictions override ===
=== Physical fast Depth of field ===


Set restriction override mode for social component.
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH -->
Enable/disable fast physical bokeh depth of field postprocessing effect.


'''Available Options''': None, Force-Restriction,  Force-Unrestricted
'''Available Options''': enabled, disabled


=== Player to restrict ===
=== Force Quality ===


Set player to restrict.
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH_QUALITY -->
Set the quality for fast physical bokeh depth of field.


'''Available Options''': First-Found, Last-Found
'''Available Options''': default, low, middle, high


=== Send update ===
=== Dynamic blur ===


Enable/disable sending of social component update.
<!-- ID: DM_REND_PP_DYNAMICBLUR -->
Enable/disable dynamic blur postprocessing effect.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Block Me ===
=== Film grain ===


Enable/disable blocking of current player.
<!-- ID: DM_REND_PP_FILMGRAIN -->
Enable/disable film grain postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Unblock Me ===
=== FXAA ===


Enable/disable unblocking of current player.
<!-- ID: DM_REND_PP_FXAA -->
Enable/disable FXAA postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Update block list ===
=== God rays ===


Enable/disable updating of block list.
<!-- ID: DM_REND_PP_GODRAYS -->
Enable/disable god rays postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Turrets ==
=== HBAO ===
=== Turret armory ===


Enable/disable turret armory debug.
<!-- ID: DM_REND_PP_HBAO -->
Enable/disable HBAO postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Disable turret modifiers ===
=== Debug ===


Enable/disable aim modifiers for turrets.
<!-- ID: DM_REND_PP_HBAO_DEBUG -->
Enable/disable HBAO debugging visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== HitReg ==
=== DebugFullScreen ===
=== Draw Compensated Shots ===


Set draw mode for compensated shots.
<!-- ID: DM_REND_PP_HBAO_DEBUG_FULLSCREEN -->
Enable/disable HBAO fullscreen debugging visualization.


'''Available Options''': none, missed, all
'''Available Options''': disabled, enabled


=== Draw Trajectories ===
=== NumSteps ===


Enable/disable drawing of trajectories.
<!-- ID: DM_REND_PP_HBAO_NUM_STEPS -->
Set the number of HBAO steps.


'''Available Options''': false, true
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8


=== Draw Collider Histories ===
=== NumDirections ===


Set drawing mode for collider histories.
<!-- ID: DM_REND_PP_HBAO_NUM_DIRECTIONS -->
Set the number of HBAO directions.


'''Available Options''': none, all, included, excluded
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8


=== Show Graphs ===
=== HDR ===


Enable/disable showing of hit registration graphs.
<!-- ID: DM_REND_PP_HDR -->
Enable/disable HDR postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Projectiles ==
=== Debug ===
=== Proj. override ===
==== Mass ====


Projectile mass override
<!-- ID: DM_REND_PP_HDR_DEBUG -->
Set HDR debug visualization.


'''Available Options''': default, 0.0001, 0.0005, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1
'''Available Options''': none, mask, LVBlend


==== Muzzle velocity ====
=== Bloom ===


Projectile muzzle velocity override
<!-- ID: DM_REND_PP_HDR_BLOOM -->
Enable/disable bloom effect for HDR.


'''Available Options''': default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000
'''Available Options''': enabled, blured, disabled


==== Air drag coef ====
=== Bloom CS ===


Projectile air drag coefficient override
<!-- ID: DM_REND_PP_HDR_BLOOM_COMPUTE -->
Enable/disable bloom compute shader for HDR.


'''Available Options''': default, 0.001, 0.0005, 0.0001, 0.00005, 0.00001, 0.000005, 0.000001, 0.0000005, 0.0000001, 0.00000005, 0.00000001
'''Available Options''': false, true


=== Proj. test ===
=== Bloom Upsample ===
==== Run ====


Projectile test run
<!-- ID: DM_REND_PP_HDR_BLOOM_UPSAMPLE_METHOD -->
Select bloom upsample method for HDR.


'''Available Options''': disabled, enabled
'''Available Options''': before tonemap, in tonemap


==== Type ====
=== EV ===


Projectile test type
<!-- ID: DM_REND_PP_HDR_USER_EV -->
Set HDR exposure value.


'''Available Options''': camera, general, firefight, pen-test
'''Range Settings''':


==== Repeat ====
Min: -10.0


Projectile test repeat mode
Max: 10.0


'''Available Options''': once, counter, unlimited
Current Value: 0.0


==== Repeat freq. ====
Step: 0.1


Projectile test repeat frequency
=== Show curves ===


'''Available Options''': 1, 2, 5, 10, 30, 60
<!-- ID: DM_REND_PP_HDR_SHOW_HISTOGRAM -->
Show HDR curves.


==== Pen. type ====
'''Available Options''': disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic


Projectile penetration test type
=== Disable autoExp ===


'''Available Options''': disc, sphere, box
<!-- ID: DM_REND_PP_HDR_AUTO -->
Disable auto exposure for HDR.


==== Matrix type ====
'''Available Options''': false, true


Projectile test matrix type
=== New LV adaptation ===


'''Available Options''': actual, saved
<!-- ID: DM_REND_PP_HDR_NEWLV -->
Enable/disable new luminance adaptation for HDR.


==== Matrix save ====
'''Available Options''': false, true


Projectile test matrix save
=== HaightmapAO ===


'''Available Options''': disabled, enabled
<!-- ID: DM_REND_PP_HEIGHTMAP_AO -->
Enable/disable heightmap based AO postprocessing effect.


==== Projectile ====
'''Available Options''': enabled, disabled


Projectile test projectile type
=== Gauss filter ===


'''Available Options''': bullet, rpg
<!-- ID: DM_REND_PP_GAUSSFILTER -->
Enable/disable gaussian blur postprocessing effect.


==== Kill timer ====
'''Available Options''': enabled, disabled


Projectile test kill timer
=== Outlines ===


'''Available Options''': 0, 1, 2, 5
<!-- ID: DM_REND_PP_OUTLINE -->
Enable/disable outline postprocessing effect.


==== Kill ====
'''Available Options''': enabled, disabled


Projectile test kill switch
=== Radial blur ===


'''Available Options''': disabled, enabled
<!-- ID: DM_REND_PP_RADIALBLUR -->
Enable/disable radial blur postprocessing effect.


=== Proj. tests ===
'''Available Options''': enabled, disabled
==== Show plot ====


Projectile test show plot
=== Rot blur ===


'''Available Options''': disabled, enabled
<!-- ID: DM_REND_PP_ROTBLUR -->
Enable/disable rotation blur postprocessing effect.


==== Plot type ====
'''Available Options''': enabled, disabled


Projectile test plot type
=== SMAA ===


'''Available Options''': 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist
<!-- ID: DM_REND_PP_SMAA -->
Enable/disable SMAA postprocessing effect.


=== Proj. settings ===
'''Available Options''': enabled, disabled
==== Max concurrent debug lines ====


Maximum amount of trajectories that are shown at once
=== Edge detection method override ===


'''Defalut value: 16''' (''can be changed to up 1024 trajectories'')
<!-- ID: DM_REND_PP_SMAA_METHOD -->
Set the edge detection method override for SMAA.


'''Available Options''': 128, 8, 16, 32, 64, 256, 512, 1024
'''Available Options''': Disabled, Color, Depth, Luma


==== Version ====
=== Show debug textures ===


Projectile version
<!-- ID: DM_REND_PP_SMAA_PASSES -->
Display SMAA debug textures.


'''Available Options''': default, experimental
'''Available Options''': Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation


=== Proj. ballistics ===
=== SSAO ===
==== Print Hit Info ====


Projectile print hit info
<!-- ID: DM_REND_PP_SSAO -->
Enable/disable SSAO postprocessing effect.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Show shell trajectory ===
=== Method ===


Show '''projectile trajectory in 3D space''', '''name of the flying prefab''', '''impact points''' and also '''additional projectile data''' in top left corner (including projectile speed, data from prefab and impact data)
<!-- ID: DM_REND_PP_SSAO_METHOD -->
Set SSAO method.


Color of the trace represents speed of the projectile, while green represents 100% of projectile initial speed and red represents speeds close to 0.
'''Available Options''': non-linear, linear, mask non-linear, mask linear
[[File:armareforger-diag-menu-projectile-shell-trajectory.png|frameless]]


'''Available Options''': false, true
=== BlurSteps ===


=== Show stats ===
<!-- ID: DM_REND_PP_SSAO_BLUR_STEPS -->
Set blur steps for SSAO.


Shows statistics regarding current, largest & total amount of different type of projectiles: '''Shells, Missiles & Grenades'''
'''Available Options''': default, 0, 1, 2, 3, 4, 5, 6, 7


[[File:armareforger-diag-menu-projectile-show-stats.png|frameless]]
=== SSDO ===


'''Available Options''': false, true
<!-- ID: DM_REND_PP_SSDO -->
Enable/disable SSDO postprocessing effect.


=== Show predicted shell trajectory ===
'''Available Options''': enabled, disabled


Show prediction of projectile trajectory. You can still follow bullet path by observing where textbox with prefab name is located.
=== Debug ===


[[File:armareforger-diag-menu-projectile-predicted-trajectory.png|frameless|688x688px]]
<!-- ID: DM_REND_PP_SSDO_DEBUG -->
Enable/disable SSDO debugging visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Shell name ===
=== DebugFullScreen ===


Controls whether shell name is visible next to projectile prefab.
<!-- ID: DM_REND_PP_SSDO_DEBUG_FULLSCREEN -->
Enable/disable SSDO fullscreen debugging visualization.


[[File:armareforger-diag-menu-projectile-shell-name.png|frameless|700x700px]]
'''Available Options''': disabled, enabled


'''Available Options''': true, false
=== SSR (global) ===


=== Player shell only ===
<!-- ID: DM_REND_PP_SSR -->
Enable/disable global SSR postprocessing effect.


Controls if projectile diag should be applied to only player fired projectiles
'''Available Options''': enabled, disabled


'''Available Options''': false, true
=== SSR (objects only) ===


=== Visibility ===
<!-- ID: DM_REND_PP_SSR_OBJECTS -->
Enable/disable object only SSR postprocessing effect.


How many projectiles should be visible
'''Available Options''': enabled, disabled


'''Available Options''': all, 128, 64, 32, 16, 8, 4, 2, 1
=== Use FFX SSR ===


=== Persistence ===
<!-- ID: DM_REND_PP_SSR_FFX_SSR -->
Enable/disable FFX Screen Space Reflection.


Controls how long '''trajectory''' is visible after projectile destruction. By default it is set to '''15 seconds'''
'''Available Options''': enabled, disabled


'''Available Options''': 15s, 30s, 60s, 120s, permanent, 0s, 5s
=== Temporal filtering ===


=== Clear trajectories ===
<!-- ID: DM_REND_PP_SSR_TEMPORAL -->
Enable/disable temporal filtering for SSR.


Works as a toggle.
'''Available Options''': enabled, disabled


When activated, it clears world from all debug trajectories
=== Min fade distance ===


'''Available Options''': disabled, enabled
<!-- ID: DM_REND_PP_SSR_FADE_MIN -->
Set minimum fade distance for SSR.


=== Info visible ===
'''Range Settings''':
*  Min: 0
*  Max: 100
*  Current Value: 0.5
*  Step: 0.01


Controls infobox visibility
=== Max fade distance ===


'''Available Options''': true, false
<!-- ID: DM_REND_PP_SSR_FADE_MAX -->
Set maximum fade distance for SSR.


=== Info persistence ===
'''Range Settings''':
*  Min: 0
*  Max: 100
*  Current Value: 2
*  Step: 0.01


Controls how long '''infobox''' in top left corner is visible after projectile destruction. By default it is set to '''0 seconds'''
=== Behind ambient ===


'''Available Options''': 0s, 5s, 15s, permanent
<!-- ID: DM_REND_PP_SSR_CORRECT_RN -->
Correct reflection with ambient.


=== Info segment length ===
'''Available Options''': disabled, enabled


Interval at which speed data in infobox is measured and persisted.<gallery mode="nolines" widths="250" heights="255">
=== UnderWater ===
File:armareforger-diag-menu-projectile-interval-500.png|500m interval
File:armareforger-diag-menu-projectile-interval-50.png|50m interval
File:armareforger-diag-menu-projectile-interval-100.png|100m interval
</gallery>


'''Available Options''': 100, 200, 500, 25, 50
<!-- ID: DM_REND_PP_UW -->
Enable/disable underwater postprocessing effect.


=== Hide info ===
'''Available Options''': enabled, disabled


Projectile hide info box
=== Wet distort ===


'''Available Options''': disabled, enabled
<!-- ID: DM_REND_PP_WETDISTORT -->
Enable/disable wet distortion postprocessing effect.


=== Dump data ===
'''Available Options''': enabled, disabled


''Doesn't work in retail version of the game''
== Terrain menu ==
=== Terrain ===


'''Available Options''': disabled, enabled
<!-- ID: DM_TERR_TERRAIN -->
Enable/disable terrain rendering.


=== Special case ===
'''Available Options''': enabled, disabled


Projectile special case
=== LOD mode ===


'''Available Options''': none, north, up, down, drop
<!-- ID: DM_TERR_FORCE_LOD_MODE -->
Set terrain LOD mode.


=== Deflection ===
'''Available Options''': auto, exact lod, frac only


Controls whether projectiles have a chance to deflect from surface.
=== Force exact LOD ===


'''Available Options''': true, false
<!-- ID: DM_TERR_FORCE_LOD -->
Set force exact LOD.


=== Penetration ===
'''Range Settings''':
*  Min: 1
*  Max: 5
*  Current Value: 5
*  Step: 0.01


Controls whether projectiles is able to penetrate other objects.
=== Layers diag mode ===


'''Available Options''': true, false
<!-- ID: DM_TERR_LAYERS -->
Set terrain layers diagnostic mode.
'''Hotkey''': lctrl+lalt+l
 
'''Available Options''': disabled, layers, projection


=== Deviation ===
=== Show tiles error ===
 
<!-- ID: DM_TERR_SHOW_TILE_ERRORS -->
Enable/disable showing of terrain tile errors.


Controls whether projectiles randomly deviates after penetration.
'''Available Options''': false, true


'''Available Options''': true, false
=== Tile error modif ===


=== Gravity ===
<!-- ID: DM_TERR_TILES_ERROR -->
Set terrain tile error modification.
Options: -10 10 0 0.01


Controls whether projectiles is affected by gravity.
=== Blocks' bounding boxes ===


'''Available Options''': true, false
<!-- ID: DM_TERR_BBOX -->
Enable/disable bounding boxes for terrain blocks.


=== Decals ===
'''Available Options''': disabled, enabled


Controls whether projectiles are leaving impact decals
=== MaxLOD blocks' AABB ===


'''Available Options''': true, false
<!-- ID: DM_TERR_BBOX_MAXLOD -->
Enable/disable AABBs for max LOD terrain blocks.


=== Decals advanced ===
'''Available Options''': disabled, enabled


Projectile advanced decals
=== Biased blocks' AABB ===


'''Available Options''': true, false
<!-- ID: DM_TERR_BBOX_BIAS -->
Enable/disable AABBs for biased terrain blocks.


=== Decals use diameter ===
'''Available Options''': disabled, enabled


Projectile decals use diameter
=== Tiles' bounding boxes ===


'''Available Options''': false, true
<!-- ID: DM_TERR_BBOXTILE -->
Enable/disable bounding boxes for terrain tiles.


=== Override material ===
'''Available Options''': disabled, enabled


Projectile material override
=== Detail texture ===


'''Available Options''': true, false
<!-- ID: DM_TERR_STEXTURE -->
Enable/disable terrain detail texture.
'''Hotkey''': lctrl+lalt+s


=== Bullet time ===
'''Available Options''': enabled, disabled


Reduces speed to 0.01 when projectile is fired. Time doesn't restore to normal speed unless DTimeMultiplier in Cheats is turned off manually.
=== Water LOD bias ===


'''Available Options''': false, true
<!-- ID: DM_TERR_WATER_LOD_BIAS -->
Set water LOD bias.


=== Grenade simulation ===
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.001


Grenade simulation mode
=== Detail texture detail ===


'''Available Options''': true, false
<!-- ID: DM_TERR_TEXDETAIL -->
Set terrain detail texture level.


== Superscreenshot to file ==
'''Available Options''': normal, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10


Save super screenshot to file.
=== Reload only curr. shaders ===


'''Hotkey''': lctrl+lshift+f7
<!-- ID: DM_TERR_RELOAD_ONLY_CURRENT_SHADERS -->
Enable/disable reloading of only current terrain shaders.


'''Available Options''': false, true
'''Available Options''': false, true


== Screenshot to clipboard ==
=== Use layer cache ===


Save screenshot to clipboard.
<!-- ID: DM_TERR_LAYERCACHE -->
Enable/disable terrain layer cache.


'''Hotkey''': lshift+f7
'''Available Options''': true, false


'''Available Options''': false, true
=== Terrain render info ===


== Screenshot to file ==
<!-- ID: DM_TERR_INFO -->
 
Enable/disable terrain render information.
Save screenshot to file.
 
'''Hotkey''': lctrl+f7


'''Available Options''': false, true
'''Available Options''': false, true


== Force fog at camera ==
=== Holes debug vis ===


Force fog at camera.
<!-- ID: DM_TERR_HOLES_VIS -->
Enable/disable terrain holes debug visualization.


'''Available Options''': false, true
'''Available Options''': false, true


== Override fog ==
=== Disabled block debug vis ===


Override fog.
<!-- ID: DM_TERR_DISABLED_BLOCK_VIS -->
Enable/disable visualization of disabled terrain blocks.


'''Available Options''': false, true
'''Available Options''': false, true


== Show actions states ==
== Grass/Clutter/Obstacles ==
=== Render clutter ===


Enable/disable showing of actions states.
<!-- ID: DM_TERR_CLUTTER_RENDER -->
Set clutter render mode.


'''Available Options''': false, true
'''Available Options''': full, prepare only, disabled


== Gridmap diags ==
=== Show clutter stats ===


Enable/disable gridmap diagnostics.
<!-- ID: DM_TERR_CLUTTER_STATS -->
Set clutter statistics.


'''Available Options''': false, true
'''Available Options''': none, general, detailed


== Show explosion debug ==
=== Reload clutter configs ===


Enable/disable showing of explosion debug.
<!-- ID: DM_TERR_CLUTTER_RELOAD -->
Enable/disable reloading of clutter configurations.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Show player events ==
=== 3D clutter AABB ===


Enable/disable showing of player events.
<!-- ID: DM_TERR_CLUTTER_BOX -->
Enable/disable 3D AABBs for clutter.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Show target events ==
=== Clutter LOD debug ===


Enable/disable showing of target events.
<!-- ID: DM_TERR_CLUTTER_LOD_DBG -->
Enable/disable clutter LOD debugging.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Show aim directions ==
=== Clutter LOD blend size ===


Enable/disable showing of aim directions.
<!-- ID: DM_TERR_CLUTTER_LOD_BLEND -->
Set clutter LOD blend size.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 5.0
*  Current Value: 1.5
*  Step: 0.1


== Factions ==
=== Thinning slope ===


Enable/disable showing of factions debug.
<!-- ID: DM_TERR_CLUTTER_THINNING_SLOPE -->
Set clutter thinning slope.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.01
*  Max: 1.0
*  Current Value: 0.25
*  Step: 0.01


== Contacts ==
=== Clutter fadeout size ===


Enable/disable showing of contacts debug.
<!-- ID: DM_TERR_CLUTTER_FADEOUT_REGION -->
Set clutter fadeout size.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 30
*  Current Value: 15
*  Step: 0.1


== Smooth steering in vehicle ==
=== Shadow casting ===


Enable/disable smooth steering for vehicles.
<!-- ID: DM_TERR_CLUTTER_SHADOWS -->
Enable/disable shadow casting for clutter.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Character acceleration in vehicle ==
=== Clutter position jitter ===


Set character acceleration debug in vehicle.
<!-- ID: DM_TERR_CLUTTER_JITTER -->
Set clutter position jitter.


'''Available Options''': acceleration, gforce
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.5
*  Step: 0.01


== Time and Weather Diag ==
=== Enable obstacles ===


Enable/disable time and weather diagnostics.
<!-- ID: DM_TERR_GRASSOBSTACLES -->
Enable/disable obstacles on terrain.


'''Available Options''': false, true
'''Available Options''': true, false


== Enable better interpolation ==
=== Enable clutter mask ===


Enable/disable better interpolation.
<!-- ID: DM_TERR_CLUTTER_MASK -->
Enable/disable clutter masking.


'''Available Options''': true, false
'''Available Options''': true, false


== Log GameEntity events ==
=== Show clutter occldrs ===


Enable/disable logging of GameEntity events.
<!-- ID: DM_TERR_CLUTTER_MASK_SHOW_OBJS -->
Enable/disable showing of clutter occluders.


'''Available Options''': false, true
'''Available Options''': false, true


== Log shooting queues ==
=== Show obst.map ===


Enable/disable logging of shooting queues.
<!-- ID: DM_TERR_GRASSOBSTACLES_SHOW -->
Set obstacle map visualization.


'''Available Options''': false, true
'''Available Options''': none, runtime, perm. depth, perm. mask


== Log SlotInfo ==
=== Force params: ===


Set SlotInfo logging mode.
<!-- ID: DM_TERR_GRASSOBSTACLES_FORCE -->
Enable/disable forcing of obstacle parameters.


'''Available Options''': off, attached, detached, both
'''Available Options''': false, true


== Door ColTest ==
=== RadiusX ===


Enable/disable door collision test.
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSX -->
Set obstacle radius X.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.5
*  Max: 5
*  Current Value: 1
*  Step: 0.1


== Use traces for possible volume data ==
=== RadiusZ ===


Enable/disable traces for volume data.
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSY -->
Set obstacle radius Z.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.5
*  Max: 5
*  Current Value: 1
*  Step: 0.1


== Show world volumes collection ==
=== Offset ===


Enable/disable showing of world volumes collection.
<!-- ID: DM_TERR_GRASSOBSTACLES_OFFSET -->
Set obstacle offset.
Options: -1.0 1.0 0 0.01


'''Available Options''': false, true
=== Render grass ===


== Enable Decal Slots ==
<!-- ID: DM_TERR_GRASS -->
Enable/disable grass rendering.


Enable/disable decal slots.
'''Available Options''': enabled, disabled


'''Available Options''': false, true
=== Grass log ===


== Game state diag ==
<!-- ID: DM_TERR_GRASS_LOG -->
 
Enable/disable grass logging.
Enable/disable game state diagnostics.


'''Available Options''': false, true
'''Available Options''': false, true


== Groups ==
=== Basic cluster size (10) mul ===
=== Enable groups diag ===


Enable/disable groups diagnostics.
<!-- ID: DM_TERR_GRASSCLUSTERSIZE -->
Set grass cluster size multiplier.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1.5
*  Max: 10
*  Current Value: 10
*  Step: 0.01


== Show input manager ==
=== Grass distance <50..150> ===


Set input manager debug mode.
<!-- ID: DM_TERR_GRASSDETAIL -->
Set grass detail distance.
Options: -1 1 0 0.1


'''Available Options''': disabled, active, all
=== Freeze grass pos ===


== Log player damage ==
<!-- ID: DM_TERR_GRASSFREEZE -->
Enable/disable freezing of grass positions.


Enable/disable logging of player damage.
'''Available Options''': disabled, enabled


'''Available Options''': false, true
=== Grass clusters' boxes ===


= Sounds =
<!-- ID: DM_TERR_GRASSBBOX -->
== Audio Debug Context ==
Enable/disable visualization of grass cluster boxes.
=== Template Debug Context ===


Select audio debug context.
'''Available Options''': disabled, enabled


'''Available Options''':
=== Force grass lod ===


=== Signal info ===
<!-- ID: DM_TERR_GRASSLOD -->
Set grass LOD level.


Enable/disable showing of signal info.
'''Available Options''': default, 0, 1, 2, 3


'''Available Options''': false, true
=== Force grass blend ===


=== Samples ===
<!-- ID: DM_TERR_GRASS_FORCE_BLEND -->
Set grass blend mode.


Enable/disable showing of audio samples.
'''Available Options''': default, alphatest, edges, ATOC(if msaa)


'''Available Options''': false, true
=== Grass sort ===


== VON ==
<!-- ID: DM_TERR_GRASS_SORT -->
=== Replace VON with 440Hz ===
Enable/disable sorting of grass.


Enable/disable replacement of VON with 440Hz tone.
'''Available Options''': true, false


'''Available Options''': false, true
=== MT rendering ===


=== Bypass loudness ===
<!-- ID: DM_TERR_GRASS_MT -->
Enable/disable multi-threaded grass rendering.


Enable/disable loudness bypass for VON.
'''Available Options''': true, false


'''Available Options''': false, true
=== MT caching ===


=== Log starving ===
<!-- ID: DM_TERR_GRASS_MT_CACHE -->
Enable/disable multi-threaded grass caching.


Enable/disable logging of VON starving.
'''Available Options''': true, false


'''Available Options''': false, true
=== Grass terrain blend ===


== Sound Geometry ==
<!-- ID: DM_TERR_GRASS_LERP -->
=== Sound Geometry Map ===
Enable/disable grass terrain blending.
==== Shadowed ====
 
'''Available Options''': false, true


Enable/disable showing of shadowed areas.
=== start dist ===


'''Available Options''': false, true
<!-- ID: DM_TERR_GRASS_LERP_START -->
Set grass terrain blend start distance.


==== Visible ====
'''Range Settings''':


Enable/disable showing of visible areas.
Min: -100


'''Available Options''': false, true
Max: 150


==== Obstacle ====
Current Value: 0


Enable/disable showing of obstacles.
Step: 0.1


'''Available Options''': false, true
=== end dist ===


==== Edge ====
<!-- ID: DM_TERR_GRASS_LERP_END -->
Set grass terrain blend end distance.


Enable/disable showing of edges.
'''Range Settings''':


'''Available Options''': false, true
Min: -100


==== Diffract ====
Max: 150


Enable/disable showing of diffraction.
Current Value: 0


'''Available Options''': false, true
Step: 0.1


==== Tile Type ====
== Roads menu ==
=== Enable roads ===


Set tile type display for sound geometry.
<!-- ID: DM_ROADS_ENABLE -->
Enable/disable road rendering.


'''Available Options''': Square, Value
'''Available Options''': enabled, disabled


==== Sample Visibility ====
== Materials settings ==
=== Grass/Tree wind ===
==== Wind override ====


Enable/disable showing of sound sample visibility.
<!-- ID: DM_TERR_GRASS_WINDDEBUG -->
Enable/disable wind override for grass and trees.


'''Available Options''': false, true
'''Available Options''': false, true


==== Set Sample Pos ====
==== Grass/tree par override ====


Enable/disable setting of sound sample position.
<!-- ID: DM_TERR_GRASS_WINDDEBUG_PAR -->
Enable/disable override of parameters for grass and trees.


'''Available Options''': false, true
'''Available Options''': false, true


=== Enable Diag ===
=== Enable MultiMat det.mask ===


Enable/disable sound geometry diagnostics.
<!-- ID: DM_REND_MAT_MULTIMAT -->
Enable/disable use of multi-material detection mask.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== System Info ===
=== Tree colorization ===


Enable/disable showing of sound geometry system info.
<!-- ID: DM_REND_MAT_DISABLE_TREECOL -->
Set tree colorization mode.


'''Available Options''': disabled, enabled
'''Available Options''': full, color only, disable


=== Interior Cache Info ===
=== Tree volume fake ===


Enable/disable showing of sound geometry interior cache info.
<!-- ID: DM_REND_MAT_TREE_VOLSHADOWFAKE -->
Set tree volume fake mode.


'''Available Options''': disabled, enabled
'''Available Options''': both, geomOcclElipsoid, elipsoidAO, none


=== Show Update Range ===
=== Tree volume shadow ===


Enable/disable showing of sound geometry update range.
<!-- ID: DM_REND_MAT_TREE_VOLSHADOW -->
Set tree volume shadow mode.


'''Available Options''': disabled, enabled
'''Available Options''': none, geomOcclElipsoid, geomOccl, elipsoidAO


=== Object Info ===
=== Override geomOccl distance ===


Enable/disable showing of sound geometry object info.
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO -->
Enable/disable overriding of geometric occlusion distance.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Show Building Portals ===
=== Max distance ===


Show building portals.
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO_MAX_DIST -->
Set max distance for geometric occlusion.


'''Available Options''': none, all, single, per area, active
'''Range Settings''':
* Min: 0
* Max: 250
* Current Value: 100
* Step: 1


=== Show Buildings Rect ===
== Sky ==
=== Sky ===


Show or hide buildings rectangles.
<!-- ID: DM_REND_SKY -->
Enable/disable sky rendering.


'''Available Options''': disabled, enabled
'''Available Options''': enabled, disabled


=== Hide Building Mesh ===
=== Fog ===


Hide building mesh.
<!-- ID: DM_REND_SKY_FOG -->
Enable/disable fog rendering.


'''Available Options''': disabled, enabled
'''Available Options''': enabled, disabled


=== Obstruction Pos ===
=== Fog in env. map ===


Enable/disable obstruction position debug.
<!-- ID: DM_REND_SKY_FOG_ENV_MAP -->
Enable/disable fog in environment map.


'''Available Options''': disabled, enabled
'''Available Options''': enabled, disabled


=== Freeze Positions ===
=== Lens Flares ===


Enable/disable freezing of positions for sound geometry.
<!-- ID: DM_REND_LENS -->
Enable/disable lens flares.


'''Available Options''': disabled, enabled
'''Available Options''': enabled, disabled


== Interior Handler ==
=== Godrays ===
=== InteriorHandler ===


Select interior handler debug.
<!-- ID: DM_REND_GODRAYS -->
Enable/disable god rays.


'''Available Options''':
'''Available Options''': enabled, disabled


=== Old interior detection ===
=== Show planets ===


Enable/disable old interior detection.
<!-- ID: DM_REND_SKY_PLANETS -->
Enable/disable rendering of planets.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Enable Debug ===
=== Show stars ===


Enable/disable interior handler debug.
<!-- ID: DM_REND_SKY_STARS -->
Enable/disable rendering of stars.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Queries ===
=== Show real stars constellations ===


Enable/disable interior queries debug.
<!-- ID: DM_REND_SKY_STARS_DEBUG -->
Enable/disable rendering of real star constellations.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== SoundMap ==
=== Show far layer ===
=== SoundMap ===


Select sound map debug.
<!-- ID: DM_REND_SKY_FARLAYER -->
Enable/disable rendering of far sky layer.


'''Available Options''':
'''Available Options''': enabled, disabled


=== Show values ===
=== Show dynamic layer ===


Enable/disable showing of sound map values.
<!-- ID: DM_REND_SKY_DYNLAYER -->
Enable/disable rendering of dynamic sky layer.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


=== Draw Regions ===
== Rivers ==
=== Central flow func ===


Enable/disable drawing of sound map regions.
<!-- ID: DM_CENTRAL_FLOW_FUNC -->
Set the central flow function for rivers.


'''Available Options''': false, true
'''Available Options''': sine, polynomial


=== Layer to draw ===
=== Debug output ===


Select sound map layer to draw.
<!-- ID: DM_RIVER_DEBUG -->
Display debug information of river flow.


'''Available Options''': Terrain, Coast, Freshwater
'''Available Options''': no debug, flow map, flow map x, flow map y, flow noise, flow noise - LF part, flow noise - HF part, phase noise, flow mod map


=== Show memory allocated ===
== LightSourcVis ==
=== Blend ===


Enable/disable showing of sound map memory allocated.
<!-- ID: DM_REND_LIGHTSOURCE_BLEND -->
Set blend mode for light sources.


'''Available Options''': false, true
'''Available Options''': default, additive, alphablend, max


=== Force generation ===
== Subsurface Scattering ==
=== SSSSS override params ===


Enable/disable forcing of sound map generation.
<!-- ID: DM_REND_SSSSS_OVERRIDE -->
Enable/disable overriding of SSSSS parameters.


'''Available Options''': false, true
'''Available Options''': false, true


=== Force default SoundMap ===
=== Enabled ===


Enable/disable forcing of default sound map.
<!-- ID: DM_REND_SSSSS_ENABLED -->
Enable/disable subsurface scattering.


'''Available Options''': false, true
'''Available Options''': false, true


== Chimera Sounds ==
=== Scale ===
=== Signals Debug ===


Enable/disable chimera sound signals debug.
<!-- ID: DM_REND_SSSSS_SCALE -->
Set subsurface scattering scale.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 4
*  Current Value: 1
*  Step: 0.01


=== Signals Debug by Entity ===
=== Random rotation ===
 
<!-- ID: DM_REND_SSSSS_USE_ROTATION -->
Enable/disable random rotation for subsurface scattering.
 
'''Available Options''': false, true
 
=== Log kernel ===


Enable/disable chimera sound signals debug by entity.
<!-- ID: DM_REND_SSSSS_LOG_KERNEL -->
Enable/disable logging of subsurface scattering kernel.


'''Available Options''': false, true
'''Available Options''': false, true


== Show system info ==
=== Use stencil ===


Set sound system info display.
<!-- ID: DM_REND_SSSSS_USE_STENCIL -->
Enable/disable stencil buffer for subsurface scattering.


'''Available Options''': none, generic, cmds, alloc
'''Available Options''': true, false


== Resources ==
=== Profile resolve ===


Set sound resources display.
<!-- ID: DM_REND_SSSSS_PROFILE_RESOLVE -->
Set profile resolve mode for subsurface scattering.


'''Available Options''': none, all, events
'''Available Options''': default, first, min, max, avg


== Show categories ==
=== SSSSS quality ===


Enable/disable showing of sound categories.
<!-- ID: DM_REND_SSSSS_QUALITY -->
Set quality for subsurface scattering.


'''Available Options''': false, true
'''Available Options''': default, low, medium, high


== Show sounds ==
== Analytic lights ==
=== Disable far lights ===


Enable/disable showing of playing sounds.
<!-- ID: DM_REND_FARLIGHTS_DISABLE -->
Disable or enable far analytic lights.


'''Available Options''': false, true
'''Available Options''': false, true


== Show sounds 3D ==
=== Show far lights ===


Set 3D sound visualization.
<!-- ID: DM_REND_FARLIGHTS_SHOW -->
Show or hide far analytic lights.


'''Available Options''': none, all, waiting, playing, fading
'''Available Options''': disabled, show, no clip


== Log source info ==
=== Invert geometry ===


Enable/disable logging of sound source info.
<!-- ID: DM_REND_FARLIGHTS_INVERT -->
Enable/disable inverting of geometry.


'''Available Options''': false, true
'''Available Options''': false, true


== Enable ITD ==
=== Enable vol lights ===


Enable/disable ITD.
<!-- ID: DM_REND_VOLLIGHTS_ENABLE -->
Enable/disable volumetric lights.


'''Available Options''': true, false
'''Available Options''': enabled, no blend, disabled


== Play recorded VON ==
=== Show log ===


Enable/disable playing of recorded VON.
<!-- ID: DM_REND_FARLIGHTS_LOG -->
Enable/disable logging of far lights.


'''Available Options''': false, true
'''Available Options''': false, true


== Ambients ==
=== Farlight intensity ===


Set ambients debug mode.
<!-- ID: DM_REND_FARLIGHTS_INTENSITY -->
Set far light intensity.
Options: -3 20 0 0.1


'''Available Options''': None,  River,  Coast,  Lake
=== Analytic lights ===


== Freeze cam position ==
<!-- ID: DM_REND_LIGHTS -->
Enable/disable analytic lights.


Enable/disable freezing of camera position for ambients debug.
'''Available Options''': true, false


'''Available Options''': false, true
=== Lights shadows ===


== Debug Com.Sound ==
<!-- ID: DM_REND_LIGHTS_SHADOWS -->
Enable/disable analytic lights shadows.


Enable/disable communication sound debug.
'''Available Options''': true, false


'''Available Options''': false, true
=== Override limits ===


== MM - debug info ==
<!-- ID: DM_REND_LIGHTS_SHADOWS_OVERRIDE -->
 
Enable/disable overriding of light shadow limits.
Enable/disable music manager debug info.


'''Available Options''': false, true
'''Available Options''': false, true


== Debug RadioBroadcast ==
=== Memory budget ===


Enable/disable radio broadcast debug.
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMMEMORY -->
Set memory budget for light shadows.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 10
*  Max: 100
*  Current Value: 40
*  Step: 2


== Show invalid event ==
=== Max shadows count ===


Enable/disable showing of invalid sound events.
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMSHADOWS -->
Set max shadow count for lights.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 4
*  Max: 64
*  Current Value: 16
*  Step: 1


== Print Melee Surface ==
=== Basic tex size ===


Enable/disable printing of melee surface.
<!-- ID: DM_REND_LIGHTS_SHADOWS_TEXSIZE -->
Set basic texture size for lights shadows.


'''Available Options''': false, true
'''Available Options''': 64, 256, 512, 768, 1024, 1536, 2048, 2560, 3072, 3584, 4096


== Reload AmbientSounds Conf ==
=== Aggr. particle lights ===


Enable/disable reloading of ambient sound configurations.
<!-- ID: DM_REND_PARTICLE_LIGHT_AGGR -->
Enable/disable aggregation of particle lights.


'''Available Options''': false, true
'''Available Options''': true, false


== Random Ambient Sounds ==
=== Autoshrink part. lights ===


Enable/disable random positional ambient sounds.
<!-- ID: DM_REND_PARTICLE_LIGHT_SHRINK -->
Enable/disable auto shrinking of particle lights.


'''Available Options''': false, true
'''Available Options''': true, false


== Show MPD Impulse Values ==
== Occlusion Queries ==
=== Benchmark ===


Enable/disable showing of MPD impulse values.
<!-- ID: DM_REND_OCCQUERIES_BENCHMARK -->
Enable/disable occlusion queries benchmark.


'''Available Options''': false, true
'''Available Options''': false, true


== Sound Manager ==
=== TestSun ===


Enable/disable sound manager debug.
<!-- ID: DM_REND_OCCQUERIES_TEST_SUN -->
Enable/disable occlusion queries test sun.


'''Available Options''': false, true
'''Available Options''': false, true


== Global Variables==
== Snow ==
=== Quantize speed ===
 
<!-- ID: DM_REND_SNOW_QUANTIZE_SPEED -->
Enable/disable quantization of snow speed.


Enable/disable sound global variables debug.
'''Available Options''': true, false


'''Available Options''': false, true
=== Quantize dir ===


= Particles =
<!-- ID: DM_REND_SNOW_QUANTIZE_DIR -->
== Disable particle render ==
Enable/disable quantization of snow direction.
 
'''Available Options''': true, false
 
=== Fix dir ===


Enable/disable particle rendering.
<!-- ID: DM_REND_SNOW_FIX_WIND_DIR -->
Enable/disable fixing of snow wind direction.


'''Available Options''': false, true
'''Available Options''': false, true


== Disable particle update ==
=== Enable logs ===


Enable/disable particle update.
<!-- ID: DM_REND_SNOW_ENABLE_LOGS -->
Enable/disable snow logs.


'''Available Options''': false, true
'''Available Options''': false, true


== Show particle FX LOD ==
=== Use underwater mask ===


Enable/disable showing of particle FX LOD.
<!-- ID: DM_REND_SNOW_USE_UNDERWATER_MASK -->
Enable/disable underwater mask for snow.


'''Available Options''': disabled, enabled
'''Available Options''': true, false


== Show 3D rotation spaces ==
=== Macro mask debug ===


Set scale for showing of particle rotation spaces.
<!-- ID: DM_REND_SNOW_MACRO_MASK_DEBUG -->
Show macro mask debug for snow.


'''Available Options''': off, 0.5,  1.0,  1.5,  2.0, 2.5,  3.0, 3.5,  4.0
'''Available Options''': disabled, layer 1, layer 2, layer 3


== Render ==
=== Override snow ===


Set particle render mode.
<!-- ID: DM_REND_SNOW_OVERRIDE -->
Enable/disable overriding snow.


'''Available Options''': full, background only, no background
'''Available Options''': false, true


== Depth write mode ==
=== Density ===


Set particle depth write mode.
<!-- ID: DM_REND_SNOW_DENSITY -->
Set snow density.


'''Available Options''': particle draw, full-screen tri
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 1.0
*  Step: 0.01


== Prerender mask ==
=== Time coef ===


Set particle prerender mask mode.
<!-- ID: DM_REND_SNOW_TIME_COEF -->
Set snow time coefficient.


'''Available Options''': on, off, overhead
'''Range Settings''':
*  Min: 0.0
*  Max: 10.0
*  Current Value: 1.0
*  Step: 0.01


== Copy from main RT ==
== Deferred Decals ==
=== Render ===


Enable/disable copying frommain render target.
<!-- ID: DM_REND_DEFDECALS_RENDER -->
Enable/disable rendering of deferred decals.


'''Available Options''': enabled, disabled
'''Available Options''': true, false


== Show internal texture ==
=== HW depth ===


Show particle internal texture.
<!-- ID: DM_REND_DEFDECALS_DEPTHBUF -->
Enable/disable HW depth usage for deferred decals.


'''Available Options''': none, depth ranges, alpha pre, alpha full
'''Available Options''': true, false


== Show Particle Contacts ==
=== Debug visualization ===


Enable/disable showing of particle contacts.
<!-- ID: DM_REND_DEFDECALS_DEBUGVIS -->
Enable/disable debugging visualization of deferred decals.


'''Available Options''': false, true
'''Available Options''': true, false


= Input =
== Light portals ==
== Sink Input ==
=== Enable light portals ===


Enable/disable sink input.
<!-- ID: DM_VLIGHTS_ENABLE -->
Enable/disable light portals.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Debug Contexts ==
=== Probe blending mode ===


Set input context debug mode.
<!-- ID: DM_VLIGHTS_ENHANCED_PROBE_BLEND -->
Set probe blending mode for light portals.


'''Available Options''': disabled, active, all
'''Available Options''': directional, diffuse, disabled


== Show Cursor ==
=== Specular proj. tex. ===


Enable/disable showing of input cursor.
<!-- ID: DM_VLIGHTS_PROJ_TEX_SPEC -->
Enable/disable specular projection texture.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


= UI =
=== Proj. tex. offset fix ===
== Disable Loc ==


Enable/disable localization.
<!-- ID: DM_VLIGHTS_PROJ_TEX_OFFST_FIX -->
Enable/disable projection texture offset fix.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Show UI Diag ==
=== Portal light mode ===


Enable/disable UI diagnostics.
<!-- ID: DM_VLIGHTS_LIGHT_MODE -->
Set light mode for light portals.


'''Available Options''': false, true
'''Available Options''': none, diffuse+specular, diffuse, specular


== Log Construction ==
=== Normalize L by area ===


Enable/disable logging of UI construction.
<!-- ID: DM_VLIGHTS_NORMALIZE_AREA_INTENSITY -->
Enable/disable normalization of light by area.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Override config ===
=== Direct light contrib. ===


Override radial menu config.
<!-- ID: DM_VLIGHTS_DIRECT_CONTRIBUTION -->
Enable/disable direct light contribution.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Close on open ===
=== Light volume lerp (m) ===


Close radial menu on open.
<!-- ID: DM_VLIGHTS_LIGHT_VOLUME_LERP -->
Set light volume lerp.


'''Available Options''': false, true
'''Available Options''': 0.00001, 0.0001, 0.001, 0.01, 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, 0.5, 0.75, 1.0


=== Perform on close ===
=== Disable light volumes ===


Perform action on radial menu close.
<!-- ID: DM_VLIGHTS_LIGHT_DISABLE_LIGHT_VOLUMES -->
Disable light volumes.


'''Available Options''': false, true
'''Available Options''': false, true


=== Close on perform ===
=== Show active subscene ===


Close radial menu on perform.
<!-- ID: DM_VLIGHTS_SHOW_ACTIVE_SUBSCENE -->
Show or hide active subscene.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Delect in center ===
=== Show area rectangles ===


Deselect radial menu in center.
<!-- ID: DM_VLIGHTS_DEBUG_AREA_RECT -->
Show or hide area rectangles.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Large size ===
=== Show portal rectangles ===


Use large size for radial menu.
<!-- ID: DM_VLIGHTS_DEBUG_PORTAL_RECT -->
Show or hide portal rectangles.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Override size ===
=== Show light rectangles ===


Override radial menu custom size.
<!-- ID: DM_VLIGHTS_DEBUG_LIGHT_RECT -->
Show or hide light rectangles.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Sustom size ===
=== Show debug info ===


Set custom radial menu size.
<!-- ID: DM_VLIGHTS_DEBUG_INFO -->
Show light portals debug info.


'''Range Settings''':
'''Available Options''': none, portals, areas, all
*  Min: 100
*  Max: 1000
*  Current Value: 100
*  Step: 1


=== Entries setup ===
=== Virtual light range ===


Enable/disable custom entry count for radial menu.
<!-- ID: DM_VLIGHTS_VIRTUAL_LIGHTS_RANGE -->
Set virtual light range.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 5
*  Max: 50
*  Current Value: 25
*  Step: 0.1


=== Entries ===
=== BSP diag ===


Set custom entry count for radial menu.
<!-- ID: DM_VLIGHTS_BSP_DIAG -->
Enable/disable BSP diagnostics.


'''Range Settings''':
'''Available Options''': disabled, enabled
*  Min: 2
*  Max: 32
*  Current Value: 2
*  Step: 1


== Close All Menus ==
=== Hide mesh ===


Close all menus.
<!-- ID: DM_VLIGHTS_HIDE_MESH -->
Hide light portal mesh.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Open Main Menu ==
=== Show src. geometry ===


Open main menu.
<!-- ID: DM_VLIGHTS_SHOW_BSP_SOURCE_GEOMETRY -->
Show source geometry for light portals.


'''Available Options''': false, true
'''Available Options''': disabled, opaque, transparent


== Log widgets under cursor ==
=== Show occupancy grid ===


Enable/disable logging of widgets under cursor.
<!-- ID: DM_VLIGHTS_SHOW_BSP_GRID -->
Show occupancy grid for light portals.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Ignore hint persistency ==
=== Freeze camera ===


Enable/disable ignoring of hint persistency.
<!-- ID: DM_VLIGHTS_FREEZE_CAMERA -->
Enable/disable freezing of camera for light portals.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Enable map debug menu ==
=== Show BSP tree ===


Enable/disable map debug menu.
<!-- ID: DM_VLIGHTS_SHOW_BSP -->
Show BSP tree for light portals.


'''Available Options''': false, true
'''Available Options''': none, AABB, planes, convex


== Show all settings ==
=== Leaf mode ===


Enable/disable showing of all UI settings.
<!-- ID: DM_VLIGHTS_BSP_LEAF_MODE -->
Set leaf mode for BSP tree debug.


'''Available Options''': false, true
'''Available Options''': all, opaque, non-opaque


= AI =
=== BSP disp. mode ===
== Performance ==
=== AILib counters ===


Enable/disable AI library counters.
<!-- ID: DM_VLIGHTS_BSP_MODE -->
Set display mode for BSP debug.


'''Available Options''': false, true
'''Available Options''': normal, at depth, active, connectivity


=== Load balancing ===
=== Wanted depth ===


Enable/disable AI load balancing.
<!-- ID: DM_VLIGHTS_BSP_DEPTH -->
Set wanted depth for BSP debug.


'''Available Options''': true, false
'''Range Settings''':
*  Min: 0
*  Max: 64
*  Current Value: 0
*  Step: 1


=== BT holder ===
=== Show leaf split plane ===


Enable/disable BT holder debug.
<!-- ID: DM_VLIGHTS_BSP_LEAF_SPLIT -->
Show leaf split plane.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== AI Limits ===
=== Show areas ===


Enable/disable AI limits debug.
<!-- ID: DM_VLIGHTS_SHOW_BSP_AREAS -->
Show light portal areas.


'''Available Options''': false, true
'''Available Options''': none, AABB, convex


=== Show IsAIActivated ===
=== Area disp. mode ===


Enable/disable showing of IsAIActivated flag.
<!-- ID: DM_VLIGHTS_BSP_AREAS_MODE -->
Set display mode for light portal areas.


'''Available Options''': false, true
'''Available Options''': all (excl. out), all, single, active


== Navmesh ==
=== Area ID ===
=== Show NavMesh ===


Enable/disable showing of NavMesh.
<!-- ID: DM_VLIGHTS_BSP_AREA -->
Set area ID for light portals.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 128
*  Current Value: 0
*  Step: 1


=== Generate without navlinks ===
=== Show portals ===


Enable/disable generation of NavMesh without navlinks.
<!-- ID: DM_VLIGHTS_SHOW_BSP_PORTALS -->
Show light portals.


'''Available Options''': true, false
'''Available Options''': none, all, single, per area, active


=== Show links between polygons ===
=== Portal ID ===


Enable/disable showing of links between polygons.
<!-- ID: DM_VLIGHTS_BSP_PORTAL -->
Set portal ID for light portals.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 512
*  Current Value: 0
*  Step: 1


=== Navlinks Validation ===
=== Portal disp. mode ===


Enable/disable Navlinks validation.
<!-- ID: DM_VLIGHTS_BSP_PORTALS_MODE -->
Set display mode for light portals.


'''Available Options''': false, true
'''Available Options''': rect, AABB, rect no clip, AABB no clip


=== Navlink Active Direction ===
=== Show portal volumes ===


Enable/disable showing of Navlink active direction.
<!-- ID: DM_VLIGHTS_SHOW_BSP_VOLUMES -->
Show light portal volumes.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


=== Ignore area costs ===
=== Show virtual lights ===


Enable/disable ignoring of area costs for pathfinding.
<!-- ID: DM_VLIGHTS_SHOW -->
Show virtual lights.


'''Available Options''': false, true
'''Available Options''': disabled, active all, active single


== Movement ==
=== Light disp. mode ===
=== Path ===


Enable/disable path debug.
<!-- ID: DM_VLIGHTS_MODE -->
Set display mode for virtual lights.


'''Available Options''': false, true
'''Available Options''': rect, rect+cone, rect no clip, rect+cone no clip


=== Path index ===
== Terrain shadows ==
=== Shadow cascades ===
==== Terrain num cascades ====


Enable/disable showing of current path index.
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NUM -->
Set number of terrain shadow cascades.


'''Available Options''': false, true
'''Available Options''': default, 0, 1, 2


=== Obstacle Avoidance diag ===
==== Terrain near type ====


Enable/disable obstacle avoidance debug.
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR -->
Set near cascade type for terrain.


'''Available Options''': false, true
'''Available Options''': default, movable, static


=== Current Navlink ===
==== Terrain near m/px ====


Enable/disable showing of current Navlink.
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR_MPP -->
Set near cascade meters per pixel for terrain.


'''Available Options''': false, true
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Request parameters ===
==== Terrain far type ====


Enable/disable showing of request parameters.
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR -->
Set far cascade type for terrain.


'''Available Options''': false, true
'''Available Options''': default, movable, static


=== Movement parameters ===
==== Terrain far m/px ====


Enable/disable showing of movement parameters.
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR_MPP -->
Set far cascade meters per pixel for terrain.


'''Available Options''': false, true
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Request Target ===
==== Objects num cascades ====


Enable/disable showing of request target.
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NUM -->
Set number of object shadow cascades.


'''Available Options''': false, true
'''Available Options''': default, 0, 1, 2


=== Movement Target ===
==== Objects near type ====


Enable/disable showing of movement target.
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR -->
Set near cascade type for objects.


'''Available Options''': false, true
'''Available Options''': default, movable, static


=== Orientation Target ===
==== Objects near m/px ====


Enable/disable showing of orientation target.
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR_MPP -->
Set near cascade meters per pixel for objects.


'''Available Options''': false, true
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Formation offsets ===
==== Objects far type ====


Set formation offsets debug mode.
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR -->
Set far cascade type for objects.


'''Available Options''': off, projected,  default, both
'''Available Options''': default, movable, static


=== Formation Center ===
==== Objects far m/px ====


Enable/disable showing of formation center.
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR_MPP -->
Set far cascade meters per pixel for objects.


'''Available Options''': false, true
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Move Handlers ===
==== AO num cascades ====


Enable/disable showing of move handlers.
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NUM -->
Set number of AO shadow cascades.


'''Available Options''': false, true
'''Available Options''': default, 0, 1, 2


=== Stuck Teleport ===
==== AO near type ====


Enable/disable teleport if stuck.
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR -->
Set near cascade type for AO.


'''Available Options''': false, true
'''Available Options''': default, movable, static


=== Out of Navmesh Teleport ===
==== AO near m/px ====


Enable/disable teleport if out of NavMesh.
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR_MPP -->
Set near cascade meters per pixel for AO.


'''Available Options''': false, true
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Memory ===
==== AO far type ====


Enable/disable showing of movement memory.
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR -->
Set far cascade type for AO.


'''Available Options''': false, true
'''Available Options''': default, movable, static


== Pathfinding ==
==== AO far m/px ====
=== Debug of AStar ===


Enable/disable AStar debug.
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR_MPP -->
Set far cascade meters per pixel for AO.


'''Available Options''': false, true
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Make a step of AStar ===
=== Objects heightmap ===
==== Obj. heightmap movable ====


Step AStar pathfinding.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MOVABILITY -->
Set object heightmap movability.


'''Hotkey''': lctrl+lalt+v
'''Available Options''': movable, static


'''Available Options''': false, true
==== Draw volumetric info ====


=== Pathfinding component ===
<!-- ID: DM_TERR_SHADOWS_DEBUG_VOLUMETRIC -->
 
Draw volumetric debug info.
Enable/disable pathfinding component debug.


'''Available Options''': false, true
'''Available Options''': false, true


=== Road network ===
==== Draw object heightmap ====


Set road network debug mode.
<!-- ID: DM_TERR_SHADOWS_DEBUG_VIS_OBJ_HEIGHT -->
Draw object heightmap.


'''Hotkey''': lctrl+lalt+n
'''Available Options''': disabled, set regions, set bits, all bits


'''Available Options''': off,  active,  roads,  children,  bridges,  offRoad,  links,  all
==== Obj.height.full upd ====


=== Show Road Width ===
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_FULL -->
 
Enable/disable full object heightmap update.
Enable/disable showing of road widths.
 
'''Hotkey''': lctrl+lalt+w


'''Available Options''': false, true
'''Available Options''': false, true


=== Road Id ===
==== Obj.height. dbg region ====


Enable/disable showing of road IDs.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_DEBUG_REGION -->
 
Enable/disable object heightmap region debug.
'''Hotkey''': lctrl+lalt+i


'''Available Options''': false, true
'''Available Options''': false, true


=== RoadPart Min Max Id ===
==== Obj.height.reset ====


Enable/disable showing of road part min max ids.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET -->
Reset object heightmap.


'''Available Options''': false, true
'''Available Options''': false, true


=== Pathfinding errors ===
==== Obj.height.reset stats ====


Enable/disable reporting of pathfinding errors.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET_STATS -->
Reset object heightmap statistics.


'''Available Options''': false, true
'''Available Options''': false, true


== Aiming ==
==== Obj.height.print stats ====
=== Aiming component ===


Enable/disable aiming component debug.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_PRINT_STATS -->
Print object heightmap statistics.


'''Available Options''': false, true
'''Available Options''': false, true


=== Aiming component PID ===
==== Obj.height.use prepare ====


Enable/disable aiming component PID debug.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_PREPARE -->
Enable/disable prepare for object heightmap.


'''Available Options''': false, true
'''Available Options''': true, false


=== Head aiming component ===
==== Obj.height.use CB ====


Enable/disable head aiming component debug.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_CB -->
Enable/disable command buffer for object heightmap.


'''Available Options''': false, true
'''Available Options''': false, true


=== Use aim at version of ai aiming ===
==== Obj.height.max merge ====


Enable/disable usage of aim at version of AI aiming.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_MERGE -->
Set maximum merge for object heightmap.


'''Available Options''': false, true
'''Available Options''': unlimited, 1, 4, 8, 16


=== Show target aimpoint ===
==== Obj.height. subdiv ====


Show or hide target aimpoint.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SUBDIV -->
Enable/disable object heightmap subdivision.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show target projected size ===
==== Obj.height. sync draw ====


Show or hide projected target size.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SYNC_DRAWCALLS -->
Set object heightmap draw call synchronization.


'''Available Options''': false, true
'''Available Options''': default, sync, no sync


== AI Navigator ==
==== Obj. heightmap tex size ====
=== Enabled ===


Enable/disable AI navigator debug.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_TEX_SIZE -->
Set object heightmap texture size.


'''Available Options''': false, true
'''Available Options''': no override, 1024, 2048, 4096, 8192
 
==== Obj. heightmap m/pixel ====


=== Previous agent ===
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_METERS_PER_PIXEL -->
Set object heightmap meters per pixel.


Select previous AI navigator agent.
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


'''Hotkey''': rctrl+rshift+9
==== Min entities per frame ====


'''Available Options''': false, true
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MIN_ENTITIES -->
Set min entities per frame for heightmap.


=== Next agent ===
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited


Select next AI navigator agent.
==== Max entities per frame ====


'''Hotkey''': rctrl+rshift+0
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_ENTITIES -->
Set max entities per frame for heightmap.


'''Available Options''': false, true
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited


== Driving ==
=== Terrain shadows ===
=== Vehicle driving diag ===


Enable/disable vehicle driving diagnostics.
<!-- ID: DM_TERR_SHADOWS_TERRAIN -->
Set terrain shadows mode.


'''Available Options''': false, true
'''Available Options''': default, on (slice), on (full), no update, disabled


=== AI Forbid Reversing ===
=== Freeze update ===


Enable/disable AI reversing.
<!-- ID: DM_TERR_SHADOWS_TERRAIN_FREEZE -->
Freeze terrain shadow update.


'''Available Options''': false, true
'''Available Options''': false, true


=== AI No Steer Adjustments ===
=== Quality profile override ===


Enable/disable AI steering adjustments.
<!-- ID: DM_TERR_SHADOWS_TERRAIN_QUALITY -->
Override terrain shadow quality profile.


'''Available Options''': false, true
'''Available Options''': no override, disabled, low, medium, high


=== Curve Circumference ===
=== Diag messages ===


Enable/disable curve circumference debug.
<!-- ID: DM_TERR_SHADOWS_DEBUG_MSG -->
Enable/disable terrain shadows debug messages.


'''Available Options''': false, true
'''Available Options''': false, true


=== PID Display ===
=== Texture size ===


Enable/disable PID debug.
<!-- ID: DM_TERR_SHADOWS_TEX_SIZE -->
Override terrain shadow texture size.


'''Available Options''': false, true
'''Available Options''': no override, 1024, 2048, 4096, 8192


=== Show avoidance ===
=== Blur override ===


Enable/disable vehicle avoidance debug.
<!-- ID: DM_TERR_SHADOWS_BLUR -->
Override terrain shadow blur.


'''Available Options''': false, true
'''Available Options''': no override, 0, 3, 5, 7, 9


=== Show character detection ===
=== Hierarchical raytrace ===


Enable/disable character detection debug.
<!-- ID: DM_TERR_SHADOWS_HIERARCHICAL -->
Enable/disable hierarchical raytrace for terrain shadows.


'''Available Options''': false, true
'''Available Options''': true, false


== Perception ==
=== Force mipmap rebuild ===
=== Perception targets ===


Enable/disable perception targets debug.
<!-- ID: DM_TERR_SHADOWS_MIP_REBUILD -->
Enable/disable forcing of mipmap rebuild for terrain shadows.


'''Available Options''': false, true
'''Available Options''': false, true


=== Perception sensors eyes ===
=== Herarchical mip1 ===


Enable/disable perception sensors eyes debug.
<!-- ID: DM_TERR_SHADOWS_HIER_MIP1 -->
Set hierarchical mip 1 level.


'''Available Options''': false, true
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Perception sensors ears ===
=== Herarchical mip2 ===


Enable/disable perception sensors ears debug.
<!-- ID: DM_TERR_SHADOWS_HIER_MIP2 -->
Set hierarchical mip 2 level.


'''Available Options''': false, true
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Perception recognition ===
=== Herarchical mip3 ===


Enable/disable perception recognition factors debug.
<!-- ID: DM_TERR_SHADOWS_HIER_MIP3 -->
Set hierarchical mip 3 level.


'''Available Options''': false, true
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Cached perceiveble positions ===
=== Herarchical mip4 ===


Enable/disable showing of cached perceived positions.
<!-- ID: DM_TERR_SHADOWS_HIER_MIP4 -->
Set hierarchical mip 4 level.


'''Available Options''': false, true
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


== Animals ==
=== Override Angle bias ===
=== Show animals debug info ===


Enable/disable animals debug.
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS_OVERRIDE -->
Enable/disable overriding of angle bias.


'''Available Options''': false, true
'''Available Options''': false, true


=== Manager to debug ===
=== Angle bias (deg) ===
 
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS -->
Set angle bias for terrain shadows.


Select animal manager to debug.
'''Range Settings''':


'''Available Options''': None,  Birds
Min: -10


=== Show current Animal positions ===
Max: 10


Enable/disable showing of current animal positions.
Current Value: -0.5


'''Available Options''': false, true
Step: 0.1


=== Draw tile boundaries ===
=== Override Height bias ===


Enable/disable drawing of animal tile boundaries.
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS_OVERRIDE -->
Enable/disable overriding of height bias.


'''Available Options''': false, true
'''Available Options''': false, true


=== Draw Animal despawn range ===
=== Height bias (m) ===
 
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS -->
Set height bias for terrain shadows.


Enable/disable drawing of animal despawn range.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


=== Draw Animal to Animal minimum spawn range ===
Max: 10


Enable/disable drawing of animal to animal minimum spawn range.
Current Value: 0.5


'''Available Options''': false, true
Step: 0.1


=== Turn correction debug ===
=== Override Trace bias ===


Enable/disable turn correction debug.
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OVERRIDE -->
Enable/disable overriding of trace bias.


'''Available Options''': false, true
'''Available Options''': false, true


== POV Pathfinder ==
=== Trace bias ===
=== Fail on hitting origin ===


Enable/disable pathfinding failure on hitting origin.
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS -->
Set trace bias for terrain shadows.


'''Available Options''': false, true
'''Range Settings''':


=== Set start position ===
Min: 0


Set pathfinder start position.
Max: 10


'''Hotkey''': lctrl+lalt+num0
Current Value: 0.0


'''Available Options''': false, true
Step: 0.1


=== Set end position ===
=== Override Trace bias obj ===
 
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_OVERRIDE -->
Enable/disable overriding of object trace bias.


Set pathfinder end position.
'''Available Options''': false, true


'''Hotkey''': lctrl+lalt+num1
=== Trace bias obj min ===


'''Available Options''': false, true
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MIN -->
Set object trace bias minimum.


=== Run pathfinder ===
'''Range Settings''':


Run pathfinder.
Min: 0


'''Hotkey''': lctrl+lalt+num3
Max: 10


'''Available Options''': false, true
Current Value: 0.1


=== Generate Graph ===
Step: 0.1


Generate pathfinder graph.
=== Trace bias obj max ===


'''Hotkey''': lctrl+lalt+num2
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MAX -->
Set object trace bias maximum.


'''Available Options''': false, true
'''Range Settings''':


== Disable AI damage ==
Min: 0


Set AI damage mode.
Max: 10


'''Available Options''': Cheat disabled,  Force invulnerable,  Force vulnerable
Current Value: 1.5


== Disable AI actions ==
Step: 0.1


Enable/disable AI action processing.
=== Object shadows ===


'''Hotkey''': lctrl+lalt+f9
<!-- ID: DM_TERR_SHADOWS_OBJECTS -->
Set object shadows mode.


'''Available Options''': false, true
'''Available Options''': default, force off, force on


== Smart actions usage ==
=== Object shadow type ===


Enable/disable smart actions debug.
<!-- ID: DM_TERR_SHADOWS_OBJECTS_SHADOW_TYPE -->
Set object shadow type.


'''Available Options''': false, true
'''Available Options''': no override, Physics, Physics+AAB, AAB, AABScaled, Volume


== Group members ==
=== Occ grid runtime ===


Enable/disable showing of AI group members.
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_OCC_GRID_RUNTIME_CREATION -->
Enable/disable runtime creation of occupation grid.


'''Available Options''': false, true
'''Available Options''': false, true


== Waypoints ==
=== Blend mode ===


Set waypoint visualization.
<!-- ID: DM_TERR_SHADOWS_BLEND -->
Set blend mode for terrain shadows.


'''Available Options''': off, cylinder,  sphere
'''Available Options''': blend, min


== AI Units ==
=== Border size ===


Enable/disable AI units debug.
<!-- ID: DM_TERR_SHADOWS_BORDER_SIZE -->
Set border size for terrain shadows.


'''Available Options''': false, true
'''Available Options''': default, 0, 0.05, 0.1, 0.15, 0.2, 0.3, 0.4, 0.5


== Messages ==
=== Sun move test ===


Enable/disable AI messages debug.
<!-- ID: DM_TERR_SHADOWS_TEST_SUN -->
Set sun move test mode.


'''Available Options''': false, true
'''Available Options''': off, fwd slow, fwd medium, bwd fast, bwd slow, bwd medium, bwd fast


== Show target AI context ==
=== Min pixels per frame ===


Enable/disable showing of target AI context.
<!-- ID: DM_TERR_SHADOWS_MIN_PIX_PER_FRAME -->
Set min pixels per frame for terrain shadows.


'''Available Options''': false, true
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited


== Show Cover Query ==
=== Max pixels per frame ===


Enable/disable showing of cover query.
<!-- ID: DM_TERR_SHADOWS_MAX_PIX_PER_FRAME -->
Set max pixels per frame for terrain shadows.


'''Available Options''': false, true
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited


== AIScript ==
=== Obj shadow blend dist(m) ===
=== AI Debug Category ===


Set AI debug category.
<!-- ID: DM_TERR_SHADOWS_OBJ_SHADOW_BLEND_DIST -->
Set object shadow blend distance.


'''Available Options''': MISSING CATALOGS!
'''Range Settings''':


=== Set BT Breakpoint ===
Min: 0


Enable/disable BT breakpoint.
Max: 20


'''Available Options''': false, true
Current Value: 10.0


=== Print debug from BTs ===
Step: 0.1


Enable/disable printing of debug from BTs.
=== Terrain shadow blend dist(m) ===


'''Available Options''': false, true
<!-- ID: DM_TERR_SHADOWS_TER_SHADOW_BLEND_DIST -->
Set terrain shadow blend distance.


=== Print init of groups ===
'''Range Settings''':


Enable/disable printing of group init info.
Min: 0


'''Available Options''': false, true
Max: 20


=== Show fireteams ===
Current Value: 3.0


Enable/disable showing of fireteams.
Step: 0.1


'''Available Options''': false, true
=== AO mode override ===


=== Show subgroups ===
<!-- ID: DM_TERR_SHADOWS_AO_MODE -->
Set AO mode override for terrain shadows.


Enable/disable showing of subgroups.
'''Available Options''': no override, disabled, PP half, PP mixed, PP full, force precomputed, presomputed+runtime, force runtime


'''Available Options''': false, true
=== Override AO coef ===


=== Show target clusters ===
<!-- ID: DM_TERR_SHADOWS_OVERRIDE_AO_COEF -->
 
Enable/disable overriding of AO coefficient.
Enable/disable showing of target clusters.


'''Available Options''': false, true
'''Available Options''': false, true


=== Print stats for aiming ===
=== AO coef ===


Enable/disable printing of aiming statistics.
<!-- ID: DM_TERR_SHADOWS_AO_COEF -->
Set AO coefficient.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 1.0
*  Current Value: 0.3
*  Step: 0.02


=== Print new activity ===
=== AO radius ===


Enable/disable printing of new AI activity.
<!-- ID: DM_TERR_SHADOWS_AO_RADIUS -->
Set AO radius.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 10.0
*  Current Value: 3.0
*  Step: 0.2


=== Show debug shapes from BTs ===
=== AO blend distance ===


Enable/disable showing of debug shapes from BTs.
<!-- ID: DM_TERR_SHADOWS_AO_BLEND_DIST -->
Set AO blend distance.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0
*  Max: 10.0
*  Current Value: 5.0
*  Step: 0.2


=== Show fiendly in aim ===
=== AO PP mode ===


Enable/disable showing of friendly units in aim.
<!-- ID: DM_TERR_SHADOWS_AO_PP_MODE -->
Set AO post-processing mode.


'''Available Options''': false, true
'''Available Options''': default, full res, half res, half res + reconst


=== Show target last seen ===
=== Terr. light angle limit ===


Enable/disable showing of target last seen position.
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE -->
Set light angle limit for terrain shadows.


'''Available Options''': false, true
'''Available Options''': default, user


=== Select fixed AIAgent ===
=== Limit angle ===


Enable/disable selection of fixed AI agent.
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE_VAL -->
Set light limit angle.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1
*  Max: 60
*  Current Value: 15
*  Step: 0.1


=== Debug cover search ===
== FSR ==
=== Resolution scale ===


Enable/disable cover search debug.
<!-- ID: DM_REND_FSR_RES_SCALE -->
Set resolution scale for FSR.


'''Available Options''': false, true
'''Available Options''': default, manual, 100%, FSR Ultra (77%), FSR Quality (67%), FSR Balanced (59%), FSR Perf (50%)


=== Show Comms Handlers ===
=== Manual scale ===


Enable/disable showing of comms handlers.
<!-- ID: DM_REND_FSR_RES_SCALE_VAL -->
Set manual scale for FSR.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.1
*  Max: 2.0
*  Current Value: 1.0
*  Step: 0.01


=== Show perception panel ===
=== Use pixel shader ===


Enable/disable showing of perception panel.
<!-- ID: DM_REND_FSR_USEPS -->
Enable/disable pixel shader for FSR.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show grenade positions ===
=== Override FSR settings ===


Enable/disable showing of grenade positions.
<!-- ID: DM_REND_FSR_OVERRIDE -->
Enable/disable overriding of FSR settings.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show suppression debug ===
=== FSR enabled ===


Enable/disable showing of suppression debug.
<!-- ID: DM_REND_FSR_ENABLED -->
Enable/disable FSR.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show illum flares positions ===
=== FSR sharpen ===


Enable/disable showing of illum flares positions.
<!-- ID: DM_REND_FSR_SHARPEN_ENABLE -->
Enable/disable FSR sharpening.


'''Available Options''': false, true
'''Available Options''': true, false


=== Show aim leading debug ===
=== FSR sharpen att. ===


Enable/disable showing of aim leading debug.
<!-- ID: DM_REND_FSR_SHARPEN_ATT -->
Set FSR sharpen amount.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 2.0
*  Current Value: 0.5
*  Step: 0.01


=== Show sector threat filter ===
=== FSR dither ===


Enable/disable showing of sector threat filter.
<!-- ID: DM_REND_FSR_DITHER_AMOUNT -->
Set FSR dither amount.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 1.0
*  Step: 0.01


=== Show search and destroy points of interest ===
=== FSR RT format ===


Enable/disable showing of search and destroy points of interest.
<!-- ID: DM_REND_FSR_RT_FORMAT -->
Set render target format for FSR.


'''Available Options''': false, true
'''Available Options''': default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F


=== Show Send Message Menu ===
=== FSR mip bias ===


Enable/disable showing of send message menu.
<!-- ID: DM_REND_FSR_MIP_BIAS -->
Set mip bias for FSR.


'''Available Options''': false, true
'''Available Options''': disabled, automatic, manual


=== Open Debug Panel ===
=== manual mip bias ===


Enable/disable opening of AI debug panel.
<!-- ID: DM_REND_FSR_MIP_BIAS_VAL -->
Set manual mip bias for FSR.
Options: -4.0 0.0 0.0 0.01


'''Available Options''': false, true
== CAS ==
=== Shader ===


=== Show Grenade Trace ===
<!-- ID: DM_REND_CAS_SHADER -->
Set shader type for CAS.


Enable/disable showing of grenade trace.
'''Available Options''': default, force PS, force CS


'''Available Options''': false, true
=== Override CAS settings ===


= Systems =
<!-- ID: DM_REND_CAS_OVERRIDE -->
== Systems diag ==
Enable/disable overriding of CAS settings.
 
Set systems diagnostics display.
 
'''Available Options''': none, basic, full
 
== Show diag system stats ==
 
Enable/disable showing of system statistics.


'''Available Options''': false, true
'''Available Options''': false, true


== DynSim Distance Diag ==
=== enabled ===


Enable/disable Dynamic Simulation distance diagnostics.
<!-- ID: DM_REND_CAS_ENABLEDEnable/disable CAS. -->


'''Available Options''': false, true
'''Available Options''': false, true


== DynSim Visibility Diag ==
=== sharpness ===


Enable/disable Dynamic Simulation visibility diagnostics.
<!-- ID: DM_REND_CAS_SHARPNESS -->
Set CAS sharpness.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.8
*  Step: 0.01


== ProcAnim Registration Diag ==
== Rain ==
=== Wetness ===
==== Override wetness ====


Enable/disable procedural animation registration diagnostics.
<!-- ID: DM_REND_RAIN_OVERRIDE_WETNESS -->
Enable/disable overriding of rain wetness.


'''Available Options''': false, true
'''Available Options''': false, true


== HandleControls Registration Diag ==
==== Wetness ====


Enable/disable handle controls registration diagnostics.
<!-- ID: DM_REND_RAIN_WETNESS -->
Set rain wetness.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01


== NwkMovement Registration Diag ==
==== Flood cracks ====


Enable/disable network movement registration diagnostics.
<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_CRACKS -->
Set rain flood level for cracks.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01


== Sound Registration Diag ==
==== Flood puddles ====


Enable/disable sound registration diagnostics.
<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_PUDDLES -->
Set rain flood level for puddles.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01


== Backend Diag ==
==== Tree scale ====


Enable/disable backend diagnostics.
<!-- ID: DM_REND_RAIN_TREE_SCALE -->
Set rain tree scale.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01


= Vehicles =
==== Wetness simulation ====
== Helicopter ==
=== Draw trajectory ===


Enable/disable drawing of helicopter trajectory.
<!-- ID: DM_REND_RAIN_WETNESS_SIMULATION -->
Enable/disable wetness simulation.


'''Available Options''': false, true
'''Available Options''': false, true


=== Draw velocity ===
==== Simulation value ====


Set helicopter velocity visualization mode.
<!-- ID: DM_REND_RAIN_WETSIM_VALUE -->
Set wetness simulation value.


'''Available Options''': none, resultant, res+local, res+world
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.002


=== Draw HUD ===
==== Override wetness render params ====


Enable/disable helicopter HUD debug.
<!-- ID: DM_REND_RAIN_WETNESS_OVERRIDE_RENDER -->
Enable/disable overriding of wetness render params.


'''Available Options''': false, true
'''Available Options''': false, true


=== Toggle autohover ===
=== Wind ===
==== Override rain wind ====


Enable/disable helicopter autohover.
<!-- ID: DM_REND_RAIN_OVERRIDE_WIND -->
Enable/disable overriding of rain wind.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Collective ===
==== Mask operator ====


Set helicopter collective debug mode.
<!-- ID: DM_REND_RAIN_WIND_MASK_OPERATOR -->
Set mask operator for rain wind.


'''Available Options''': localYOffset, default, localY, worldY, direct
'''Available Options''': add, mul


=== Flight limits ===
==== Override splash wind ====


Enable/disable helicopter flight limits debug.
<!-- ID: DM_REND_RAIN_SPLASHES_OVERRIDE_WIND -->
Enable/disable overriding of splash wind.


'''Available Options''': false, true
'''Available Options''': false, true


=== Yaw/Roll ===
==== Mask operator ====


Set helicopter stick mode.
<!-- ID: DM_REND_RAIN_SPLASHES_WIND_MASK_OPERATOR -->
Set mask operator for splash wind.


'''Available Options''': LS/RS, RS/LS
'''Available Options''': add, mul


== Vehicle Networking and Reconciliation ==
=== Downsample ===
=== Determinism testing ===
==== Record Moves ====


Enable/disable recording of vehicle moves.
<!-- ID: DM_REND_RAIN_COLOR_DOWNSAMPLE -->
Set rain color downsample method.


'''Available Options''': false, true
'''Available Options''': default, simple, blur, none


==== Clear Record ====
=== Blend method ===


Clear recorded vehicle moves.
<!-- ID: DM_REND_RAIN_BLEND_METHOD -->
Set rain blend method.


'''Available Options''': false, true
'''Available Options''': default, standard, noRefraction


==== SimState to CSV ====
=== Diag refr. tex ===


Export simulation state to CSV.
<!-- ID: DM_REND_RAIN_DIAG_REFRACTION_TEX -->
Enable/disable rain refraction texture diagnostic.


'''Available Options''': false, true
'''Available Options''': false, true


==== InitState to CSV ====
=== Stop time ===


Export initialization state to CSV.
<!-- ID: DM_REND_RAIN_STOP_TIME -->
Enable/disable stopping of rain simulation time.


'''Available Options''': false, true
'''Available Options''': false, true


=== Prediction options ===
=== Use underwater mask ===
==== C: Disable Correction ====


Enable/disable client side vehicle correction.
<!-- ID: DM_REND_RAIN_USE_UNDERWATER_MASK -->
Enable/disable underwater mask for rain.


'''Available Options''': false, true
'''Available Options''': true, false


==== C: Disable Prediction ====
=== Override rain density ===


Enable/disable client side vehicle prediction.
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY -->
Enable/disable overriding of rain density.


'''Available Options''': false, true
'''Available Options''': false, true


=== C: Lerping options ===
=== Rain density ===
==== C: Debug Lerping ====


Enable/disable client side vehicle lerping debug.
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY_VAL -->
Set rain density.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.02


=== C: Allowance options ===
=== Override direction ===
==== S: Enable allowance ====


Enable/disable server side vehicle allowance.
<!-- ID: DM_REND_RAIN_OVERRIDE_DIR -->
Enable/disable overriding of rain direction.


'''Available Options''': false, true
'''Available Options''': false, true


==== S: Speed Scaled Allowance ====
=== Override dirX ===


Enable/disable speed scaling for server side vehicle allowance.
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRX -->
Set rain direction X.
Options: -1.0 1.0 0.0 0.05


'''Available Options''': true, false
=== Override dirY ===


=== Server Car Overrides ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRY -->
==== S: Override KMH ====
Set rain direction Y.
Options: -1.0 1.0 -1.0 0.05


Enable/disable server side KMH override.
=== Override dirZ ===


'''Available Options''': false, true
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRZ -->
Set rain direction Z.
Options: -1.0 1.0 0.0 0.05


==== S: -||- close to 0 ====
=== Distant noise mask debug ===


Enable/disable server side KMH override close to zero.
<!-- ID: DM_REND_RAIN_DISTANT_NOISE_MASK_DEBUG -->
Enable/disable rain distant noise mask debug.


'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override STEERING ====
=== Override ripple tex size ===


Enable/disable server side steering override.
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES_TEX_SIZE -->
Override rain ripple texture size.


'''Available Options''': false, true
'''Available Options''': default, 128, 256, 512, 1024


==== S: Override THROTTLE ====
=== Sliding drops obj space ===


Enable/disable server side throttle override.
<!-- ID: DM_REND_RAIN_SLIDING_DROPS_USE_OBJ_SPACE -->
Enable/disable sliding drops object space.


'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override BRAKE ====
=== Override ripples ===


Enable/disable server side brake override.
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES -->
Enable/disable overriding of rain ripples.


'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override GEAR ====
=== Ripples count min ===


Enable/disable server side gear override.
<!-- ID: DM_REND_RAIN_RIPPLES_COUNT_MIN -->
Set rain ripples count minimum.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1.0
*  Max: 100.0
*  Current Value: 10.0
*  Step: 1.0


==== S: Override CLUTCH ====
=== Ripples count max ===


Enable/disable server side clutch override.
<!-- ID: DM_REND_RAIN_RIPPLES_COUNT_MAX -->
Set rain ripples count maximum.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1.0
*  Max: 100.0
*  Current Value: 50.0
*  Step: 1.0


=== Vehicle type ===
=== Ripples size min ===


Set vehicle type.
<!-- ID: DM_REND_RAIN_RIPPLES_SIZE_MIN -->
Set rain ripples size minimum.


'''Available Options''': Wheeled, Helicopter
'''Range Settings''':
* Min: 1.0
*  Max: 20.0
*  Current Value: 1.0
*  Step: 1.0


=== Heli prefab selection ===
=== Ripples size max ===


Select helicopter prefab.
<!-- ID: DM_REND_RAIN_RIPPLES_SIZE_MAX -->
Set rain ripples size maximum.


'''Available Options''': Mi8, UH1
'''Range Settings''':
*  Min: 1.0
*  Max: 20.0
*  Current Value: 5.0
*  Step: 1.0


=== Show vehicle id ===
=== Ripples height min ===


Enable/disable showing of vehicle ID.
<!-- ID: DM_REND_RAIN_RIPPLES_HEIGHT_MIN -->
Set rain ripples height minimum.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.5
*  Step: 0.01


=== S: Input/Output Diags ===
=== Ripples height max ===


Set input/output diagnostic mode.
<!-- ID: DM_REND_RAIN_RIPPLES_HEIGHT_MAX -->
Set rain ripples height maximum.


'''Available Options''': Off, Sim Out, Sim In, Controller, All
'''Range Settings''':
* Min: 0.0
* Max: 1.0
* Current Value: 1.0
* Step: 0.01


=== Debug path correction ===
=== Ripples speed ===


Enable/disable path correction debug.
<!-- ID: DM_REND_RAIN_RIPPLES_SPEED -->
Set rain ripples speed.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 1.0
*  Max: 2000.0
*  Current Value: 500.0
*  Step: 10.0


=== Debug history ===
=== Ripples damping ===


Enable/disable network history debug.
<!-- ID: DM_REND_RAIN_RIPPLES_DAMPING -->
Set rain ripples damping.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.01
*  Max: 1.0
*  Current Value: 0.04
*  Step: 0.01


=== Debug engine flags ===
=== Ripples normal strength ===


Enable/disable engine inputs debug.
<!-- ID: DM_REND_RAIN_RIPPLES_NORMAL_STRENGTH -->
Set rain ripples normal strength.


'''Available Options''': false, true
'''Range Settings''':
*  Min: 0.1
*  Max: 20.0
*  Current Value: 8.0
*  Step: 0.1


=== Draw Phys Comp Debug ===
=== Ripples reset ===


Enable/disable drawing of physics component debug.
<!-- ID: DM_REND_RAIN_RIPPLES_RESET -->
Enable/disable resetting of rain ripples.


'''Available Options''': false, true
'''Available Options''': false, true


== Compartments ==
== Shore Wetness ==
=== Compartment positions ===
=== Shore wetness enabled ===


Enable/disable showing of compartment positions.
<!-- ID: DM_REND_SHORE_WETNESS_ENABLED -->
Enable/disable shore wetness.


'''Available Options''': false, true
'''Available Options''': default, enable, disable


=== Show entry points ===
=== Shore wetness override ===


Enable/disable showing of compartment entry points.
<!-- ID: DM_REND_SHORE_WETNESS_OVERRIDE -->
Enable/disable overriding of shore wetness.


'''Available Options''': false, true
'''Available Options''': false, true


=== Show accessibility ===
=== Shore wet height above ===


Enable/disable showing of compartment accessibility.
<!-- ID: DM_REND_SHORE_WETNESS_HEIGHT_ABOVE -->
Set shore wet height above.


'''Available Options''': false, true
'''Range Settings''':


=== Show get out prediction ===
Min: 0.0


Enable/disable showing of get out prediction.
Max: 10.0


'''Available Options''': false, true
Current Value: 0.5


=== Show character obstruction trace during get out ===
Step: 0.01


Enable/disable showing of character obstruction trace during get out.
=== Shore wet fade above ===


'''Available Options''': false, true
<!-- ID: DM_REND_SHORE_WETNESS_FADE_ABOVE -->
Set shore wet fade above.


== Tracked ==
'''Range Settings''':
=== TrackSim ===


Enable/disable Track simulation.
Min: 0.0


'''Available Options''': true, false
Max: 10.0


=== Draw tracks ===
Current Value: 0.5


Enable/disable drawing of tracks.
Step: 0.01


'''Available Options''': false, true
=== Shore wet height below ===


=== Track dynamic ===
<!-- ID: DM_REND_SHORE_WETNESS_HEIGHT_BELOW -->
Set shore wet height below.


Enable/disable track dynamic.
'''Range Settings''':


'''Available Options''': true, false
Min: 0.0


=== Track gravity ===
Max: 10.0


Enable/disable track gravity.
Current Value: 0.5


'''Available Options''': true, false
Step: 0.01


=== Reset tracks ===
=== Shore wet fade below ===


Enable/disable resetting of tracks.
<!-- ID: DM_REND_SHORE_WETNESS_FADE_BELOW -->
Set shore wet fade below.


'''Available Options''': disabled, enabled
'''Range Settings''':


== Show stats ==
Min: 0.0


Enable/disable showing of vehicle statistics.
Max: 10.0


'''Available Options''': false, true
Current Value: 0.5


== Show vehicle debug ==
Step: 0.01


Enable/disable showing of vehicle debug.
=== Shore wet fade coef ===


'''Available Options''': false, true
<!-- ID: DM_REND_SHORE_WETNESS_FADE_COEF -->
Set shore wet fade coefficient.


== Player vehicle only ==
'''Range Settings''':
 
Min: 0.001
 
Max: 10.0


Enable/disable showing of player vehicle only.
Current Value: 1.0


'''Available Options''': true, false
Step: 0.01


== Show CoM ==
=== Shore wet rough fade start ===


Enable/disable showing of vehicle center of mass.
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_FADE_START -->
Set shore wet rough fade start.


'''Available Options''': false, true
'''Range Settings''':


== Show inertia ==
Min: 0.0


Enable/disable showing of vehicle inertia.
Max: 10.0


'''Available Options''': false, true
Current Value: 0.0


== Show forces ==
Step: 0.01


Enable/disable showing of vehicle forces.
=== Shore wet rough fade size ===


'''Available Options''': false, true
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_FADE_SIZE -->
Set shore wet rough fade size.


== Show engine ==
'''Range Settings''':


Enable/disable showing of vehicle engine.
Min: 0.001


'''Available Options''': false, true
Max: 10.0


== Show contacts ==
Current Value: 1.0


Enable/disable showing of vehicle contacts.
Step: 0.01


'''Available Options''': false, true
=== Shore wet rough coef ===


== Show raycast ==
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_COEF -->
Set shore wet rough coefficient.


Enable/disable showing of vehicle raycast.
'''Range Settings''':


'''Available Options''': false, true
Min: 0.001


== Show suspension ==
Max: 10.0


Enable/disable showing of vehicle suspension.
Current Value: 1.0


'''Available Options''': false, true
Step: 0.01


== Show swaybar ==
=== River wetness enabled ===


Enable/disable showing of vehicle swaybar.
<!-- ID: DM_REND_RIVER_WETNESS_ENABLED -->
Enable/disable river wetness.


'''Available Options''': false, true
'''Available Options''': default, enable, disable


== Show wheels ==
=== River wetness override ===


Enable/disable showing of vehicle wheels.
<!-- ID: DM_REND_RIVER_WETNESS_OVERRIDE -->
Enable/disable overriding of river wetness.


'''Available Options''': false, true
'''Available Options''': false, true


== Show bones ==
=== River wet height above ===


Enable/disable showing of vehicle bones.
<!-- ID: DM_REND_RIVER_WETNESS_HEIGHT_ABOVE -->
Set river wet height above.


'''Available Options''': false, true
'''Range Settings''':


== Show slope ==
Min: 0.0


Enable/disable showing of vehicle slope.
Max: 10.0


'''Available Options''': false, true
Current Value: 0.5


== Test raycast ==
Step: 0.01


Enable/disable testing of raycast.
=== River wet fade above ===


'''Available Options''': false, true
<!-- ID: DM_REND_RIVER_WETNESS_FADE_ABOVE -->
Set river wet fade above.


== Reset vehicle ==
'''Range Settings''':


Reset vehicle.
Min: 0.0


'''Hotkey''': lctrl+lalt+r
Max: 10.0


'''Available Options''': disabled, enabled
Current Value: 0.5


== Teleport up ==
Step: 0.01


Teleport vehicle up.
=== River wet height below ===


'''Hotkey''': lctrl+lalt+t
<!-- ID: DM_REND_RIVER_WETNESS_HEIGHT_BELOW -->
Set river wet height below.
 
'''Range Settings''':


'''Available Options''': disabled, enabled
Min: 0.0


== wheel drag set ==
Max: 10.0


Enable/disable overriding of wheel drag.
Current Value: 0.5


'''Available Options''': false, true
Step: 0.01


== Disable freelook ==
=== River wet fade below ===


Enable/disable freelook for vehicles.
<!-- ID: DM_REND_RIVER_WETNESS_FADE_BELOW -->
Set river wet fade below.


'''Available Options''': false, true
'''Range Settings''':


== Enable debugger trace ==
Min: 0.0


Enable/disable debugger trace for vehicles.
Max: 10.0


'''Available Options''': false, true
Current Value: 0.5


== MT simulation ==
Step: 0.01


Enable/disable multithreaded vehicle simulation.
=== River wet fade coef ===


'''Available Options''': true, false
<!-- ID: DM_REND_RIVER_WETNESS_FADE_COEF -->
Set river wet fade coefficient.


== Show Controller Diags ==
'''Range Settings''':


Enable/disable showing of vehicle controller diagnostics.
Min: 0.001


'''Available Options''': false, true
Max: 10.0


== Show Compartment Events Diags ==
Current Value: 1.0


Enable/disable showing of vehicle compartment events diagnostics.
Step: 0.01


'''Available Options''': false, true
=== River wet rough coef ===


== Wheel drag set ==
<!-- ID: DM_REND_RIVER_WETNESS_ROUGH_COEF -->
Set river wet rough coefficient.


Enable/disable overriding of wheel drag (duplicate).
'''Range Settings''':


'''Available Options''': false, true
Min: 0.001


== Fuel consumption ==
Max: 10.0


Enable/disable fuel consumption debug.
Current Value: 1.0


'''Available Options''': false, true
Step: 0.01


== Visualize push force ==
== LensFlares ==
=== Debug render ===


Enable/disable visualization of push force.
<!-- ID: DM_REND_LENSFLARE_DEBUG_RENDER -->
Enable/disable lens flare debug rendering.


'''Available Options''': false, true
'''Available Options''': false, true


== Show dust materials ==
=== HalfRes render ===


Enable/disable showing of vehicle dust materials.
<!-- ID: DM_REND_LENSFLARE_HALF_RES -->
Set half resolution render for lens flares.


'''Available Options''': false, true
'''Available Options''': no override, false, true


= Platform =
=== Force flare dirlight ===
== PlayStation Network matches ==
=== Show match status ===


Enable/disable showing of match status.
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_DIRLIGHT -->
Set force flare dirlight.
Options: -1 100 -1 1


'''Available Options''': false, true
=== Force flare pointlight ===


=== Create dummy match ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_POINTLIGHT -->
Set force flare pointlight.
Options: -1 100 -1 1


Enable/disable creation of dummy match.
=== Force flare spotlight ===


'''Available Options''': false, true
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_SPOTLIGHT -->
Set force flare spotlight.
Options: -1 100 -1 1


=== Start match ===
=== Override flare set ===


Enable/disable start of match.
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_SET -->
Override lens flare set.


'''Available Options''': false, true
'''Available Options''': no override, none, 1st person, 3rd person


=== Cancel match ===
=== Override offset spot ===


Enable/disable cancelation of match.
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT -->
Enable/disable overriding of offset spot for lens flares.


'''Available Options''': false, true
'''Available Options''': false, true


== Pick user ==
=== Offset spot ===


Enable/disable picking of user.
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT_VAL -->
Set offset spot for lens flares.
Options: -2 2 0 0.01


'''Available Options''': false, true
=== Override offset point ===


== Simulate Sign-out ==
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT -->
 
Enable/disable overriding of offset point for lens flares.
Simulate user sign out.


'''Available Options''': false, true
'''Available Options''': false, true


== Obtain save data ==
=== Offset point ===


Obtain save data.
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT_VAL -->
Set offset point for lens flares.
Options: -2 2 0 0.01


'''Available Options''': false, true
=== Use new occl.system ===


== Commit save data ==
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_OCCLUSION_SYSTEM -->
Set new occlusion system for lens flares.


Commit save data.
'''Available Options''': no override, false, true


'''Available Options''': false, true
=== Use intens.occ.for all ===


== Open URL ==
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_USE_INTENSITY_OCCLUSION_FOR_ALL -->
Enable/disable intensity occlusion for all lens flares.


Open URL in browser.
'''Available Options''': no override, false, true


'''Available Options''': false, true
== Ocean & Water ==
=== Shore ===
==== Shore enabled ====


== Change user name ==
<!-- ID: DM_OCEAN_SHORE_ENABLED -->
Enable/disable shore rendering.


Change user name.
'''Available Options''': true, false


'''Available Options''': false, true
==== Debug visualize ====


== Show local player profile ==
<!-- ID: DM_OCEAN_SHORE_DEBUG_VIS -->
 
Show debug visualization of shore.
Show local player profile.


'''Available Options''': false, true
'''Available Options''': disabled, waves, DF distance, DF direction, DF near, peaks tex, noise onShore, noise foam start, noise foam, damp wave, damp peak, damp depth, on shore coef, custom foam, mask


== Request & log privileges ==
==== Debug displacement ====


Request and log privileges.
<!-- ID: DM_OCEAN_SHORE_DEBUG_DISPLACEMENT -->
Enable/disable shore displacement debugging.


'''Available Options''': false, true
'''Available Options''': false, true


== Revoke privilege: Text comm ==
==== Debug height ====


Revoke text communication privilege.
<!-- ID: DM_OCEAN_SHORE_DEBUG_HEIGHT -->
Show shore height debug.


'''Available Options''': false, true
'''Available Options''': none, final, shore, final+shore


== Revoke privilege: Voice comm ==
==== Use height lerp ====


Revoke voice communication privilege.
<!-- ID: DM_OCEAN_SHORE_HEIGHT_LERP -->
Enable/disable height lerp for shore.


'''Available Options''': false, true
'''Available Options''': false, true


== Revoke privilege: Multiplayer ==
==== Force live preview each frame ====


Revoke multiplayer privilege.
<!-- ID: DM_OCEAN_SHORE_FORCE_LIVE_PREVIEW -->
Enable/disable forcing live preview for shore.


'''Available Options''': false, true
'''Available Options''': false, true


== Revoke privilege: Lobby ==
=== WaterErase ===
==== Water erase enabled ====


Revoke lobby privilege.
<!-- ID: DM_REND_WATER_ERASE_ENABLED -->
Enable/disable water erase.


'''Available Options''': false, true
'''Available Options''': true, false


== Revoke privilege: UGC ==
==== Debug visualize ====


Revoke UGC privilege.
<!-- ID: DM_REND_WATER_ERASE_DEBUG_VIS -->
Show water erase debug visualization.


'''Available Options''': false, true
'''Available Options''': disabled, front faces, back faces, front & back


== Revoke privilege: Shared sessions ==
=== Ocean render ===


Revoke shared sessions privilege.
<!-- ID: DM_REND_OCEAN -->
Set ocean render mode.


'''Available Options''': false, true
'''Available Options''': enabled, disable simulation, disabled


== Revoke privilege: Social network sharing ==
=== Height iterative ===


Revoke social network sharing privilege.
<!-- ID: DM_REND_OCEAN_HEIGHT_ITERATIVE -->
Enable/disable iterative height for ocean.


'''Available Options''': false, true
'''Available Options''': false, true


== Accept dummy invitation ==
=== Height test ===


Accept dummy invitation.
<!-- ID: DM_REND_OCEAN_HEIGHT_TRACE_TEST -->
Enable/disable height trace test for ocean.


'''Available Options''': false, true
'''Available Options''': false, true


== Invite using platform GUI ==
=== Synchronized time ===
 
<!-- ID: DM_REND_OCEAN_SYNCHRONIZED_TIME -->
Enable/disable synchronized time for ocean.


Invite using platform GUI.
'''Available Options''': true, false


'''Available Options''': false, true
=== Synchro smooth ===


== Log list of achievements ==
<!-- ID: DM_REND_OCEAN_SYNCHRO_SMOOTH -->
Enable/disable synchronized smooth for ocean.


Log list of achievements.
'''Available Options''': true, false


'''Available Options''': false, true
=== Show ocean tex ===


= Serialization =
<!-- ID: DM_REND_OCEAN_SHOWTEX -->
== Enable log reports ==
Display ocean texture.


Enable/disable serialization log reports.
'''Available Options''': disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth


'''Available Options''': none,  errors,  all
=== Tex size ===


= Cheats =
<!-- ID: DM_REND_OCEAN_SHOWTEX_SIZE -->
== Disable player damage ==
Set ocean debug texture size.


Set player damage mode.
'''Available Options''': 1, 2, 3, 4, 0.25, 0.33, 0.5


'''Hotkey''': lctrl+lalt+f1
=== Show grid ===


'''Available Options''': Cheat disabled,  Force invulnerable,  Force vulnerable
<!-- ID: DM_REND_OCEAN_GRID -->
Show ocean grid.


== Teleport ==
'''Available Options''': none, gpu, cpu, both


Teleport player.
=== Disable displace ===


'''Hotkey''': lctrl+lalt+f2
<!-- ID: DM_REND_OCEAN_DISABLE_DISPLACE -->
Enable/disable ocean displacement.


'''Available Options''': false, true
'''Available Options''': false, true


== Infinite ammo ==
=== Water bodies ===


Enable/disable infinite ammo.
<!-- ID: DM_REND_WATERBODIES -->
Show water bodies.


'''Hotkey''': lctrl+lalt+f3
'''Available Options''': invisible, camera, all


'''Available Options''': false, true
=== Ocean foam ===


== Infinite bullets ==
<!-- ID: DM_REND_OCEAN_FOAM -->
Set ocean foam mode.


Enable/disable infinite bullets.
'''Available Options''': enabled, mask, foam


'''Hotkey''': lctrl+lalt+f4
== Atmosphere ==
=== Show Sky LUTs ===


'''Available Options''': false, true
<!-- ID: DM_REND_ATMOSPHERE_SHOW_SKYLUTS -->
 
Enable/disable showing of sky LUTs.
== Commit suicide ==
 
Commit suicide.
 
'''Hotkey''': lctrl+lalt+f5


'''Available Options''': false, true
'''Available Options''': false, true


== Execute characters in front ==
=== Show CameraVolume ===


Execute characters in front.
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME -->
 
Enable/disable showing of CameraVolume.
'''Hotkey''': lctrl+lalt+f6


'''Available Options''': false, true
'''Available Options''': false, true


== DTime multiplier ==
=== FullScreen ===


Enable/disable DTime multiplier.
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME_FULLSCREEN -->
Enable/disable fullscreen view for CameraVolume.


'''Available Options''': false, true
'''Available Options''': false, true


== Debug manual camera ==
=== Haze source ===


Enable/disable free manual camera.
<!-- ID: DM_REND_ATMOSPHERE_HAZE_MODE -->
Set haze source for atmosphere.


'''Hotkey''': lctrl+lalt+c
'''Available Options''': User(CloudsCycle), Atmosphere, GlobalProbe


'''Available Options''': false, true
=== Enable a.fog shadows ===
 
= ECS =
== ECS archetypes ==


Enable/disable ECS archetypes debug.
<!-- ID: DM_REND_ATMOSPHERE_SHADOWS_ANALYTICAL_FOG -->
Enable/disable analytical fog shadows.


'''Available Options''': false, true
'''Available Options''': false, true


== ECS registered types ==
=== Use SkyAmbient tex. ===


Enable/disable ECS registered types debug.
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_AMBIENT_TEX -->
Enable/disable use of sky ambient texture.


'''Available Options''': false, true
'''Available Options''': true, false


== ECS type matching ==
=== Probe fake ===


Enable/disable ECS type matching debug.
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_PROBEAMBIENT_TEX -->
Set probe ambient for atmosphere.


'''Available Options''': false, true
'''Available Options''': probe lut, sky lut, original


== ECS deleted entities ==
=== Overcast fix. ===


Enable/disable ECS deleted entities debug.
<!-- ID: DM_REND_ATMOSPHERE_OVERCAST_FIX -->
Set overcast fix mode for atmosphere.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


= Character =
=== Original lighting ===
== Character physics ==
=== Prequery ===


Enable/disable character physics prequery.
<!-- ID: DM_REND_ATMOSPHERE_ORIGINAL -->
Set original lighting mode for atmosphere.


'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Use idle character optimization ===
=== Final output brightness mod. ===


Enable/disable idle character physics optimization.
<!-- ID: DM_REND_ATMOSPHERE_OUTPUT_MOD -->
Enable/disable final brightness modification for atmosphere.


'''Available Options''': enabled, disabled
'''Available Options''': disabled, enabled


=== Show charcter info ===
=== Show Fog Debug. ===


Enable/disable showing of character collision info.
<!-- ID: DM_REND_ATMOSPHERE_SHOW_FOG_DEBUG -->
Enable/disable fog debugging visualization.


'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Always apply collision ===
=== Show constellations ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CONSTELLATIONS -->
Enable/disable rendering of constellations.
 
'''Available Options''': false, true
 
== Volumetric Clouds ==
=== Use New ===


Enable/disable always applying character collision.
<!-- ID: DM_REND_CLOUDS_USE_NEW -->
Use the new volumetric cloud system.


'''Available Options''': disabled, enabled
'''Available Options''': false, true


=== Ground offset diag ===
=== Render clouds ===


Enable/disable showing of ground offset.
<!-- ID: DM_REND_CLOUDS -->
Enable/disable volumetric cloud rendering.


'''Available Options''': disabled, enabled
'''Available Options''': enabled, disabled


=== Draw character mode ===
=== Render Mode ===


Set draw mode for character physics debug.
<!-- ID: DM_REND_CLOUDS_RENDER_MODE -->
Set volumetric cloud render mode.


'''Available Options''': None, Everything, Collision,  Movement Path,  Surface,  Prequery
'''Available Options''': Quarter, Full, Experimental


== Enable desync detection ==
=== Output Optimization ===


Enable/disable desync detection.
<!-- ID: DM_REND_CLOUDS_OUTPUT_OPTIMIZATION -->
Set volumetric cloud output optimization.


'''Available Options''': false, true
'''Available Options''': default, none, vertexShader, CPU


== Show desync detection window ==
=== Show Output Optim Diag ===


Enable/disable desync detection window.
<!-- ID: DM_REND_CLOUDS_SHOW_OUTPUT_OPTIM_DIAG -->
Show output optimization diagnostic for clouds.


'''Available Options''': false, true
'''Available Options''': false, true


== Interpolation enabled ==
=== Apply cycle values ===


Enable/disable character interpolation.
<!-- ID: DM_WEATHER_APPLY_CLOUD_VALUES -->
Apply cycle values for clouds.


'''Available Options''': true, false
'''Available Options''': true, false


== Aiming direction ==
=== Sky light mode ===


Enable/disable showing of aiming direction.
<!-- ID: DM_REND_CLOUDS_AMBIENT_TYPE -->
Set sky light mode for clouds.


'''Available Options''': false, true
'''Available Options''': Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)


== Head aiming direction ==
=== Disable direct light ===


Enable/disable showing of head aiming direction.
<!-- ID: DM_REND_CLOUDS_DISABLE_DIRECT_LIGHT -->
Disable direct light for clouds.


'''Available Options''': false, true
'''Available Options''': false, true


== Heading angle ==
=== Enable occlusion map ===


Enable/disable showing of heading angle.
<!-- ID: DM_REND_CLOUDS_OCCL_MAP -->
Enable/disable occlusion map for clouds.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Surface slope ==
=== Disable wind ===


Enable/disable showing of surface slope.
<!-- ID: DM_REND_CLOUDS_DISABLE_WIND -->
Enable/disable wind for clouds.


'''Available Options''': false, true
'''Available Options''': false, true


== Entity transform ==
=== Stop wind ===


Enable/disable showing of entity transform.
<!-- ID: DM_REND_CLOUDS_STOP_WIND -->
Stop wind for clouds.


'''Available Options''': false, true
'''Available Options''': false, true


== AnimPhysAgent transform ==
=== Show cloud lighting ===


Enable/disable showing of animation physics agent transform.
<!-- ID: DM_REND_CLOUDS_SHOW_CLOUD_LIGHTING -->
Show or hide cloud lighting visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Foot down anim event ==
=== Force noise recompute ===


Enable/disable showing of foot down animation event.
<!-- ID: DM_REND_CLOUDS_FORCE_NOISE_RECOMPUTE -->
Force recomputation of cloud noise.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Animation events ==
=== Show detail noise ===


Enable/disable showing of animation events.
<!-- ID: DM_REND_CLOUDS_SHOW_DETAIL_NOISE -->
Enable/disable detail noise visualization for clouds.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Animation tags ==
=== Show noise tiling ===


Enable/disable showing of animation tags.
<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
Set noise tiling visualization for clouds.


'''Available Options''': false, true
'''Available Options''': disabled, base, middle, detail, newBase_R, newBase_G, newBase_B, newBase_A, newDetail_R, newDetail_G, newDetail_B, newDetail_A


== Climb command physics test ==
=== Show noise tiling ===


Enable/disable climb command physics test.
<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
Set noise tiling visualization for clouds (base, middle, detail).


'''Available Options''': false, true
'''Available Options''': disabled, base, middle, detail


== Show current ladder ==
=== Show height detail noise ===


Enable/disable showing of current ladder.
<!-- ID: DM_REND_CLOUDS_SHOW_HEIGHT_DETAIL_TEX -->
Enable/disable height detail noise texture visualization.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Input actions ==
=== Detail noise resolution ===


Enable/disable showing of input actions.
<!-- ID: DM_REND_CLOUDS_DETAIL_NOISE_RESOLUTION -->
Set resolution of detail noise for clouds.


'''Available Options''': false, true
'''Available Options''': default, 16, 32, 64, 128, 256, 512


== Lock view horizontal ==
=== Weather map resolution ===


Enable/disable locking of view horizontal.
<!-- ID: DM_REND_CLOUDS_WEATHER_MAP_RESOLUTION -->
Set weather map resolution for clouds.


'''Available Options''': false, true
'''Available Options''': default, 256, 512, 1024, 2048


== Lock view vertical ==
=== Temporal multiplier ===


Enable/disable locking of view vertical.
<!-- ID: DM_REND_CLOUDS_TEMPORAL_MULTIPLIER -->
Set temporal multiplier for clouds.


'''Available Options''': false, true
'''Range Settings''':


== Disable Inertia ==
Min: 0


Enable/disable character inertia.
Max: 5


'''Available Options''': false, true
Current Value: 0.0


== Disable Inertia exponential ==
Step: 0.01


Enable/disable character exponential inertia.
=== Max. Num. samples ===


'''Available Options''': false, true
<!-- ID: DM_REND_CLOUDS_NUM_SAMPLES -->
Set max number of samples for clouds.


== Show additive handler tasks ==
'''Range Settings''':


Enable/disable showing of active additive tasks.
Min: 0


'''Available Options''': false, true
Max: 256


== Stamina ==
Current Value: 0.0


Enable/disable showing of character stamina.
Step: 1.0


'''Available Options''': false, true
=== HeightMin ===


== Disable animation from velocity ==
<!-- ID: DM_REND_CLOUDS_HEIGHT_MIN -->
Set minimum height for clouds.


Enable/disable animation from velocity.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


== Disable anim driven icremental turns ==
Max: 20000


Enable/disable anim driven incremental turns.
Current Value: 0.0


'''Available Options''': false, true
Step: 10.0


== Disable hit reaction ==
=== Show shadowmap ===


Enable/disable hit reaction.
<!-- ID: DM_REND_CLOUDS_SHOW_SHADOWMAP -->
Enable/disable showing of shadow map for clouds.


'''Available Options''': false, true
'''Available Options''': disabled, enabled


== Enable feet IK ==
=== Shadowmap resolution ===


Enable/disable feet IK.
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_RESOLUTION -->
Set shadow map resolution for clouds.


'''Available Options''': false, true
'''Range Settings''':


== Show player identity ==
Min: 0


Enable/disable showing of player identity.
Max: 256


'''Available Options''': false, true
Current Value: 0


== Show inspection diag ==
Step: 1


Enable/disable showing of inspection debug.
=== Shadowmap dispatches p. frame ===


'''Available Options''': false, true
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_DISPATCHES_PER_FRAME -->
Set shadow map dispatches per frame for clouds.


== Show drowning / water level diag ==
'''Range Settings''':


Enable/disable showing of drowning/water level debug.
Min: 0


'''Available Options''': false, true
Max: 4


== Inspection keeps orientation ==
Current Value: 0


Enable/disable keeping orientation during inspection.
Step: 1


'''Available Options''': false, true
=== Debug shape ===


== Prone root motion transl ==
<!-- ID: DM_REND_CLOUDS_DEBUG_SHAPE -->
Set debug shape visualization for clouds.


Enable/disable root motion translation for prone turns.
'''Available Options''': none, cylinders, spheres


'''Available Options''': false, true
=== haze value ===


== Toggle unconsciousness ==
<!-- ID: DM_REND_CLOUDS_HAZE_VALUE -->
Set haze value for clouds.


Enable/disable toggling of character unconsciousness.
'''Range Settings''':


'''Available Options''': false, true
Min: 0.0001


== Show Frustum ==
Max: 0.1


Enable/disable showing of frustum.
Current Value: 0.018


'''Available Options''': false, true
Step: 0.001


== Disable velocity DTime ==
=== Enable dist. fog ===
 
<!-- ID: DM_REND_CLOUDS_ENABLE_DIST_FOG -->
Enable/disable distance fog for clouds.
 
'''Available Options''': enabled, disabled
 
=== dist. fog range ===
 
<!-- ID: DM_REND_CLOUDS_DIST_FOG_RANGE -->
Set distance fog range for clouds.


Enable/disable velocity delta time.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


== Enable turret overriding logging ==
Max: 400000


Enable/disable turret overriding logging.
Current Value: 65000


'''Available Options''': false, true
Step: 1000


== Skip simulation points prequery ==
=== debug detail noise weights ===


Enable/disable skip simulation points prequery.
<!-- ID: DM_REND_CLOUDS_DEBUG_MAIN_SHAPE_NOISE_WEIGHT -->
Enable/disable main shape noise weights debug.


'''Available Options''': false, true
'''Available Options''': false, true


== Show simulation points ==
=== disable noise(middle,micro) ===


Enable/disable showing of simulation points.
<!-- ID: DM_REND_CLOUDS_DISABLE_NOISE -->
Enable/disable noise (middle, micro) for clouds.


'''Available Options''': false, true
'''Available Options''': false, true


== Cycle Debug View ==
=== offet X ===


Set character debug view cycle.
<!-- ID: DM_REND_CLOUDS_OFFSET_X -->
Set offset X for clouds.


'''Range Settings''':
'''Range Settings''':
*  Min: 0
*  Max: 8
*  Current Value: 0
*  Step: 1
== Draw Camera Collision Solver ==


Enable/disable drawing of camera collision solver.
Min: 0


'''Available Options''': false, true
Max: 1000000


== Enable Debug UI ==
Current Value: 0


Enable/disable character debug UI.
Step: 10


'''Available Options''': false, true
=== offet Z ===


== Disable Banking ==
<!-- ID: DM_REND_CLOUDS_OFFSET_Z -->
Set offset Z for clouds.


Enable/disable character banking.
'''Range Settings''':


'''Available Options''': false, true
Min: 0


== Enable transform info ==
Max: 1000000


Enable/disable character transformation info.
Current Value: 0


'''Available Options''':false, true
Step: 10


== Disable recoil cam shake ==
== No render ==


Enable/disable recoil camera shake.
<!-- ID: DM_REND_NORENDER -->
Disable rendering.


'''Available Options''': false, true
'''Available Options''': false, true


== Disable additional cam shake ==
== Shape instancing ==


Enable/disable additional camera shake.
<!-- ID: DM_REND_SHAPE_INSTANCING -->
Enable/disable shape instancing.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== Show shake diag ==
== Render debug mode ==


Enable/disable showing of camera shake test window.
<!-- ID: DM_REND_SPECIAL_MODE -->
Set render debug mode.
'''Hotkey''': rctrl+ralt+w


'''Available Options''': false, true
'''Available Options''': none, wire, wire only, ovedraw, overdrawZ, albedo, world norm, roughness, rough.scene, metalness, mask, ao, vert.color, sss, detail light, diffuse, iblDiffuse, reflection, iblReflection, full diffuse, full reflection, emissive, albedo lin, wetness, porosity, vertex norms, vfx, global layer


== Inspection LookAt ==
== Widgets ==
 
<!-- ID: DM_REND_WIDGETS -->
Set widget rendering mode.
 
'''Available Options''': on, onlyRT, off
 
== Active GPU wait ==


Enable/disable inspection look at.
<!-- ID: DM_REND_ACTIVE_GPU_WAIT -->
Enable/disable active GPU wait.


'''Available Options''': false, true
'''Available Options''': false, true


== ADS Camera ==
== Allocator stats ==


Set ADS camera mode.
<!-- ID: DM_REND_ALLOCATOR_STAT -->
Set allocator statistics display.


'''Range Settings''':
'''Available Options''': none, show, dump
*  Min: 0
*  Max: 3
*  Current Value: 0
*  Step: 1


== Deal damage debug ==
== Show VRAM resources ==


Enable/disable damage debug for character.
<!-- ID: DM_REND_RESOURCES -->
Enable/disable showing of VRAM resources.


'''Available Options''': false, true
'''Available Options''': false, true


== Show Perceived Faction ==
= Scene =
== Filter ==
=== MeshObject ===


Enable/disable showing of perceived faction.
<!-- ID: DM_SCENE_FILTER_MESH -->
Enable/disable MeshObject filter.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


== AimModifier Debug ==
=== Particle ===


Enable/disable aim modifier debug.
<!-- ID: DM_SCENE_FILTER_PARTICLE -->
Enable/disable Particle filter.


'''Available Options''': false, true
'''Available Options''': enabled, disabled


= Manual Camera =
== Occluders ==
== Show debug menu ==
=== Occluders ===


Enable/disable manual camera debug menu.
<!-- ID: DM_SCENE_OCCLUDERS -->
Enable/disable occluders.


'''Available Options''': false, true
'''Available Options''': true, false


== Control player ==
=== Occlude entities ===


Enable/disable control player using manual camera.
<!-- ID: DM_SCENE_OCCLUDERS_ENTS -->
Enable/disable occluding of entities.


'''Available Options''': false, true
'''Available Options''': true, false


== Speed boost up debug ==
=== Show active occluders ===


Enable/disable manual camera speed boost debug.
<!-- ID: DM_SCENE_OCCLUDERS_ACTIVE -->
Show or hide active occluders.


'''Available Options''': false, true
'''Available Options''': false, true


== Paste view link ==
=== Show occluded ===
 
<!-- ID: DM_SCENE_OCCLUDERS_OCCLUDED -->
Show or hide occluded objects.
 
'''Available Options''': false, true
 
=== Show occluder volumes ===
 
<!-- ID: DM_SCENE_OCCLUDERS_VOL -->
Show or hide occluder volumes.
 
'''Available Options''': false, true
 
== Terrain Occlusion ==
=== Terrain occlusion culling ===
 
<!-- ID: DM_TERR_OCCLUSION_CULLING -->
Enable/disable terrain occlusion culling.
 
'''Available Options''': true, false
 
=== Occlusion mode ===
 
<!-- ID: DM_TERR_OCCLUSION_MODE -->
Set terrain occlusion mode.
 
'''Available Options''': Voxelization, Hybridvoxel
 
=== Cull dynamic objects ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_DYNAMIC -->
Enable/disable culling of dynamic objects.
 
'''Available Options''': true, false
 
=== Cull individual objects ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_INDIVIDUAL_OBJECTS -->
Enable/disable culling of individual objects.
 
'''Available Options''': true, false
 
=== Cull entity lists ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_ENTLIST -->
Enable/disable culling of entity lists.
 
'''Available Options''': true, false
 
=== Cull kd-tree leafs ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_LEAF -->
Enable/disable culling of kd-tree leafs.
 
'''Available Options''': false, true
 
=== Cull terrain ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_TERRAIN -->
Enable/disable culling of terrain.


Paste view link using hotkey (lshift+lalt+l).
'''Available Options''': false, true


'''Hotkey''': lshift+lalt+l
=== Cull kd-tree nodes ===


'''Available Options''': false, true
<!-- ID: DM_TERR_OCCLUSION_CULL_NODE -->
 
Enable/disable culling of kd-tree nodes.
== Unlimited Movement ==
 
 
'''Available Options''': true, false
Enable/disable unlimited manual camera movement.
 
 
=== # voxel render jobs ===
'''Available Options''': false, true
 
 
<!-- ID: DM_TERR_VOXELDEPTH_NR_REND_JOBS -->
= Editor =
Set number of voxel render jobs.
== Is Opened ==
 
 
'''Range Settings''':
Enable/disable editor opened flag debug.
*  Min: 1
 
*  Max: 8
'''Available Options''': false, true
*  Current Value: 8
 
*  Step: 1
== Can Open ==
 
 
=== Show depth texture ===
Enable/disable editor can open flag debug.
 
 
<!-- ID: DM_TERR_VOXELDEPTH_REND_TEXTURE -->
'''Available Options''': false, true
Enable/disable depth texture visualization.
 
 
== Can Close ==
'''Available Options''': false, true
 
 
Enable/disable editor can close flag debug.
=== Show FOV deb shapes ===
 
 
'''Available Options''': false, true
<!-- ID: DM_TERR_VOXELDEPTH_REND_FOV_DEBUGSHAPES -->
 
Enable/disable showing of FOV debug shapes.
== Show Debug ==
 
 
'''Available Options''': false, true
Enable/disable editor debug.
 
 
=== Voxel height scale ===
'''Available Options''': false, true
 
 
<!-- ID: DM_TERR_VOXELDEPTH_HEIGHT_SCALE -->
== Force Limited ==
Set voxel height scale.
 
 
Enable/disable forcing of limited editor.
'''Range Settings''':
 
*  Min: 0.25
'''Available Options''': false, true
*  Max: 32
 
*  Current Value: 1
== Log Async Load ==
*  Step: 0.01
 
 
Enable/disable logging of async loading for editor.
=== Voxel depth LOD step ===
 
 
'''Available Options''': false, true
<!-- ID: DM_TERR_VOXELDEPTH_LOD -->
 
Set voxel depth LOD step.
== Show Screenshot ==
 
 
'''Range Settings''':
Enable/disable showing of screenshot for editor.
*  Min: 0.01
 
*  Max: 10
'''Available Options''': false, true
*  Current Value: 0.25
 
*  Step: 0.01
== Simulated Network Delay ==
 
 
=== Depth buffer fraction ===
Set simulated network delay.
 
 
<!-- ID: DM_TERR_VOXELDEPTH_BUFFER_FRACTION -->
'''Available Options''': 0 1000 0 100
Set depth buffer fraction.
 
'''Range Settings''':
*  Min: 1
*  Max: 100
*  Current Value: 16
*  Step: 1
 
=== Voxel near plane ===
 
<!-- ID: DM_TERR_VOXELDEPTH_NEAR_PLANE -->
Set voxel near plane.
 
'''Range Settings''':
*  Min: 1
*  Max: 100
*  Current Value: 20
*  Step: 1
 
=== Override far plane ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OVERRIDE_FAR_PLANE -->
Enable/disable overriding of far plane.
 
'''Available Options''': false, true
 
=== Voxel far plane ===
 
<!-- ID: DM_TERR_VOXELDEPTH_FAR_PLANE -->
Set voxel far plane.
 
'''Range Settings''':
*  Min: 1
*  Max: 5000
*  Current Value: 2000
*  Step: 50
 
=== Show AAB of occluded ===
 
<!-- ID: DM_TERR_VOXELDEPTH_REND_BB -->
Show AAB of occluded objects.
 
'''Available Options''': None, Occluded, Visible, All
 
=== Voxel occlusion check ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_CHECK_METHOD -->
Set voxel occlusion check method.
 
'''Available Options''': Hi-Z, Full-Z raster
 
=== Rasterize AABB ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_AABB -->
Enable/disable rasterization of AABBs.
 
'''Available Options''': false, true
 
=== Show rasterized AABB ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_TEXTURE -->
Enable/disable showing of rasterized AABBs.
 
'''Available Options''': false, true
 
=== Draw silhouette edges ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_DRAW_SILHOUETTE_EDGES -->
Enable/disable drawing of silhouette edges.
 
'''Available Options''': false, true
 
=== Cull beyond frustum edges ===
 
<!-- ID: DM_TERR_VOXELDEPTH_CULL_BEYOND_FRUSTUM_EDGES -->
Enable/disable culling beyond frustum edges.
 
'''Available Options''': false, true
 
=== # frames reuse voxel buffer ===
 
<!-- ID: DM_TERR_VOXELDEPTH_REUSE_BUFFER_FRAMES -->
Set number of frames to reuse voxel buffer.
 
'''Range Settings''':
*  Min: 0
*  Max: 60
*  Current Value: 0
*  Step: 1
 
=== Raster size threshold ===
 
<!-- ID: DM_TERR_HYBRID_OCC_AABB_SIZE_THRESHOLD -->
Set raster size threshold.
 
'''Range Settings''':
*  Min: 0
*  Max: 1024
*  Current Value: 64
*  Step: 2
 
== Render world ==
 
<!-- ID: DM_RENDER_WORLD -->
Enable/disable world rendering.
 
'''Available Options''': enabled, disabled
 
== Force vertical FOV ==
 
<!-- ID: DM_SCENE_FOV -->
Force vertical field of view.
 
'''Available Options''': default, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 120, 2.5f, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55
 
== Render world env ==
 
<!-- ID: DM_RENDER_WORLD_ENVMAP -->
Enable/disable rendering of world environment.
 
'''Available Options''': enabled, disabled
 
== Show clips ==
 
<!-- ID: DM_SCENE_SHOW_CLIPS -->
Show or hide scene clips.
 
'''Available Options''': disabled, enabled
 
== LOD multiplier ==
 
<!-- ID: DM_SCENE_LOD_MUL -->
Set LOD multiplier.
 
'''Available Options''': 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5
 
== Size multiplier ==
 
<!-- ID: DM_SCENE_SIZE_MUL -->
Set size multiplier.
 
'''Available Options''': 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5
 
== Override object far plane ==
 
<!-- ID: DM_SCENE_OBJECTSFARPLANE -->
Set object far plane override.
 
'''Range Settings''':
*  Min: 0
*  Max: 50000
*  Current Value: 0
*  Step: 100
 
== Force clear visent ==
 
<!-- ID: DM_SCENE_CLEAR_VISIBLE -->
Force clear of visible entities.
 
'''Available Options''': false, true
 
== Render world ents ==
 
<!-- ID: DM_RENDER_WORLD_ENT -->
Enable/disable rendering of world entities.
 
'''Available Options''': enabled, disabled
 
== Render world leafs ==
 
<!-- ID: DM_RENDER_WORLD_LEAF -->
Enable/disable rendering of world leafs.
 
'''Available Options''': enabled, disabled
 
== RenderEnts ==
 
<!-- ID: REND_ENTS -->
Enable/disable entities rendering.
 
'''Available Options''': enabled, disabled
 
== Fast way ==
 
<!-- ID: DM_REND_FASTWAY -->
Enable/disable fast rendering path.
 
'''Available Options''': false, true
 
== Show light ==
 
<!-- ID: DM_SCENE_SHOW_GLOBAL_LIGHT -->
Set global light to show.
Options: -1 32 -1 1
 
== Show active PPs ==
 
<!-- ID: DM_SCENE_SHOW_PPs -->
Show or hide active post processes.
 
'''Available Options''': false, true
 
== Cube map size ==
 
<!-- ID: DM_SCENE_CAPTURE_CUBEMAP_SIZE -->
Set cubemap size.
 
'''Available Options''': 32, 16, 32, 64, 128, 256, 512, 1024
 
== Capture cube map ==
 
<!-- ID: DM_SCENE_CAPTURE_CUBEMAP -->
Capture cube map.
 
'''Available Options''': no, capture, capture&insert
 
== Override far plane ==
 
<!-- ID: DM_SCENE_FARPLANE -->
Set far plane override.
 
'''Range Settings''':
*  Min: 0
*  Max: 50000
*  Current Value: 0
*  Step: 100
 
== Force linear depth ==
 
<!-- ID: DM_SCENE_OVERRIDE_LINDEPTH -->
Enable/disable forcing of linear depth.
 
'''Available Options''': false, true
 
== Linear depth ==
 
<!-- ID: DM_SCENE_LINDEPTH -->
Set linear depth.
 
'''Range Settings''':
*  Min: 50
*  Max: 5000
*  Current Value: 250
*  Step: 10
 
== Visualize groups ==
 
<!-- ID: VISUALIZE_GROUPS -->
Enable/disable group visualization.
 
'''Available Options''': false, true
 
== Colorize objects LODs ==
 
<!-- ID: DM_OBJECTS_LODS -->
Colorize objects by LOD.
 
'''Available Options''': disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7
 
= World =
== Animation ==
 
<!-- ID: ANIM_DISABLE_APPLYPOSE -->
Enable/disable apply pose in animation.
 
'''Available Options''': true, false
 
== Streaming ==
 
<!-- ID: DM_PROCESS_STREAMING -->
Enable/disable world streaming.
 
'''Available Options''': true, false
 
== Trace stresstest ==
 
<!-- ID: DM_TRACE_STRESSTEST -->
Set trace stress test mode.
 
'''Available Options''': none, nearest, any, all, nearestVis, anyVis, allVis
 
== Query stresstest ==
 
<!-- ID: DM_QUERY_STRESSTEST -->
Enable/disable query stress test.
 
'''Available Options''': disabled, enabled
 
== Update stresstest ==
 
<!-- ID: DM_UPDATE_STRESSTEST -->
Enable/disable update stress test.
 
'''Available Options''': disabled, enabled
 
== Update MT stresstest ==
 
<!-- ID: DM_UPDATE_MT_STRESSTEST -->
Enable/disable multithreaded update stress test.
 
'''Available Options''': disabled, enabled
 
== Light queries diag ==
 
<!-- ID: DM_LIGHT_QUERY_DIAG -->
Set light queries debug mode.
 
'''Available Options''': off, stats, stats+query
 
== Show scene tree ==
 
<!-- ID: DM_SHOW_TREE -->
Show scene tree.
 
'''Available Options''': None, KDTree, QuadTree
 
== Show entity bounds ==
 
<!-- ID: DM_SHOW_ENT_BOUNDS -->
Show or hide entity bounds.
 
'''Available Options''': disabled, enabled
 
== Async traces ==
 
<!-- ID: DM_ASYNC_TRACE -->
Enable/disable asynchronous traces.
 
'''Available Options''': enabled, disabled
 
== Async queries ==
 
<!-- ID: DM_ASYNC_QUERY -->
Enable/disable asynchronous queries.
 
'''Available Options''': enabled, disabled
 
== Use quadtree ==
 
<!-- ID: DM_USE_TREE -->
Enable/disable quadtree usage.
 
'''Available Options''': enabled, disabled
 
== Show AABB ==
 
<!-- ID: DM_SHOW_AABB -->
Show AABB.
'''Hotkey''': lalt+num5
 
'''Available Options''': disabled, real, quantized, rendered
 
== Show multileaf ents. ==
 
<!-- ID: DM_SHOW_MULTILEAF -->
Show or hide multileaf entities.
 
'''Available Options''': disabled, all, single, multi
 
== Show active ==
 
<!-- ID: DM_SHOW_ACTIVE -->
Show or hide active entities.
 
'''Available Options''': enabled, disabled
 
== Show bones ==
 
<!-- ID: DM_SHOW_BONES -->
Show or hide bones.
 
'''Available Options''': disabled, enabled
 
== Show wind emitters ==
 
<!-- ID: DM_SHOW_WIND -->
Show or hide wind emitters.
'''Hotkey''': lctrl+num8
 
'''Available Options''': disabled, enabled
 
== Disable wind ==
 
<!-- ID: DM_DISABLE_WIND -->
Disable wind.
'''Hotkey''': lctrl+num9
 
'''Available Options''': disabled, enabled
 
== Game update ==
 
<!-- ID: DM_GAMEUPDATE -->
Enable/disable game update.
 
'''Available Options''': enabled, disabled
 
== MT entity sim ==
 
<!-- ID: DM_MT_UPDATE -->
Enable/disable multithreaded entity simulation.
 
'''Available Options''': enabled, disabled
 
== MT entity update ==
 
<!-- ID: DM_MT_ENT_UPDATE -->
Enable/disable multithreaded entity update.
 
'''Available Options''': enabled, disabled
 
== Entity diag ==
 
<!-- ID: DM_WORLD_ENTITY_DIAG -->
Enable/disable entity diagnostics.
 
'''Available Options''': false, true
 
== Entity hierarchy changes ==
 
<!-- ID: DM_ENTITY_HIERACHYCHANGE_DIAG -->
Enable/disable entity hierarchy change diagnostics.
 
'''Available Options''': false, true
 
== Debug prefabs ==
 
<!-- ID: DM_DEBUG_PREFABS -->
Enable/disable debug prefabs.
 
'''Available Options''': disabled, enabled
 
== New skeleton ==
 
<!-- ID: NEW_SKELETON -->
Enable/disable new skeleton.
 
'''Available Options''': false, true
 
== JobManager Callstack ==
 
<!-- ID: DM_DIAG_JOBMANAGER -->
Set JobManager callstack logging mode.
 
'''Available Options''': off, ext, all
 
== JobManager Print CS ==
 
<!-- ID: DM_DIAG_JOBMANAGER_PRINT -->
Set JobManager print callstack mode.
 
'''Available Options''': off, once, always
 
== Ambient Life ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AMBIENT_LIFE -->
Enable/disable ambient life.
 
'''Available Options''': false, true
 
= Animation =
== Enable debugger ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ENABLEDEBUGGER -->
Enable/disable animation debugger.
 
'''Available Options''': disabled, enabled
 
== Root motion always enabled ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ROOTMOTION_ALWAYS -->
Enable/disable root motion always enabled.
 
'''Available Options''': false, true
 
== Force animation LOD ==
 
<!-- ID: ENF_DIAG_ANIMSYS_FORCE_LOD -->
Set force animation LOD.
Options: -1 4 -1 1
 
== Show transforms before IK ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_BEFORE_IK -->
Enable/disable showing of transforms before IK.
 
'''Available Options''': false, true
 
== Show transforms after IK ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_AFTER_IK -->
Enable/disable showing of transforms after IK.
 
'''Available Options''': false, true
 
== Show IK offsets ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_OFFSETS -->
Enable/disable showing of IK offsets.
 
'''Available Options''': false, true
 
== Show IK solver details ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_SOLVER_DETAILS -->
Enable/disable showing of IK solver details.
 
'''Available Options''': false, true
 
== Show procedural solver details ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_PROCEDURAL -->
Enable/disable showing of procedural solver details.
 
'''Available Options''': false, true
 
== Show cached MS transforms ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_MODEL_SPACE_CACHE -->
Enable/disable showing of model space cache.
 
'''Available Options''': false, true
 
== Show RBF details ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_RBF_DETAILS -->
Enable/disable showing of RBF details.
 
'''Available Options''': false, true
 
== Record animations ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING -->
Enable/disable animation recording.
 
'''Available Options''': false, true
 
== Record local player ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING_ENTITIES -->
Set animation recording entities mode.
 
'''Available Options''': Only characters, All entities
 
== Animation traffic ==
 
<!-- ID: ENF_DIAG_ANIMSYS_TRAFFIC -->
Enable/disable animation traffic logging.
 
'''Available Options''': false, true
 
== Min IK blend time ==
 
<!-- ID: ENF_DIAG_MIN_IK_BLEND_TIME -->
Set minimum IK blend time.
 
'''Range Settings''':
*  Min: 0.01
*  Max: 1
*  Current Value: 0.01
*  Step: 0.01
 
= Physics =
== Settings ==
=== Update rate ===
 
<!-- ID: DM_PHYSICS_UPDATE_RATE -->
Set physics update rate.
 
'''Range Settings''':
 
Min: 20
 
Max: 1000
 
Current Value: 60
 
Step: 10
 
=== Max fixed steps ===
 
<!-- ID: DM_PHYSICS_MAX_STEPS -->
Set maximum fixed steps for physics.
 
'''Range Settings''':
 
Min: 1
 
Max: 60
 
Current Value: 10
 
Step: 1
 
=== Apply ===
 
<!-- ID: DM_PHYSICS_CHANGE_SETTINGS -->
Enable/disable physics settings apply.
 
'''Available Options''': disabled, enabled
 
== Bullet ==
=== Max. Collider Distance ===
 
<!-- ID: DM_BULLET_COLLIDER_RANGE -->
Set maximum distance for Bullet collider.
 
'''Available Options''': 0, 1, 2, 5, 10, 20, 50, 100, 200, 500
 
=== Draw Bullet shape ===
 
<!-- ID: DM_BULLET_DRAW_SHAPE -->
Enable/disable drawing of Bullet shape.
 
'''Available Options''': enabled, disabled
 
=== Draw Bullet wireframe ===
 
<!-- ID: DM_BULLET_DRAW_SHAPE_WIREFRAME -->
Enable/disable drawing of Bullet shape wireframe.
 
'''Available Options''': enabled, disabled
 
=== Draw Bullet shape AABB ===
 
<!-- ID: DM_BULLET_DRAW_AABB -->
Enable/disable drawing of Bullet shape AABB.
 
'''Available Options''': disabled, enabled
 
=== Draw obj center of mass ===
 
<!-- ID: DM_BULLET_DRAW_COM -->
Enable/disable drawing of object center of mass.
 
'''Available Options''': disabled, enabled
 
=== Draw Bullet contacts ===
 
<!-- ID: DM_BULLET_DRAW_CONTACT -->
Enable/disable drawing of Bullet contacts.
 
'''Available Options''': enabled, disabled
 
=== Force sleep Bullet ===
 
<!-- ID: DM_BULLET_FORCE_SLEEP -->
Enable/disable forcing of Bullet to sleep.
 
'''Available Options''': disabled, enabled
 
=== Profile Bullet ===
 
<!-- ID: DM_BULLET_PROFILE -->
Set threshold for Bullet profiling.
 
'''Available Options''': disabled, >1ms, >5ms, >10ms, >20ms, >50ms
 
=== Bullet MT ===
 
<!-- ID: DM_BULLET_MT -->
Enable/disable multithreaded Bullet simulation.
 
'''Available Options''': true, false
 
== Dump contacts on server ==
 
<!-- ID: GAME_PHYSICS_DUMP_CONTACTS -->
Enable/disable server side physics contacts dump.
 
'''Available Options''': false, true
 
== Show bodies ==
 
<!-- ID: DM_PHYSICS_SHOW_BODIES -->
Show or hide physics bodies.
'''Hotkey''': lalt+num6
 
'''Available Options''': disabled, flat-mesh, transp-mesh, flat+mesh, transp+mesh
 
== Show layer ==
 
<!-- ID: DM_PHYSICS_SHOW_LAYER -->
Show physics bodies by layer.
 
'''Available Options''':
 
== Show collider type ==
 
<!-- ID: DM_PHYSICS_SHOW_COLLIDER_TYPE -->
Show physics bodies by collider type.
 
'''Available Options''': all, sphere, box, capsule, cylinder, convex, trimesh
 
== Show simulation state ==
 
<!-- ID: DM_PHYSICS_SHOW_SIMULATION_STATE -->
Show physics bodies by simulation state.
 
'''Available Options''': col+sim, none, collision, simulation, all
 
== Show body type ==
 
<!-- ID: DM_PHYSICS_SHOW_BODY_TYPE -->
Show physics bodies by body type.
 
'''Available Options''': all, static, dynamic, kinematic
 
== Color by ==
 
<!-- ID: DM_PHYSICS_COLOR_MODE -->
Set physics bodies color mode.
 
'''Available Options''': collider type, activation state, body type, by entity
 
== Show COM ==
 
<!-- ID: DM_PHYSICS_SHOW_COM -->
Show or hide physics center of mass.
 
'''Available Options''': false, true
 
== Simulation ==
 
<!-- ID: DM_PHYSICS_SIMULATION -->
Enable/disable physics simulation.
'''Hotkey''': lctrl+num7
 
'''Available Options''': enabled, disabled
 
== Dump non-static bodies ==
 
<!-- ID: DM_PHYSICS_DUMP_ACTIVE_BODIES -->
Enable/disable dumping of non-static physics bodies.
 
'''Available Options''': disabled, enabled
 
== Dump contacts ==
 
<!-- ID: DM_PHYSICS_DUMP_CONTACTS -->
Enable/disable dumping of physics contacts.
 
'''Available Options''': false, true
 
== Show stats ==
 
<!-- ID: DM_PHYSICS_STATS -->
Set physics statistics display mode.
 
'''Available Options''': disabled, basic, detailed, all
 
== Show Bullet ==
 
<!-- ID: DM_PHYSICS_SHOW_BULLET -->
Enable/disable showing of Bullet physics debug.
 
'''Available Options''': disabled, enabled
 
== Scripts ==
=== Show interior bounding box ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_INTERIOR_BOUNDING_BOX -->
Show or hide interior bounding box.
 
'''Available Options''': false, true
 
=== Show helper trace ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_PHYSICS_HELPER_TRACE -->
Show or hide physics helper trace.
 
'''Available Options''': false, true
 
= Game =
== Weather ==
=== Force weather update (WB edit mode) ===
 
<!-- ID: DM_WEATHER_DIAG_FORCE -->
Enable/disable forcing of weather update.
 
'''Available Options''': false, true
 
=== Debug time ===
 
<!-- ID: DM_WEATHER_DEBUG_TIME -->
Enable/disable weather debug time.
 
'''Available Options''': disabled, enabled
 
=== time ===
 
<!-- ID: DM_WEATHER_DEBUG_TIME_VALUE -->
Set weather debug time.
 
'''Range Settings''':
 
Min: 0
 
Max: 1
 
Current Value: 0.0
 
Step: 0.0001
 
=== Show diag. ===
 
<!-- ID: DM_WEATHER_DIAG -->
Show or hide weather diagnostics.
 
'''Available Options''': false, true
 
=== Show diag. values ===
 
<!-- ID: DM_WEATHER_DIAG_VALUES -->
Show or hide weather diagnostic values.
 
'''Available Options''': false, true
 
=== - Force variant ===
 
<!-- ID: DM_WEATHER_CURRENT_VARIANT -->
Set current weather variant.
 
'''Range Settings''':
 
Min: -1
 
Max: 0
 
Current Value: 1
 
Step: 2
 
=== Override wet speeds ===
 
<!-- ID: DM_WEATHER_OVERRIDE_WETNESS_SPEEDS -->
Enable/disable overriding wetness speeds.
 
'''Available Options''': false, true
 
=== - Wetting speed ===
 
<!-- ID: DM_WEATHER_CURRENT_WETTING_SPEED -->
Set current wetting speed.
 
'''Range Settings''':
*  Min: 0
*  Max: 100
*  Current Value: 1.0
*  Step: 0.1
 
=== - Drying speed ===
 
<!-- ID: DM_WEATHER_CURRENT_DRYING_SPEED -->
Set current drying speed.
 
'''Range Settings''':
*  Min: 0
*  Max: 100
*  Current Value: 1.0
*  Step: 0.1
 
=== Override states ===
 
<!-- ID: DM_WEATHER_OVERRIDE_STATES -->
Enable/disable overriding weather states.
 
'''Available Options''': false, true
 
=== - State source ===
 
<!-- ID: DM_WEATHER_CURRENT_STATE_SOURCE -->
Set current weather state source.
 
'''Range Settings''':
*  Min: 0
*  Max: 10
*  Current Value: 0
*  Step: 1
 
=== - State destination ===
 
<!-- ID: DM_WEATHER_CURRENT_STATE_DEST -->
Set current weather state destination.
 
'''Range Settings''':
*  Min: 0
*  Max: 10
*  Current Value: 0
*  Step: 1
 
=== Override variants ===
 
<!-- ID: DM_WEATHER_OVERRIDE_VARIANTS -->
Enable/disable overriding weather variants.
 
'''Available Options''': false, true
 
=== - Variant source ===
 
<!-- ID: DM_WEATHER_CURRENT_VARIANT_SOURCE -->
Set current weather variant source.
 
'''Range Settings''':
*  Min: 0
*  Max: 10
*  Current Value: 0
*  Step: 1
 
=== - Variant destination ===
 
<!-- ID: DM_WEATHER_CURRENT_VARIANT_DEST -->
Set current weather variant destination.
 
'''Range Settings''':
*  Min: 0
*  Max: 10
*  Current Value: 0
*  Step: 1
 
== Dialogue ==
=== Demo ===
 
<!-- ID: DIALOG_DIAG_DEMO -->
Enable/disable dialogue demo mode.
 
'''Available Options''': false, true
 
== Superscreenshot to file ==
 
<!-- ID: DM_STATS_SCREENSHOT_SUPERFILE -->
Save super screenshot to file.
'''Hotkey''': lctrl+lshift+f7
 
'''Available Options''': false, true
 
== Screenshot to clipboard ==
 
<!-- ID: DM_STATS_SCREENSHOT_CLIPBOARD -->
Save screenshot to clipboard.
'''Hotkey''': lshift+f7
 
'''Available Options''': false, true
 
== Screenshot to file ==
 
<!-- ID: DM_STATS_SCREENSHOT_FILE -->
Save screenshot to file.
'''Hotkey''': lctrl+f7
 
'''Available Options''': false, true
 
== Deployable SpawnPoints ==
=== Show Exclusion Zones ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_DEPLOYABLE_SPAWNPOINTS_ENABLE_DIAG -->
Show or hide deployable spawn points exclusion zones.
 
'''Available Options''': false, true
 
== Voting ==
=== Enable All Vote Types ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_VOTING_ENABLE_ALL -->
Enable/disable all vote types.
 
'''Available Options''': false, true
 
== Show bounds overlap target info ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_BOUNDS_OVERLAP_PREFAB -->
Show or hide bounds overlap target info.
 
'''Available Options''': false, true
 
== Show cursor target info ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_CURSOR_TARGET_PREFAB -->
Show or hide cursor target info.
 
'''Available Options''': false, true
 
== Copy view link ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_COPY_ENF_VIEW_LINK -->
Copy view link using hotkey (lctrl+lshift+l).
'''Hotkey''': lctrl+lshift+l
 
'''Available Options''': false, true
 
= Sounds =
== Audio Debug Context ==
=== Template Debug Context ===
 
<!-- ID: DM_TEMPLATE_DEBUG_CONTEXT -->
Select audio debug context.
 
'''Available Options''':
 
=== Signal info ===
 
<!-- ID: DM_TEMPLATE_CTX_SIGNALS -->
Enable/disable showing of signal info.
 
'''Available Options''': false, true
 
=== Samples ===
 
<!-- ID: DM_TEMPLATE_CTX_SAMPLES -->
Enable/disable showing of audio samples.
 
'''Available Options''': false, true
 
== VON ==
=== Play recorder VON ===
 
<!-- ID: DM_VON_DIRECT_PLAY -->
Enable/disable playing of recorded VON.
 
'''Available Options''': false, true
 
=== Replace VON with 440Hz ===
 
<!-- ID: DM_VON_TONE_PLAY -->
Enable/disable replacement of VON with 440Hz tone.
 
'''Available Options''': false, true
 
=== Bypass loudness ===
 
<!-- ID: DM_VON_LOUDNESS -->
Enable/disable loudness bypass for VON.
 
'''Available Options''': false, true
 
=== Log starving ===
 
<!-- ID: DM_VON_LOG_STARVING -->
Enable/disable logging of VON starving.
 
'''Available Options''': false, true
 
== Sound World ==
=== Sound map ===
 
<!-- ID: DM_SW_SOUND_MAP_TYPE -->
Set sound map type.
 
'''Available Options''': none, terrain, water
 
=== Sound map range ===
 
<!-- ID: DM_SW_SOUND_MAP_RANGE -->
Set sound map range.
 
'''Range Settings''':
 
Min: 25
 
Max: 250
 
Current Value: 50
 
Step: 25
 
=== Sound map create ===
 
<!-- ID: DM_SW_SOUND_MAP_CREATE -->
Set sound map creation mode.
 
'''Available Options''': none, create, create+save
 
== Sound Geometry ==
=== Sound Geometry Map ===
==== Shadowed ====
 
<!-- ID: DM_SNDGEO_SHADOWED -->
Enable/disable showing of shadowed areas.
 
'''Available Options''': false, true
 
==== Visible ====
 
<!-- ID: DM_SNDGEO_VISIBLE -->
Enable/disable showing of visible areas.
 
'''Available Options''': false, true
 
==== Obstacle ====
 
<!-- ID: DM_SNDGEO_OBSTICLE -->
Enable/disable showing of obstacles.
 
'''Available Options''': false, true
 
==== Edge ====
 
<!-- ID: DM_SNDGEO_EDGE -->
Enable/disable showing of edges.
 
'''Available Options''': false, true
 
==== Diffract ====
 
<!-- ID: DM_SNDGEO_DIFFRACT -->
Enable/disable showing of diffraction.
 
'''Available Options''': false, true
 
==== Tile Type ====
 
<!-- ID: DM_SNDGEO_TILETYPE -->
Set tile type display for sound geometry.
 
'''Available Options''': Square, Value
 
==== Sample Visibility ====
 
<!-- ID: DM_SNDGEO_SAMPLE -->
Enable/disable showing of sound sample visibility.
 
'''Available Options''': false, true
 
==== Set Sample Pos ====
 
<!-- ID: DM_SNDGEO_SAMPLE_POS -->
Enable/disable setting of sound sample position.
 
'''Available Options''': false, true
 
=== Enable Diag ===
 
<!-- ID: DM_SNDGEO_ENABLE -->
Enable/disable sound geometry diagnostics.
 
'''Available Options''': disabled, enabled
 
=== System Info ===
 
<!-- ID: DM_SNDGEO_SYSTEM_INFO -->
Enable/disable showing of sound geometry system info.
 
'''Available Options''': disabled, enabled
 
=== Interior Cache Info ===
 
<!-- ID: DM_SNDGEO_INTERIOR_CACHE -->
Enable/disable showing of sound geometry interior cache info.
 
'''Available Options''': disabled, enabled
 
=== Show Update Range ===
 
<!-- ID: DM_SNDGEO_UPDATE_RANGE -->
Enable/disable showing of sound geometry update range.
 
'''Available Options''': disabled, enabled
 
=== Object Info ===
 
<!-- ID: DM_SNDGEO_OBJS -->
Enable/disable showing of sound geometry object info.
 
'''Available Options''': disabled, enabled
 
=== Show Building Portals ===
 
<!-- ID: DM_SNDGEO_PORTALS -->
Show building portals.
 
'''Available Options''': none, all, single, per area, active
 
=== Show Buildings Rect ===
 
<!-- ID: DM_SNDGEO_BUILDINGS -->
Show or hide buildings rectangles.
 
'''Available Options''': disabled, enabled
 
=== Hide Building Mesh ===
 
<!-- ID: DM_SNDGEO_HIDE_MESH -->
Hide building mesh.
 
'''Available Options''': disabled, enabled
 
=== Obstruction Pos ===
 
<!-- ID: DM_SNDGEO_OBS_POS -->
Enable/disable obstruction position debug.
 
'''Available Options''': disabled, enabled
 
=== Freeze Positions ===
 
<!-- ID: DM_SNDGEO_FREEZE_POSITIONS -->
Enable/disable freezing of positions for sound geometry.
 
'''Available Options''': disabled, enabled
 
== Interior Handler ==
=== InteriorHandler ===
 
<!-- ID: DM_INTERIOR -->
Select interior handler debug.
 
'''Available Options''':
 
=== Old interior detection ===
 
<!-- ID: GAME_DIAG_USE_INTERIOR_TRACES -->
Enable/disable old interior detection.
 
'''Available Options''': false, true
 
=== Enable Debug ===
 
<!-- ID: GAME_DIAG_INTERIOR_HANDLER -->
Enable/disable interior handler debug.
 
'''Available Options''': false, true
 
=== Queries ===
 
<!-- ID: GAME_DIAG_INTERIOR_QUERY -->
Enable/disable interior queries debug.
 
'''Available Options''': false, true
 
== SoundMap ==
=== SoundMap ===
 
<!-- ID: DM_SOUNDMAP -->
Select sound map debug.
 
'''Available Options''':
 
=== Show values ===
 
<!-- ID: DM_SHOW_VALUES -->
Enable/disable showing of sound map values.
 
'''Available Options''': false, true
 
=== Draw Regions ===
 
<!-- ID: DM_DRAW_SOUNDMAP -->
Enable/disable drawing of sound map regions.
 
'''Available Options''': false, true
 
=== Layer to draw ===
 
<!-- ID: DM_SMAP_LAYER_DRAW -->
Select sound map layer to draw.
 
'''Available Options''': Terrain, Coast, Freshwater
 
=== Show memory allocated ===
 
<!-- ID: DM_SOUNDMAP_MEMORY -->
Enable/disable showing of sound map memory allocated.
 
'''Available Options''': false, true
 
=== Force generation ===
 
<!-- ID: DM_FORCE_SOUNDMAP_GENERATION -->
Enable/disable forcing of sound map generation.
 
'''Available Options''': false, true
 
=== Force default SoundMap ===
 
<!-- ID: DM_FORCE_DEFAULT_SOUNDMAP -->
Enable/disable forcing of default sound map.
 
'''Available Options''': false, true
 
== Chimera Sounds ==
=== Signals Debug ===
 
<!-- ID: GAME_DIAG_SS_SIGNALS -->
Enable/disable chimera sound signals debug.
 
'''Available Options''': false, true
 
=== Signals Debug by Entity ===
 
<!-- ID: GAME_DIAG_SS_SIGNALSBYENTITY -->
Enable/disable chimera sound signals debug by entity.
 
'''Available Options''': false, true
 
== Ambients ==
 
<!-- ID: GAME_DIAG_AMBIENTS -->
Set ambients debug mode.
 
'''Available Options''': None, River, Coast, Lake
 
== Freeze cam position ==
 
<!-- ID: GAME_DIAG_AMBIENTS_FREEZE -->
Enable/disable freezing of camera position for ambients debug.
 
'''Available Options''': false, true
 
== Debug Com.Sound ==
 
<!-- ID: GAME_DIAG_COMMUNICATION_DEBUG -->
Enable/disable communication sound debug.
 
'''Available Options''': false, true
 
== MM - debug info ==
 
<!-- ID: DM_MUSIC_MANAGER_DEBUGINFO -->
Enable/disable music manager debug info.
 
'''Available Options''': false, true
 
== Debug RadioBroadcast ==
 
<!-- ID: GAME_DIAG_RADIO_BROADCAST -->
Enable/disable radio broadcast debug.
 
'''Available Options''': false, true
 
== Show invalid event ==
 
<!-- ID: GAME_DIAG_UNKNOWN_EVENT -->
Enable/disable showing of invalid sound events.
 
'''Available Options''': false, true
 
== Show system info ==
 
<!-- ID: DM_SOUND_SYSTEM_INFO -->
Set sound system info display.
 
'''Available Options''': none, generic, cmds, alloc
 
== Resources ==
 
<!-- ID: DM_SOUND_RESOURCES -->
Set sound resources display.
 
'''Available Options''': none, all, events
 
== Show categories ==
 
<!-- ID: DM_SOUND_SHOW_CATEGORIES -->
Enable/disable showing of sound categories.
 
'''Available Options''': false, true
 
== Show sounds ==
 
<!-- ID: DM_SOUND_SHOW_PLAYING -->
Enable/disable showing of playing sounds.
 
'''Available Options''': false, true
 
== Show sounds 3D ==
 
<!-- ID: DM_SOUND_SHOW_PLAYING_3D -->
Set 3D sound visualization.
 
'''Available Options''': none, all, waiting, playing, fading
 
== Log source info ==
 
<!-- ID: DM_SOUND_SOURCE_INFO -->
Enable/disable logging of sound source info.
 
'''Available Options''': false, true
 
== Com debug ==
 
<!-- ID: DM_SOUND_DEBUG_COM -->
Enable/disable communication debug.
 
'''Available Options''': false, true
 
== Enable ITD ==
 
<!-- ID: DM_SOUND_ITD -->
Enable/disable ITD.
 
'''Available Options''': true, false
 
== Play recorded VON ==
 
<!-- ID: DM_SOUND_VON_DIRECT_PLAY -->
Enable/disable playing of recorded VON.
 
'''Available Options''': false, true
 
== Print Melee Surface ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_PRINT_MELEESURFACE -->
Enable/disable printing of melee surface.
 
'''Available Options''': false, true
 
== Reload AmbientSounds Conf ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RELOAD_AMBIENT_SOUNDS_CONFIGS -->
Enable/disable reloading of ambient sound configurations.
 
'''Available Options''': false, true
 
== Random Ambient Sounds ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RANDOM_POSITIONAL_SOUNDS -->
Enable/disable random positional ambient sounds.
 
'''Available Options''': false, true
 
== Show MPD Impulse Values ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_MPDESTRUCTION_SHOW_IMPULSEVALUES -->
Enable/disable showing of MPD impulse values.
 
'''Available Options''': false, true
 
== Sound Manager ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_SOUND_MANAGER -->
Enable/disable sound manager debug.
 
'''Available Options''': false, true
 
== Global Variables ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_GLOBAL_VARIABLES -->
Enable/disable sound global variables debug.
 
'''Available Options''': false, true
 
= Particles =
== Disable particle render ==
 
<!-- ID: DM_PARTICLE_DISABLE_RENDER -->
Enable/disable particle rendering.
 
'''Available Options''': false, true
 
== Disable particle update ==
 
<!-- ID: DM_PARTICLE_DISABLE_UPDATE -->
Enable/disable particle update.
 
'''Available Options''': false, true
 
== Show particle FX LOD ==
 
<!-- ID: DM_PARTICLE_SHOW_LOD -->
Enable/disable showing of particle FX LOD.
 
'''Available Options''': disabled, enabled
 
== Show 3D rotation spaces ==
 
<!-- ID: DM_PARTICLE_SHOW_ROT_SPACE -->
Set scale for showing of particle rotation spaces.
 
'''Available Options''': off, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0
 
== Overdraw optimization ==
 
<!-- ID: DM_PARTICLE_OPTIM -->
Set overdraw optimization mode.
 
'''Available Options''': off, overhead (prerender), overhead (complete), on
 
== Render ==
 
<!-- ID: DM_PARTICLE_OPTIM_BG -->
Set particle render mode.
 
'''Available Options''': full, background only, no background
 
== Depth write mode ==
 
<!-- ID: DM_PARTICLE_OPTIM_DEPTH_WRITE -->
Set particle depth write mode.
 
'''Available Options''': full-screen tri, particle draw
 
== Prerender mask ==
 
<!-- ID: DM_PARTICLE_OPTIM_MASK -->
Set particle prerender mask mode.
 
'''Available Options''': on, off, overhead
 
== Copy from main RT ==
 
<!-- ID: DM_PARTICLE_MASK_FROM_MAIN_RT -->
Enable/disable copying frommain render target.
 
'''Available Options''': enabled, disabled
 
== Show internal texture ==
 
<!-- ID: DM_PARTICLE_OPTIM_TEX -->
Show particle internal texture.
 
'''Available Options''': none, depth ranges, alpha pre, alpha full
 
== Show Particle Contacts ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_CONTACT_COMPONENT -->
Enable/disable showing of particle contacts.
 
'''Available Options''': false, true
 
= System =
== Job workers enabled ==
 
<!-- ID: DM_SYS_JOB_WORKERS_ENABLED -->
Enable/disable job workers.
 
'''Available Options''': true, false
 
== Cause freeze (1 min) ==
 
<!-- ID: DM_SYS_CAUSE_FREEZE_1_MIN -->
Cause freeze (1 min).
 
'''Available Options''': false, true
 
== Cause assert ==
 
<!-- ID: DM_SYS_CAUSE_ASSERT -->
Cause assert.
 
'''Available Options''': false, true
 
== Cause crash ==
 
<!-- ID: DM_SYS_CAUSE_CRASH -->
Cause crash.
 
'''Available Options''': false, true
 
== Cause crash async ==
 
<!-- ID: DM_SYS_CAUSE_CRASH_ON_THREAD -->
Cause crash on thread.
 
'''Available Options''': false, true
 
== Cause CRT abort ==
 
<!-- ID: DM_SYS_CAUSE_ABORT -->
Cause CRT abort.
 
'''Available Options''': false, true
 
== Cause CRT abort async ==
 
<!-- ID: DM_SYS_CAUSE_ABORT_ON_THREAD -->
Cause CRT abort on thread.
 
'''Available Options''': false, true
 
== Corrupt malloc ==
 
<!-- ID: DM_SYS_CORRUPT_MALLOC -->
Enable/disable corrupt malloc.
 
'''Available Options''': false, true
 
== Corrupt new ==
 
<!-- ID: DM_SYS_CORRUPT_NEW -->
Enable/disable corrupt new.
 
'''Available Options''': false, true
 
== Corrupt MM ==
 
<!-- ID: DM_SYS_CORRUPT_MM -->
Enable/disable corrupt MM.
 
'''Available Options''': false, true
 
== Corrupt MM async ==
 
<!-- ID: DM_SYS_CORRUPT_MM_ON_THREAD -->
Enable/disable corrupt MM on thread.
 
'''Available Options''': false, true
 
== Alloc huge memory ==
 
<!-- ID: DM_SYS_ALLOC_HUGE_MEM -->
Enable/disable allocation of huge memory.
 
'''Available Options''': false, true
 
== Simulate GPU TDR ==
 
<!-- ID: DM_REND_TDR -->
Enable/disable simulation of GPU TDR.
 
'''Available Options''': false, true
 
= Input =
== Sink Input ==
 
<!-- ID: ENF_DIAG_SINK_INPUT -->
Enable/disable sink input.
 
'''Available Options''': false, true
 
== Debug Contexts ==
 
<!-- ID: ENF_DIAG_DEBUG_INPUT_CONTEXTS -->
Set input context debug mode.
 
'''Available Options''': disabled, active, all
 
== Show Cursor ==
 
<!-- ID: ENF_DIAG_INPUT_SHOW_CURSOR -->
Enable/disable showing of input cursor.
 
'''Available Options''': false, true
 
= UI =
== Disable Loc ==
 
<!-- ID: ENF_DIAG_DISABLE_LOCALIZATION -->
Enable/disable localization.
 
'''Available Options''': false, true
 
== Show UI Diag ==
 
<!-- ID: ENF_UI_DIAG -->
Enable/disable UI diagnostics.
 
'''Available Options''': false, true
 
== Log Construction ==
 
<!-- ID: ENF_DIAG_LOG_CONSTRUCTION -->
Enable/disable logging of UI construction.
 
'''Available Options''': false, true
 
== refactored ==
=== Override config ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CONFIG_DEBUG -->
Override radial menu config.
 
'''Available Options''': true")", false, true
 
=== Close on open ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_RELEASE_OPEN -->
Close radial menu on open.
 
'''Available Options''': true")", false, true
 
=== Perform on close ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_PERFORM_ON_CLOSE -->
Perform action on radial menu close.
 
'''Available Options''': true")", false, true
 
=== Close on perform ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_PERFORM -->
Close radial menu on perform.
 
'''Available Options''': true")", false, true
 
=== Delect in center ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DESELECT_IN_CENTER -->
Deselect radial menu in center.
 
'''Available Options''': true")", false, true
 
=== Large size ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_USE_LARGE_SIZE -->
Use large size for radial menu.
 
'''Available Options''': true")", false, true
 
=== Override size ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE_ENABLE -->
Override radial menu custom size.
 
'''Available Options''': true")", false, true
 
=== Sustom size ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE -->
Set custom radial menu size.
 
'''Range Settings''':
 
Min: 100
 
Max: 1000
 
Current Value: 100
 
Step: 1
 
=== Entries setup ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT_ENABLE -->
Enable/disable custom entry count for radial menu.
 
'''Available Options''': true")", false, true
 
=== Entries ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT -->
Set custom entry count for radial menu.
 
'''Range Settings''':
 
Min: 2
 
Max: 32
 
Current Value: 2
 
Step: 1
 
== Close All Menus ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_CLOSE_ALL_MENUS -->
Close all menus.
 
'''Available Options''': false, true
 
== Open Main Menu ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_OPEN_MAIN_MENU -->
Open main menu.
 
'''Available Options''': false, true
 
== Log widgets under cursor ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_LOG_UNDER_CURSOR -->
Enable/disable logging of widgets under cursor.
 
'''Available Options''': false, true
 
== Ignore hint persistency ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_HINT_IGNORE_SHOWN -->
Enable/disable ignoring of hint persistency.
 
'''Available Options''': false, true
 
== Enable map debug menu ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_MAP_DEBUG_OPTIONS -->
Enable/disable map debug menu.
 
'''Available Options''': false, true
 
== Show all settings ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_SHOW_ALL_SETTINGS -->
Enable/disable showing of all UI settings.
 
'''Available Options''': false, true
 
= AI =
== Performance ==
=== Show IsAIActivated ===
 
<!-- ID: AI_DIAG_ACTIVE_AI -->
Enable/disable showing of IsAIActivated flag.
 
'''Available Options''': false, true
 
=== AILib counters ===
 
<!-- ID: ailib::AILIB_DIAG_AI_COUNTERS -->
Enable/disable AI library counters.
 
'''Available Options''': false, true
 
=== Load balancing ===
 
<!-- ID: ailib::AILIB_LOAD_BALANCING -->
Enable/disable AI load balancing.
 
'''Available Options''': true, false
 
=== Forced AI simulation LOD ===
 
<!-- ID: ailib::AILIB_FORCED_LOD -->
Set forced AI simulation LOD.
 
'''Range Settings''':
 
Min: -1
 
Max: 10
 
Current Value: -1
 
Step: 1
 
=== BT holder ===
 
<!-- ID: ailib::AILIB_DIAG_BT_HOLDER -->
Enable/disable BT holder debug.
 
'''Available Options''': false, true
 
=== AI Limits ===
 
<!-- ID: ailib::AILIB_DIAG_LIMITS -->
Enable/disable AI limits debug.
 
'''Available Options''': false, true
 
== Navmesh ==
=== Show NavMesh ===
 
<!-- ID: DM_NM -->
Enable/disable showing of NavMesh.
 
'''Available Options''': false, true
 
=== Generate without navlinks ===
 
<!-- ID: DM_GENERATE_NAVMESH_WITH_NAVLINKS -->
Enable/disable generation of NavMesh without navlinks.
 
'''Available Options''': true, false
 
=== Show links between polygons ===
 
<!-- ID: DM_POLY_LINKS -->
Enable/disable showing of links between polygons.
 
'''Available Options''': false, true
 
=== Navlinks Validation ===
 
<!-- ID: DM_NAVLINKS -->
Enable/disable Navlinks validation.
 
'''Available Options''': false, true
 
=== Navlink Active Direction ===
 
<!-- ID: DM_NAVLINKS_ACTIVE_DIRECTION -->
Enable/disable showing of Navlink active direction.
 
'''Available Options''': false, true
 
=== Show Navmesh Project Index ===
 
<!-- ID: DM_NAVMESH_FILE_TO_SHOW -->
Set Navmesh project index to show.
 
'''Range Settings''':
*  Min: 0
*  Max: 1000
*  Current Value: 0
*  Step: 1
 
=== Ignore area costs ===
 
<!-- ID: DM_EQUAL_PATH_WEIGHTS -->
Enable/disable ignoring of area costs for pathfinding.
 
'''Available Options''': false, true
 
=== Path smoothing (on/off) ===
 
<!-- ID: DM_PATH_SMOOTHING -->
Set path smoothing mode.
 
'''Available Options''': default, on, off
 
== Movement ==
=== Path ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PATH -->
Enable/disable path debug.
 
'''Available Options''': false, true
 
=== Path index ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_CURRENTPATHINDEX -->
Enable/disable showing of current path index.
 
'''Available Options''': false, true
 
=== Obstacle Avoidance diag ===
 
<!-- ID: ailib::AILIB_DIAG_OBSTACLE_AVOIDANCE -->
Enable/disable obstacle avoidance debug.
 
'''Available Options''': false, true
 
=== Current Navlink ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_NAVLINK -->
Enable/disable showing of current Navlink.
 
'''Available Options''': false, true
 
=== Request parameters ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_REQUESTPARAMS -->
Enable/disable showing of request parameters.
 
'''Available Options''': false, true
 
=== Movement parameters ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MOVEPARAMS -->
Enable/disable showing of movement parameters.
 
'''Available Options''': false, true
 
=== Request Target ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_FINALPOSITION -->
Enable/disable showing of request target.
 
'''Available Options''': false, true
 
=== Movement Target ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_POS -->
Enable/disable showing of movement target.
 
'''Available Options''': false, true
 
=== Orientation Target ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_ORIENT -->
Enable/disable showing of orientation target.
 
'''Available Options''': false, true
 
=== Formation offsets ===
 
<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION -->
Set formation offsets debug mode.
 
'''Available Options''': off, projected, default, both
 
=== Formation Center ===
 
<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION_CENTER -->
Enable/disable showing of formation center.
 
'''Available Options''': false, true
 
=== Move Handlers ===
 
<!-- ID: ailib::AILIB_DIAG_GROUP_HANDLERS -->
Enable/disable showing of move handlers.
 
'''Available Options''': false, true
 
=== Stuck Teleport ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_STUCK -->
Enable/disable teleport if stuck.
 
'''Available Options''': false, true
 
=== Out of Navmesh Teleport ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_OUT_OF_NAVMESH -->
Enable/disable teleport if out of NavMesh.
 
'''Available Options''': false, true
 
=== Memory ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MEMORY -->
Enable/disable showing of movement memory.
 
'''Available Options''': false, true
 
== Pathfinding ==
=== Debug of AStar ===
 
<!-- ID: ailib::AILIB_DIAG_ASTAR_DEBUG -->
Enable/disable AStar debug.
 
'''Available Options''': false, true
 
=== Make a step of AStar ===
 
<!-- ID: ailib::AILIB_DIAG_ASTAR_STEP -->
Step AStar pathfinding.
'''Hotkey''': lctrl+lalt+v
 
'''Available Options''': false, true
 
=== Pathfinding component ===
 
<!-- ID: ailib::AILIB_DIAG_PATHFINDING_COMPONENT -->
Enable/disable pathfinding component debug.
 
'''Available Options''': false, true
 
=== Road network ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK -->
Set road network debug mode.
'''Hotkey''': lctrl+lalt+n
 
'''Available Options''': off, active, roads, children, bridges, offRoad, links, all
 
=== Show Road Width ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_WIDTHS -->
Enable/disable showing of road widths.
'''Hotkey''': lctrl+lalt+w
 
'''Available Options''': false, true
 
=== Road network component ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK_SINGLE_COMPONENT -->
Set road network component debug.
 
'''Range Settings''':
 
Min: -1
 
Max: 300
 
Current Value: -1
 
Step: 1
 
=== Road Id ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_ID -->
Enable/disable showing of road IDs.
'''Hotkey''': lctrl+lalt+i
 
'''Available Options''': false, true
 
=== RoadPart Min Max Id ===
 
<!-- ID: ailib::AILIB_DIAG_ROADPART_MINMAX -->
Enable/disable showing of road part min max ids.
 
'''Available Options''': false, true
 
=== Pathfinding errors ===
 
<!-- ID: ailib::AILIB_DIAG_ENABLE_PATHFINDING_ERRORS -->
Enable/disable reporting of pathfinding errors.
 
'''Available Options''': false, true
 
=== Link on bridge Id ===
 
<!-- ID: ailib::AILIB_DIAG_LINK_ON_BRIDGE -->
Set link on bridge ID.
 
'''Range Settings''':
 
Min: 0
 
Max: 1000
 
Current Value: 0
 
Step: 1
 
== Aiming ==
=== Aiming component ===
 
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT -->
Enable/disable aiming component debug.
 
'''Available Options''': false, true
 
=== Aiming component PID ===
 
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_PID -->
Enable/disable aiming component PID debug.
 
'''Available Options''': false, true
 
=== Head aiming component ===
 
<!-- ID: ailib::AILIB_DIAG_HEAD_AIMING_COMPONENT -->
Enable/disable head aiming component debug.
 
'''Available Options''': false, true
 
=== Use aim at version of ai aiming ===
 
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_AIM_AT -->
Enable/disable usage of aim at version of AI aiming.
 
'''Available Options''': false, true
 
=== Show target aimpoint ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_AIMPOINT -->
Show or hide target aimpoint.
 
'''Available Options''': false, true
 
=== Show target projected size ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_PROJECTED_SIZE -->
Show or hide projected target size.
 
'''Available Options''': false, true
 
== AI Navigator ==
=== Enabled ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_SHOW -->
Enable/disable AI navigator debug.
 
'''Available Options''': false, true
 
=== Previous agent ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_PREV -->
Select previous AI navigator agent.
'''Hotkey''': rctrl+rshift+9
 
'''Available Options''': false, true
 
=== Next agent ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_NEXT -->
Select next AI navigator agent.
'''Hotkey''': rctrl+rshift+0
 
'''Available Options''': false, true
 
== Driving ==
=== Show character detection ===
 
<!-- ID: AI_DIAG_MOVEMENT_CHARACTER_DETECTION -->
Enable/disable character detection debug.
 
'''Available Options''': false, true
 
=== Vehicle driving diag ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE -->
Enable/disable vehicle driving diagnostics.
 
'''Available Options''': false, true
 
=== AI Forbid Reversing ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING -->
Enable/disable AI reversing.
 
'''Available Options''': false, true
 
=== AI No Steer Adjustments ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING_ADJUSTMENTS -->
Enable/disable AI steering adjustments.
 
'''Available Options''': false, true
 
=== Curve Circumference ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_CURVE -->
Enable/disable curve circumference debug.
 
'''Available Options''': false, true
 
=== PID Display ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PID_DISPLAY -->
Enable/disable PID debug.
 
'''Available Options''': false, true
 
=== Show avoidance ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_AVOIDANCE -->
Enable/disable vehicle avoidance debug.
 
'''Available Options''': false, true
 
== Perception ==
=== Perception targets ===
 
<!-- ID: AI_DIAG_PERCEPTION_TARGETS -->
Enable/disable perception targets debug.
 
'''Available Options''': false, true
 
=== Perception sensors eyes ===
 
<!-- ID: AI_DIAG_PERCEPTION_SENSORS_VISUAL -->
Enable/disable perception sensors eyes debug.
 
'''Available Options''': false, true
 
=== Perception sensors ears ===
 
<!-- ID: AI_DIAG_PERCEPTION_SENSORS_SOUND -->
Enable/disable perception sensors ears debug.
 
'''Available Options''': false, true
 
=== Perception recognition ===
 
<!-- ID: AI_DIAG_PERCEPTION_RECOGNITION_FACTORS -->
Enable/disable perception recognition factors debug.
 
'''Available Options''': false, true
 
=== Cached perceiveble positions ===
 
<!-- ID: AI_DIAG_PERCEPTION_CACHED_AIM_POINT_POS -->
Enable/disable showing of cached perceived positions.
 
'''Available Options''': false, true
 
== Animals ==
=== Show animals debug info ===
 
<!-- ID: AI_DIAG_ANIMALS_DEBUG_ON -->
Enable/disable animals debug.
 
'''Available Options''': false, true
 
=== Manager to debug ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_SELECTOR -->
Select animal manager to debug.
 
'''Available Options''': None, Birds
 
=== Show current Animal positions ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_SHOW_ANIMAL_POSITIONS -->
Enable/disable showing of current animal positions.
 
'''Available Options''': false, true
 
=== Draw tile boundaries ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_TILE_BOUNDARIES -->
Enable/disable drawing of animal tile boundaries.
 
'''Available Options''': false, true
 
=== Draw Animal despawn range ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_LIMITS -->
Enable/disable drawing of animal despawn range.
 
'''Available Options''': false, true
 
=== Draw Animal to Animal minimum spawn range ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_TO_ANIMAL_LIMITS -->
Enable/disable drawing of animal to animal minimum spawn range.
 
'''Available Options''': false, true
 
=== Turn correction debug ===
 
<!-- ID: AI_DIAG_ANIMALS_TURN_CORRECTION_DEBUG -->
Enable/disable turn correction debug.
 
'''Available Options''': false, true
 
== POV Pathfinder ==
=== Extend of querry box ===
 
<!-- ID: POV_DIAG_EXTEND -->
Set extend of query box.
 
'''Range Settings''':
 
Min: 1
 
Max: 20
 
Current Value: 10
 
Step: 1
 
=== Number of iterations ===
 
<!-- ID: POV_DIAG_ITERATIONS -->
Set number of iterations.
 
'''Range Settings''':
 
Min: 1
 
Max: 10
 
Current Value: 5
 
Step: 1
 
=== Fail on hitting origin ===
 
<!-- ID: POV_DIAG_FAIL_ON_HIT_POS -->
Enable/disable pathfinding failure on hitting origin.
 
'''Available Options''': false, true
 
=== Set start position ===
 
<!-- ID: POV_DIAG_PATH_START_POS -->
Set pathfinder start position.
'''Hotkey''': lctrl+lalt+num0
 
'''Available Options''': false, true
 
=== Set end position ===
 
<!-- ID: POV_DIAG_PATH_END_POS -->
Set pathfinder end position.
'''Hotkey''': lctrl+lalt+num1
 
'''Available Options''': false, true
 
=== Run pathfinder ===
 
<!-- ID: POV_DIAG_PATH_RUN -->
Run pathfinder.
'''Hotkey''': lctrl+lalt+num3
 
'''Available Options''': false, true
 
=== Generate Graph ===
 
<!-- ID: POV_DIAG_PATH_GENERATE -->
Generate pathfinder graph.
'''Hotkey''': lctrl+lalt+num2
 
'''Available Options''': false, true
 
== Show Cover Query ==
 
<!-- ID: AI_DIAG_COVER_QUERY -->
Enable/disable showing of cover query.
 
'''Available Options''': false, true
 
== Disable AI damage ==
 
<!-- ID: ailib::AILIB_DIAG_CHEAT_DISABLE_AI_DAMAGE -->
Set AI damage mode.
 
'''Available Options''': Cheat disabled, Force invulnerable, Force vulnerable
 
== Disable AI actions ==
 
<!-- ID: ailib::AILIB_DIAG_DISABLE_PROCESSING_ACTIONS -->
Enable/disable AI action processing.
'''Hotkey''': lctrl+lalt+f9
 
'''Available Options''': false, true
 
== Smart actions usage ==
 
<!-- ID: ailib::AILIB_DIAG_SMART_ACTIONS -->
Enable/disable smart actions debug.
 
'''Available Options''': false, true
 
== Group members ==
 
<!-- ID: ailib::AILIB_DIAG_GROUP -->
Enable/disable showing of AI group members.
 
'''Available Options''': false, true
 
== Waypoints ==
 
<!-- ID: ailib::AILIB_DIAG_WAYPOINTS -->
Set waypoint visualization.
 
'''Available Options''': off, cylinder, sphere
 
== AI Units ==
 
<!-- ID: ailib::AILIB_DIAG_UNITS -->
Enable/disable AI units debug.
 
'''Available Options''': false, true
 
== Messages ==
 
<!-- ID: ailib::AILIB_DIAG_MESSAGES -->
Enable/disable AI messages debug.
 
'''Available Options''': false, true
 
== Show target AI context ==
 
<!-- ID: ailib::AILIB_DIAG_SHOW_AI_CONTEXT -->
Enable/disable showing of target AI context.
 
'''Available Options''': false, true
 
== AIScript ==
=== AI Debug Category ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_CATEGORY -->
Set AI debug category.
 
'''Available Options''': MISSING CATALOGS!
 
=== Set BT Breakpoint ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SET_BT_BREAKPOINT -->
Enable/disable BT breakpoint.
 
'''Available Options''': false, true
 
=== Print debug from BTs ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_DEBUG -->
Enable/disable printing of debug from BTs.
 
'''Available Options''': false, true
 
=== Print init of groups ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_GROUP_INFO -->
Enable/disable printing of group init info.
 
'''Available Options''': false, true
 
=== Show fireteams ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_FIRETEAMS -->
Enable/disable showing of fireteams.
 
'''Available Options''': false, true
 
=== Show subgroups ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SUBGROUPS -->
Enable/disable showing of subgroups.
 
'''Available Options''': false, true
 
=== Show target clusters ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_TARGET_CLUSTERS -->
Enable/disable showing of target clusters.
 
'''Available Options''': false, true
 
=== Print stats for aiming ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_SHOT_STATISTICS -->
Enable/disable printing of aiming statistics.
 
'''Available Options''': false, true
 
=== Print new activity ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_ACTIVITY -->
Enable/disable printing of new AI activity.
 
'''Available Options''': false, true
 
=== Show debug shapes from BTs ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_DEBUG_SHAPES -->
Enable/disable showing of debug shapes from BTs.
 
'''Available Options''': false, true
 
=== Show fiendly in aim ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_FRIENDLY_IN_AIM -->
Enable/disable showing of friendly units in aim.
 
'''Available Options''': false, true
 
=== Show target last seen ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_LASTSEEN -->
Enable/disable showing of target last seen position.
 
'''Available Options''': false, true
 
=== Select fixed AIAgent ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SELECT_FIXED_AGENT -->
Enable/disable selection of fixed AI agent.
 
'''Available Options''': false, true
 
=== Debug cover search ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_COVERS -->
Enable/disable cover search debug.
 
'''Available Options''': false, true
 
=== Show Comms Handlers ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_COMMS_HANDLERS -->
Enable/disable showing of comms handlers.
 
'''Available Options''': false, true
 
=== Show perception panel ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_PERCEPTION_PANEL -->
Enable/disable showing of perception panel.
 
'''Available Options''': false, true
 
=== Show grenade positions ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_POSITIONS -->
Enable/disable showing of grenade positions.
 
'''Available Options''': false, true
 
=== Show suppression debug ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SUPPRESS_DEBUG -->
Enable/disable showing of suppression debug.
 
'''Available Options''': false, true
 
=== Show illum flares positions ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_ILLUM_FLARES_POSITIONS -->
Enable/disable showing of illum flares positions.
 
'''Available Options''': false, true
 
=== Show aim leading debug ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_AIM_LEAD_DEBUG -->
Enable/disable showing of aim leading debug.
 
'''Available Options''': false, true
 
=== Show sector threat filter ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SECTOR_THREAT_FILTER -->
Enable/disable showing of sector threat filter.
 
'''Available Options''': false, true
 
=== Show search and destroy points of interest ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SEARCH_AND_DESTROY -->
Enable/disable showing of search and destroy points of interest.
 
'''Available Options''': false, true
 
=== Show Send Message Menu ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SEND_MESSAGE -->
Enable/disable showing of send message menu.
 
'''Available Options''': false, true
 
=== Open Debug Panel ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_OPEN_DEBUG_PANEL -->
Enable/disable opening of AI debug panel.
 
'''Available Options''': false, true
 
=== Show Grenade Trace ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_TRACE -->
Enable/disable showing of grenade trace.
 
'''Available Options''': false, true
 
= Systems =
== DynSim Distance Diag ==
 
<!-- ID: GAME_SYSTEMS_DYNSIM_DISTANCE -->
Enable/disable Dynamic Simulation distance diagnostics.
 
'''Available Options''': false, true
 
== DynSim Visibility Diag ==
 
<!-- ID: GAME_SYSTEMS_DYNSIM_VISIBILIITY -->
Enable/disable Dynamic Simulation visibility diagnostics.
 
'''Available Options''': false, true
 
== ProcAnim Registration Diag ==
 
<!-- ID: GAME_SYSTEMS_PROCANIM_REGISTRATION -->
Enable/disable procedural animation registration diagnostics.
 
'''Available Options''': false, true
 
== HandleControls Registration Diag ==
 
<!-- ID: GAME_SYSTEMS_HANDLECONTROLS_REGISTRATION -->
Enable/disable handle controls registration diagnostics.
 
'''Available Options''': false, true
 
== NwkMovement Registration Diag ==
 
<!-- ID: GAME_SYSTEMS_NWKMOVEMENT_REGISTRATION -->
Enable/disable network movement registration diagnostics.
 
'''Available Options''': false, true
 
== Sound Registration Diag ==
 
<!-- ID: GAME_SYSTEMS_SOUND_REGISTRATION -->
Enable/disable sound registration diagnostics.
 
'''Available Options''': false, true
 
== Backend Diag ==
 
<!-- ID: GAME_SYSTEMS_BACKEND -->
Enable/disable backend diagnostics.
 
'''Available Options''': false, true
 
== AnimKeyFrame Fake Time ==
 
<!-- ID: GAME_SYSTEMS_CHARANIM_KEYFRAME_LOAD -->
Set animation keyframe fake time.
 
'''Range Settings''':
 
Min: 0
 
Max: 1.0
 
Current Value: 0.0
 
Step: 0.05
 
== Systems diag ==
 
<!-- ID: DM_SYSTEMS_DIAG -->
Set systems diagnostics display.
 
'''Available Options''': none, basic, full
 
== Show diag system stats ==
 
<!-- ID: DM_SYSTEMS_DIAG_SYSTEM -->
Enable/disable showing of system statistics.
 
'''Available Options''': false, true
 
= Platform =
== PlayStation Network matches ==
=== Show match status ===
 
<!-- ID: DIAG_MATCH_STATUS -->
Enable/disable showing of match status.
 
'''Available Options''': false, true
 
=== Create dummy match ===
 
<!-- ID: DIAG_MATCH_CREATE -->
Enable/disable creation of dummy match.
 
'''Available Options''': false, true
 
=== Start match ===
 
<!-- ID: DIAG_MATCH_START -->
Enable/disable start of match.
 
'''Available Options''': false, true
 
=== Cancel match ===
 
<!-- ID: DIAG_MATCH_CANCEL -->
Enable/disable cancelation of match.
 
'''Available Options''': false, true
 
=== Finish match (submit result) ===
 
<!-- ID: DIAG_MATCH_FINISH -->
Enable/disable finishing of match (submit result).
 
'''Available Options''': false, true
 
=== *Join match (dummy player) ===
 
<!-- ID: DIAG_MATCH_JOIN -->
Enable/disable joining of match (dummy player).
 
'''Available Options''': false, true
 
=== *Leave match (dummy player) ===
 
<!-- ID: DIAG_MATCH_LEAVE -->
Enable/disable leaving of match (dummy player).
 
'''Available Options''': false, true
 
=== Add player via update (dummy player) ===
 
<!-- ID: DIAG_MATCH_UPDATE -->
Enable/disable adding of player via update (dummy player).
 
'''Available Options''': false, true
 
== Pick user ==
 
<!-- ID: DIAG_PICK_USER -->
Enable/disable picking of user.
 
'''Available Options''': false, true
 
== Simulate Sign-out ==
 
<!-- ID: DIAG_USER_SIGNOUT -->
Simulate user sign out.
 
'''Available Options''': false, true
 
== Obtain save data ==
 
<!-- ID: PLATFORM_SAVE_DATA_OBTAIN -->
Obtain save data.
 
'''Available Options''': false, true
 
== Commit save data ==
 
<!-- ID: PLATFORM_SAVE_DATA_COMMIT -->
Commit save data.
 
'''Available Options''': false, true
 
== Open URL ==
 
<!-- ID: PLATFORM_OPEN_BROWSER -->
Open URL in browser.
 
'''Available Options''': false, true
 
== Change user name ==
 
<!-- ID: PLATFORM_CHANGE_NAME -->
Change user name.
 
'''Available Options''': false, true
 
== Show local player profile ==
 
<!-- ID: PLATFORM_SHOW_USER_PROFILE -->
Show local player profile.
 
'''Available Options''': false, true
 
== Request & log privileges ==
 
<!-- ID: PLATFORM_LOG_PRIVILEGES_BATCH -->
Request and log privileges.
 
'''Available Options''': false, true
 
== Revoke privilege: Text comm ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_TEXT -->
Revoke text communication privilege.
 
'''Available Options''': false, true
 
== Revoke privilege: Voice comm ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_VOICE -->
Revoke voice communication privilege.
 
'''Available Options''': false, true
 
== Revoke privilege: Multiplayer ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_MP -->
Revoke multiplayer privilege.
 
'''Available Options''': false, true
 
== Revoke privilege: Lobby ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_LOBBY -->
Revoke lobby privilege.
 
'''Available Options''': false, true
 
== Revoke privilege: UGC ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_UGC -->
Revoke UGC privilege.
 
'''Available Options''': false, true
 
== Revoke privilege: Shared sessions ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SESSIONS -->
Revoke shared sessions privilege.
 
'''Available Options''': false, true
 
== Revoke privilege: Social network sharing ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SOCIAL_SHARING -->
Revoke social network sharing privilege.
 
'''Available Options''': false, true
 
== Accept dummy invitation ==
 
<!-- ID: PLATFORM_DUMMY_INVITE_TEST -->
Accept dummy invitation.
 
'''Available Options''': false, true
 
== Invite using platform GUI ==
 
<!-- ID: PLATFORM_INVOKE_INVITE -->
Invite using platform GUI.
 
'''Available Options''': false, true
 
== Log list of achievements ==
 
<!-- ID: PLATFORM_ACHIEVEMENTS_LIST -->
Log list of achievements.
 
'''Available Options''': false, true
 
= Serialization =
== Enable log reports ==
 
<!-- ID: DIAG_SERIALIZATION_LOGS -->
Enable/disable serialization log reports.
 
'''Available Options''': none, errors, all
 
= Manual Camera =
== Show debug menu ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_DEBUG -->
Enable/disable manual camera debug menu.
 
'''Available Options''': false, true
 
== Control player ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_CONTROL_PLAYER -->
Enable/disable control player using manual camera.
 
'''Available Options''': false, true
 
== Speed boost up debug ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_SPEED_BOOST_UP -->
Enable/disable manual camera speed boost debug.
 
'''Available Options''': false, true
 
== Paste view link ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_VIEW_LINK -->
Paste view link using hotkey (lshift+lalt+l).
'''Hotkey''': lshift+lalt+l
 
'''Available Options''': false, true
 
== Unlimited Movement ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_UNLIMITED -->
Enable/disable unlimited manual camera movement.
 
'''Available Options''': false, true
 
= Editor =
== Is Opened ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_IS_OPENED -->
Enable/disable editor opened flag debug.
 
'''Available Options''': false, true
 
== Can Open ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_OPEN -->
Enable/disable editor can open flag debug.
 
'''Available Options''': false, true
 
== Can Close ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_CLOSE -->
Enable/disable editor can close flag debug.
 
'''Available Options''': false, true
 
== Show Debug ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SHOW_DEBUG -->
Enable/disable editor debug.
 
'''Available Options''': false, true
 
== Force Limited ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_FORCE_LIMITED -->
Enable/disable forcing of limited editor.
 
'''Available Options''': false, true
 
== Log Async Load ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_ASYNC_LOAD_DEBUG -->
Enable/disable logging of async loading for editor.
 
'''Available Options''': false, true
 
== Show Screenshot ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SAVE_PHOTO_SCREENSHOT_SHOW -->
Enable/disable showing of screenshot for editor.
 
'''Available Options''': false, true
 
== Simulated Network Delay ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_NETWORK_DELAY -->
Set simulated network delay.
 
'''Range Settings''':
*  Min: 0
*  Max: 1000
*  Current Value: 0
*  Step: 100


= GameMode =
= GameMode =
== Game Mode ==
== Game Mode ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_MODE -->
Enable/disable showing of game mode debug.
Enable/disable showing of game mode debug.


Line 7,022: Line 11,401:
== Show kill log ==
== Show kill log ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_KILLED_LOG -->
Enable/disable showing of kill log.
Enable/disable showing of kill log.


Line 7,028: Line 11,408:
== Respawn Component ==
== Respawn Component ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_DIAG -->
Enable/disable respawn component debug.
Enable/disable respawn component debug.


Line 7,034: Line 11,415:
== Respawn Time Measures ==
== Respawn Time Measures ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_TIME -->
Enable/disable respawn time measurement debug.
Enable/disable respawn time measurement debug.


Line 7,040: Line 11,422:
== Respawn Timer ==
== Respawn Timer ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_TIMER_COMPONENT -->
Enable/disable respawn timer component debug.
Enable/disable respawn timer component debug.


Line 7,046: Line 11,429:
== Scoring System ==
== Scoring System ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCORING_SYSTEM -->
Enable/disable showing of scoring system debug.
Enable/disable showing of scoring system debug.


Line 7,052: Line 11,436:
== Player Factions ==
== Player Factions ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_FACTION_DIAG -->
Enable/disable showing of player factions debug.
Enable/disable showing of player factions debug.


Line 7,058: Line 11,443:
== Player Loadouts ==
== Player Loadouts ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_LOADOUT_DIAG -->
Enable/disable showing of player loadouts debug.
Enable/disable showing of player loadouts debug.


Line 7,065: Line 11,451:
== Instant composition spawning ==
== Instant composition spawning ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_INSTANT_BUILDING -->
Enable/disable instant composition spawning.
Enable/disable instant composition spawning.


Line 7,071: Line 11,458:
== Promotion ==
== Promotion ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_UP -->
Enable promotion.
Enable promotion.


Line 7,077: Line 11,465:
== Demotion ==
== Demotion ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_DOWN -->
Enable demotion.
Enable demotion.


Line 7,084: Line 11,473:
== Disable Game Over ==
== Disable Game Over ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SINGLEPLAYER_DISABLE_GAMEOVER -->
Enable/disable game over.
Enable/disable game over.


Line 7,092: Line 11,482:
=== OBSTACLE COURSE ===
=== OBSTACLE COURSE ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_OBSTACLE -->
Enable obstacle course location.
Enable obstacle course location.


Line 7,098: Line 11,489:
=== FIRING RANGE ===
=== FIRING RANGE ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRING -->
Enable firing range location.
Enable firing range location.


Line 7,104: Line 11,496:
=== COMBAT ENGINEERING ===
=== COMBAT ENGINEERING ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_ENGINEERING -->
Enable combat engineering location.
Enable combat engineering location.


Line 7,110: Line 11,503:
=== SEIZING ===
=== SEIZING ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SEIZING -->
Enable seizing location.
Enable seizing location.


Line 7,116: Line 11,510:
=== FIRST AID ===
=== FIRST AID ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_AID -->
Enable first aid location.
Enable first aid location.


Line 7,122: Line 11,517:
=== DRIVING ===
=== DRIVING ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_DRIVING -->
Enable driving location.
Enable driving location.


Line 7,128: Line 11,524:
=== NAVIGATION ===
=== NAVIGATION ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_NAVIGATION -->
Enable navigation location.
Enable navigation location.


Line 7,134: Line 11,531:
=== HELICOPTER PILOTING ===
=== HELICOPTER PILOTING ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_HELICOPTERS -->
Enable helicopter piloting location.
Enable helicopter piloting location.


Line 7,140: Line 11,538:
=== SPECIAL WEAPONS ===
=== SPECIAL WEAPONS ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SPECIAL -->
Enable special weapons location.
Enable special weapons location.


Line 7,146: Line 11,545:
=== LONG-DISTANCE SHOOTING ===
=== LONG-DISTANCE SHOOTING ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LONGRANGE -->
Enable long range shooting location.
Enable long range shooting location.


Line 7,152: Line 11,552:
=== FIRE SUPPORT COURSE ===
=== FIRE SUPPORT COURSE ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRESUPPORT -->
Enable fire support course location.
Enable fire support course location.


Line 7,158: Line 11,559:
=== SQUAD LEADERSHIP ===
=== SQUAD LEADERSHIP ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LEADERSHIP -->
Enable squad leadership location.
Enable squad leadership location.


Line 7,164: Line 11,566:
=== VEHICLE MAINTENANCE ===
=== VEHICLE MAINTENANCE ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_MAINTENANCE -->
Enable vehicle maintenance location.
Enable vehicle maintenance location.


Line 7,170: Line 11,573:
== Disable course reqs ==
== Disable course reqs ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DISABLE_COURSE_REQUIREMENTS -->
Enable/disable tutorial course requirements.
Enable/disable tutorial course requirements.


Line 7,176: Line 11,580:
== Skip intro sequence ==
== Skip intro sequence ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SKIP_INTRO -->
Enable/disable skip intro sequence.
Enable/disable skip intro sequence.


Line 7,182: Line 11,587:
== Regenerate course tasks ==
== Regenerate course tasks ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_REGENERATE_TASKS -->
Enable/disable regeneration of course tasks.
Enable/disable regeneration of course tasks.


Line 7,188: Line 11,594:
== Skip AI Driving ==
== Skip AI Driving ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_SKIP_AI_DRIVING -->
Enable/disable skipping AI driving.
Enable/disable skipping AI driving.


Line 7,194: Line 11,601:
== Finish current stage ==
== Finish current stage ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_FINISH_STAGE -->
Enable/disable finishing of current stage.
Enable/disable finishing of current stage.


Line 7,200: Line 11,608:
== Move to waypoint ==
== Move to waypoint ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_MOVE_TO_WP -->
Enable/disable moving to waypoint.
Enable/disable moving to waypoint.


Line 7,206: Line 11,615:
== Set evening time ==
== Set evening time ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SET_EVENING_TIME -->
Enable/disable setting evening time.
Enable/disable setting evening time.


Line 7,212: Line 11,622:
== Dump stages into log ==
== Dump stages into log ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DUMP_STAGES_INTO_LOG -->
Enable/disable dumping of stages into log.
Enable/disable dumping of stages into log.


Line 7,218: Line 11,629:
== Finish all courses ==
== Finish all courses ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_FINISH_EVERYTHING -->
Enable/disable finishing of all courses.
Enable/disable finishing of all courses.


Line 7,224: Line 11,636:
== Draw Area Restrictions ==
== Draw Area Restrictions ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DRAW_AREA_RESTRICTIONS -->
Enable/disable drawing of area restrictions.
Enable/disable drawing of area restrictions.


Line 7,231: Line 11,644:
== Tasks ==
== Tasks ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_TASKS -->
Enable/disable scenario framework tasks debug.
Enable/disable scenario framework tasks debug.


Line 7,237: Line 11,651:
== Registered Areas ==
== Registered Areas ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_REGISTERED_AREAS -->
Enable/disable scenario framework registered areas debug.
Enable/disable scenario framework registered areas debug.


Line 7,243: Line 11,658:
== Debug Areas ==
== Debug Areas ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_DEBUG_AREAS -->
Enable/disable scenario framework debug areas.
Enable/disable scenario framework debug areas.


Line 7,249: Line 11,665:
== Layer Inspector ==
== Layer Inspector ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LAYER_INSPECTOR -->
Enable/disable scenario framework layer inspector.
Enable/disable scenario framework layer inspector.


Line 7,255: Line 11,672:
== Action Inspector ==
== Action Inspector ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_ACTION_INSPECTOR -->
Enable/disable scenario framework action inspector.
Enable/disable scenario framework action inspector.


Line 7,261: Line 11,679:
== Logic Inspector ==
== Logic Inspector ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LOGIC_INSPECTOR -->
Enable/disable scenario framework logic inspector.
Enable/disable scenario framework logic inspector.


Line 7,267: Line 11,686:
== Plugin Inspector ==
== Plugin Inspector ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_PLUGIN_INSPECTOR -->
Enable/disable scenario framework plugin inspector.
Enable/disable scenario framework plugin inspector.


Line 7,273: Line 11,693:
== Condition Inspector ==
== Condition Inspector ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_CONDITION_INSPECTOR -->
Enable/disable scenario framework condition inspector.
Enable/disable scenario framework condition inspector.


Line 7,280: Line 11,701:
== Execute tasks ==
== Execute tasks ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EXECUTE_TASKS -->
Enable/disable execution of tasks.
Enable/disable execution of tasks.


Line 7,286: Line 11,708:
== Print all tasks ==
== Print all tasks ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_ALL_TASKS -->
Enable/disable printing of all tasks.
Enable/disable printing of all tasks.


Line 7,293: Line 11,716:
== Enable diagnostics ==
== Enable diagnostics ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DIAGNOSTICS -->
Enable/disable radial menu diagnostics.
Enable/disable radial menu diagnostics.


Line 7,299: Line 11,723:
== Enable logging ==
== Enable logging ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_LOGGING -->
Enable/disable radial menu logging.
Enable/disable radial menu logging.


'''Available Options''': false, true
'''Available Options''': false, true


Use code with caution.Wikitext
</div><!-- scrolling div end -->
</div><!-- scrolling div end -->
<div>
<div>

Revision as of 14:57, 16 January 2025

The Diag Menu is a menu listing many options used to debug game scripting and assets. It is available in Workbench in any 3D viewport (e.g world or model preview).

armareforger debugmenu-main.png
Usage
  • To open the Diag Menu, press ⊞ Win + Alt (alternatively, Ctrl + ⊞ Win but this shortcut conflicts with Windows 11's shortcut) in any 3D viewport
  • To enter a sub-menu, press
  • To leave a sub-menu, press
  • To change a value, use and .
Hints
  • Home - jump to root menu
  • Insert - reset to default just for options in actual menu
  • Del - reset to default for all options
  • ⇧ Shift + / - faster movement through the menu
  • F1 - save current options to user profile
  • F2 - load options from user profile
It is possible to read & save Diagnostic Menu options from different location via diagMenu startup parameter.

Modding

See DiagMenu.c for DiagMenu API information.

enum TAG_EMyModDiagMenu { ModMenu = 0, ModMenu_DEBUG, ModMenu_SHOW, ModMenu_LOG, }
// init script, needs to run only once // DiagMenu.RegisterMenu(int id, string name, string parent) DiagMenu.RegisterMenu(TAG_EMyModDiagMenu.ModMenu, "CategoryName", ""); { // RegisterBool(int id, string shortcut, string name, string parent, bool reverse = false) DiagMenu.RegisterBool(TAG_EMyModDiagMenu.ModMenu_DEBUG, "", "Do debug", "CategoryName"); DiagMenu.RegisterBool(TAG_EMyModDiagMenu.ModMenu_SHOW, "", "Show stuff", "CategoryName"); DiagMenu.RegisterBool(TAG_EMyModDiagMenu.ModMenu_LOG, "", "Log stuff", "CategoryName"); }
// somewhere needed if (DiagMenu.GetBool(TAG_EMyModDiagMenu.ModMenu_DEBUG)) { Print("Debug entered through Diag menu"); /* ... */ }

GameCode

Damage

Hit Zones

Show hit zone memory

Enable/disable showing of hit zone memory.

Available Options: false, true

Show hit zones

Enable/disable showing of hit zones.

Available Options: false, true

Log damage on hit zones

Enable/disable logging of damage on hit zones.

Available Options: false, true

Log Rpl registration

Enable/disable logging of Rpl registration.

Available Options: false, true

Destruction

Damage all on init

Enable/disable damage all on init.

Available Options: false, true

Enable Logging

Enable/disable logging of destruction.

Available Options: false, true

Enable layout logging

Enable/disable logging of destruction layout.

Available Options: false, true

Rotate permanent debris 90deg

Enable/disable rotating permanent debris.

Available Options: false, true

Snap to ground (debris)

Enable/disable snapping of debris to ground.

Available Options: false, true

Allow broken prefabs spawning

Enable/disable spawning of broken prefabs.

Available Options: false, true

Enable destruction diag

Enable/disable destruction diagnostics.

Available Options: false, true

Type of damage info

Set type of damage info.

Available Options: off, trace, self, both

DamageEffect info

Set damage effect info type.

Available Options: off, Persistent, Damage History, both

Visualize weapon blast

Set weapon blast visualization mode.

Available Options: disabled, hit, all, posDebug, onlyMainBlast, onlyRicochet

Achievements

Achievements display

Enable/disable achievements display.

Available Options: false, true

Dump achievement memory data

Enable/disable dumping of achievement memory data.

Available Options: false, true

Request achievement platform data

Enable/disable request for platform achievement data.

Available Options: false, true

Unlock ACH_COMBAT_HYGIENE

Unlock ACH_COMBAT_HYGIENE.

Available Options: false, true

+50 STAT_ENEMIES_NEUTRALIZED

Increase STAT_ENEMIES_NEUTRALIZED by 50.

Available Options: false, true

Particle

Particles manager

Enable/disable particles manager debug.

Available Options: false, true

Distance particle effect

Enable/disable distance particle effect.

Available Options: enabled, disabled

Signals

Show current SignalsManagerComponent

Show or hide current SignalsManagerComponent.

Available Options: false, true

Log received

Enable/disable logging of received signals.

Available Options: false, true

Log sent

Enable/disable logging of sent signals.

Available Options: false, true

Log signal changes

Set logging mode for signal changes.

Available Options: off, all, 0.5, 1, 10, 100

Signals to dump

Set signals to dump.

Available Options: SP, MP, all

Dump signals

Enable/disable dumping of signals.

Available Options: false, true

Game materials

Cursor

Shows information about materials being used on collider which is under the cursor. It shows also thickness of the collider. By default it using all Collision Layers.

Available Options: false, true

Projectile

Restricts game materials check to Projectile layer. Can be used to check fire geometry

Available Options: false, true

Character's feet

Enable/disable showing of materials under character's feet.

Available Options: false, true

Vehicle

Enable/disable showing of materials under vehicle.

Available Options: false, true

Weapons

Deployment

Debug deploying

Enable/disable debugging of weapon deployment.

Available Options: false, true

IK diag

Enable/disable IK diagnostics for weapon deployment.

Available Options: false, true

Aim speed diag

Enable/disable aim speed diagnostics for weapon deployment.

Available Options: false, true

Animation diag

Enable/disable animation diagnostics for weapon deployment.

Available Options: false, true

Weapon collision diag

Enable/disable weapon collision diagnostics for deployment.

Available Options: false, true

Disable Prone deployment

Enable/disable prone deployment for weapons.

Available Options: false, true

Disable post-phys hand pose

Enable/disable post physics hand pose for weapon.

Available Options: false, true

ADS limits diag

Enable/disable ADS limits debug.

Available Options: false, true

Deploying height

Set deploying height.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0.3
  • Step: 0.01

Max dist wpn-shoulder

Set max distance between weapon and shoulder.

Range Settings:

  • Min: 0
  • Max: 90
  • Current Value: 15
  • Step: 0.05

Disable prone movement

Enable/disable movement while prone deployment.

Available Options: true, false

Prone deployment heigh limit

Set prone deployment height limit.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0.15
  • Step: 0.01

Show sights points

Enable/disable showing of weapon sight points.

Available Options: false, true

Disable aim modifiers

Enable/disable aim modifiers for weapons.

Available Options: false, true

Disable character aim modifiers

Enable/disable character aim modifiers for weapons.

Available Options: false, true

Disable weapon offset

Enable/disable weapon offset.

Available Options: false, true

Enable sway diagnostics

Enable/disable sway diagnostics.

Available Options: false, true

Disable movement based sway

Enable/disable movement based sway.

Available Options: false, true

Weapon obstruction

Enable/disable weapon obstruction debug.

Available Options: false, true

Weapon handling

Enable/disable weapon handling debug.

Available Options: false, true

Weapon IK

Enable/disable weapon IK debug.

Available Options: false, true

Enable casing endpoints

Enable/disable casing endpoints debug.

Available Options: false, true

Disable partial lower

Enable/disable partial lower disable.

Available Options: false, true

Force zeroing anim value

Set force zeroing animation value. Options: -0.001 1 -0.001 0.001

Force Recoil Type

Set force recoil type.

Range Settings:

  • Min: 0
  • Max: 3
  • Current Value: 0
  • Step: 1

Roll comp. weight

Set roll compensation weight.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.01

Roll comp. gizmo diag

Enable/disable roll compensation gizmo debug.

Available Options: false, true

Correct zeroing data by ZeroGenerator

Enable/disable zeroing data correction.

Available Options: false, true

Adjustable magnification input scaling info

Enable/disable adjustable magnification scaling info.

Available Options: false, true

Adjustable magnification input scaling value

Set adjustable magnification input scaling value.

Range Settings:

  • Min: -1.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Show Collimator Debug

Enable/disable collimator debug.

Available Options: false, true

Show Attachment Debug

Enable/disable attachment debug.

Available Options: false, true

TestAimModifier

Reset aim mod

Reset aim modifier.

Available Options: false, true

Toggle 2D optics

Toggle 2D optics usage.

Available Options: false, true

Show optics diag

Show or hide optics diagnostics.

Available Options: false, true

Show PIP settings diag

Show or hide PIP settings diagnostics.

Available Options: false, true

User Actions

Log actions

Enable/disable logging of user actions.

Available Options: false, true

Context position

Enable/disable context position debug.

Available Options: false, true

Context visibility angle

Enable/disable context visibility angle debug.

Available Options: false, true

Draw diags for select ent only

Enable/disable drawing of diags for selected entity only.

Available Options: false, true

Context gizmo scale

Set context gizmo scale.

Range Settings:

  • Min: 0
  • Max: 5
  • Current Value: 0.3
  • Step: 0.05

Context name scale

Set context name scale.

Range Settings:

  • Min: 0
  • Max: 50
  • Current Value: 10
  • Step: 1

Show context radius gizmo

Enable/disable showing of context radius gizmo.

Available Options: false, true

Enable handler diag

Enable/disable user action handler diagnostics.

Available Options: false, true

Forcedisable Interactions

Enable/disable forcing of interactions.

Available Options: false, true

Enable adv. handler diag

Enable/disable advanced user action handler diagnostics.

Available Options: false, true

Use distance to line

Enable/disable using distance to line for interaction.

Available Options: false, true

Fix square distance

Enable/disable fixing of square distance.

Available Options: false, true

Use predicate cache

Enable/disable predicate cache usage.

Available Options: true, false

Script listeners

Enable/disable script listeners.

Available Options: true, false

SetActionEnabled_S ON

Enable/disable setting of action enable on client.

Available Options: true, false

New interaction method

Enable/disable new interaction method.

Available Options: true, false

Skip action duration

Enable/disable skipping of interaction duration.

Available Options: false, true

Gamepad

Show active effects

Enable/disable showing of active gamepad effects.

Available Options: false, true

Gyro Speed Sensitivity Yaw

Set gyro speed sensitivity yaw.

Range Settings:

  • Min: -100.0
  • Max: 100.0
  • Current Value: 0.0
  • Step: 0.01

Gyro Speed Sensitivity Pitch

Set gyro speed sensitivity pitch.

Range Settings:

  • Min: -20.0
  • Max: 20.0
  • Current Value: 0.0
  • Step: 0.01

Gyro Speed Sensitivity Roll

Set gyro speed sensitivity roll.

Range Settings:

  • Min: -20.0
  • Max: 20.0
  • Current Value: 0.0
  • Step: 0.01

Track-IR

Enable TrackIR freelook

Enable/disable TrackIR freelook.

Available Options: true, false

Enable TrackIR leaning

Enable/disable TrackIR leaning.

Available Options: true, false

Radio

Transmissions diag

Enable/disable radio transmissions diagnostics.

Available Options: false, true

Show radio ranges

Enable/disable showing of radio ranges.

Available Options: false, true

Force transmit

Enable/disable forcing of VON transmission.

Available Options: false, true

Disable audio filters

Enable/disable audio filters for VON.

Available Options: false, true

Chat

Log client chat messages

Enable/disable logging of client chat messages.

Available Options: false, true

Show chat diag

Show or hide chat diagnostics.

Available Options: false, true

Disable chat

Enable/disable chat.

Available Options: false, true

Time

Pause world time

Enable/disable pausing of world time.

Available Options: false, true

Electricity

Set state (SP & MP)

Enable/disable setting of electricity state.

Available Options: false, true

Delete nearest pole (SP ONLY)

Enable/disable deleting of nearest electricity pole.

Available Options: false, true

Disable nearest pole edges (SP ONLY)

Enable/disable disabling of nearest electricity pole edges.

Available Options: false, true

Switch connection of nearest poles (SP ONLY)

Enable/disable switching of nearest electricity poles connection.

Available Options: false, true

Inventory

Dump storages content

Enable/disable dumping of inventory storage content.

Available Options: false, true

Show inventory items

Enable/disable showing of inventory items.

Available Options: false, true

Log inventory changes

Enable/disable logging of inventory changes.

Available Options: false, true

Log visibility changes

Enable/disable logging of inventory visibility changes.

Available Options: false, true

Show volume info

Enable/disable showing of inventory volume info.

Available Options: false, true

Debug vicinity

Enable/disable vicinity debug.

Available Options: false, true

Show attributes debug

Enable/disable showing of inventory attributes debug.

Available Options: false, true

Enable item placement in WB

Enable/disable item placement in workbench.

Available Options: false, true

Enable hand slot

Enable/disable hand slot.

Available Options: false, true

Loadout

Show clothes

Enable/disable showing of loadout clothes.

Available Options: false, true

Show slots

Enable/disable showing of loadout slots.

Available Options: false, true

Unwear all

Unwear all loadout items.

Available Options: false, true

Show only me

Enable/disable showing of only player loadout.

Available Options: false, true

Show only lines without text

Enable/disable showing of only lines without text.

Available Options: false, true

Lights

Light positions

Enable/disable showing of light positions.

Available Options: false, true

Camera

Show camera position

Enable/disable showing of camera position.

Available Options: false, true

Animations

Show animated items bones

Enable/disable showing of animated items bones.

Available Options: false, true

Network

Network Movement

Movement

Set network movement debug mode.

Available Options: none, in, out

Movement simulation

Enable/disable network movement simulation debug.

Available Options: false, true

Display Selection

Enable/disable network movement display selection.

Available Options: false, true

NwkMovement Selection

Set network movement selection.

Range Settings:

  • Min: 0
  • Max: 512
  • Current Value: 0
  • Step: 1

Display buffer state

Enable/disable network movement display buffer state.

Available Options: false, true

Execution mode

Enable/disable network movement execution mode.

Available Options: false, true

Phys Simulation

Enable/disable network movement physics simulation.

Available Options: false, true

Nwk Updates

Enable/disable network movement network updates.

Available Options: false, true

Network Streaming

Override Distance

Enable/disable overriding of streaming distance.

Available Options: false, true

Stream In Grid Distance [#]

Set stream in grid distance.

Range Settings:

  • Min: 1
  • Max: 10
  • Current Value: 4
  • Step: 1

Vehicle Grid Distance [#]

Set vehicle grid distance.

Range Settings:

  • Min: 1
  • Max: 10
  • Current Value: 2
  • Step: 1

Character Grid Distance [#]

Set character grid distance.

Range Settings:

  • Min: 1
  • Max: 10
  • Current Value: 3
  • Step: 1

RPL scheduler

Server side RPL scheduler

Items

Enable/disable basic RPL scheduler debug.

Available Options: false, true

Item Hierarchy Moves

Enable/disable RPL scheduler item hierarchy moves debug.

Available Options: false, true

Items Streamed In

Enable/disable RPL scheduler streamed in debug.

Available Options: false, true

Items Streamed Out

Enable/disable RPL scheduler streamed out debug.

Available Options: false, true

Items bumpped

Enable/disable RPL scheduler bumpped items debug.

Available Options: false, true

Spatial map

Enable/disable RPL scheduler spatial map debug.

Available Options: false, true

Moving list

Enable/disable RPL scheduler moving list debug.

Available Options: false, true

Disabled ref count

Enable/disable RPL scheduler disabled reference count debug.

Available Options: false, true

Observers

Enable/disable RPL scheduler observers debug.

Available Options: false, true

Budgeting

Enable/disable RPL scheduler budgeting debug.

Available Options: false, true

Ownership

Enable/disable RPL scheduler ownership debug.

Available Options: false, true

Display Observers

Enable/disable display of observers.

Available Options: false, true

Virtual Player Id

Enable/disable virtual player ID debug.

Available Options: false, true

Spatial Map of Player Id

Set spatial map of player ID.

Range Settings:

  • Min: 0
  • Max: 192
  • Current Value: -1
  • Step: 1

Virtual Player X pos

Set virtual player X position.

Range Settings:

  • Min: 0
  • Max: 13000
  • Current Value: 0
  • Step: 100

Virtual Player Y pos

Set virtual player Y position.

Range Settings:

  • Min: 0
  • Max: 13000
  • Current Value: 0
  • Step: 100

Spatial layer

Set spatial layer.

Available Options: statics, dynamics, char+veh

Spatial type

Set spatial type.

Available Options: stationary+moving, stationary, moving

Network range

Set network range.

Range Settings:

  • Min: 1
  • Max: 50
  • Current Value: 2
  • Step: 1

Global streaming budget

Set global streaming budget.

Range Settings:

  • Min: 100
  • Max: 50000
  • Current Value: 500
  • Step: 50

Staggering budget

Set staggering budget.

Range Settings:

  • Min: 1
  • Max: 10201
  • Current Value: 1
  • Step: 1

Open streams delta

Set open streams delta.

Range Settings:

  • Min: 1
  • Max: 1000
  • Current Value: 1
  • Step: 1

Trouble causer

Enable/disable trouble causer debug.

Available Options: false, true

Streaming trouble causer rate

Set streaming trouble causer rate.

Range Settings:

  • Min: 1
  • Max: 60
  • Current Value: 0
  • Step: 1

Server FPS

Enable/disable network server FPS display.

Available Options: false, true

Damage synchronization

Enable/disable network damage synchronization debug.

Available Options: false, true

Lobby diagnostics

Enable/disable network lobby diagnostics.

Available Options: false, true

Connection diag

Enable/disable network connection diagnostics.

Available Options: false, true

Log ownership changes

Enable/disable logging of network ownership changes.

Available Options: false, true

Validate loaded prefabs

Enable/disable validation of loaded prefabs.

Available Options: false, true

Server admin

Enable/disable server admin mode.

Available Options: disabled, enabled

RPC MT jobs

Enable/disable RPC multithreaded jobs.

Available Options: true, false

Loading prefabs

Enable/disable prefabs loading debug.

Available Options: false, true

Social Component

Show

Enable/disable client social component debug.

Available Options: false, true

Restrictions override

Set restriction override mode for social component.

Available Options: None, Force-Restriction, Force-Unrestricted

Player to restrict

Set player to restrict.

Available Options: First-Found, Last-Found

Send update

Enable/disable sending of social component update.

Available Options: false, true

Block Me

Enable/disable blocking of current player.

Available Options: false, true

Unblock Me

Enable/disable unblocking of current player.

Available Options: false, true

Update block list

Enable/disable updating of block list.

Available Options: false, true

Turrets

Turret armory

Enable/disable turret armory debug.

Available Options: false, true

Disable turret modifiers

Enable/disable aim modifiers for turrets.

Available Options: false, true

HitReg

Draw Compensated Shots

Set draw mode for compensated shots.

Available Options: none, missed, all

Drawn Shots

Set amount of drawn shots.

Range Settings:

  • Min: 1
  • Max: 20
  • Current Value: 5
  • Step: 1

Draw Trajectories

Enable/disable drawing of trajectories.

Available Options: false, true

Draw Collider Histories

Set drawing mode for collider histories.

Available Options: none, all, included, excluded

Use RTT (Old Method)

Enable/disable using old RTT method.

Available Options: false, true

Show Graphs

Enable/disable showing of hit registration graphs.

Available Options: false, true

Projectiles

Proj. override

Mass

Projectile mass override

Available Options: default, 0.0001, 0.0005, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1

Muzzle velocity

Projectile muzzle velocity override

Available Options: default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000

Air drag coef

Projectile air drag coefficient override

Available Options: default, 0.001, 0.0005, 0.0001, 0.00005, 0.00001, 0.000005, 0.000001, 0.0000005, 0.0000001, 0.00000005, 0.00000001

Proj. test

Run

Projectile test run

Available Options: disabled, enabled

Type

Projectile test type

Available Options: camera, general, firefight, pen-test

Repeat

Projectile test repeat mode

Available Options: once, counter, unlimited

Repeat count

Set projectile test repeat count.

Range Settings:

Min: 5

Max: 100

Current Value: 5

Step: 5

Repeat freq.

Projectile test repeat frequency

Available Options: 1, 2, 5, 10, 30, 60

Proj. count

Set projectile test shot count.

Range Settings:

Min: 10

Max: 100

Current Value: 10

Step: 10

Pen. type

Projectile penetration test type

Available Options: disc, sphere, box

Matrix type

Projectile test matrix type

Available Options: actual, saved

Matrix save

Projectile test matrix save

Available Options: disabled, enabled

Projectile

Projectile test projectile type

Available Options: bullet, rpg

Kill timer

Projectile test kill timer

Available Options: 0, 1, 2, 5

Kill

Projectile test kill switch

Available Options: disabled, enabled

Proj. tests

Show plot

Projectile test show plot

Available Options: disabled, enabled

Plot type

Projectile test plot type

Available Options: 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist

Gauss param

Set projectile test gauss parameter.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.1

Proj. settings

Max concurrent debug lines

Maximum amount of trajectories that are shown at once Defalut value: 16 (can be changed to up 1024 trajectories)

Available Options: 128, 8, 16, 32, 64, 256, 512, 1024

Version

Projectile version

Available Options: default, experimental

Proj. ballistics

Print Hit Info

Projectile print hit info

Available Options: false, true

Show shell trajectory

Show projectile trajectory in 3D space, name of the flying prefab, impact points and also additional projectile data in top left corner (including projectile speed, data from prefab and impact data)

Color of the trace represents speed of the projectile, while green represents 100% of projectile initial speed and red represents speeds close to 0. File:armareforger debugmenu-projectile-shell-trajectory.png

Available Options: false, true

Show stats

Shows statistics regarding current, largest & total amount of different type of projectiles: Shells, Missiles & Grenades

armareforger-diag-menu-projectile-show-stats.png

Available Options: false, true

Show predicted shell trajectory

Show prediction of projectile trajectory. You can still follow bullet path by observing where textbox with prefab name is located.

armareforger-diag-menu-projectile-predicted-trajectory.png

Available Options: false, true

Shell name

Controls whether shell name is visible next to projectile prefab.

armareforger-diag-menu-projectile-shell-name.png

Available Options: true, false

Player shell only

Controls if projectile diag should be applied to only player fired projectiles

Available Options: false, true

Visibility

How many projectiles should be visible

Available Options: all, 128, 64, 32, 16, 8, 4, 2, 1

Persistence

Controls how long trajectory is visible after projectile destruction. By default it is set to 15 seconds

Available Options: 15s, 30s, 60s, 120s, permanent, 0s, 5s

Clear trajectories

Works as a toggle.

When activated, it clears world from all debug trajectories

Available Options: disabled, enabled

Info visible

Controls infobox visibility

Available Options: true, false

Info persistence

Controls how long infobox in top left corner is visible after projectile destruction. By default it is set to 0 seconds

Available Options: 0s, 5s, 15s, permanent

Info segment length

Interval at which speed data in infobox is measured and persisted.

Available Options: 100, 200, 500, 25, 50

Hide info

Projectile hide info box

Available Options: disabled, enabled

Dump data

Doesn't work in retail version of the game

Available Options: disabled, enabled

Special case

Projectile special case

Available Options: none, north, up, down, drop

Deflection

Controls whether projectiles have a chance to deflect from surface.

Available Options: true, false

Penetration

Controls whether projectiles is able to penetrate other objects.

Available Options: true, false

Deviation

Controls whether projectiles randomly deviates after penetration.

Available Options: true, false

Gravity

Controls whether projectiles is affected by gravity.

Available Options: true, false

Decals

Controls whether projectiles are leaving impact decals

Available Options: true, false

Decals advanced

Projectile advanced decals

Available Options: true, false

Decals use diameter

Projectile decals use diameter

Available Options: false, true

Override material

Projectile material override

Available Options: true, false

Bullet time

Reduces speed to 0.01 when projectile is fired. Time doesn't restore to normal speed unless DTimeMultiplier in Cheats is turned off manually.

Available Options: false, true

Grenade simulation

Grenade simulation mode

Available Options: true, false

Show actions states

Enable/disable showing of actions states.

Available Options: false, true

Gridmap diags

Enable/disable gridmap diagnostics.

Available Options: false, true

Show explosion debug

Enable/disable showing of explosion debug.

Available Options: false, true

Show player events

Enable/disable showing of player events.

Available Options: false, true

Show target events

Enable/disable showing of target events.

Available Options: false, true

Show aim directions

Enable/disable showing of aim directions.

Available Options: false, true

Factions

Enable/disable showing of factions debug.

Available Options: false, true

Contacts

Enable/disable showing of contacts debug.

Available Options: false, true

Smooth steering in vehicle

Enable/disable smooth steering for vehicles.

Available Options: false, true

Character acceleration in vehicle

Set character acceleration debug in vehicle.

Available Options: acceleration, gforce

FOV override

Set field of view override.

Range Settings:

Min: 0.0

Max: 89.9

Current Value: 0.0

Step: 0.1

Time and Weather Diag

Enable/disable time and weather diagnostics.

Available Options: false, true

Enable better interpolation

Enable/disable better interpolation.

Available Options: true, false

Log GameEntity events

Enable/disable logging of GameEntity events.

Available Options: false, true

Log GameEntity events (simple)

Enable/disable logging of GameEntity events (simple).

Available Options: false, true

Log shooting queues

Enable/disable logging of shooting queues.

Available Options: false, true

Log SlotInfo

Set SlotInfo logging mode.

Available Options: off, attached, detached, both

Door ColTest

Enable/disable door collision test.

Available Options: false, true

Use traces for possible volume data

Enable/disable traces for volume data.

Available Options: false, true

Show world volumes collection

Enable/disable showing of world volumes collection.

Available Options: false, true

Enable Decal Slots

Enable/disable decal slots.

Available Options: false, true

Game state diag

Enable/disable game state diagnostics.

Available Options: false, true

Force fog at camera

Force fog at camera.

Available Options: false, true

Override fog

Override fog.

Available Options: false, true

Height bias

Set height bias.

Range Settings:

Min: -500

Max: 500

Current Value: 0

Step: 5

Groups

Enable groups diag

Enable/disable groups diagnostics.

Available Options: false, true

Show input manager

Set input manager debug mode.

Available Options: disabled, active, all

Log player damage

Enable/disable logging of player damage.

Available Options: false, true

Cheats

Disable player damage

Enables god mod. Has an instant effect on a currently controlled character that persists on that character even after switching to GM or a different character Hotkey: lctrl+lalt+f1

Available Options: Cheat disabled, Force invulnerable, Force vulnerable

Teleport

Teleport player. Hotkey: lctrl+lalt+f2

Available Options: false, true

Infinite ammo

Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1 Hotkey: lctrl+lalt+f3

Available Options: false, true

Infinite bullets

Enable/disable infinite bullets. The bullet in the chamber is never consumed, which means only first bullet in magazine array will be only used (cannot be used for testing mixed mags for instance) Hotkey: lctrl+lalt+f4

Available Options: false, true

Commit suicide

Commit suicide. Hotkey: lctrl+lalt+f5

Available Options: false, true

Execute characters in front

Execute characters in front. Hotkey: lctrl+lalt+f6

Available Options: false, true

DTime multiplier

Toggles time progression multiplication by Dtime multiplier value  (DTime stands for delta time, the time between frames, also known as time slice in Enfusion)

Available Options: false, true

DTime multiplier value

Set delta time multiplier value.

Range Settings:

Min: 0.01

Max: 20

Current Value: 1.0

Step: 0.01

Debug manual camera

Enable/disable free manual camera. While the "Debug camera" (aka "Free camera" or "Freecam") is active, you can use the spacebar to teleport your character under the cursor Hotkey: lctrl+lalt+c

Available Options: false, true

ECS

ECS archetypes

Enable/disable ECS archetypes debug.

Available Options: false, true

ECS registered types

Enable/disable ECS registered types debug.

Available Options: false, true

ECS type matching

Enable/disable ECS type matching debug.

Available Options: false, true

ECS deleted entities

Enable/disable ECS deleted entities debug.

Available Options: false, true

Character

Character physics

Prequery

Enable/disable character physics prequery.

Available Options: enabled, disabled

Use idle character optimization

Enable/disable idle character physics optimization.

Available Options: enabled, disabled

Show charcter info

Enable/disable showing of character collision info.

Available Options: disabled, enabled

Always apply collision

Enable/disable always applying character collision.

Available Options: disabled, enabled

Ground offset diag

Enable/disable showing of ground offset.

Available Options: disabled, enabled

Draw character mode

Set draw mode for character physics debug.

Available Options: None, Everything, Collision, Movement Path, Surface, Prequery

Enable desync detection

Enable/disable desync detection.

Available Options: false, true

Show desync detection window

Enable/disable desync detection window.

Available Options: false, true

Interpolation enabled

Enable/disable character interpolation.

Available Options: true, false

Animation LOD

Set animation LOD.

Range Settings:

Min: -1

Max: 3

Current Value: -1

Step: 1

Aiming direction

Enable/disable showing of aiming direction.

Available Options: false, true

Head aiming direction

Enable/disable showing of head aiming direction.

Available Options: false, true

Heading angle

Enable/disable showing of heading angle.

Available Options: false, true

Surface slope

Enable/disable showing of surface slope.

Available Options: false, true

Entity transform

Enable/disable showing of entity transform.

Available Options: false, true

AnimPhysAgent transform

Enable/disable showing of animation physics agent transform.

Available Options: false, true

Foot down anim event

Enable/disable showing of foot down animation event.

Available Options: false, true

Animation events

Enable/disable showing of animation events.

Available Options: false, true

Animation tags

Enable/disable showing of animation tags.

Available Options: false, true

Climb command physics test

Enable/disable climb command physics test.

Available Options: false, true

Show current ladder

Enable/disable showing of current ladder.

Available Options: false, true

Input actions

Enable/disable showing of input actions.

Available Options: false, true

Lock view horizontal

Enable/disable locking of view horizontal.

Available Options: false, true

Lock view vertical

Enable/disable locking of view vertical.

Available Options: false, true

Disable Inertia

Enable/disable character inertia.

Available Options: false, true

Disable Inertia exponential

Enable/disable character exponential inertia.

Available Options: false, true

Show additive handler tasks

Enable/disable showing of active additive tasks.

Available Options: false, true

Stamina

Enable/disable showing of character stamina.

Available Options: false, true

Disable animation from velocity

Enable/disable animation from velocity.

Available Options: false, true

Enable new passive weapon mode (sling)

Enable/disable new passive weapon mode (sling).

Available Options: false, true

Disable anim driven icremental turns

Enable/disable anim driven incremental turns.

Available Options: false, true

Disable hit reaction

Enable/disable hit reaction.

Available Options: false, true

Enable ragdoll debug (melee attack to toggle)

Enable/disable ragdoll debug (melee attack to toggle).

Available Options: false, true

Enable feet IK

Enable/disable feet IK.

Available Options: false, true

Show player identity

Enable/disable showing of player identity.

Available Options: false, true

Show inspection diag

Enable/disable showing of inspection debug.

Available Options: false, true

Show drowning / water level diag

Enable/disable showing of drowning/water level debug.

Available Options: false, true

Inspection keeps orientation

Enable/disable keeping orientation during inspection.

Available Options: false, true

Prone root motion transl

Enable/disable root motion translation for prone turns.

Available Options: false, true

Toggle unconsciousness

Enable/disable toggling of character unconsciousness.

Available Options: false, true

Forced unconsciousness pose

Set forced unconsciousness pose.

Range Settings:

Min: -1

Max: 5

Current Value: -1

Step: 1

Show Frustum

Enable/disable showing of frustum.

Available Options: false, true

Disable velocity DTime

Enable/disable velocity delta time.

Available Options: false, true

Enable turret overriding logging

Enable/disable turret overriding logging.

Available Options: false, true

Skip simulation points prequery

Enable/disable skip simulation points prequery.

Available Options: false, true

Show simulation points

Enable/disable showing of simulation points.

Available Options: false, true

Cycle Debug View

Set character debug view cycle.

Range Settings:

Min: 0

Max: 8

Current Value: 0

Step: 1

Draw Camera Collision Solver

Enable/disable drawing of camera collision solver.

Available Options: false, true

Enable Debug UI

Enable/disable character debug UI.

Available Options: false, true

Disable Banking

Enable/disable character banking.

Available Options: false, true

Enable transform info

Enable/disable character transformation info.

Available Options: false, true

Disable recoil cam shake

Enable/disable recoil camera shake.

Available Options: false, true

Disable additional cam shake

Enable/disable additional camera shake.

Available Options: false, true

Show shake diag

Enable/disable showing of camera shake test window.

Available Options: false, true

Inspection LookAt

Enable/disable inspection look at.

Available Options: false, true

ADS Camera

Set ADS camera mode.

Range Settings:

Min: 0

Max: 3

Current Value: 0

Step: 1

Deal damage debug

Enable/disable damage debug for character.

Available Options: false, true

Show Perceived Faction

Enable/disable showing of perceived faction.

Available Options: false, true

AimModifier Debug

Enable/disable aim modifier debug.

Available Options: false, true

Vehicles

Helicopter

Draw trajectory

Enable/disable drawing of helicopter trajectory.

Available Options: false, true

Draw velocity

Set helicopter velocity visualization mode.

Available Options: none, resultant, res+local, res+world

Draw HUD

Enable/disable helicopter HUD debug.

Available Options: false, true

Toggle autohover

Enable/disable helicopter autohover.

Available Options: disabled, enabled

Collective

Set helicopter collective debug mode.

Available Options: localYOffset, default, localY, worldY, direct

Flight limits

Enable/disable helicopter flight limits debug.

Available Options: false, true

Yaw/Roll

Set helicopter stick mode.

Available Options: LS/RS, RS/LS

Tracked

TrackSim

Enable/disable Track simulation.

Available Options: true, false

Draw tracks

Enable/disable drawing of tracks.

Available Options: false, true

Track dynamic

Enable/disable track dynamic.

Available Options: true, false

Track gravity

Enable/disable track gravity.

Available Options: true, false

Reset tracks

Enable/disable resetting of tracks.

Available Options: disabled, enabled

Vehicle Networking and Reconciliation

Determinism testing

Record Moves

Enable/disable recording of vehicle moves.

Available Options: false, true

Clear Record

Clear recorded vehicle moves.

Available Options: false, true

(F)Replay Full

Enable/disable full replay of vehicle moves from full state.

Available Options: false, true

(I)Replay Full

Enable/disable full replay of vehicle moves from init state.

Available Options: false, true

(F)Replay Unconstrained

Enable/disable unconstrained replay of vehicle moves from full state.

Available Options: false, true

(I)Replay Unconstrained

Enable/disable unconstrained replay of vehicle moves from init state.

Available Options: false, true

(U)Replay until Move

Set number of unconstrained replays.

Range Settings:

Min: 0

Max: 4096

Current Value: 0

Step: 1

Num of Instances

Set number of vehicle instances.

Range Settings:

Min: 1

Max: 100

Current Value: 1

Step: 1

X axis spread

Set X axis spread for vehicle instances.

Range Settings:

Min: 0

Max: 100

Current Value: 0

Step: 1

Z axis spread

Set Z axis spread for vehicle instances.

Range Settings:

Min: 0

Max: 100

Current Value: 0

Step: 1

Num of Columns(X)

Set number of columns for vehicle instances.

Range Settings:

Min: 0

Max: 100

Current Value: 0

Step: 1

Draw recorded paths

Set draw mode for recorded vehicle paths.

Available Options: Off, Client, Server, FullSim(W), FullSim(I), Uncon(W), Uncon(I), All

SimState to CSV

Export simulation state to CSV.

Available Options: false, true

WS of (U) to CSV

Export unconstrained simulation state to CSV.

Available Options: false, true

InitState to CSV

Export initialization state to CSV.

Available Options: false, true

Predictionoptions

C: Disable Correction

Enable/disable client side vehicle correction.

Available Options: false, true

C: Disable Prediction

Enable/disable client side vehicle prediction.

Available Options: false, true

C: (T)Prediction Allowance

Set client side vehicle prediction distance allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 25

Step: 1

C: (T)Prediction offset

Set client side vehicle prediction offset.

Range Settings:

Min: 0

Max: 1000

Current Value: 150

Step: 1

C: Lerping options

C: Debug Lerping

Enable/disable client side vehicle lerping debug.

Available Options: false, true

C: Lerping Allowance

Set client side vehicle lerping allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 1000

Step: 1

C: Lerping Distance Percentage

Set client side vehicle distance lerping percentage.

Range Settings:

Min: 0

Max: 100

Current Value: 35

Step: 1

C: Lerping Angle Percentage

Set client side vehicle angle lerping percentage.

Range Settings:

Min: 0

Max: 100

Current Value: 50

Step: 1

C: Allowance options

S: Enable allowance

Enable/disable server side vehicle allowance.

Available Options: false, true

S: Speed Scaled Allowance

Enable/disable speed scaling for server side vehicle allowance.

Available Options: true, false

S: Distance Allowance

Set server side vehicle distance allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 300

Step: 1

S: Angle Allowance

Set server side vehicle angle allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 3

Step: 1

S: Angular Velocity Allowance

Set server side vehicle angular velocity allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 25

Step: 1

S: Linear Velocity Allowance

Set server side vehicle linear velocity allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 30

Step: 1

Server Car Overrides

S: Override KMH

Enable/disable server side KMH override.

Available Options: false, true

S: -||- close to 0

Enable/disable server side KMH override close to zero.

Available Options: false, true

S: Override STEERING

Enable/disable server side steering override.

Available Options: false, true

S: Override THROTTLE

Enable/disable server side throttle override.

Available Options: false, true

S: Override BRAKE

Enable/disable server side brake override.

Available Options: false, true

S: Override GEAR

Enable/disable server side gear override.

Available Options: false, true

S: Override CLUTCH

Enable/disable server side clutch override.

Available Options: false, true

Vehicle type

Set vehicle type.

Available Options: Wheeled, Helicopter

Heli prefab selection

Select helicopter prefab.

Available Options: Mi8, UH1

Show vehicle id

Enable/disable showing of vehicle ID.

Available Options: false, true

Vehicle selection

Set vehicle selection.

Range Settings:

Min: 0

Max: 512

Current Value: 0

Step: 1

S: Input/Output Diags

Set input/output diagnostic mode.

Available Options: Off, Sim Out, Sim In, Controller, All

Debug path correction

Enable/disable path correction debug.

Available Options: false, true

Debug history

Enable/disable network history debug.

Available Options: false, true

Debug engine flags

Enable/disable engine inputs debug.

Available Options: false, true

Draw Phys Comp Debug

Enable/disable drawing of physics component debug.

Available Options: false, true

C: Resend rate

Set client side vehicle resend rate.

Range Settings:

Min: 1

Max: 5

Current Value: 2

Step: 1

S: Replay delay

Set server side vehicle replay delay.

Range Settings:

Min: 0

Max: 300

Current Value: 2

Step: 1

S: Max Rtt allowed

Set server side vehicle max RTT allowed.

Range Settings:

Min: 0

Max: 300

Current Value: 60

Step: 1

Compartments

Compartment positions

Enable/disable showing of compartment positions.

Available Options: false, true

Show entry points

Enable/disable showing of compartment entry points.

Available Options: false, true

Show accessibility

Enable/disable showing of compartment accessibility.

Available Options: false, true

Show get out prediction

Enable/disable showing of get out prediction.

Available Options: false, true

Show character obstruction trace during get out

Enable/disable showing of character obstruction trace during get out.

Available Options: false, true

MT simulation

Enable/disable multithreaded vehicle simulation.

Available Options: true, false

Show Controller Diags

Enable/disable showing of vehicle controller diagnostics.

Available Options: false, true

Show Compartment Events Diags

Enable/disable showing of vehicle compartment events diagnostics.

Available Options: false, true

Show stats

Enable/disable showing of vehicle statistics.

Available Options: false, true

Show vehicle debug

Enable/disable showing of vehicle debug.

Available Options: false, true

Player vehicle only

Enable/disable showing of player vehicle only.

Available Options: true, false

Show CoM

Enable/disable showing of vehicle center of mass.

Available Options: false, true

Show inertia

Enable/disable showing of vehicle inertia.

Available Options: false, true

Show forces

Enable/disable showing of vehicle forces.

Available Options: false, true

Show engine

Enable/disable showing of vehicle engine.

Available Options: false, true

Show contacts

Enable/disable showing of vehicle contacts.

Available Options: false, true

Show raycast

Enable/disable showing of vehicle raycast.

Available Options: false, true

Show suspension

Enable/disable showing of vehicle suspension.

Available Options: false, true

Show swaybar

Enable/disable showing of vehicle swaybar.

Available Options: false, true

Show wheels

Enable/disable showing of vehicle wheels.

Available Options: false, true

Show powertrain

Enable/disable showing of vehicle powertrain.

Available Options: false, true

Show bones

Enable/disable showing of vehicle bones.

Available Options: false, true

Show slope

Enable/disable showing of vehicle slope.

Available Options: false, true

Test raycast

Enable/disable testing of raycast.

Available Options: false, true

Reset vehicle

Reset vehicle. Hotkey: lctrl+lalt+r

Available Options: disabled, enabled

Teleport up

Teleport vehicle up. Hotkey: lctrl+lalt+t

Available Options: disabled, enabled

Wheel drag set

Enable/disable overriding of wheel drag.

Available Options: false, true

Wheel drag value

Set wheel drag value.

Range Settings:

Min: 0

Max: 1

Current Value: 0

Step: 0.05

Disable freelook

Enable/disable freelook for vehicles.

Available Options: false, true

Enable debugger trace

Enable/disable debugger trace for vehicles.

Available Options: false, true

wheel drag set

Enable/disable overriding of wheel drag (duplicate).

Available Options: false, true

Fuel consumption

Enable/disable fuel consumption debug.

Available Options: false, true

Visualize push force

Enable/disable visualization of push force.

Available Options: false, true

Show dust materials

Enable/disable showing of vehicle dust materials.

Available Options: false, true

Statistics

FPS

Display FPS statistics. Hotkey: lctrl+num1

Available Options: none, basic, detailed, average

General

Display general statistics. Hotkey: lctrl+num2

Available Options: disable, basic, detailed, all

Shape stats

Enable/disable shape statistics.

Available Options: disabled, enabled

MeshObject stats

Display mesh object statistics.

Available Options: none, count, mesh, faces, verts

Decal stats

Display decal statistics.

Available Options: none, all

Resource memory stats

Display resource memory statistics.

Available Options: none, memory, age

Texture memory stats

Display texture memory statistics.

Available Options: none, memory, age

Slow script

Set threshold for slow scripts log.

Available Options: off, 1ms, 2ms, 5ms, 10ms

Verbose script Print

Enable/disable verbose script prints.

Available Options: false, true

Script profiler

Enable/disable script profiler.

Available Options: off, frame, average

Script prof. external

Enable/disable external script profiler.

Available Options: false, true

Test mem-stress

Enable/disable memory stress testing.

Available Options: off, once, periodic

Flush memory

Enable/disable memory flushing.

Available Options: disabled, enabled

Flush audio

Enable/disable audio flushing.

Available Options: disabled, enabled

Memory validation

Enable/disable memory validation.

Available Options: none, on, off

Dump render resources

Enable/disable dumping of render resources.

Available Options: disabled, enabled

Counters

Enable/disable performance counters. Hotkey: lctrl+num3

Available Options: disabled, enabled

Slow down

Slow down the game.

Available Options: off, 1ms, 5ms, 10ms, 20ms, 50ms, 100ms

Limit FPS

Limit the game's FPS.

Available Options: off, 120, 60, 40, 30, 20, 10, 5, 2

Widget statistics

Enable/disable widget statistics.

Available Options: false, true

Widget hierarchy to log

Log widget hierarchy.

Available Options: off, once

Widget update to log

Log widget updates.

Available Options: none, hierarchy, time

Loaded particle FX

Enable/disable loaded particle FX statistics.

Available Options: false, true

Resource category stats

Enable/disable resource category statistics.

Available Options: disabled, enabled

Dump resources

Toggle. Dumps all resources.

Available Options: disabled, enabled

Log prefab spawn

Log prefab spawning.

Available Options: off, non-instant, all

Data Collection

Enable debug menu

Enable/disable data collection debug menu.

Available Options: false, true

Render

RT

Main RT format

Override main render target format.

Available Options: no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F

Main RT MSAA

Override main render target MSAA settings.

Available Options: no override, none, 2x, 4x, 8x

Force custom resolve

Force custom resolve for render target.

Available Options: false, true

Use resolved RT for PPs

Control post-processing RT usage.

Available Options: default, disabled, enabled

Show RT textures

Show render target textures.

Available Options: off, all, RT only, with UAV, pureRT, tempRT, Depth

sort

Set render target sort mode.

Available Options: none, size, WxHxD, name

sort type

Set render target sort type.

Available Options: ascending, descending

row

Set render target row.

Range Settings:

  • Min: 0
  • Max: 1000
  • Current Value: 0
  • Step: 1

dump

Enable/disable dumping of render target textures.

Available Options: disabled, enabled

Various

Reload shaders

Enable/disable shader reloading. Hotkey: lctrl+f12

Available Options: disabled, enabled

Offline shaders

Enable/disable offline shaders.

Available Options: disabled, enabled

Scene prep. mode

Set scene preparation mode.

Available Options: Multithreaded, Singlethreaded

Cmd list mode

Set command list mode.

Available Options: Multithreaded, Singlethreaded

Log GPU perf diags

Log GPU performance diagnostics.

Available Options: off, once, permanent

Log CMD lists

Log command lists.

Available Options: off, once, permament

Over-sync barriers (PS5)

Set over-sync barriers.

Available Options: none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer

Clear RT with

Clear render target with color.

Available Options: none, black, white, red, green, blue

Clear temporal RTs to

Clear temporal render targets.

Available Options: none, black, NaN

GBuffer

Set G-Buffer mode.

Available Options: default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull

GBuffer decals

Enable/disable G-Buffer decals.

Available Options: false, true

Decals

Enable/disable decals.

Available Options: true, false

Disable HTILE (PS4&PS5)

Enable/disable HTILE.

Available Options: false, true

Check GPU commands (PS5)

Enable/disable checking of GPU commands.

Available Options: false, true

VSync imm.treshold

Set VSync immediate threshold.

Available Options: 0, 10, 20, 30, 40, 50

VSync limit

Set VSync limit.

Available Options: default, 20, 30, 40, 60

DX12: log trans. barriers

Enable/disable logging of DX12 transition barriers.

Available Options: false, true

DX12: log state commit

Enable/disable logging of DX12 state commits.

Available Options: false, true

CopyHWDepth use depth

Control if CopyHWDepth should use depth.

Available Options: true, false

CopyHWDepth filter

Set filter mode for CopyHWDepth.

Available Options: default, firstSample, min, max

CB draw calls min limit

Enable/disable command buffer draw calls minimum limit.

Available Options: true, false

Show ring buffers

Enable/disable showing of ring buffers.

Available Options: false, true

Validate Input (DP)

Enable/disable validation of input.

Available Options: false, true

System textures

IBL

log messages

Enable/disable IBL logging.

Available Options: false, true

Env map num

Select which environment map to display.

Available Options: none, GlobalSky, GlobalPlaced, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16

Refresh

Set refresh mode for IBL.

Available Options: no, yes, always, disable

Apply HDRmul

Apply or disable HDR multiplier for IBL.

Available Options: true, false

DFG specular

Enable/disable DFG specular for IBL.

Available Options: false, true

DFG diffuse

Enable/disable DFG diffuse for IBL.

Available Options: false, true

Environment

Enable/disable environment for IBL.

Available Options: false, true

LD specular

Enable/disable LD specular for IBL.

Available Options: true, false

LD diffuse

Enable/disable LD diffuse for IBL.

Available Options: false, true

Maximize size

Enable/disable Dynamic Texture size maximization.

Available Options: false, true

Show shadowmap

Display shadowmap.

Available Options: disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd

Show combined rainmask

Display combined rainmask.

Available Options: disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate

Show light shadowmap

Set light shadowmap to show.

Range Settings:

  • Min: 0
  • Max: 36
  • Current Value: 0
  • Step: 1

Show cascades

Show shadow cascades.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show rain mask

Show rain mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show wetness mask

Show wetness mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show custom wetness mask

Show custom wetness mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show wetness add mask

Show wetness add mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show depthmap

Enable/disable depthmap visualization.

Available Options: disabled, enabled

Show HW depthmap

Enable/disable HW depthmap visualization.

Available Options: disabled, enabled

Terrain shadow map

Show terrain shadow maps.

Available Options: none, terrain shadow, shadow raw, shadow volume high, shadow volume low

Disable SPD

Disable Screen-Space Particle Depth.

Available Options: false, true

Show GBuffer

Show G-Buffer channels (normals, roughness, metalness, albedo, AO).

Available Options: none, normals, roughness, metalness, albedo, AO

Show GBuffer

Show G-Buffer channels (normals, roughness, metalness).

Available Options: none, normals, roughness, metalness

Show volumetric light rays

Enable/disable volumetric light ray visualization.

Available Options: disabled, enabled

Show reflections

Enable/disable reflection visualization.

Available Options: disabled, enabled

Show user textures

Enable/disable user texture visualization.

Available Options: disabled

Show virtual lights RT

Enable/disable virtual lights RT visualization.

Available Options: disabled, enabled

Textures

Mipmap bias

Set mipmap bias.

Available Options: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, -0.75, 0.5, -0.25

Max mipmap

Set maximum mipmap level.

Available Options: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12

Log flushed res

Set logging mode for flushed resources.

Available Options: none, flushed, ranges

Defrag

Enable/disable defragmentation of texture resources.

Available Options: true, false

Mode

Set mode of defrag.

Available Options: auto, once, continuous

Defrag heap

Set heap for defrag.

Available Options: MA heaps, manTextures, manBuffers

Defrag alg

Set algorithm of defrag.

Available Options: fast, balanced, full

Scene lighting

Force PBR light

Force or disable PBR light.

Available Options: false, true

Ambient lighting

Enable/disable ambient lighting.

Available Options: true, false

Directional lighting

Enable/disable directional lighting.

Available Options: true, false

Diffuse lighting

Enable/disable diffuse lighting.

Available Options: true, false

Specular lighting

Enable/disable specular lighting.

Available Options: true, false

Emission lighting

Enable/disable emission lighting.

Available Options: true, false

Desaturate Atmosphere (cubemap)

Set desaturation of atmosphere (cubemap).

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.01

Remove interiors fog

Remove fog in interiors.

Available Options: true, false

Capture with glob.probe

Enable/disable capturing with global probe.

Available Options: false, true

Negative probe ambient

Enable/disable negative probe ambient.

Available Options: false, true

IBL reflection/roughness

Set IBL reflection/roughness power.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.01

IBL multiscattering

Enable/disable IBL multiscattering.

Available Options: true, false

Probe lighting mode

Enable/disable probe lighting mode.

Available Options: false, true

Object probe LV

Set object probe luminance value.

Range Settings:

Min: -4

Max: 4

Current Value: 0

Step: 0.01

Show scene LV

Show scene luminance.

Available Options: none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM

LV auto

Enable/disable automatic adjustment of scene LV.

Available Options: true, false

manual LV middle

Set manual luminance value. Options: -10 20 5 0.01

LV +-Range

Set luminance range.

Range Settings:

  • Min: 1
  • Max: 20
  • Current Value: 5
  • Step: 0.01

LV watcher

Set luminance watcher.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0.5
  • Step: 0.001

LV watcher size

Set luminance watcher size.

Range Settings:

  • Min: 0
  • Max: 0.2
  • Current Value: 0.025
  • Step: 0.001

Shadows

Shadows

Enable/disable shadows.

Available Options: true, false

Shadows OOF

Enable/disable out of frustum shadows.

Available Options: true, false

Shadows multileaf

Enable/disable multileaf shadows.

Available Options: true, false

Particle shadows

Set particle shadows.

Available Options: default, per pixel, per vertex, disabled

Particle cascades

Set particle shadow cascades.

Available Options: default, 1, 2, 3, 4

CascadeShadow

Set cascade shadow mode.

Available Options: full, 3 cascades, 2 cascades, 1 cacscade, disabled

Stabilize cascades

Set stabilize cascades mode.

Available Options: default, none, incremental, sphere

Stabilize report

Enable/disable stabilize report.

Available Options: false, true

Quantize FoV

Set shadow field of view quantization.

Available Options: default, disable, 0.5, 1, 2, 5, 10

Shadow frustum merge

Set shadow frustum merge mode.

Available Options: no override, disabled, manual, all

Override depth range offset

Enable/disable overriding of shadow depth range offset.

Available Options: false, true

Depth range offset

Set shadow depth range offset.

Range Settings:

Min: 0.0

Max: 20

Current Value: 0.0

Step: 0.1

Override edge offset

Enable/disable overriding of particle edge offset.

Available Options: false, true

Edge offset

Set particle edge offset.

Range Settings:

Min: 0.0

Max: 20

Current Value: 8.0

Step: 0.1

Debug visualization

Enable/disable debugging visualization of shadows.

Available Options: disabled, cascades only, blends only, cascades+blends

Tight cascades

Set tight cascades mode.

Available Options: default, yes, no

Shadow cullmode

Set shadow cull mode.

Available Options: default, none, front, back

Quantize shadow cascades

Enable/disable quantization of shadow cascades.

Available Options: true, false

Temporal filtering

Enable/disable temporal filtering for shadows.

Available Options: true, false

Filtering type

Set filtering type for shadows.

Available Options: default, standardPCF, manualPCF

ManualPCF diff override

Enable/disable overriding of manual PCF depth difference.

Available Options: false, true

ManualPCF diff

Set manual PCF depth difference.

Range Settings:

Min: 0.0

Max: 20

Current Value: 1.0

Step: 0.1

Convex type

Set convex type for shadows.

Available Options: automatic, box, convex

Show ext.sh.frustum

Enable/disable showing of external shadow frustum.

Available Options: false, true

Show objects AABs

Enable/disable showing of object AABs.

Available Options: false, true

Capture camera

Enable/disable capture of shadow camera.

Available Options: false, true

Show camera frustum

Enable/disable showing of shadow camera frustum.

Available Options: false, true

Show cascades boxes

Enable/disable showing of cascade boxes.

Available Options: false, box, convex, both

Cascade to show

Set cascade to show.

Available Options: 0(near), 1, 2, 3, all

Override Bias

Enable/disable overriding of shadow bias.

Available Options: disabled, shadow, rain, wetness, custom wetness, add wetness, env maps

Load cur bias vals

Enable/disable loading of current bias values.

Available Options: false, true

Max slope

Set max slope for shadow bias.

Range Settings:

Min: 0

Max: 10

Current Value: 1

Step: 0.1

C0 bias

Set C0 bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C0 slope bias

Set C0 slope bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C0 caster normal bias

Set C0 caster normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C0 receiver normal bias

Set C0 receiver normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C1 bias

Set C1 bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C1 slope bias

Set C1 slope bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C1 caster normal bias

Set C1 caster normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C1 receiver normal bias

Set C1 receiver normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C2 bias

Set C2 bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.01

C2 slope bias

Set C2 slope bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.01

C2 caster normal bias

Set C2 caster normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C2 receiver normal bias

Set C2 receiver normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C3 bias

Set C3 bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.01

C3 slope bias

Set C3 slope bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.01

C3 caster normal bias

Set C3 caster normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

C3 receiver normal bias

Set C3 receiver normal bias.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.005

PP effects

DOF Advanced

Enabled

Enable/disable advanced depth of field.

Available Options: true, false

Format

Set the format for advanced depth of field.

Available Options: default, R11G11B10F, R16G16B16A16F

Quality

Set the quality level for advanced depth of field.

Available Options: default, 0, 1, 2, 3

Rings

Set the number of rings for advanced depth of field.

Available Options: default, 3, 4, 5

Combine FS Blur

Set mode to combine full screen blur for advanced depth of field.

Available Options: default, enabled, disabled

Gather quality

Set gather quality for advanced depth of field.

Available Options: default, low, high

Force dilate rad.

Set force dilate radius for advanced depth of field.

Range Settings:

  • Min: 0
  • Max: 16
  • Current Value: 0
  • Step: 1

Debug vis

Set debug visualization mode for advanced depth of field.

Available Options: disabled, fields, gather, combine, bg col, bg alpha, fg col, fg alpha, fill col, fill alpha

Override near blur

Enable/disable overriding the near blur value for advanced depth of field.

Available Options: false, true

near blur

Set near blur value for advanced depth of field. Options: -0.0001 0.04 0.02 0.001

Override far blur

Enable/disable overriding the far blur value for advanced depth of field.

Available Options: false, true

far blur

Set far blur value for advanced depth of field. Options: -0.0001 0.04 0.02 0.001

Override FStop

Enable/disable overriding the FStop value for advanced depth of field.

Available Options: false, true

FStop

Set FStop value for advanced depth of field.

Range Settings:

  • Min: 0.1
  • Max: 32
  • Current Value: 2.0
  • Step: 0.1

Override focus dist

Enable/disable overriding the focus distance for advanced depth of field.

Available Options: false, true

focus dist

Set focus distance for advanced depth of field.

Range Settings:

  • Min: 0.0
  • Max: 100
  • Current Value: 2.0
  • Step: 0.1

Override focal length

Enable/disable overriding the focal length for advanced depth of field.

Available Options: false, true

focal length

Set focal length for advanced depth of field.

Range Settings:

  • Min: 0.01
  • Max: 1
  • Current Value: 0.05
  • Step: 0.01

Postprocess

Enable/disable all postprocessing effects. Hotkey: lctrl+lalt+p

Available Options: enabled, disabled

Rain

Enable/disable rain postprocessing effect.

Available Options: enabled, disabled

Snow

Enable/disable snow postprocessing effect.

Available Options: enabled, disabled

Chrom aber

Enable/disable chromatic aberration postprocessing effect.

Available Options: enabled, disabled

Color grading

Enable/disable color grading postprocessing effect.

Available Options: disabled, enabled

Colors

Enable/disable color correction postprocessing effect.

Available Options: enabled, disabled

Depth of field

Enable/disable standard depth of field postprocessing effect.

Available Options: enabled, disabled

Physical Depth of field

Enable/disable physical bokeh depth of field postprocessing effect.

Available Options: enabled, disabled

Force Quality

Set the quality for physical bokeh depth of field.

Available Options: default, low, middle, high

Physical fast Depth of field

Enable/disable fast physical bokeh depth of field postprocessing effect.

Available Options: enabled, disabled

Force Quality

Set the quality for fast physical bokeh depth of field.

Available Options: default, low, middle, high

Dynamic blur

Enable/disable dynamic blur postprocessing effect.

Available Options: disabled, enabled

Film grain

Enable/disable film grain postprocessing effect.

Available Options: enabled, disabled

FXAA

Enable/disable FXAA postprocessing effect.

Available Options: enabled, disabled

God rays

Enable/disable god rays postprocessing effect.

Available Options: enabled, disabled

HBAO

Enable/disable HBAO postprocessing effect.

Available Options: enabled, disabled

Debug

Enable/disable HBAO debugging visualization.

Available Options: disabled, enabled

DebugFullScreen

Enable/disable HBAO fullscreen debugging visualization.

Available Options: disabled, enabled

NumSteps

Set the number of HBAO steps.

Available Options: default, 1, 2, 3, 4, 5, 6, 7, 8

NumDirections

Set the number of HBAO directions.

Available Options: default, 1, 2, 3, 4, 5, 6, 7, 8

HDR

Enable/disable HDR postprocessing effect.

Available Options: enabled, disabled

Debug

Set HDR debug visualization.

Available Options: none, mask, LVBlend

Bloom

Enable/disable bloom effect for HDR.

Available Options: enabled, blured, disabled

Bloom CS

Enable/disable bloom compute shader for HDR.

Available Options: false, true

Bloom Upsample

Select bloom upsample method for HDR.

Available Options: before tonemap, in tonemap

EV

Set HDR exposure value.

Range Settings:

Min: -10.0

Max: 10.0

Current Value: 0.0

Step: 0.1

Show curves

Show HDR curves.

Available Options: disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic

Disable autoExp

Disable auto exposure for HDR.

Available Options: false, true

New LV adaptation

Enable/disable new luminance adaptation for HDR.

Available Options: false, true

HaightmapAO

Enable/disable heightmap based AO postprocessing effect.

Available Options: enabled, disabled

Gauss filter

Enable/disable gaussian blur postprocessing effect.

Available Options: enabled, disabled

Outlines

Enable/disable outline postprocessing effect.

Available Options: enabled, disabled

Radial blur

Enable/disable radial blur postprocessing effect.

Available Options: enabled, disabled

Rot blur

Enable/disable rotation blur postprocessing effect.

Available Options: enabled, disabled

SMAA

Enable/disable SMAA postprocessing effect.

Available Options: enabled, disabled

Edge detection method override

Set the edge detection method override for SMAA.

Available Options: Disabled, Color, Depth, Luma

Show debug textures

Display SMAA debug textures.

Available Options: Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation

SSAO

Enable/disable SSAO postprocessing effect.

Available Options: enabled, disabled

Method

Set SSAO method.

Available Options: non-linear, linear, mask non-linear, mask linear

BlurSteps

Set blur steps for SSAO.

Available Options: default, 0, 1, 2, 3, 4, 5, 6, 7

SSDO

Enable/disable SSDO postprocessing effect.

Available Options: enabled, disabled

Debug

Enable/disable SSDO debugging visualization.

Available Options: disabled, enabled

DebugFullScreen

Enable/disable SSDO fullscreen debugging visualization.

Available Options: disabled, enabled

SSR (global)

Enable/disable global SSR postprocessing effect.

Available Options: enabled, disabled

SSR (objects only)

Enable/disable object only SSR postprocessing effect.

Available Options: enabled, disabled

Use FFX SSR

Enable/disable FFX Screen Space Reflection.

Available Options: enabled, disabled

Temporal filtering

Enable/disable temporal filtering for SSR.

Available Options: enabled, disabled

Min fade distance

Set minimum fade distance for SSR.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 0.5
  • Step: 0.01

Max fade distance

Set maximum fade distance for SSR.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 2
  • Step: 0.01

Behind ambient

Correct reflection with ambient.

Available Options: disabled, enabled

UnderWater

Enable/disable underwater postprocessing effect.

Available Options: enabled, disabled

Wet distort

Enable/disable wet distortion postprocessing effect.

Available Options: enabled, disabled

Terrain menu

Terrain

Enable/disable terrain rendering.

Available Options: enabled, disabled

LOD mode

Set terrain LOD mode.

Available Options: auto, exact lod, frac only

Force exact LOD

Set force exact LOD.

Range Settings:

  • Min: 1
  • Max: 5
  • Current Value: 5
  • Step: 0.01

Layers diag mode

Set terrain layers diagnostic mode. Hotkey: lctrl+lalt+l

Available Options: disabled, layers, projection

Show tiles error

Enable/disable showing of terrain tile errors.

Available Options: false, true

Tile error modif

Set terrain tile error modification. Options: -10 10 0 0.01

Blocks' bounding boxes

Enable/disable bounding boxes for terrain blocks.

Available Options: disabled, enabled

MaxLOD blocks' AABB

Enable/disable AABBs for max LOD terrain blocks.

Available Options: disabled, enabled

Biased blocks' AABB

Enable/disable AABBs for biased terrain blocks.

Available Options: disabled, enabled

Tiles' bounding boxes

Enable/disable bounding boxes for terrain tiles.

Available Options: disabled, enabled

Detail texture

Enable/disable terrain detail texture. Hotkey: lctrl+lalt+s

Available Options: enabled, disabled

Water LOD bias

Set water LOD bias.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.001

Detail texture detail

Set terrain detail texture level.

Available Options: normal, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10

Reload only curr. shaders

Enable/disable reloading of only current terrain shaders.

Available Options: false, true

Use layer cache

Enable/disable terrain layer cache.

Available Options: true, false

Terrain render info

Enable/disable terrain render information.

Available Options: false, true

Holes debug vis

Enable/disable terrain holes debug visualization.

Available Options: false, true

Disabled block debug vis

Enable/disable visualization of disabled terrain blocks.

Available Options: false, true

Grass/Clutter/Obstacles

Render clutter

Set clutter render mode.

Available Options: full, prepare only, disabled

Show clutter stats

Set clutter statistics.

Available Options: none, general, detailed

Reload clutter configs

Enable/disable reloading of clutter configurations.

Available Options: disabled, enabled

3D clutter AABB

Enable/disable 3D AABBs for clutter.

Available Options: disabled, enabled

Clutter LOD debug

Enable/disable clutter LOD debugging.

Available Options: disabled, enabled

Clutter LOD blend size

Set clutter LOD blend size.

Range Settings:

  • Min: 0.0
  • Max: 5.0
  • Current Value: 1.5
  • Step: 0.1

Thinning slope

Set clutter thinning slope.

Range Settings:

  • Min: 0.01
  • Max: 1.0
  • Current Value: 0.25
  • Step: 0.01

Clutter fadeout size

Set clutter fadeout size.

Range Settings:

  • Min: 0
  • Max: 30
  • Current Value: 15
  • Step: 0.1

Shadow casting

Enable/disable shadow casting for clutter.

Available Options: enabled, disabled

Clutter position jitter

Set clutter position jitter.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.5
  • Step: 0.01

Enable obstacles

Enable/disable obstacles on terrain.

Available Options: true, false

Enable clutter mask

Enable/disable clutter masking.

Available Options: true, false

Show clutter occldrs

Enable/disable showing of clutter occluders.

Available Options: false, true

Show obst.map

Set obstacle map visualization.

Available Options: none, runtime, perm. depth, perm. mask

Force params:

Enable/disable forcing of obstacle parameters.

Available Options: false, true

RadiusX

Set obstacle radius X.

Range Settings:

  • Min: 0.5
  • Max: 5
  • Current Value: 1
  • Step: 0.1

RadiusZ

Set obstacle radius Z.

Range Settings:

  • Min: 0.5
  • Max: 5
  • Current Value: 1
  • Step: 0.1

Offset

Set obstacle offset. Options: -1.0 1.0 0 0.01

Render grass

Enable/disable grass rendering.

Available Options: enabled, disabled

Grass log

Enable/disable grass logging.

Available Options: false, true

Basic cluster size (10) mul

Set grass cluster size multiplier.

Range Settings:

  • Min: 1.5
  • Max: 10
  • Current Value: 10
  • Step: 0.01

Grass distance <50..150>

Set grass detail distance. Options: -1 1 0 0.1

Freeze grass pos

Enable/disable freezing of grass positions.

Available Options: disabled, enabled

Grass clusters' boxes

Enable/disable visualization of grass cluster boxes.

Available Options: disabled, enabled

Force grass lod

Set grass LOD level.

Available Options: default, 0, 1, 2, 3

Force grass blend

Set grass blend mode.

Available Options: default, alphatest, edges, ATOC(if msaa)

Grass sort

Enable/disable sorting of grass.

Available Options: true, false

MT rendering

Enable/disable multi-threaded grass rendering.

Available Options: true, false

MT caching

Enable/disable multi-threaded grass caching.

Available Options: true, false

Grass terrain blend

Enable/disable grass terrain blending.

Available Options: false, true

start dist

Set grass terrain blend start distance.

Range Settings:

Min: -100

Max: 150

Current Value: 0

Step: 0.1

end dist

Set grass terrain blend end distance.

Range Settings:

Min: -100

Max: 150

Current Value: 0

Step: 0.1

Roads menu

Enable roads

Enable/disable road rendering.

Available Options: enabled, disabled

Materials settings

Grass/Tree wind

Wind override

Enable/disable wind override for grass and trees.

Available Options: false, true

Grass/tree par override

Enable/disable override of parameters for grass and trees.

Available Options: false, true

Enable MultiMat det.mask

Enable/disable use of multi-material detection mask.

Available Options: false, true

Tree colorization

Set tree colorization mode.

Available Options: full, color only, disable

Tree volume fake

Set tree volume fake mode.

Available Options: both, geomOcclElipsoid, elipsoidAO, none

Tree volume shadow

Set tree volume shadow mode.

Available Options: none, geomOcclElipsoid, geomOccl, elipsoidAO

Override geomOccl distance

Enable/disable overriding of geometric occlusion distance.

Available Options: false, true

Max distance

Set max distance for geometric occlusion.

Range Settings:

  • Min: 0
  • Max: 250
  • Current Value: 100
  • Step: 1

Sky

Sky

Enable/disable sky rendering.

Available Options: enabled, disabled

Fog

Enable/disable fog rendering.

Available Options: enabled, disabled

Fog in env. map

Enable/disable fog in environment map.

Available Options: enabled, disabled

Lens Flares

Enable/disable lens flares.

Available Options: enabled, disabled

Godrays

Enable/disable god rays.

Available Options: enabled, disabled

Show planets

Enable/disable rendering of planets.

Available Options: enabled, disabled

Show stars

Enable/disable rendering of stars.

Available Options: enabled, disabled

Show real stars constellations

Enable/disable rendering of real star constellations.

Available Options: enabled, disabled

Show far layer

Enable/disable rendering of far sky layer.

Available Options: enabled, disabled

Show dynamic layer

Enable/disable rendering of dynamic sky layer.

Available Options: enabled, disabled

Rivers

Central flow func

Set the central flow function for rivers.

Available Options: sine, polynomial

Debug output

Display debug information of river flow.

Available Options: no debug, flow map, flow map x, flow map y, flow noise, flow noise - LF part, flow noise - HF part, phase noise, flow mod map

LightSourcVis

Blend

Set blend mode for light sources.

Available Options: default, additive, alphablend, max

Subsurface Scattering

SSSSS override params

Enable/disable overriding of SSSSS parameters.

Available Options: false, true

Enabled

Enable/disable subsurface scattering.

Available Options: false, true

Scale

Set subsurface scattering scale.

Range Settings:

  • Min: 0
  • Max: 4
  • Current Value: 1
  • Step: 0.01

Random rotation

Enable/disable random rotation for subsurface scattering.

Available Options: false, true

Log kernel

Enable/disable logging of subsurface scattering kernel.

Available Options: false, true

Use stencil

Enable/disable stencil buffer for subsurface scattering.

Available Options: true, false

Profile resolve

Set profile resolve mode for subsurface scattering.

Available Options: default, first, min, max, avg

SSSSS quality

Set quality for subsurface scattering.

Available Options: default, low, medium, high

Analytic lights

Disable far lights

Disable or enable far analytic lights.

Available Options: false, true

Show far lights

Show or hide far analytic lights.

Available Options: disabled, show, no clip

Invert geometry

Enable/disable inverting of geometry.

Available Options: false, true

Enable vol lights

Enable/disable volumetric lights.

Available Options: enabled, no blend, disabled

Show log

Enable/disable logging of far lights.

Available Options: false, true

Farlight intensity

Set far light intensity. Options: -3 20 0 0.1

Analytic lights

Enable/disable analytic lights.

Available Options: true, false

Lights shadows

Enable/disable analytic lights shadows.

Available Options: true, false

Override limits

Enable/disable overriding of light shadow limits.

Available Options: false, true

Memory budget

Set memory budget for light shadows.

Range Settings:

  • Min: 10
  • Max: 100
  • Current Value: 40
  • Step: 2

Max shadows count

Set max shadow count for lights.

Range Settings:

  • Min: 4
  • Max: 64
  • Current Value: 16
  • Step: 1

Basic tex size

Set basic texture size for lights shadows.

Available Options: 64, 256, 512, 768, 1024, 1536, 2048, 2560, 3072, 3584, 4096

Aggr. particle lights

Enable/disable aggregation of particle lights.

Available Options: true, false

Autoshrink part. lights

Enable/disable auto shrinking of particle lights.

Available Options: true, false

Occlusion Queries

Benchmark

Enable/disable occlusion queries benchmark.

Available Options: false, true

TestSun

Enable/disable occlusion queries test sun.

Available Options: false, true

Snow

Quantize speed

Enable/disable quantization of snow speed.

Available Options: true, false

Quantize dir

Enable/disable quantization of snow direction.

Available Options: true, false

Fix dir

Enable/disable fixing of snow wind direction.

Available Options: false, true

Enable logs

Enable/disable snow logs.

Available Options: false, true

Use underwater mask

Enable/disable underwater mask for snow.

Available Options: true, false

Macro mask debug

Show macro mask debug for snow.

Available Options: disabled, layer 1, layer 2, layer 3

Override snow

Enable/disable overriding snow.

Available Options: false, true

Density

Set snow density.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 1.0
  • Step: 0.01

Time coef

Set snow time coefficient.

Range Settings:

  • Min: 0.0
  • Max: 10.0
  • Current Value: 1.0
  • Step: 0.01

Deferred Decals

Render

Enable/disable rendering of deferred decals.

Available Options: true, false

HW depth

Enable/disable HW depth usage for deferred decals.

Available Options: true, false

Debug visualization

Enable/disable debugging visualization of deferred decals.

Available Options: true, false

Light portals

Enable light portals

Enable/disable light portals.

Available Options: enabled, disabled

Probe blending mode

Set probe blending mode for light portals.

Available Options: directional, diffuse, disabled

Specular proj. tex.

Enable/disable specular projection texture.

Available Options: disabled, enabled

Proj. tex. offset fix

Enable/disable projection texture offset fix.

Available Options: disabled, enabled

Portal light mode

Set light mode for light portals.

Available Options: none, diffuse+specular, diffuse, specular

Normalize L by area

Enable/disable normalization of light by area.

Available Options: disabled, enabled

Direct light contrib.

Enable/disable direct light contribution.

Available Options: disabled, enabled

Light volume lerp (m)

Set light volume lerp.

Available Options: 0.00001, 0.0001, 0.001, 0.01, 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, 0.5, 0.75, 1.0

Disable light volumes

Disable light volumes.

Available Options: false, true

Show active subscene

Show or hide active subscene.

Available Options: disabled, enabled

Show area rectangles

Show or hide area rectangles.

Available Options: disabled, enabled

Show portal rectangles

Show or hide portal rectangles.

Available Options: disabled, enabled

Show light rectangles

Show or hide light rectangles.

Available Options: disabled, enabled

Show debug info

Show light portals debug info.

Available Options: none, portals, areas, all

Virtual light range

Set virtual light range.

Range Settings:

  • Min: 5
  • Max: 50
  • Current Value: 25
  • Step: 0.1

BSP diag

Enable/disable BSP diagnostics.

Available Options: disabled, enabled

Hide mesh

Hide light portal mesh.

Available Options: disabled, enabled

Show src. geometry

Show source geometry for light portals.

Available Options: disabled, opaque, transparent

Show occupancy grid

Show occupancy grid for light portals.

Available Options: disabled, enabled

Freeze camera

Enable/disable freezing of camera for light portals.

Available Options: disabled, enabled

Show BSP tree

Show BSP tree for light portals.

Available Options: none, AABB, planes, convex

Leaf mode

Set leaf mode for BSP tree debug.

Available Options: all, opaque, non-opaque

BSP disp. mode

Set display mode for BSP debug.

Available Options: normal, at depth, active, connectivity

Wanted depth

Set wanted depth for BSP debug.

Range Settings:

  • Min: 0
  • Max: 64
  • Current Value: 0
  • Step: 1

Show leaf split plane

Show leaf split plane.

Available Options: disabled, enabled

Show areas

Show light portal areas.

Available Options: none, AABB, convex

Area disp. mode

Set display mode for light portal areas.

Available Options: all (excl. out), all, single, active

Area ID

Set area ID for light portals.

Range Settings:

  • Min: 0
  • Max: 128
  • Current Value: 0
  • Step: 1

Show portals

Show light portals.

Available Options: none, all, single, per area, active

Portal ID

Set portal ID for light portals.

Range Settings:

  • Min: 0
  • Max: 512
  • Current Value: 0
  • Step: 1

Portal disp. mode

Set display mode for light portals.

Available Options: rect, AABB, rect no clip, AABB no clip

Show portal volumes

Show light portal volumes.

Available Options: disabled, enabled

Show virtual lights

Show virtual lights.

Available Options: disabled, active all, active single

Light disp. mode

Set display mode for virtual lights.

Available Options: rect, rect+cone, rect no clip, rect+cone no clip

Terrain shadows

Shadow cascades

Terrain num cascades

Set number of terrain shadow cascades.

Available Options: default, 0, 1, 2

Terrain near type

Set near cascade type for terrain.

Available Options: default, movable, static

Terrain near m/px

Set near cascade meters per pixel for terrain.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Terrain far type

Set far cascade type for terrain.

Available Options: default, movable, static

Terrain far m/px

Set far cascade meters per pixel for terrain.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Objects num cascades

Set number of object shadow cascades.

Available Options: default, 0, 1, 2

Objects near type

Set near cascade type for objects.

Available Options: default, movable, static

Objects near m/px

Set near cascade meters per pixel for objects.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Objects far type

Set far cascade type for objects.

Available Options: default, movable, static

Objects far m/px

Set far cascade meters per pixel for objects.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

AO num cascades

Set number of AO shadow cascades.

Available Options: default, 0, 1, 2

AO near type

Set near cascade type for AO.

Available Options: default, movable, static

AO near m/px

Set near cascade meters per pixel for AO.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

AO far type

Set far cascade type for AO.

Available Options: default, movable, static

AO far m/px

Set far cascade meters per pixel for AO.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Objects heightmap

Obj. heightmap movable

Set object heightmap movability.

Available Options: movable, static

Draw volumetric info

Draw volumetric debug info.

Available Options: false, true

Draw object heightmap

Draw object heightmap.

Available Options: disabled, set regions, set bits, all bits

Obj.height.full upd

Enable/disable full object heightmap update.

Available Options: false, true

Obj.height. dbg region

Enable/disable object heightmap region debug.

Available Options: false, true

Obj.height.reset

Reset object heightmap.

Available Options: false, true

Obj.height.reset stats

Reset object heightmap statistics.

Available Options: false, true

Obj.height.print stats

Print object heightmap statistics.

Available Options: false, true

Obj.height.use prepare

Enable/disable prepare for object heightmap.

Available Options: true, false

Obj.height.use CB

Enable/disable command buffer for object heightmap.

Available Options: false, true

Obj.height.max merge

Set maximum merge for object heightmap.

Available Options: unlimited, 1, 4, 8, 16

Obj.height. subdiv

Enable/disable object heightmap subdivision.

Available Options: false, true

Obj.height. sync draw

Set object heightmap draw call synchronization.

Available Options: default, sync, no sync

Obj. heightmap tex size

Set object heightmap texture size.

Available Options: no override, 1024, 2048, 4096, 8192

Obj. heightmap m/pixel

Set object heightmap meters per pixel.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Min entities per frame

Set min entities per frame for heightmap.

Available Options: default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited

Max entities per frame

Set max entities per frame for heightmap.

Available Options: default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited

Terrain shadows

Set terrain shadows mode.

Available Options: default, on (slice), on (full), no update, disabled

Freeze update

Freeze terrain shadow update.

Available Options: false, true

Quality profile override

Override terrain shadow quality profile.

Available Options: no override, disabled, low, medium, high

Diag messages

Enable/disable terrain shadows debug messages.

Available Options: false, true

Texture size

Override terrain shadow texture size.

Available Options: no override, 1024, 2048, 4096, 8192

Blur override

Override terrain shadow blur.

Available Options: no override, 0, 3, 5, 7, 9

Hierarchical raytrace

Enable/disable hierarchical raytrace for terrain shadows.

Available Options: true, false

Force mipmap rebuild

Enable/disable forcing of mipmap rebuild for terrain shadows.

Available Options: false, true

Herarchical mip1

Set hierarchical mip 1 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Herarchical mip2

Set hierarchical mip 2 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Herarchical mip3

Set hierarchical mip 3 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Herarchical mip4

Set hierarchical mip 4 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Override Angle bias

Enable/disable overriding of angle bias.

Available Options: false, true

Angle bias (deg)

Set angle bias for terrain shadows.

Range Settings:

Min: -10

Max: 10

Current Value: -0.5

Step: 0.1

Override Height bias

Enable/disable overriding of height bias.

Available Options: false, true

Height bias (m)

Set height bias for terrain shadows.

Range Settings:

Min: 0

Max: 10

Current Value: 0.5

Step: 0.1

Override Trace bias

Enable/disable overriding of trace bias.

Available Options: false, true

Trace bias

Set trace bias for terrain shadows.

Range Settings:

Min: 0

Max: 10

Current Value: 0.0

Step: 0.1

Override Trace bias obj

Enable/disable overriding of object trace bias.

Available Options: false, true

Trace bias obj min

Set object trace bias minimum.

Range Settings:

Min: 0

Max: 10

Current Value: 0.1

Step: 0.1

Trace bias obj max

Set object trace bias maximum.

Range Settings:

Min: 0

Max: 10

Current Value: 1.5

Step: 0.1

Object shadows

Set object shadows mode.

Available Options: default, force off, force on

Object shadow type

Set object shadow type.

Available Options: no override, Physics, Physics+AAB, AAB, AABScaled, Volume

Occ grid runtime

Enable/disable runtime creation of occupation grid.

Available Options: false, true

Blend mode

Set blend mode for terrain shadows.

Available Options: blend, min

Border size

Set border size for terrain shadows.

Available Options: default, 0, 0.05, 0.1, 0.15, 0.2, 0.3, 0.4, 0.5

Sun move test

Set sun move test mode.

Available Options: off, fwd slow, fwd medium, bwd fast, bwd slow, bwd medium, bwd fast

Min pixels per frame

Set min pixels per frame for terrain shadows.

Available Options: default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited

Max pixels per frame

Set max pixels per frame for terrain shadows.

Available Options: default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited

Obj shadow blend dist(m)

Set object shadow blend distance.

Range Settings:

Min: 0

Max: 20

Current Value: 10.0

Step: 0.1

Terrain shadow blend dist(m)

Set terrain shadow blend distance.

Range Settings:

Min: 0

Max: 20

Current Value: 3.0

Step: 0.1

AO mode override

Set AO mode override for terrain shadows.

Available Options: no override, disabled, PP half, PP mixed, PP full, force precomputed, presomputed+runtime, force runtime

Override AO coef

Enable/disable overriding of AO coefficient.

Available Options: false, true

AO coef

Set AO coefficient.

Range Settings:

  • Min: 0
  • Max: 1.0
  • Current Value: 0.3
  • Step: 0.02

AO radius

Set AO radius.

Range Settings:

  • Min: 0
  • Max: 10.0
  • Current Value: 3.0
  • Step: 0.2

AO blend distance

Set AO blend distance.

Range Settings:

  • Min: 0
  • Max: 10.0
  • Current Value: 5.0
  • Step: 0.2

AO PP mode

Set AO post-processing mode.

Available Options: default, full res, half res, half res + reconst

Terr. light angle limit

Set light angle limit for terrain shadows.

Available Options: default, user

Limit angle

Set light limit angle.

Range Settings:

  • Min: 1
  • Max: 60
  • Current Value: 15
  • Step: 0.1

FSR

Resolution scale

Set resolution scale for FSR.

Available Options: default, manual, 100%, FSR Ultra (77%), FSR Quality (67%), FSR Balanced (59%), FSR Perf (50%)

Manual scale

Set manual scale for FSR.

Range Settings:

  • Min: 0.1
  • Max: 2.0
  • Current Value: 1.0
  • Step: 0.01

Use pixel shader

Enable/disable pixel shader for FSR.

Available Options: false, true

Override FSR settings

Enable/disable overriding of FSR settings.

Available Options: false, true

FSR enabled

Enable/disable FSR.

Available Options: false, true

FSR sharpen

Enable/disable FSR sharpening.

Available Options: true, false

FSR sharpen att.

Set FSR sharpen amount.

Range Settings:

  • Min: 0.0
  • Max: 2.0
  • Current Value: 0.5
  • Step: 0.01

FSR dither

Set FSR dither amount.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 1.0
  • Step: 0.01

FSR RT format

Set render target format for FSR.

Available Options: default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F

FSR mip bias

Set mip bias for FSR.

Available Options: disabled, automatic, manual

manual mip bias

Set manual mip bias for FSR. Options: -4.0 0.0 0.0 0.01

CAS

Shader

Set shader type for CAS.

Available Options: default, force PS, force CS

Override CAS settings

Enable/disable overriding of CAS settings.

Available Options: false, true

enabled

Available Options: false, true

sharpness

Set CAS sharpness.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.8
  • Step: 0.01

Rain

Wetness

Override wetness

Enable/disable overriding of rain wetness.

Available Options: false, true

Wetness

Set rain wetness.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Flood cracks

Set rain flood level for cracks.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Flood puddles

Set rain flood level for puddles.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Tree scale

Set rain tree scale.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Wetness simulation

Enable/disable wetness simulation.

Available Options: false, true

Simulation value

Set wetness simulation value.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.002

Override wetness render params

Enable/disable overriding of wetness render params.

Available Options: false, true

Wind

Override rain wind

Enable/disable overriding of rain wind.

Available Options: false, true

Mask operator

Set mask operator for rain wind.

Available Options: add, mul

Override splash wind

Enable/disable overriding of splash wind.

Available Options: false, true

Mask operator

Set mask operator for splash wind.

Available Options: add, mul

Downsample

Set rain color downsample method.

Available Options: default, simple, blur, none

Blend method

Set rain blend method.

Available Options: default, standard, noRefraction

Diag refr. tex

Enable/disable rain refraction texture diagnostic.

Available Options: false, true

Stop time

Enable/disable stopping of rain simulation time.

Available Options: false, true

Use underwater mask

Enable/disable underwater mask for rain.

Available Options: true, false

Override rain density

Enable/disable overriding of rain density.

Available Options: false, true

Rain density

Set rain density.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.02

Override direction

Enable/disable overriding of rain direction.

Available Options: false, true

Override dirX

Set rain direction X. Options: -1.0 1.0 0.0 0.05

Override dirY

Set rain direction Y. Options: -1.0 1.0 -1.0 0.05

Override dirZ

Set rain direction Z. Options: -1.0 1.0 0.0 0.05

Distant noise mask debug

Enable/disable rain distant noise mask debug.

Available Options: false, true

Override ripple tex size

Override rain ripple texture size.

Available Options: default, 128, 256, 512, 1024

Sliding drops obj space

Enable/disable sliding drops object space.

Available Options: false, true

Override ripples

Enable/disable overriding of rain ripples.

Available Options: false, true

Ripples count min

Set rain ripples count minimum.

Range Settings:

  • Min: 1.0
  • Max: 100.0
  • Current Value: 10.0
  • Step: 1.0

Ripples count max

Set rain ripples count maximum.

Range Settings:

  • Min: 1.0
  • Max: 100.0
  • Current Value: 50.0
  • Step: 1.0

Ripples size min

Set rain ripples size minimum.

Range Settings:

  • Min: 1.0
  • Max: 20.0
  • Current Value: 1.0
  • Step: 1.0

Ripples size max

Set rain ripples size maximum.

Range Settings:

  • Min: 1.0
  • Max: 20.0
  • Current Value: 5.0
  • Step: 1.0

Ripples height min

Set rain ripples height minimum.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.5
  • Step: 0.01

Ripples height max

Set rain ripples height maximum.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 1.0
  • Step: 0.01

Ripples speed

Set rain ripples speed.

Range Settings:

  • Min: 1.0
  • Max: 2000.0
  • Current Value: 500.0
  • Step: 10.0

Ripples damping

Set rain ripples damping.

Range Settings:

  • Min: 0.01
  • Max: 1.0
  • Current Value: 0.04
  • Step: 0.01

Ripples normal strength

Set rain ripples normal strength.

Range Settings:

  • Min: 0.1
  • Max: 20.0
  • Current Value: 8.0
  • Step: 0.1

Ripples reset

Enable/disable resetting of rain ripples.

Available Options: false, true

Shore Wetness

Shore wetness enabled

Enable/disable shore wetness.

Available Options: default, enable, disable

Shore wetness override

Enable/disable overriding of shore wetness.

Available Options: false, true

Shore wet height above

Set shore wet height above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet fade above

Set shore wet fade above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet height below

Set shore wet height below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet fade below

Set shore wet fade below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet fade coef

Set shore wet fade coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

Shore wet rough fade start

Set shore wet rough fade start.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.0

Step: 0.01

Shore wet rough fade size

Set shore wet rough fade size.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

Shore wet rough coef

Set shore wet rough coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

River wetness enabled

Enable/disable river wetness.

Available Options: default, enable, disable

River wetness override

Enable/disable overriding of river wetness.

Available Options: false, true

River wet height above

Set river wet height above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet fade above

Set river wet fade above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet height below

Set river wet height below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet fade below

Set river wet fade below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet fade coef

Set river wet fade coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

River wet rough coef

Set river wet rough coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

LensFlares

Debug render

Enable/disable lens flare debug rendering.

Available Options: false, true

HalfRes render

Set half resolution render for lens flares.

Available Options: no override, false, true

Force flare dirlight

Set force flare dirlight. Options: -1 100 -1 1

Force flare pointlight

Set force flare pointlight. Options: -1 100 -1 1

Force flare spotlight

Set force flare spotlight. Options: -1 100 -1 1

Override flare set

Override lens flare set.

Available Options: no override, none, 1st person, 3rd person

Override offset spot

Enable/disable overriding of offset spot for lens flares.

Available Options: false, true

Offset spot

Set offset spot for lens flares. Options: -2 2 0 0.01

Override offset point

Enable/disable overriding of offset point for lens flares.

Available Options: false, true

Offset point

Set offset point for lens flares. Options: -2 2 0 0.01

Use new occl.system

Set new occlusion system for lens flares.

Available Options: no override, false, true

Use intens.occ.for all

Enable/disable intensity occlusion for all lens flares.

Available Options: no override, false, true

Ocean & Water

Shore

Shore enabled

Enable/disable shore rendering.

Available Options: true, false

Debug visualize

Show debug visualization of shore.

Available Options: disabled, waves, DF distance, DF direction, DF near, peaks tex, noise onShore, noise foam start, noise foam, damp wave, damp peak, damp depth, on shore coef, custom foam, mask

Debug displacement

Enable/disable shore displacement debugging.

Available Options: false, true

Debug height

Show shore height debug.

Available Options: none, final, shore, final+shore

Use height lerp

Enable/disable height lerp for shore.

Available Options: false, true

Force live preview each frame

Enable/disable forcing live preview for shore.

Available Options: false, true

WaterErase

Water erase enabled

Enable/disable water erase.

Available Options: true, false

Debug visualize

Show water erase debug visualization.

Available Options: disabled, front faces, back faces, front & back

Ocean render

Set ocean render mode.

Available Options: enabled, disable simulation, disabled

Height iterative

Enable/disable iterative height for ocean.

Available Options: false, true

Height test

Enable/disable height trace test for ocean.

Available Options: false, true

Synchronized time

Enable/disable synchronized time for ocean.

Available Options: true, false

Synchro smooth

Enable/disable synchronized smooth for ocean.

Available Options: true, false

Show ocean tex

Display ocean texture.

Available Options: disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth

Tex size

Set ocean debug texture size.

Available Options: 1, 2, 3, 4, 0.25, 0.33, 0.5

Show grid

Show ocean grid.

Available Options: none, gpu, cpu, both

Disable displace

Enable/disable ocean displacement.

Available Options: false, true

Water bodies

Show water bodies.

Available Options: invisible, camera, all

Ocean foam

Set ocean foam mode.

Available Options: enabled, mask, foam

Atmosphere

Show Sky LUTs

Enable/disable showing of sky LUTs.

Available Options: false, true

Show CameraVolume

Enable/disable showing of CameraVolume.

Available Options: false, true

FullScreen

Enable/disable fullscreen view for CameraVolume.

Available Options: false, true

Haze source

Set haze source for atmosphere.

Available Options: User(CloudsCycle), Atmosphere, GlobalProbe

Enable a.fog shadows

Enable/disable analytical fog shadows.

Available Options: false, true

Use SkyAmbient tex.

Enable/disable use of sky ambient texture.

Available Options: true, false

Probe fake

Set probe ambient for atmosphere.

Available Options: probe lut, sky lut, original

Overcast fix.

Set overcast fix mode for atmosphere.

Available Options: enabled, disabled

Original lighting

Set original lighting mode for atmosphere.

Available Options: enabled, disabled

Final output brightness mod.

Enable/disable final brightness modification for atmosphere.

Available Options: disabled, enabled

Show Fog Debug.

Enable/disable fog debugging visualization.

Available Options: disabled, enabled

Show constellations

Enable/disable rendering of constellations.

Available Options: false, true

Volumetric Clouds

Use New

Use the new volumetric cloud system.

Available Options: false, true

Render clouds

Enable/disable volumetric cloud rendering.

Available Options: enabled, disabled

Render Mode

Set volumetric cloud render mode.

Available Options: Quarter, Full, Experimental

Output Optimization

Set volumetric cloud output optimization.

Available Options: default, none, vertexShader, CPU

Show Output Optim Diag

Show output optimization diagnostic for clouds.

Available Options: false, true

Apply cycle values

Apply cycle values for clouds.

Available Options: true, false

Sky light mode

Set sky light mode for clouds.

Available Options: Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)

Disable direct light

Disable direct light for clouds.

Available Options: false, true

Enable occlusion map

Enable/disable occlusion map for clouds.

Available Options: enabled, disabled

Disable wind

Enable/disable wind for clouds.

Available Options: false, true

Stop wind

Stop wind for clouds.

Available Options: false, true

Show cloud lighting

Show or hide cloud lighting visualization.

Available Options: disabled, enabled

Force noise recompute

Force recomputation of cloud noise.

Available Options: disabled, enabled

Show detail noise

Enable/disable detail noise visualization for clouds.

Available Options: disabled, enabled

Show noise tiling

Set noise tiling visualization for clouds.

Available Options: disabled, base, middle, detail, newBase_R, newBase_G, newBase_B, newBase_A, newDetail_R, newDetail_G, newDetail_B, newDetail_A

Show noise tiling

Set noise tiling visualization for clouds (base, middle, detail).

Available Options: disabled, base, middle, detail

Show height detail noise

Enable/disable height detail noise texture visualization.

Available Options: disabled, enabled

Detail noise resolution

Set resolution of detail noise for clouds.

Available Options: default, 16, 32, 64, 128, 256, 512

Weather map resolution

Set weather map resolution for clouds.

Available Options: default, 256, 512, 1024, 2048

Temporal multiplier

Set temporal multiplier for clouds.

Range Settings:

Min: 0

Max: 5

Current Value: 0.0

Step: 0.01

Max. Num. samples

Set max number of samples for clouds.

Range Settings:

Min: 0

Max: 256

Current Value: 0.0

Step: 1.0

HeightMin

Set minimum height for clouds.

Range Settings:

Min: 0

Max: 20000

Current Value: 0.0

Step: 10.0

Show shadowmap

Enable/disable showing of shadow map for clouds.

Available Options: disabled, enabled

Shadowmap resolution

Set shadow map resolution for clouds.

Range Settings:

Min: 0

Max: 256

Current Value: 0

Step: 1

Shadowmap dispatches p. frame

Set shadow map dispatches per frame for clouds.

Range Settings:

Min: 0

Max: 4

Current Value: 0

Step: 1

Debug shape

Set debug shape visualization for clouds.

Available Options: none, cylinders, spheres

haze value

Set haze value for clouds.

Range Settings:

Min: 0.0001

Max: 0.1

Current Value: 0.018

Step: 0.001

Enable dist. fog

Enable/disable distance fog for clouds.

Available Options: enabled, disabled

dist. fog range

Set distance fog range for clouds.

Range Settings:

Min: 0

Max: 400000

Current Value: 65000

Step: 1000

debug detail noise weights

Enable/disable main shape noise weights debug.

Available Options: false, true

disable noise(middle,micro)

Enable/disable noise (middle, micro) for clouds.

Available Options: false, true

offet X

Set offset X for clouds.

Range Settings:

Min: 0

Max: 1000000

Current Value: 0

Step: 10

offet Z

Set offset Z for clouds.

Range Settings:

Min: 0

Max: 1000000

Current Value: 0

Step: 10

No render

Disable rendering.

Available Options: false, true

Shape instancing

Enable/disable shape instancing.

Available Options: enabled, disabled

Render debug mode

Set render debug mode. Hotkey: rctrl+ralt+w

Available Options: none, wire, wire only, ovedraw, overdrawZ, albedo, world norm, roughness, rough.scene, metalness, mask, ao, vert.color, sss, detail light, diffuse, iblDiffuse, reflection, iblReflection, full diffuse, full reflection, emissive, albedo lin, wetness, porosity, vertex norms, vfx, global layer

Widgets

Set widget rendering mode.

Available Options: on, onlyRT, off

Active GPU wait

Enable/disable active GPU wait.

Available Options: false, true

Allocator stats

Set allocator statistics display.

Available Options: none, show, dump

Show VRAM resources

Enable/disable showing of VRAM resources.

Available Options: false, true

Scene

Filter

MeshObject

Enable/disable MeshObject filter.

Available Options: enabled, disabled

Particle

Enable/disable Particle filter.

Available Options: enabled, disabled

Occluders

Occluders

Enable/disable occluders.

Available Options: true, false

Occlude entities

Enable/disable occluding of entities.

Available Options: true, false

Show active occluders

Show or hide active occluders.

Available Options: false, true

Show occluded

Show or hide occluded objects.

Available Options: false, true

Show occluder volumes

Show or hide occluder volumes.

Available Options: false, true

Terrain Occlusion

Terrain occlusion culling

Enable/disable terrain occlusion culling.

Available Options: true, false

Occlusion mode

Set terrain occlusion mode.

Available Options: Voxelization, Hybridvoxel

Cull dynamic objects

Enable/disable culling of dynamic objects.

Available Options: true, false

Cull individual objects

Enable/disable culling of individual objects.

Available Options: true, false

Cull entity lists

Enable/disable culling of entity lists.

Available Options: true, false

Cull kd-tree leafs

Enable/disable culling of kd-tree leafs.

Available Options: false, true

Cull terrain

Enable/disable culling of terrain.

Available Options: false, true

Cull kd-tree nodes

Enable/disable culling of kd-tree nodes.

Available Options: true, false

# voxel render jobs

Set number of voxel render jobs.

Range Settings:

  • Min: 1
  • Max: 8
  • Current Value: 8
  • Step: 1

Show depth texture

Enable/disable depth texture visualization.

Available Options: false, true

Show FOV deb shapes

Enable/disable showing of FOV debug shapes.

Available Options: false, true

Voxel height scale

Set voxel height scale.

Range Settings:

  • Min: 0.25
  • Max: 32
  • Current Value: 1
  • Step: 0.01

Voxel depth LOD step

Set voxel depth LOD step.

Range Settings:

  • Min: 0.01
  • Max: 10
  • Current Value: 0.25
  • Step: 0.01

Depth buffer fraction

Set depth buffer fraction.

Range Settings:

  • Min: 1
  • Max: 100
  • Current Value: 16
  • Step: 1

Voxel near plane

Set voxel near plane.

Range Settings:

  • Min: 1
  • Max: 100
  • Current Value: 20
  • Step: 1

Override far plane

Enable/disable overriding of far plane.

Available Options: false, true

Voxel far plane

Set voxel far plane.

Range Settings:

  • Min: 1
  • Max: 5000
  • Current Value: 2000
  • Step: 50

Show AAB of occluded

Show AAB of occluded objects.

Available Options: None, Occluded, Visible, All

Voxel occlusion check

Set voxel occlusion check method.

Available Options: Hi-Z, Full-Z raster

Rasterize AABB

Enable/disable rasterization of AABBs.

Available Options: false, true

Show rasterized AABB

Enable/disable showing of rasterized AABBs.

Available Options: false, true

Draw silhouette edges

Enable/disable drawing of silhouette edges.

Available Options: false, true

Cull beyond frustum edges

Enable/disable culling beyond frustum edges.

Available Options: false, true

# frames reuse voxel buffer

Set number of frames to reuse voxel buffer.

Range Settings:

  • Min: 0
  • Max: 60
  • Current Value: 0
  • Step: 1

Raster size threshold

Set raster size threshold.

Range Settings:

  • Min: 0
  • Max: 1024
  • Current Value: 64
  • Step: 2

Render world

Enable/disable world rendering.

Available Options: enabled, disabled

Force vertical FOV

Force vertical field of view.

Available Options: default, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 120, 2.5f, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55

Render world env

Enable/disable rendering of world environment.

Available Options: enabled, disabled

Show clips

Show or hide scene clips.

Available Options: disabled, enabled

LOD multiplier

Set LOD multiplier.

Available Options: 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5

Size multiplier

Set size multiplier.

Available Options: 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5

Override object far plane

Set object far plane override.

Range Settings:

  • Min: 0
  • Max: 50000
  • Current Value: 0
  • Step: 100

Force clear visent

Force clear of visible entities.

Available Options: false, true

Render world ents

Enable/disable rendering of world entities.

Available Options: enabled, disabled

Render world leafs

Enable/disable rendering of world leafs.

Available Options: enabled, disabled

RenderEnts

Enable/disable entities rendering.

Available Options: enabled, disabled

Fast way

Enable/disable fast rendering path.

Available Options: false, true

Show light

Set global light to show. Options: -1 32 -1 1

Show active PPs

Show or hide active post processes.

Available Options: false, true

Cube map size

Set cubemap size.

Available Options: 32, 16, 32, 64, 128, 256, 512, 1024

Capture cube map

Capture cube map.

Available Options: no, capture, capture&insert

Override far plane

Set far plane override.

Range Settings:

  • Min: 0
  • Max: 50000
  • Current Value: 0
  • Step: 100

Force linear depth

Enable/disable forcing of linear depth.

Available Options: false, true

Linear depth

Set linear depth.

Range Settings:

  • Min: 50
  • Max: 5000
  • Current Value: 250
  • Step: 10

Visualize groups

Enable/disable group visualization.

Available Options: false, true

Colorize objects LODs

Colorize objects by LOD.

Available Options: disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7

World

Animation

Enable/disable apply pose in animation.

Available Options: true, false

Streaming

Enable/disable world streaming.

Available Options: true, false

Trace stresstest

Set trace stress test mode.

Available Options: none, nearest, any, all, nearestVis, anyVis, allVis

Query stresstest

Enable/disable query stress test.

Available Options: disabled, enabled

Update stresstest

Enable/disable update stress test.

Available Options: disabled, enabled

Update MT stresstest

Enable/disable multithreaded update stress test.

Available Options: disabled, enabled

Light queries diag

Set light queries debug mode.

Available Options: off, stats, stats+query

Show scene tree

Show scene tree.

Available Options: None, KDTree, QuadTree

Show entity bounds

Show or hide entity bounds.

Available Options: disabled, enabled

Async traces

Enable/disable asynchronous traces.

Available Options: enabled, disabled

Async queries

Enable/disable asynchronous queries.

Available Options: enabled, disabled

Use quadtree

Enable/disable quadtree usage.

Available Options: enabled, disabled

Show AABB

Show AABB. Hotkey: lalt+num5

Available Options: disabled, real, quantized, rendered

Show multileaf ents.

Show or hide multileaf entities.

Available Options: disabled, all, single, multi

Show active

Show or hide active entities.

Available Options: enabled, disabled

Show bones

Show or hide bones.

Available Options: disabled, enabled

Show wind emitters

Show or hide wind emitters. Hotkey: lctrl+num8

Available Options: disabled, enabled

Disable wind

Disable wind. Hotkey: lctrl+num9

Available Options: disabled, enabled

Game update

Enable/disable game update.

Available Options: enabled, disabled

MT entity sim

Enable/disable multithreaded entity simulation.

Available Options: enabled, disabled

MT entity update

Enable/disable multithreaded entity update.

Available Options: enabled, disabled

Entity diag

Enable/disable entity diagnostics.

Available Options: false, true

Entity hierarchy changes

Enable/disable entity hierarchy change diagnostics.

Available Options: false, true

Debug prefabs

Enable/disable debug prefabs.

Available Options: disabled, enabled

New skeleton

Enable/disable new skeleton.

Available Options: false, true

JobManager Callstack

Set JobManager callstack logging mode.

Available Options: off, ext, all

JobManager Print CS

Set JobManager print callstack mode.

Available Options: off, once, always

Ambient Life

Enable/disable ambient life.

Available Options: false, true

Animation

Enable debugger

Enable/disable animation debugger.

Available Options: disabled, enabled

Root motion always enabled

Enable/disable root motion always enabled.

Available Options: false, true

Force animation LOD

Set force animation LOD. Options: -1 4 -1 1

Show transforms before IK

Enable/disable showing of transforms before IK.

Available Options: false, true

Show transforms after IK

Enable/disable showing of transforms after IK.

Available Options: false, true

Show IK offsets

Enable/disable showing of IK offsets.

Available Options: false, true

Show IK solver details

Enable/disable showing of IK solver details.

Available Options: false, true

Show procedural solver details

Enable/disable showing of procedural solver details.

Available Options: false, true

Show cached MS transforms

Enable/disable showing of model space cache.

Available Options: false, true

Show RBF details

Enable/disable showing of RBF details.

Available Options: false, true

Record animations

Enable/disable animation recording.

Available Options: false, true

Record local player

Set animation recording entities mode.

Available Options: Only characters, All entities

Animation traffic

Enable/disable animation traffic logging.

Available Options: false, true

Min IK blend time

Set minimum IK blend time.

Range Settings:

  • Min: 0.01
  • Max: 1
  • Current Value: 0.01
  • Step: 0.01

Physics

Settings

Update rate

Set physics update rate.

Range Settings:

Min: 20

Max: 1000

Current Value: 60

Step: 10

Max fixed steps

Set maximum fixed steps for physics.

Range Settings:

Min: 1

Max: 60

Current Value: 10

Step: 1

Apply

Enable/disable physics settings apply.

Available Options: disabled, enabled

Bullet

Max. Collider Distance

Set maximum distance for Bullet collider.

Available Options: 0, 1, 2, 5, 10, 20, 50, 100, 200, 500

Draw Bullet shape

Enable/disable drawing of Bullet shape.

Available Options: enabled, disabled

Draw Bullet wireframe

Enable/disable drawing of Bullet shape wireframe.

Available Options: enabled, disabled

Draw Bullet shape AABB

Enable/disable drawing of Bullet shape AABB.

Available Options: disabled, enabled

Draw obj center of mass

Enable/disable drawing of object center of mass.

Available Options: disabled, enabled

Draw Bullet contacts

Enable/disable drawing of Bullet contacts.

Available Options: enabled, disabled

Force sleep Bullet

Enable/disable forcing of Bullet to sleep.

Available Options: disabled, enabled

Profile Bullet

Set threshold for Bullet profiling.

Available Options: disabled, >1ms, >5ms, >10ms, >20ms, >50ms

Bullet MT

Enable/disable multithreaded Bullet simulation.

Available Options: true, false

Dump contacts on server

Enable/disable server side physics contacts dump.

Available Options: false, true

Show bodies

Show or hide physics bodies. Hotkey: lalt+num6

Available Options: disabled, flat-mesh, transp-mesh, flat+mesh, transp+mesh

Show layer

Show physics bodies by layer.

Available Options:

Show collider type

Show physics bodies by collider type.

Available Options: all, sphere, box, capsule, cylinder, convex, trimesh

Show simulation state

Show physics bodies by simulation state.

Available Options: col+sim, none, collision, simulation, all

Show body type

Show physics bodies by body type.

Available Options: all, static, dynamic, kinematic

Color by

Set physics bodies color mode.

Available Options: collider type, activation state, body type, by entity

Show COM

Show or hide physics center of mass.

Available Options: false, true

Simulation

Enable/disable physics simulation. Hotkey: lctrl+num7

Available Options: enabled, disabled

Dump non-static bodies

Enable/disable dumping of non-static physics bodies.

Available Options: disabled, enabled

Dump contacts

Enable/disable dumping of physics contacts.

Available Options: false, true

Show stats

Set physics statistics display mode.

Available Options: disabled, basic, detailed, all

Show Bullet

Enable/disable showing of Bullet physics debug.

Available Options: disabled, enabled

Scripts

Show interior bounding box

Show or hide interior bounding box.

Available Options: false, true

Show helper trace

Show or hide physics helper trace.

Available Options: false, true

Game

Weather

Force weather update (WB edit mode)

Enable/disable forcing of weather update.

Available Options: false, true

Debug time

Enable/disable weather debug time.

Available Options: disabled, enabled

time

Set weather debug time.

Range Settings:

Min: 0

Max: 1

Current Value: 0.0

Step: 0.0001

Show diag.

Show or hide weather diagnostics.

Available Options: false, true

Show diag. values

Show or hide weather diagnostic values.

Available Options: false, true

- Force variant

Set current weather variant.

Range Settings:

Min: -1

Max: 0

Current Value: 1

Step: 2

Override wet speeds

Enable/disable overriding wetness speeds.

Available Options: false, true

- Wetting speed

Set current wetting speed.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 1.0
  • Step: 0.1

- Drying speed

Set current drying speed.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 1.0
  • Step: 0.1

Override states

Enable/disable overriding weather states.

Available Options: false, true

- State source

Set current weather state source.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

- State destination

Set current weather state destination.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

Override variants

Enable/disable overriding weather variants.

Available Options: false, true

- Variant source

Set current weather variant source.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

- Variant destination

Set current weather variant destination.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

Dialogue

Demo

Enable/disable dialogue demo mode.

Available Options: false, true

Superscreenshot to file

Save super screenshot to file. Hotkey: lctrl+lshift+f7

Available Options: false, true

Screenshot to clipboard

Save screenshot to clipboard. Hotkey: lshift+f7

Available Options: false, true

Screenshot to file

Save screenshot to file. Hotkey: lctrl+f7

Available Options: false, true

Deployable SpawnPoints

Show Exclusion Zones

Show or hide deployable spawn points exclusion zones.

Available Options: false, true

Voting

Enable All Vote Types

Enable/disable all vote types.

Available Options: false, true

Show bounds overlap target info

Show or hide bounds overlap target info.

Available Options: false, true

Show cursor target info

Show or hide cursor target info.

Available Options: false, true

Copy view link

Copy view link using hotkey (lctrl+lshift+l). Hotkey: lctrl+lshift+l

Available Options: false, true

Sounds

Audio Debug Context

Template Debug Context

Select audio debug context.

Available Options:

Signal info

Enable/disable showing of signal info.

Available Options: false, true

Samples

Enable/disable showing of audio samples.

Available Options: false, true

VON

Play recorder VON

Enable/disable playing of recorded VON.

Available Options: false, true

Replace VON with 440Hz

Enable/disable replacement of VON with 440Hz tone.

Available Options: false, true

Bypass loudness

Enable/disable loudness bypass for VON.

Available Options: false, true

Log starving

Enable/disable logging of VON starving.

Available Options: false, true

Sound World

Sound map

Set sound map type.

Available Options: none, terrain, water

Sound map range

Set sound map range.

Range Settings:

Min: 25

Max: 250

Current Value: 50

Step: 25

Sound map create

Set sound map creation mode.

Available Options: none, create, create+save

Sound Geometry

Sound Geometry Map

Shadowed

Enable/disable showing of shadowed areas.

Available Options: false, true

Visible

Enable/disable showing of visible areas.

Available Options: false, true

Obstacle

Enable/disable showing of obstacles.

Available Options: false, true

Edge

Enable/disable showing of edges.

Available Options: false, true

Diffract

Enable/disable showing of diffraction.

Available Options: false, true

Tile Type

Set tile type display for sound geometry.

Available Options: Square, Value

Sample Visibility

Enable/disable showing of sound sample visibility.

Available Options: false, true

Set Sample Pos

Enable/disable setting of sound sample position.

Available Options: false, true

Enable Diag

Enable/disable sound geometry diagnostics.

Available Options: disabled, enabled

System Info

Enable/disable showing of sound geometry system info.

Available Options: disabled, enabled

Interior Cache Info

Enable/disable showing of sound geometry interior cache info.

Available Options: disabled, enabled

Show Update Range

Enable/disable showing of sound geometry update range.

Available Options: disabled, enabled

Object Info

Enable/disable showing of sound geometry object info.

Available Options: disabled, enabled

Show Building Portals

Show building portals.

Available Options: none, all, single, per area, active

Show Buildings Rect

Show or hide buildings rectangles.

Available Options: disabled, enabled

Hide Building Mesh

Hide building mesh.

Available Options: disabled, enabled

Obstruction Pos

Enable/disable obstruction position debug.

Available Options: disabled, enabled

Freeze Positions

Enable/disable freezing of positions for sound geometry.

Available Options: disabled, enabled

Interior Handler

InteriorHandler

Select interior handler debug.

Available Options:

Old interior detection

Enable/disable old interior detection.

Available Options: false, true

Enable Debug

Enable/disable interior handler debug.

Available Options: false, true

Queries

Enable/disable interior queries debug.

Available Options: false, true

SoundMap

SoundMap

Select sound map debug.

Available Options:

Show values

Enable/disable showing of sound map values.

Available Options: false, true

Draw Regions

Enable/disable drawing of sound map regions.

Available Options: false, true

Layer to draw

Select sound map layer to draw.

Available Options: Terrain, Coast, Freshwater

Show memory allocated

Enable/disable showing of sound map memory allocated.

Available Options: false, true

Force generation

Enable/disable forcing of sound map generation.

Available Options: false, true

Force default SoundMap

Enable/disable forcing of default sound map.

Available Options: false, true

Chimera Sounds

Signals Debug

Enable/disable chimera sound signals debug.

Available Options: false, true

Signals Debug by Entity

Enable/disable chimera sound signals debug by entity.

Available Options: false, true

Ambients

Set ambients debug mode.

Available Options: None, River, Coast, Lake

Freeze cam position

Enable/disable freezing of camera position for ambients debug.

Available Options: false, true

Debug Com.Sound

Enable/disable communication sound debug.

Available Options: false, true

MM - debug info

Enable/disable music manager debug info.

Available Options: false, true

Debug RadioBroadcast

Enable/disable radio broadcast debug.

Available Options: false, true

Show invalid event

Enable/disable showing of invalid sound events.

Available Options: false, true

Show system info

Set sound system info display.

Available Options: none, generic, cmds, alloc

Resources

Set sound resources display.

Available Options: none, all, events

Show categories

Enable/disable showing of sound categories.

Available Options: false, true

Show sounds

Enable/disable showing of playing sounds.

Available Options: false, true

Show sounds 3D

Set 3D sound visualization.

Available Options: none, all, waiting, playing, fading

Log source info

Enable/disable logging of sound source info.

Available Options: false, true

Com debug

Enable/disable communication debug.

Available Options: false, true

Enable ITD

Enable/disable ITD.

Available Options: true, false

Play recorded VON

Enable/disable playing of recorded VON.

Available Options: false, true

Print Melee Surface

Enable/disable printing of melee surface.

Available Options: false, true

Reload AmbientSounds Conf

Enable/disable reloading of ambient sound configurations.

Available Options: false, true

Random Ambient Sounds

Enable/disable random positional ambient sounds.

Available Options: false, true

Show MPD Impulse Values

Enable/disable showing of MPD impulse values.

Available Options: false, true

Sound Manager

Enable/disable sound manager debug.

Available Options: false, true

Global Variables

Enable/disable sound global variables debug.

Available Options: false, true

Particles

Disable particle render

Enable/disable particle rendering.

Available Options: false, true

Disable particle update

Enable/disable particle update.

Available Options: false, true

Show particle FX LOD

Enable/disable showing of particle FX LOD.

Available Options: disabled, enabled

Show 3D rotation spaces

Set scale for showing of particle rotation spaces.

Available Options: off, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0

Overdraw optimization

Set overdraw optimization mode.

Available Options: off, overhead (prerender), overhead (complete), on

Render

Set particle render mode.

Available Options: full, background only, no background

Depth write mode

Set particle depth write mode.

Available Options: full-screen tri, particle draw

Prerender mask

Set particle prerender mask mode.

Available Options: on, off, overhead

Copy from main RT

Enable/disable copying frommain render target.

Available Options: enabled, disabled

Show internal texture

Show particle internal texture.

Available Options: none, depth ranges, alpha pre, alpha full

Show Particle Contacts

Enable/disable showing of particle contacts.

Available Options: false, true

System

Job workers enabled

Enable/disable job workers.

Available Options: true, false

Cause freeze (1 min)

Cause freeze (1 min).

Available Options: false, true

Cause assert

Cause assert.

Available Options: false, true

Cause crash

Cause crash.

Available Options: false, true

Cause crash async

Cause crash on thread.

Available Options: false, true

Cause CRT abort

Cause CRT abort.

Available Options: false, true

Cause CRT abort async

Cause CRT abort on thread.

Available Options: false, true

Corrupt malloc

Enable/disable corrupt malloc.

Available Options: false, true

Corrupt new

Enable/disable corrupt new.

Available Options: false, true

Corrupt MM

Enable/disable corrupt MM.

Available Options: false, true

Corrupt MM async

Enable/disable corrupt MM on thread.

Available Options: false, true

Alloc huge memory

Enable/disable allocation of huge memory.

Available Options: false, true

Simulate GPU TDR

Enable/disable simulation of GPU TDR.

Available Options: false, true

Input

Sink Input

Enable/disable sink input.

Available Options: false, true

Debug Contexts

Set input context debug mode.

Available Options: disabled, active, all

Show Cursor

Enable/disable showing of input cursor.

Available Options: false, true

UI

Disable Loc

Enable/disable localization.

Available Options: false, true

Show UI Diag

Enable/disable UI diagnostics.

Available Options: false, true

Log Construction

Enable/disable logging of UI construction.

Available Options: false, true

refactored

Override config

Override radial menu config.

Available Options: true")", false, true

Close on open

Close radial menu on open.

Available Options: true")", false, true

Perform on close

Perform action on radial menu close.

Available Options: true")", false, true

Close on perform

Close radial menu on perform.

Available Options: true")", false, true

Delect in center

Deselect radial menu in center.

Available Options: true")", false, true

Large size

Use large size for radial menu.

Available Options: true")", false, true

Override size

Override radial menu custom size.

Available Options: true")", false, true

Sustom size

Set custom radial menu size.

Range Settings:

Min: 100

Max: 1000

Current Value: 100

Step: 1

Entries setup

Enable/disable custom entry count for radial menu.

Available Options: true")", false, true

Entries

Set custom entry count for radial menu.

Range Settings:

Min: 2

Max: 32

Current Value: 2

Step: 1

Close All Menus

Close all menus.

Available Options: false, true

Open Main Menu

Open main menu.

Available Options: false, true

Log widgets under cursor

Enable/disable logging of widgets under cursor.

Available Options: false, true

Ignore hint persistency

Enable/disable ignoring of hint persistency.

Available Options: false, true

Enable map debug menu

Enable/disable map debug menu.

Available Options: false, true

Show all settings

Enable/disable showing of all UI settings.

Available Options: false, true

AI

Performance

Show IsAIActivated

Enable/disable showing of IsAIActivated flag.

Available Options: false, true

AILib counters

Enable/disable AI library counters.

Available Options: false, true

Load balancing

Enable/disable AI load balancing.

Available Options: true, false

Forced AI simulation LOD

Set forced AI simulation LOD.

Range Settings:

Min: -1

Max: 10

Current Value: -1

Step: 1

BT holder

Enable/disable BT holder debug.

Available Options: false, true

AI Limits

Enable/disable AI limits debug.

Available Options: false, true

Navmesh

Show NavMesh

Enable/disable showing of NavMesh.

Available Options: false, true

Generate without navlinks

Enable/disable generation of NavMesh without navlinks.

Available Options: true, false

Show links between polygons

Enable/disable showing of links between polygons.

Available Options: false, true

Navlinks Validation

Enable/disable Navlinks validation.

Available Options: false, true

Navlink Active Direction

Enable/disable showing of Navlink active direction.

Available Options: false, true

Show Navmesh Project Index

Set Navmesh project index to show.

Range Settings:

  • Min: 0
  • Max: 1000
  • Current Value: 0
  • Step: 1

Ignore area costs

Enable/disable ignoring of area costs for pathfinding.

Available Options: false, true

Path smoothing (on/off)

Set path smoothing mode.

Available Options: default, on, off

Movement

Path

Enable/disable path debug.

Available Options: false, true

Path index

Enable/disable showing of current path index.

Available Options: false, true

Obstacle Avoidance diag

Enable/disable obstacle avoidance debug.

Available Options: false, true

Current Navlink

Enable/disable showing of current Navlink.

Available Options: false, true

Request parameters

Enable/disable showing of request parameters.

Available Options: false, true

Movement parameters

Enable/disable showing of movement parameters.

Available Options: false, true

Request Target

Enable/disable showing of request target.

Available Options: false, true

Movement Target

Enable/disable showing of movement target.

Available Options: false, true

Orientation Target

Enable/disable showing of orientation target.

Available Options: false, true

Formation offsets

Set formation offsets debug mode.

Available Options: off, projected, default, both

Formation Center

Enable/disable showing of formation center.

Available Options: false, true

Move Handlers

Enable/disable showing of move handlers.

Available Options: false, true

Stuck Teleport

Enable/disable teleport if stuck.

Available Options: false, true

Out of Navmesh Teleport

Enable/disable teleport if out of NavMesh.

Available Options: false, true

Memory

Enable/disable showing of movement memory.

Available Options: false, true

Pathfinding

Debug of AStar

Enable/disable AStar debug.

Available Options: false, true

Make a step of AStar

Step AStar pathfinding. Hotkey: lctrl+lalt+v

Available Options: false, true

Pathfinding component

Enable/disable pathfinding component debug.

Available Options: false, true

Road network

Set road network debug mode. Hotkey: lctrl+lalt+n

Available Options: off, active, roads, children, bridges, offRoad, links, all

Show Road Width

Enable/disable showing of road widths. Hotkey: lctrl+lalt+w

Available Options: false, true

Road network component

Set road network component debug.

Range Settings:

Min: -1

Max: 300

Current Value: -1

Step: 1

Road Id

Enable/disable showing of road IDs. Hotkey: lctrl+lalt+i

Available Options: false, true

RoadPart Min Max Id

Enable/disable showing of road part min max ids.

Available Options: false, true

Pathfinding errors

Enable/disable reporting of pathfinding errors.

Available Options: false, true

Link on bridge Id

Set link on bridge ID.

Range Settings:

Min: 0

Max: 1000

Current Value: 0

Step: 1

Aiming

Aiming component

Enable/disable aiming component debug.

Available Options: false, true

Aiming component PID

Enable/disable aiming component PID debug.

Available Options: false, true

Head aiming component

Enable/disable head aiming component debug.

Available Options: false, true

Use aim at version of ai aiming

Enable/disable usage of aim at version of AI aiming.

Available Options: false, true

Show target aimpoint

Show or hide target aimpoint.

Available Options: false, true

Show target projected size

Show or hide projected target size.

Available Options: false, true

AI Navigator

Enabled

Enable/disable AI navigator debug.

Available Options: false, true

Previous agent

Select previous AI navigator agent. Hotkey: rctrl+rshift+9

Available Options: false, true

Next agent

Select next AI navigator agent. Hotkey: rctrl+rshift+0

Available Options: false, true

Driving

Show character detection

Enable/disable character detection debug.

Available Options: false, true

Vehicle driving diag

Enable/disable vehicle driving diagnostics.

Available Options: false, true

AI Forbid Reversing

Enable/disable AI reversing.

Available Options: false, true

AI No Steer Adjustments

Enable/disable AI steering adjustments.

Available Options: false, true

Curve Circumference

Enable/disable curve circumference debug.

Available Options: false, true

PID Display

Enable/disable PID debug.

Available Options: false, true

Show avoidance

Enable/disable vehicle avoidance debug.

Available Options: false, true

Perception

Perception targets

Enable/disable perception targets debug.

Available Options: false, true

Perception sensors eyes

Enable/disable perception sensors eyes debug.

Available Options: false, true

Perception sensors ears

Enable/disable perception sensors ears debug.

Available Options: false, true

Perception recognition

Enable/disable perception recognition factors debug.

Available Options: false, true

Cached perceiveble positions

Enable/disable showing of cached perceived positions.

Available Options: false, true

Animals

Show animals debug info

Enable/disable animals debug.

Available Options: false, true

Manager to debug

Select animal manager to debug.

Available Options: None, Birds

Show current Animal positions

Enable/disable showing of current animal positions.

Available Options: false, true

Draw tile boundaries

Enable/disable drawing of animal tile boundaries.

Available Options: false, true

Draw Animal despawn range

Enable/disable drawing of animal despawn range.

Available Options: false, true

Draw Animal to Animal minimum spawn range

Enable/disable drawing of animal to animal minimum spawn range.

Available Options: false, true

Turn correction debug

Enable/disable turn correction debug.

Available Options: false, true

POV Pathfinder

Extend of querry box

Set extend of query box.

Range Settings:

Min: 1

Max: 20

Current Value: 10

Step: 1

Number of iterations

Set number of iterations.

Range Settings:

Min: 1

Max: 10

Current Value: 5

Step: 1

Fail on hitting origin

Enable/disable pathfinding failure on hitting origin.

Available Options: false, true

Set start position

Set pathfinder start position. Hotkey: lctrl+lalt+num0

Available Options: false, true

Set end position

Set pathfinder end position. Hotkey: lctrl+lalt+num1

Available Options: false, true

Run pathfinder

Run pathfinder. Hotkey: lctrl+lalt+num3

Available Options: false, true

Generate Graph

Generate pathfinder graph. Hotkey: lctrl+lalt+num2

Available Options: false, true

Show Cover Query

Enable/disable showing of cover query.

Available Options: false, true

Disable AI damage

Set AI damage mode.

Available Options: Cheat disabled, Force invulnerable, Force vulnerable

Disable AI actions

Enable/disable AI action processing. Hotkey: lctrl+lalt+f9

Available Options: false, true

Smart actions usage

Enable/disable smart actions debug.

Available Options: false, true

Group members

Enable/disable showing of AI group members.

Available Options: false, true

Waypoints

Set waypoint visualization.

Available Options: off, cylinder, sphere

AI Units

Enable/disable AI units debug.

Available Options: false, true

Messages

Enable/disable AI messages debug.

Available Options: false, true

Show target AI context

Enable/disable showing of target AI context.

Available Options: false, true

AIScript

AI Debug Category

Set AI debug category.

Available Options: MISSING CATALOGS!

Set BT Breakpoint

Enable/disable BT breakpoint.

Available Options: false, true

Print debug from BTs

Enable/disable printing of debug from BTs.

Available Options: false, true

Print init of groups

Enable/disable printing of group init info.

Available Options: false, true

Show fireteams

Enable/disable showing of fireteams.

Available Options: false, true

Show subgroups

Enable/disable showing of subgroups.

Available Options: false, true

Show target clusters

Enable/disable showing of target clusters.

Available Options: false, true

Print stats for aiming

Enable/disable printing of aiming statistics.

Available Options: false, true

Print new activity

Enable/disable printing of new AI activity.

Available Options: false, true

Show debug shapes from BTs

Enable/disable showing of debug shapes from BTs.

Available Options: false, true

Show fiendly in aim

Enable/disable showing of friendly units in aim.

Available Options: false, true

Show target last seen

Enable/disable showing of target last seen position.

Available Options: false, true

Select fixed AIAgent

Enable/disable selection of fixed AI agent.

Available Options: false, true

Debug cover search

Enable/disable cover search debug.

Available Options: false, true

Show Comms Handlers

Enable/disable showing of comms handlers.

Available Options: false, true

Show perception panel

Enable/disable showing of perception panel.

Available Options: false, true

Show grenade positions

Enable/disable showing of grenade positions.

Available Options: false, true

Show suppression debug

Enable/disable showing of suppression debug.

Available Options: false, true

Show illum flares positions

Enable/disable showing of illum flares positions.

Available Options: false, true

Show aim leading debug

Enable/disable showing of aim leading debug.

Available Options: false, true

Show sector threat filter

Enable/disable showing of sector threat filter.

Available Options: false, true

Show search and destroy points of interest

Enable/disable showing of search and destroy points of interest.

Available Options: false, true

Show Send Message Menu

Enable/disable showing of send message menu.

Available Options: false, true

Open Debug Panel

Enable/disable opening of AI debug panel.

Available Options: false, true

Show Grenade Trace

Enable/disable showing of grenade trace.

Available Options: false, true

Systems

DynSim Distance Diag

Enable/disable Dynamic Simulation distance diagnostics.

Available Options: false, true

DynSim Visibility Diag

Enable/disable Dynamic Simulation visibility diagnostics.

Available Options: false, true

ProcAnim Registration Diag

Enable/disable procedural animation registration diagnostics.

Available Options: false, true

HandleControls Registration Diag

Enable/disable handle controls registration diagnostics.

Available Options: false, true

NwkMovement Registration Diag

Enable/disable network movement registration diagnostics.

Available Options: false, true

Sound Registration Diag

Enable/disable sound registration diagnostics.

Available Options: false, true

Backend Diag

Enable/disable backend diagnostics.

Available Options: false, true

AnimKeyFrame Fake Time

Set animation keyframe fake time.

Range Settings:

Min: 0

Max: 1.0

Current Value: 0.0

Step: 0.05

Systems diag

Set systems diagnostics display.

Available Options: none, basic, full

Show diag system stats

Enable/disable showing of system statistics.

Available Options: false, true

Platform

PlayStation Network matches

Show match status

Enable/disable showing of match status.

Available Options: false, true

Create dummy match

Enable/disable creation of dummy match.

Available Options: false, true

Start match

Enable/disable start of match.

Available Options: false, true

Cancel match

Enable/disable cancelation of match.

Available Options: false, true

Finish match (submit result)

Enable/disable finishing of match (submit result).

Available Options: false, true

*Join match (dummy player)

Enable/disable joining of match (dummy player).

Available Options: false, true

*Leave match (dummy player)

Enable/disable leaving of match (dummy player).

Available Options: false, true

Add player via update (dummy player)

Enable/disable adding of player via update (dummy player).

Available Options: false, true

Pick user

Enable/disable picking of user.

Available Options: false, true

Simulate Sign-out

Simulate user sign out.

Available Options: false, true

Obtain save data

Obtain save data.

Available Options: false, true

Commit save data

Commit save data.

Available Options: false, true

Open URL

Open URL in browser.

Available Options: false, true

Change user name

Change user name.

Available Options: false, true

Show local player profile

Show local player profile.

Available Options: false, true

Request & log privileges

Request and log privileges.

Available Options: false, true

Revoke privilege: Text comm

Revoke text communication privilege.

Available Options: false, true

Revoke privilege: Voice comm

Revoke voice communication privilege.

Available Options: false, true

Revoke privilege: Multiplayer

Revoke multiplayer privilege.

Available Options: false, true

Revoke privilege: Lobby

Revoke lobby privilege.

Available Options: false, true

Revoke privilege: UGC

Revoke UGC privilege.

Available Options: false, true

Revoke privilege: Shared sessions

Revoke shared sessions privilege.

Available Options: false, true

Revoke privilege: Social network sharing

Revoke social network sharing privilege.

Available Options: false, true

Accept dummy invitation

Accept dummy invitation.

Available Options: false, true

Invite using platform GUI

Invite using platform GUI.

Available Options: false, true

Log list of achievements

Log list of achievements.

Available Options: false, true

Serialization

Enable log reports

Enable/disable serialization log reports.

Available Options: none, errors, all

Manual Camera

Show debug menu

Enable/disable manual camera debug menu.

Available Options: false, true

Control player

Enable/disable control player using manual camera.

Available Options: false, true

Speed boost up debug

Enable/disable manual camera speed boost debug.

Available Options: false, true

Paste view link

Paste view link using hotkey (lshift+lalt+l). Hotkey: lshift+lalt+l

Available Options: false, true

Unlimited Movement

Enable/disable unlimited manual camera movement.

Available Options: false, true

Editor

Is Opened

Enable/disable editor opened flag debug.

Available Options: false, true

Can Open

Enable/disable editor can open flag debug.

Available Options: false, true

Can Close

Enable/disable editor can close flag debug.

Available Options: false, true

Show Debug

Enable/disable editor debug.

Available Options: false, true

Force Limited

Enable/disable forcing of limited editor.

Available Options: false, true

Log Async Load

Enable/disable logging of async loading for editor.

Available Options: false, true

Show Screenshot

Enable/disable showing of screenshot for editor.

Available Options: false, true

Simulated Network Delay

Set simulated network delay.

Range Settings:

  • Min: 0
  • Max: 1000
  • Current Value: 0
  • Step: 100

GameMode

Game Mode

Enable/disable showing of game mode debug.

Available Options: false, true

Show kill log

Enable/disable showing of kill log.

Available Options: false, true

Respawn Component

Enable/disable respawn component debug.

Available Options: false, true

Respawn Time Measures

Enable/disable respawn time measurement debug.

Available Options: false, true

Respawn Timer

Enable/disable respawn timer component debug.

Available Options: false, true

Scoring System

Enable/disable showing of scoring system debug.

Available Options: false, true

Player Factions

Enable/disable showing of player factions debug.

Available Options: false, true

Player Loadouts

Enable/disable showing of player loadouts debug.

Available Options: false, true

Conflict

Instant composition spawning

Enable/disable instant composition spawning.

Available Options: false, true

Promotion

Enable promotion.

Available Options: false, true

Demotion

Enable demotion.

Available Options: false, true

Singleplayer

Disable Game Over

Enable/disable game over.

Available Options: false, true

Tutorial

Course locations

OBSTACLE COURSE

Enable obstacle course location.

Available Options: false, true

FIRING RANGE

Enable firing range location.

Available Options: false, true

COMBAT ENGINEERING

Enable combat engineering location.

Available Options: false, true

SEIZING

Enable seizing location.

Available Options: false, true

FIRST AID

Enable first aid location.

Available Options: false, true

DRIVING

Enable driving location.

Available Options: false, true

NAVIGATION

Enable navigation location.

Available Options: false, true

HELICOPTER PILOTING

Enable helicopter piloting location.

Available Options: false, true

SPECIAL WEAPONS

Enable special weapons location.

Available Options: false, true

LONG-DISTANCE SHOOTING

Enable long range shooting location.

Available Options: false, true

FIRE SUPPORT COURSE

Enable fire support course location.

Available Options: false, true

SQUAD LEADERSHIP

Enable squad leadership location.

Available Options: false, true

VEHICLE MAINTENANCE

Enable vehicle maintenance location.

Available Options: false, true

Disable course reqs

Enable/disable tutorial course requirements.

Available Options: false, true

Skip intro sequence

Enable/disable skip intro sequence.

Available Options: false, true

Regenerate course tasks

Enable/disable regeneration of course tasks.

Available Options: false, true

Skip AI Driving

Enable/disable skipping AI driving.

Available Options: false, true

Finish current stage

Enable/disable finishing of current stage.

Available Options: false, true

Move to waypoint

Enable/disable moving to waypoint.

Available Options: false, true

Set evening time

Enable/disable setting evening time.

Available Options: false, true

Dump stages into log

Enable/disable dumping of stages into log.

Available Options: false, true

Finish all courses

Enable/disable finishing of all courses.

Available Options: false, true

Draw Area Restrictions

Enable/disable drawing of area restrictions.

Available Options: false, true

ScenarioFramework

Tasks

Enable/disable scenario framework tasks debug.

Available Options: false, true

Registered Areas

Enable/disable scenario framework registered areas debug.

Available Options: false, true

Debug Areas

Enable/disable scenario framework debug areas.

Available Options: false, true

Layer Inspector

Enable/disable scenario framework layer inspector.

Available Options: false, true

Action Inspector

Enable/disable scenario framework action inspector.

Available Options: false, true

Logic Inspector

Enable/disable scenario framework logic inspector.

Available Options: false, true

Plugin Inspector

Enable/disable scenario framework plugin inspector.

Available Options: false, true

Condition Inspector

Enable/disable scenario framework condition inspector.

Available Options: false, true

Tasks

Execute tasks

Enable/disable execution of tasks.

Available Options: true, false

Print all tasks

Enable/disable printing of all tasks.

Available Options: false, true

Radial Menu

Enable diagnostics

Enable/disable radial menu diagnostics.

Available Options: false, true

Enable logging

Enable/disable radial menu logging.

Available Options: false, true

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