Reyhard/Sandbox/Diag Menu – User

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< Reyhard‎ | Sandbox
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(Replaced content with "== Show explosion debug == <!-- ID: GAME_DIAG_EXPLOSIONDBG --> Enable/disable showing of explosion debug. '''Available Options''': false, true")
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<!--
Wiki editors: do not forget to update miniTOC when adding an H2 title!
--><div style="display: flex"><!-- flex start -->
<div style="flex-grow: 1"><!-- scrolling div start -->
The Diag Menu is a menu listing many options used to debug game scripting and assets. It is available in {{GameCategory|armaR|Modding|Official Tools|text= Workbench}} in any 3D viewport (e.g world or model preview).
<div style="border: 0.5em solid #000; border-radius: 0.25em; display: inline-block">[[File:armareforger_debugmenu-main.png]]</div><!-- I'm fancy like that -->
{{Feature|informative|
; Usage
* To open the Diag Menu, press {{Controls|Win|Alt}} (alternatively, {{Controls|Ctrl|Win}} but this shortcut conflicts with Windows 11's shortcut) in any 3D viewport
* To enter a sub-menu, press {{Controls|right}}
* To leave a sub-menu, press {{Controls|backspace}}
* To change a value, use {{Controls|left}} and {{Controls|right}}.
; Hints
* {{Controls|Home}} - jump to root menu
* {{Controls|Insert}} - reset to default just for options in actual menu
* {{Controls|Delete}} - reset to default for all options
* {{Controls|Shift|Up}} / {{Controls|Down}} - faster movement through the menu
* {{Controls|F1}} - save current options to user profile
* {{Controls|F2}} - load options from user profile
It is possible to read & save Diagnostic Menu options from different location via [[Arma_Reforger:Startup_Parameters#diagMenu|diagMenu]] startup parameter.}}
== Modding ==
{{Feature|informative|See {{Link|enfusion://ScriptEditor/scripts/Core/generated/Debug/DiagMenu.c|DiagMenu.c}} for DiagMenu API information.}}
<enforce>
enum TAG_EMyModDiagMenu
{
ModMenu = 0,
ModMenu_DEBUG,
ModMenu_SHOW,
ModMenu_LOG,
}
</enforce>
<enforce>
// 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");
}
</enforce>
<enforce>
// somewhere needed
if (DiagMenu.GetBool(TAG_EMyModDiagMenu.ModMenu_DEBUG))
{
Print("Debug entered through Diag menu");
/* ... */
}
</enforce>
= GameCode =
== Damage ==
=== Hit Zones ===
==== Show hit zone memory ====
<!-- ID: DM_HITZONE_MEMORY -->
Enable/disable showing of hit zone memory.
'''Available Options''': false, true
==== Show hit zones ====
<!-- ID: GAME_DIAG_SHOW_HITZONES -->
Enable/disable showing of hit zones.
'''Available Options''': false, true
==== Log damage on hit zones ====
<!-- ID: GAME_DIAG_LOG_HITZONES -->
Enable/disable logging of damage on hit zones.
'''Available Options''': false, true
==== Log Rpl registration ====
<!-- ID: GAME_DIAG_RPLNODES_LOGGING -->
Enable/disable logging of Rpl registration.
'''Available Options''': false, true
=== Destruction ===
==== Damage all on init ====
<!-- ID: GAME_DIAG_DAMAGE_ALL_ON_INIT -->
Enable/disable damage all on init.
'''Available Options''': false, true
==== Enable Logging ====
<!-- ID: GAME_DIAG_LOG_DESTRUCTION -->
Enable/disable logging of destruction.
'''Available Options''': false, true
==== Enable layout logging ====
<!-- ID: GAME_DIAG_LOG_DESTRUCTION_LAYOUT -->
Enable/disable logging of destruction layout.
'''Available Options''': false, true
==== Rotate permanent debris 90deg ====
<!-- ID: GD_DESTRUCTION_ROTATE_DEBRIS -->
Enable/disable rotating permanent debris.
'''Available Options''': false, true
==== Snap to ground (debris) ====
<!-- ID: GD_DESTRUCTION_ENABLE_SNAP_TO_GROUND -->
Enable/disable snapping of debris to ground.
'''Available Options''': false, true
==== Allow broken prefabs spawning ====
<!-- ID: GD_SPAWN_BROKEN_PREFABS -->
Enable/disable spawning of broken prefabs.
'''Available Options''': false, true
==== Enable destruction diag ====
<!-- ID: SCR_DebugMenuID.DEBUGUI_DESTRUCTION_ENABLE_DIAG -->
Enable/disable destruction diagnostics.
'''Available Options''': false, true
=== Type of damage info ===
<!-- ID: GAME_DIAG_DAMAGE_INFO_TYPE -->
Set type of damage info. When activated, small windows appears showing HP (current and maximum) of all individual HitZones
* off - debug is disabled
* trace - displays info for what are you looking at
* self - displays info for controlled character
* both - acts as trace if looking at something, otherwise acts as self
'''Available Options''': off,  trace,  self,  both
=== DamageEffect info ===
<!-- ID: GAME_DIAG_DAMAGE_EFFECTS_INFO_TYPE -->
Set damage effect info type. Currently following inormation is available
'''Available Options''': off,  Persistent,  Damage History,  both
=== Visualize weapon blast ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_BLAST -->
Set weapon blast visualization mode.
'''Available Options''': disabled, hit, all, posDebug, onlyMainBlast, onlyRicochet
== Achievements ==
=== Achievements display ===
<!-- ID: GAME_DIAG_ACHIEVEMENTS_DISPLAY -->
Enable/disable achievements display.
'''Available Options''': false, true
=== Dump achievement memory data ===
<!-- ID: GAME_DIAG_ACHIEVEMENTS_GET -->
Enable/disable dumping of achievement memory data.
'''Available Options''': false, true
=== Request achievement platform data ===
<!-- ID: GAME_DIAG_ACHIEVEMENTS_REQUEST -->
Enable/disable request for platform achievement data.
'''Available Options''': false, true
=== Unlock ACH_COMBAT_HYGIENE ===
<!-- ID: GAME_DIAG_UNLOCK_ACHIEVEMENT_0 -->
Unlock ACH_COMBAT_HYGIENE.
'''Available Options''': false, true
=== +50 STAT_ENEMIES_NEUTRALIZED ===
<!-- ID: GAME_DIAG_INCR_STAT_1 -->
Increase STAT_ENEMIES_NEUTRALIZED by 50.
'''Available Options''': false, true
== Particle ==
=== Particles manager ===
<!-- ID: GAME_DIAG_PARTICLES -->
Enable/disable particles manager debug.
'''Available Options''': false, true
=== Distance particle effect ===
<!-- ID: GAME_DIAG_PARTICLES_DISTANCE_SYSTEM -->
Enable/disable distance particle effect.
'''Available Options''': enabled, disabled
== Signals ==
=== Show current SignalsManagerComponent ===
<!-- ID: GAME_DIAG_SIGNALS_CURR -->
Show or hide current SignalsManagerComponent.
'''Available Options''': false, true
=== Log received ===
<!-- ID: GAME_DIAG_SIGNALS_RECV -->
Enable/disable logging of received signals.
'''Available Options''': false, true
=== Log sent ===
<!-- ID: GAME_DIAG_SIGNALS_SENT -->
Enable/disable logging of sent signals.
'''Available Options''': false, true
=== Log signal changes ===
<!-- ID: GAME_DIAG_SIGNALS_CHANGES -->
Set logging mode for signal changes.
'''Available Options''': off,  all,  0.5,  1,  10,  100
=== Signals to dump ===
<!-- ID: GAME_DIAG_SIGNALS_TO_DUMP -->
Set signals to dump.
'''Available Options''': SP,  MP,  all
=== Dump signals ===
<!-- ID: GAME_DIAG_SIGNALS_DUMP -->
Enable/disable dumping of signals.
'''Available Options''': false, true
== Game materials ==
=== Cursor ===
<!-- 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''': false, true
=== Projectile ===
<!-- 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''': false, true
=== Character's feet ===
<!-- ID: GAME_DIAG_MATERIALS_SOLDIER_FEET -->
Enable/disable showing of materials under character's feet.
'''Available Options''': false, true
=== Vehicle ===
<!-- ID: GAME_DIAG_MATERIALS_VEHICLE -->
Enable/disable showing of materials under vehicle.
'''Available Options''': false, true
== Weapons ==
=== Deployment ===
==== Debug deploying ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEBUG -->
Enable/disable debugging of weapon deployment.
'''Available Options''': false, true
==== IK diag ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_IK -->
Enable/disable IK diagnostics for weapon deployment.
'''Available Options''': false, true
==== Aim speed diag ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_AIM_SPEED -->
Enable/disable aim speed diagnostics for weapon deployment.
'''Available Options''': false, true
==== Animation diag ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ANIM -->
Enable/disable animation diagnostics for weapon deployment.
'''Available Options''': false, true
==== Weapon collision diag ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_WEAPON_COLLISION -->
Enable/disable weapon collision diagnostics for deployment.
'''Available Options''': false, true
==== Disable Prone deployment ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_PRONE -->
Enable/disable prone deployment for weapons.
'''Available Options''': false, true
==== Disable post-phys hand pose ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_POSTPHYS_IK -->
Enable/disable post physics hand pose for weapon.
'''Available Options''': false, true
==== ADS limits diag ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ADS_LIMITS -->
Enable/disable ADS limits debug.
'''Available Options''': false, true
==== Deploying height ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEPLOY_HEIGHT -->
Set deploying height.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0.3
*  Step: 0.01
==== Max dist wpn-shoulder ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISTANCE_OFFSET_FROM_SHOULDER -->
Set max distance between weapon and shoulder.
'''Range Settings''':
*  Min: 0
*  Max: 90
*  Current Value: 15
*  Step: 0.05
==== Disable prone movement ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DISABLE_MOVEMENT -->
Enable/disable movement while prone deployment.
'''Available Options''': true, false
==== Prone deployment heigh limit ====
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DEPLOY_HEIGHT_LIMIT -->
Set prone deployment height limit.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0.15
*  Step: 0.01
=== Show sights points ===
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SIGHTS_POINTS -->
Enable/disable showing of weapon sight points.
'''Available Options''': false, true
=== Disable aim modifiers ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_AIM_MODIFIERS -->
Enable/disable aim modifiers for weapons.
'''Available Options''': false, true
=== Disable character aim modifiers ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_CHARACTER_AIM_MODIFIERS -->
Enable/disable character aim modifiers for weapons.
'''Available Options''': false, true
=== Disable weapon offset ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_WEAPON_OFFSET -->
Enable/disable weapon offset.
'''Available Options''': false, true
=== Enable sway diagnostics ===
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SWAY_DIAG -->
Enable/disable sway diagnostics.
'''Available Options''': false, true
=== Disable movement based sway ===
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_MOVEMENT_SWAY -->
Enable/disable movement based sway.
'''Available Options''': false, true
=== Weapon obstruction ===
<!-- ID: GAME_DIAG_WEAPONS_OBSTRUCTION -->
Enable/disable weapon obstruction debug.
'''Available Options''': false, true
=== Weapon handling ===
<!-- ID: GAME_DIAG_WEAPONS_HANDLING -->
Enable/disable weapon handling debug.
'''Available Options''': false, true
=== Weapon IK ===
<!-- ID: GAME_DIAG_WEAPONS_IK -->
Enable/disable weapon IK debug.
'''Available Options''': false, true
=== Enable casing endpoints ===
<!-- ID: GAME_DIAG_WEAPONS_ENABLE_CASING_ENDPOINTS -->
Enable/disable casing endpoints debug.
'''Available Options''': false, true
=== Disable partial lower ===
<!-- ID: GAME_DIAG_WEAPONS_FORCE_DISABLE_PARTIAL_LOWER -->
Enable/disable partial lower disable.
'''Available Options''': false, true
=== Force zeroing anim value ===
<!-- ID: GAME_DIAG_WEAPONS_FORCE_ZEROING_ANIM_VALUE -->
Set force zeroing animation value.
Options: -0.001 1 -0.001 0.001
=== Force Recoil Type ===
<!-- ID: GAME_DIAG_WEAPONS_FILTER_RECOIL_TYPE -->
Set force recoil type.
'''Range Settings''':
*  Min: 0
*  Max: 3
*  Current Value: 0
*  Step: 1
=== Roll comp. weight ===
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_WEIGHT -->
Set roll compensation weight.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.01
=== Roll comp. gizmo diag ===
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_GIZMOS -->
Enable/disable roll compensation gizmo debug.
'''Available Options''': false, true
=== Correct zeroing data by ZeroGenerator ===
<!-- ID: GAME_DIAG_WEAPONS_ADJUST_ZERO -->
Enable/disable zeroing data correction.
'''Available Options''': false, true
=== Adjustable magnification input scaling info ===
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_INFO -->
Enable/disable adjustable magnification scaling info.
'''Available Options''': false, true
=== Adjustable magnification input scaling value ===
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_SCALE -->
Set adjustable magnification input scaling value.
'''Range Settings''':
*  Min: -1.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01
=== Show Collimator Debug ===
<!-- ID: GAME_MENU_WEAPON_COLLIMATOR_SIGHT -->
Enable/disable collimator debug.
'''Available Options''': false, true
=== Show Attachment Debug ===
<!-- ID: GAME_MENU_WEAPON_ATTACHMENTS -->
Enable/disable attachment debug.
'''Available Options''': false, true
=== TestAimModifier ===
==== Reset aim mod ====
<!-- ID: SCR_DebugMenuID.DEBUGUI_AIMMODIFIER_RESET -->
Reset aim modifier.
'''Available Options''': false, true
=== Toggle 2D optics ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS_USE_2D -->
Toggle 2D optics usage.
'''Available Options''': false, true
=== Show optics diag ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS -->
Show or hide optics diagnostics.
'''Available Options''': false, true
=== Show PIP settings diag ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_PIP_SIGHTS -->
Show or hide PIP settings diagnostics.
'''Available Options''': false, true
== User Actions ==
=== Log actions ===
<!-- ID: GAME_DIAG_USER_ACTION_LOG -->
Enable/disable logging of user actions.
'''Available Options''': false, true
=== Context position ===
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_POSITION -->
Enable/disable context position debug.
'''Available Options''': false, true
=== Context visibility angle ===
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_VISIBILITY_ANGLE -->
Enable/disable context visibility angle debug.
'''Available Options''': false, true
=== Draw diags for select ent only ===
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_DRAWDIAG_SELECTONLY -->
Enable/disable drawing of diags for selected entity only.
'''Available Options''': false, true
=== Context gizmo scale ===
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_GIZMO_SIZE -->
Set context gizmo scale.
'''Range Settings''':
*  Min: 0
*  Max: 5
*  Current Value: 0.3
*  Step: 0.05
=== Context name scale ===
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_NAME_SIZE -->
Set context name scale.
'''Range Settings''':
*  Min: 0
*  Max: 50
*  Current Value: 10
*  Step: 1
=== Show context radius gizmo ===
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_RADIUS_GIZMO -->
Enable/disable showing of context radius gizmo.
'''Available Options''': false, true
=== Enable handler diag ===
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG -->
Enable/disable user action handler diagnostics.
'''Available Options''': false, true
=== Forcedisable Interactions ===
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FORCEDISABLE -->
Enable/disable forcing of interactions.
'''Available Options''': false, true
=== Enable adv. handler diag ===
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG_ADVANCED -->
Enable/disable advanced user action handler diagnostics.
'''Available Options''': false, true
=== Use distance to line ===
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_USE_LINE_DISTANCE -->
Enable/disable using distance to line for interaction.
'''Available Options''': false, true
=== Fix square distance ===
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FIX_SQUARE_DISTANCE -->
Enable/disable fixing of square distance.
'''Available Options''': false, true
=== Use predicate cache ===
<!-- ID: GAME_DIAG_USER_ACTION_PREDICATE_CACHE -->
Enable/disable predicate cache usage.
'''Available Options''': true, false
=== Script listeners ===
<!-- ID: GAME_DIAG_USER_ACTION_SCRIPT_LISTENER -->
Enable/disable script listeners.
'''Available Options''': true, false
=== SetActionEnabled_S ON ===
<!-- ID: GAME_DIAG_USER_ACTION_SETACTIONENABLED_S -->
Enable/disable setting of action enable on client.
'''Available Options''': true, false
=== New interaction method ===
<!-- ID: GAME_DIAG_USER_ACTION_NEW_INTERACTION_METHOD -->
Enable/disable new interaction method.
'''Available Options''': true, false
=== Skip action duration ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_INTERACTION_SKIP_DURATION -->
Enable/disable skipping of interaction duration.
'''Available Options''': false, true
== Gamepad ==
=== Show active effects ===
<!-- ID: GAME_DIAG_GAMEPAD_ACTIVE_EFFECTS -->
Enable/disable showing of active gamepad effects.
'''Available Options''': false, true
=== Gyro Speed Sensitivity Yaw ===
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_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 ===
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_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 ===
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_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 ===
<!-- ID: GAME_DIAG_TRACKIR_ENABLE -->
Enable/disable TrackIR freelook.
'''Available Options''': true, false
=== Enable TrackIR leaning ===
<!-- ID: GAME_DIAG_TRACKIR_ENABLE_LEANING -->
Enable/disable TrackIR leaning.
'''Available Options''': true, false
== Radio ==
=== Transmissions diag ===
<!-- ID: GAME_DIAG_RADIO_TRANSMISSIONS -->
Enable/disable radio transmissions diagnostics.
'''Available Options''': false, true
=== Show radio ranges ===
<!-- ID: GAME_DIAG_RADIO_RANGE -->
Enable/disable showing of radio ranges.
'''Available Options''': false, true
=== Force transmit ===
<!-- ID: GAME_DIAG_RADIO_VON_TRANSMIT -->
Enable/disable forcing of VON transmission.
'''Available Options''': false, true
=== Disable audio filters ===
<!-- ID: GAME_DIAG_RADIO_VON_RAW -->
Enable/disable audio filters for VON.
'''Available Options''': false, true
== Chat ==
=== Log client chat messages ===
<!-- ID: GAME_DIAG_LOG_CHAT -->
Enable/disable logging of client chat messages.
'''Available Options''': false, true
=== Show chat diag ===
<!-- ID: GAME_DIAG_CHAT -->
Show or hide chat diagnostics.
'''Available Options''': false, true
=== Disable chat ===
<!-- ID: GAME_DIAG_DISABLE_CHAT -->
Enable/disable chat.
'''Available Options''': false, true
== Time ==
=== Pause world time ===
<!-- ID: GAME_DIAG_TIME_PAUSE_TIME -->
Enable/disable pausing of world time.
'''Available Options''': false, true
== Electricity ==
=== Set state (SP & MP) ===
<!-- ID: GAME_DIAG_ELECTRICITY_SET_STATE_FALSE -->
Enable/disable setting of electricity state.
'''Available Options''': false, true
=== Delete nearest pole (SP ONLY) ===
<!-- ID: GAME_DIAG_ELECTRICITY_DELETE_NEAREST_POLE -->
Enable/disable deleting of nearest electricity pole.
'''Available Options''': false, true
=== Disable nearest pole edges (SP ONLY) ===
<!-- ID: GAME_DIAG_ELECTRICITY_DISABLE_NEAREST_POLE_EDGES -->
Enable/disable disabling of nearest electricity pole edges.
'''Available Options''': false, true
=== Switch connection of nearest poles (SP ONLY) ===
<!-- ID: GAME_DIAG_ELECTRICITY_SWITCH_CONNECTION_OF_NEAREST_POLES -->
Enable/disable switching of nearest electricity poles connection.
'''Available Options''': false, true
== Inventory ==
=== Dump storages content ===
<!-- ID: GAME_DIAG_INVENTORY_DUMP_STORAGE_CONTENT -->
Enable/disable dumping of inventory storage content.
'''Available Options''': false, true
=== Show inventory items ===
<!-- ID: GAME_DIAG_INVENTORY_SHOW_ITEMS -->
Enable/disable showing of inventory items.
'''Available Options''': false, true
=== Log inventory changes ===
<!-- ID: GAME_DIAG_INVENTORY_LOG_CHANGE -->
Enable/disable logging of inventory changes.
'''Available Options''': false, true
=== Log visibility changes ===
<!-- ID: GAME_DIAG_INVENTORY_LOG_VISIBILITY -->
Enable/disable logging of inventory visibility changes.
'''Available Options''': false, true
=== Show volume info ===
<!-- ID: GAME_DIAG_INVENTORY_SHOW_VOLUME_INFO -->
Enable/disable showing of inventory volume info.
'''Available Options''': false, true
=== Debug vicinity ===
<!-- ID: GAME_DIAG_INVENTORY_VICINITY_DEBUG -->
Enable/disable vicinity debug.
'''Available Options''': false, true
=== Show attributes debug ===
<!-- ID: GAME_DIAG_INVENTORY_ATTRIBUTES_DEBUG -->
Enable/disable showing of inventory attributes debug.
'''Available Options''': false, true
=== Enable item placement in WB ===
<!-- ID: GAME_DIAG_INVENTORY_ITEM_PLACEMENT -->
Enable/disable item placement in workbench.
'''Available Options''': false, true
=== Enable hand slot ===
<!-- ID: GAME_DIAG_INVENTORY_HAND_SLOT -->
Enable/disable hand slot.
'''Available Options''': false, true
== Loadout ==
=== Show clothes ===
<!-- ID: GAME_DIAG_LOADOUT_SHOW_CLOTHES -->
Enable/disable showing of loadout clothes.
'''Available Options''': false, true
=== Show slots ===
<!-- ID: GAME_DIAG_LOADOUT_SHOW_SLOTS -->
Enable/disable showing of loadout slots.
'''Available Options''': false, true
=== Unwear all ===
<!-- ID: GAME_DIAG_LOADOUT_UNWEAR_ALL -->
Unwear all loadout items.
'''Available Options''': false, true
=== Show only me ===
<!-- ID: GAME_DIAG_LOADOUT_PLAYER_ONLY -->
Enable/disable showing of only player loadout.
'''Available Options''': false, true
=== Show only lines without text ===
<!-- ID: GAME_DIAG_LOADOUT_LINES_ONLY -->
Enable/disable showing of only lines without text.
'''Available Options''': false, true
== Lights ==
=== Light positions ===
<!-- ID: GAME_DIAG_LIGHT_POSITION -->
Enable/disable showing of light positions.
'''Available Options''': false, true
== Camera ==
=== Show camera position ===
<!-- ID: GAME_DIAG_CAMERA_POSITION -->
Enable/disable showing of camera position.
'''Available Options''': false, true
== Animations ==
=== Show animated items bones ===
<!-- ID: GAME_DIAG_ANIM_ITEM_BONES -->
Enable/disable showing of animated items bones.
'''Available Options''': false, true
== Network ==
=== Network Movement ===
==== Movement ====
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT -->
Set network movement debug mode.
'''Available Options''': none, in, out
==== Movement simulation ====
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT_SIM -->
Enable/disable network movement simulation debug.
'''Available Options''': false, true
==== Display Selection ====
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_SELECTION -->
Enable/disable network movement display selection.
'''Available Options''': false, true
==== NwkMovement Selection ====
<!-- ID: GAME_DIAG_NETWORK_SELECTION -->
Set network movement selection.
'''Range Settings''':
*  Min: 0
*  Max: 512
*  Current Value: 0
*  Step: 1
==== Display buffer state ====
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_BUFFER -->
Enable/disable network movement display buffer state.
'''Available Options''': false, true
==== Execution mode ====
<!-- ID: GAME_DIAG_NETWORK_EXECUTION -->
Enable/disable network movement execution mode.
'''Available Options''': false, true
==== Phys Simulation ====
<!-- ID: GAME_DIAG_NETWORK_SIMULATION -->
Enable/disable network movement physics simulation.
'''Available Options''': false, true
==== Nwk Updates ====
<!-- ID: GAME_DIAG_NETWORK_NWK_UPDATE -->
Enable/disable network movement network updates.
'''Available Options''': false, true
=== Network Streaming ===
==== Override Distance ====
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_OVERRIDE -->
Enable/disable overriding of streaming distance.
'''Available Options''': false, true
==== Stream In Grid Distance [#] ====
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_GRID_STREAMIN -->
Set stream in grid distance.
'''Range Settings''':
*  Min: 1
*  Max: 10
*  Current Value: 4
*  Step: 1
==== Vehicle Grid Distance [#] ====
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_VEHICLES -->
Set vehicle grid distance.
'''Range Settings''':
*  Min: 1
*  Max: 10
*  Current Value: 2
*  Step: 1
==== Character Grid Distance [#] ====
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_CHARACTER -->
Set character grid distance.
'''Range Settings''':
*  Min: 1
*  Max: 10
*  Current Value: 3
*  Step: 1
=== RPL scheduler ===
==== Server side RPL scheduler ====
===== Items =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_BASIC -->
Enable/disable basic RPL scheduler debug.
'''Available Options''': false, true
===== Item Hierarchy Moves =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_ITEM_MOVES -->
Enable/disable RPL scheduler item hierarchy moves debug.
'''Available Options''': false, true
===== Items Streamed In =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMIN -->
Enable/disable RPL scheduler streamed in debug.
'''Available Options''': false, true
===== Items Streamed Out =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMOUT -->
Enable/disable RPL scheduler streamed out debug.
'''Available Options''': false, true
===== Items bumpped =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_BUMP -->
Enable/disable RPL scheduler bumpped items debug.
'''Available Options''': false, true
===== Spatial map =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_SPATIAL_MAP -->
Enable/disable RPL scheduler spatial map debug.
'''Available Options''': false, true
===== Moving list =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_MOVING_LIST -->
Enable/disable RPL scheduler moving list debug.
'''Available Options''': false, true
===== Disabled ref count =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_DISABLED_REF_COUNT -->
Enable/disable RPL scheduler disabled reference count debug.
'''Available Options''': false, true
===== Observers =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_OBSERVERS -->
Enable/disable RPL scheduler observers debug.
'''Available Options''': false, true
===== Budgeting =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_BUDGETING -->
Enable/disable RPL scheduler budgeting debug.
'''Available Options''': false, true
===== Ownership =====
<!-- ID: GAME_DIAG_RPLSCHEDULER_OWNERSHIP -->
Enable/disable RPL scheduler ownership debug.
'''Available Options''': false, true
==== Display Observers ====
<!-- ID: GAME_DIAG_DISPLAY_OBSERVERS -->
Enable/disable display of observers.
'''Available Options''': false, true
==== Virtual Player Id ====
<!-- ID: GAME_DIAG_VIRTUAL_SELECTION_VALUE -->
Enable/disable virtual player ID debug.
'''Available Options''': false, true
==== 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
==== Virtual Player X pos ====
<!-- ID: GAME_DIAG_VIRTUAL_POS_X_VALUE -->
Set virtual player X position.
'''Range Settings''':
*  Min: 0
*  Max: 13000
*  Current Value: 0
*  Step: 100
==== Virtual Player Y pos ====
<!-- ID: GAME_DIAG_VIRTUAL_POS_Y_VALUE -->
Set virtual player Y position.
'''Range Settings''':
*  Min: 0
*  Max: 13000
*  Current Value: 0
*  Step: 100
==== Spatial layer ====
<!-- ID: GAME_DIAG_SPATIAL_LAYER_VALUE -->
Set spatial layer.
'''Available Options''': statics,  dynamics,  char+veh
==== Spatial type ====
<!-- ID: GAME_DIAG_SPATIAL_TYPE_VALUE -->
Set spatial type.
'''Available Options''': stationary+moving,  stationary,  moving
==== Network range ====
<!-- ID: GAME_DIAG_NDS_VALUE -->
Set network range.
'''Range Settings''':
*  Min: 1
*  Max: 50
*  Current Value: 2
*  Step: 1
==== Global streaming budget ====
<!-- ID: GAME_DIAG_STREAMING_BUDGET -->
Set global streaming budget.
'''Range Settings''':
*  Min: 100
*  Max: 50000
*  Current Value: 500
*  Step: 50
==== Staggering budget ====
<!-- ID: GAME_DIAG_STAGGERING_BUDGET -->
Set staggering budget.
'''Range Settings''':
*  Min: 1
*  Max: 10201
*  Current Value: 1
*  Step: 1
==== Open streams delta ====
<!-- ID: GAME_DIAG_OPEN_STREAMS_DELTA -->
Set open streams delta.
'''Range Settings''':
*  Min: 1
*  Max: 1000
*  Current Value: 1
*  Step: 1
==== Trouble causer ====
<!-- ID: GAME_DIAG_TROUBLE_CAUSER -->
Enable/disable trouble causer debug.
'''Available Options''': false, true
==== Streaming trouble causer rate ====
<!-- ID: GAME_DIAG_TROUBLE_CAUSER_VALUE -->
Set streaming trouble causer rate.
'''Range Settings''':
*  Min: 1
*  Max: 60
*  Current Value: 0
*  Step: 1
=== Server FPS ===
<!-- ID: GAME_DIAG_NETWORK_SERVERFPS -->
Enable/disable network server FPS display.
'''Available Options''': false, true
=== Damage synchronization ===
<!-- ID: GAME_DIAG_NETWORK_DAMAGE -->
Enable/disable network damage synchronization debug.
'''Available Options''': false, true
=== Lobby diagnostics ===
<!-- ID: GAME_DIAG_NETWORK_LOBBY -->
Enable/disable network lobby diagnostics.
'''Available Options''': false, true
=== Connection diag ===
<!-- ID: GAME_DIAG_CONNECTION_DIAG -->
Enable/disable network connection diagnostics.
'''Available Options''': false, true
=== Log ownership changes ===
<!-- ID: GAME_DIAG_NETWORK_OWNERSHIP_CHANGES -->
Enable/disable logging of network ownership changes.
'''Available Options''': false, true
=== Validate loaded prefabs ===
<!-- ID: GAME_DIAG_NETWORK_VALIDATE_PREFABS -->
Enable/disable validation of loaded prefabs.
'''Available Options''': false, true
=== Server admin ===
<!-- ID: GAME_DIAG_SERVER_ADMIN -->
Enable/disable server admin mode.
'''Available Options''': disabled, enabled
=== RPC MT jobs ===
<!-- ID: GAME_DIAG_RPC_JOBS -->
Enable/disable RPC multithreaded jobs.
'''Available Options''': true, false
=== Loading prefabs ===
<!-- ID: GAME_DIAG_LOADING_PREFABS -->
Enable/disable prefabs loading debug.
'''Available Options''': false, true
== Social Component ==
=== Show ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_SHOW -->
Enable/disable client social component debug.
'''Available Options''': false, true
=== Restrictions override ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_OVERRIDE -->
Set restriction override mode for social component.
'''Available Options''': None,  Force-Restriction,  Force-Unrestricted
=== Player to restrict ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_PLAYER -->
Set player to restrict.
'''Available Options''': First-Found,  Last-Found
=== Send update ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UPDATE -->
Enable/disable sending of social component update.
'''Available Options''': false, true
=== Block Me ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKME -->
Enable/disable blocking of current player.
'''Available Options''': false, true
=== Unblock Me ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UNBLOCKME -->
Enable/disable unblocking of current player.
'''Available Options''': false, true
=== Update block list ===
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKLIST_UPDATE -->
Enable/disable updating of block list.
'''Available Options''': false, true
== Turrets ==
=== Turret armory ===
<!-- ID: GAME_DIAG_TURRET_ARMORY -->
Enable/disable turret armory debug.
'''Available Options''': false, true
=== Disable turret modifiers ===
<!-- ID: GAME_DIAG_TURRETS_DISABLE_AIM_MODIFIERS -->
Enable/disable aim modifiers for turrets.
'''Available Options''': false, true
== HitReg ==
=== Draw Compensated Shots ===
<!-- ID: DM_HITREG_DRAW_COMPENSATED_SHOTS -->
Set draw mode for compensated shots.
'''Available Options''': none, missed, all
=== Drawn Shots ===
<!-- ID: DM_HITREG_COMPENSATED_SHOTS_COUNT -->
Set amount of drawn shots.
'''Range Settings''':
*  Min: 1
*  Max: 20
*  Current Value: 5
*  Step: 1
=== Draw Trajectories ===
<!-- ID: DM_HITREG_COMPENSATED_DRAW_TRAJECTORIES -->
Enable/disable drawing of trajectories.
'''Available Options''': false, true
=== Draw Collider Histories ===
<!-- ID: DM_COLLIDER_HISTORY_DRAW_SHAPES -->
Set drawing mode for collider histories.
'''Available Options''': none, all, included, excluded
=== Use RTT (Old Method) ===
<!-- ID: DM_HITREG_USE_RPL_RTT -->
Enable/disable using old RTT method.
'''Available Options''': false, true
=== Show Graphs ===
<!-- ID: DM_HITREG_GRAPHS -->
Enable/disable showing of hit registration graphs.
'''Available Options''': false, true
== Projectiles ==
=== Proj. override ===
==== Mass ====
<!-- ID: DM_PROJ_SHELL_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 ====
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MUZZLE_VELOCITY -->
Projectile muzzle velocity override
'''Available Options''': default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000
==== Air drag coef ====
<!-- ID: DM_PROJ_SHELL_OVERRIDE_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 ====
<!-- ID: DM_PROJ_SHELL_TEST_RUN -->
Projectile test run
'''Available Options''': disabled, enabled
==== Type ====
<!-- ID: DM_PROJ_SHELL_TEST_TYPE -->
Projectile test type
'''Available Options''': camera, general, firefight, pen-test
==== Repeat ====
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT -->
Projectile test repeat mode
'''Available Options''': once, counter, unlimited
==== Repeat count ====
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_COUNT -->
Set projectile test repeat count.
'''Range Settings''':
Min: 5
Max: 100
Current Value: 5
Step: 5
==== Repeat freq. ====
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_FREQ -->
Projectile test repeat frequency
'''Available Options''': 1, 2, 5, 10, 30, 60
==== Proj. count ====
<!-- ID: DM_PROJ_SHELL_TEST_SHOT_COUNT -->
Set projectile test shot count.
'''Range Settings''':
Min: 10
Max: 100
Current Value: 10
Step: 10
==== Pen. type ====
<!-- ID: DM_PROJ_SHELL_TEST_PEN_TYPE -->
Projectile penetration test type
'''Available Options''': disc, sphere, box
==== Matrix type ====
<!-- ID: DM_PROJ_SHELL_TEST_MAT_TYPE -->
Projectile test matrix type
'''Available Options''': actual, saved
==== Matrix save ====
<!-- ID: DM_PROJ_SHELL_TEST_MAT_SAVE -->
Projectile test matrix save
'''Available Options''': disabled, enabled
==== Projectile ====
<!-- ID: DM_PROJ_SHELL_TEST_PROJECTILE -->
Projectile test projectile type
'''Available Options''': bullet, rpg
==== Kill timer ====
<!-- ID: DM_PROJ_SHELL_TEST_KILL_TIMER -->
Projectile test kill timer
'''Available Options''': 0, 1, 2, 5
==== Kill ====
<!-- ID: DM_PROJ_SHELL_TEST_KILL -->
Projectile test kill switch
'''Available Options''': disabled, enabled
=== Proj. tests ===
==== Show plot ====
<!-- ID: DM_PROJ_SHELL_SHOW_PLOT -->
Projectile test show plot
'''Available Options''': disabled, enabled
==== Plot type ====
<!-- ID: DM_PROJ_SHELL_PLOT_TYPE -->
Projectile test plot type
'''Available Options''': 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist
==== Gauss param ====
<!-- ID: DM_PROJ_SHELL_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 ====
<!-- ID: DM_PROJ_SHELL_CAPACITY -->
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 ====
<!-- ID: DM_PROJ_SHELL_VERSION -->
Projectile version
'''Available Options''': default, experimental
=== Proj. ballistics ===
==== Print Hit Info ====
<!-- ID: DM_PROJ_BALLISTICS_PRINT_HIT_INFO -->
Projectile print hit info
'''Available Options''': false, true
=== Show shell trajectory ===
<!-- 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)
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 ===
<!-- ID: DM_PROJ_SHELL_STATS -->
Shows statistics regarding current, largest & total amount of different type of projectiles: '''Shells, Missiles & Grenades'''
[[File:armareforger-diag-menu-projectile-show-stats.png]]
'''Available Options''': false, true
=== Show predicted shell trajectory ===
<!-- 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.
[[File:armareforger-diag-menu-projectile-predicted-trajectory.png|frameless|688x688px]]
'''Available Options''': false, true
=== Shell name ===
<!-- ID: DM_PROJ_SHELL_SHOW_NAME -->
Controls whether shell name is visible next to projectile prefab.
[[File:armareforger-diag-menu-projectile-shell-name.png|frameless|700x700px]]
'''Available Options''': true, false
=== Player shell only ===
<!-- ID: DM_PROJ_SHELL_PLAYER_ONLY -->
Controls if projectile diag should be applied to only player fired projectiles
'''Available Options''': false, true
=== Visibility ===
<!-- ID: DM_PROJ_SHELL_VISIBILITY -->
How many projectiles should be visible
'''Available Options''': all, 128, 64, 32, 16, 8, 4, 2, 1
=== Persistence ===
<!-- ID: DM_PROJ_SHELL_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 ===
<!-- ID: DM_PROJ_SHELL_CLEAR -->
Works as a toggle.
When activated, it clears world from all debug trajectories
'''Available Options''': disabled, enabled
=== Info visible ===
<!-- ID: DM_PROJ_SHELL_INFO_VISIBLE -->
Controls infobox visibility
'''Available Options''': true, false
=== Info persistence ===
<!-- 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'''
'''Available Options''': 0s, 5s, 15s, permanent
=== Info segment length ===
<!-- 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>
'''Available Options''': 100, 200, 500, 25, 50
=== Hide info ===
<!-- ID: DM_PROJ_SHELL_INFO_HIDE -->
Projectile hide info box
'''Available Options''': disabled, enabled
=== Dump data ===
<!-- ID: DM_PROJ_SHELL_DUMP -->
''Doesn't work in retail version of the game''
'''Available Options''': disabled, enabled
=== Special case ===
<!-- ID: DM_PROJ_SHELL_SPECIAL_CASE -->
Projectile special case
'''Available Options''': none, north, up, down, drop
=== Deflection ===
<!-- ID: DM_PROJ_SHELL_DEFLECTION -->
Controls whether projectiles have a chance to deflect from surface.
'''Available Options''': true, false
=== Penetration ===
<!-- ID: DM_PROJ_SHELL_PENETRATION -->
Controls whether projectiles is able to penetrate other objects.
'''Available Options''': true, false
=== Deviation ===
<!-- ID: DM_PROJ_SHELL_DEVIATION -->
Controls whether projectiles randomly deviates after penetration.
'''Available Options''': true, false
=== Gravity ===
<!-- ID: DM_PROJ_SHELL_GRAVITY -->
Controls whether projectiles is affected by gravity.
'''Available Options''': true, false
=== Decals ===
<!-- ID: DM_PROJ_SHELL_DECALS -->
Controls whether projectiles are leaving impact decals
'''Available Options''': true, false
=== Decals advanced ===
<!-- ID: DM_PROJ_SHELL_DECALS_ADVANCED -->
Projectile advanced decals
'''Available Options''': true, false
=== Decals use diameter ===
<!-- ID: DM_PROJ_SHELL_DECALS_USE_DIAMETER -->
Projectile decals use diameter
'''Available Options''': false, true
=== Override material ===
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MATERIAL -->
Projectile material override
'''Available Options''': true, false
=== Bullet time ===
<!-- 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
=== Grenade simulation ===
<!-- ID: DM_PROJ_GREN_SIMULATION -->
Grenade simulation mode
'''Available Options''': true, false
== Show actions states ==
<!-- ID: GAME_DIAG_ACTIONS -->
Enable/disable showing of actions states.
'''Available Options''': false, true
== Gridmap diags ==
<!-- ID: GAME_DIAG_GRIDMAP -->
Enable/disable gridmap diagnostics.
'''Available Options''': false, true
== Show explosion debug ==
== Show explosion debug ==


Line 1,823: Line 5:


'''Available Options''': false, true
'''Available Options''': false, true
== Show player events ==
<!-- ID: GAME_DIAG_CURRENT_COMPONENT_EVENTS -->
Enable/disable showing of player events.
'''Available Options''': false, true
== Show target events ==
<!-- ID: GAME_DIAG_TARGET_COMPONENT_EVENTS -->
Enable/disable showing of target events.
'''Available Options''': false, true
== Show aim directions ==
<!-- ID: GAME_DIAG_AIM_COMPONENTS -->
Enable/disable showing of aim directions.
'''Available Options''': false, true
== Factions ==
<!-- ID: GAME_DIAG_FACTIONS -->
Enable/disable showing of factions debug.
'''Available Options''': false, true
== Contacts ==
<!-- ID: GAME_DIAG_CONTACT -->
Enable/disable showing of contacts debug.
'''Available Options''': false, true
== Smooth steering in vehicle ==
<!-- ID: GAME_DIAG_SMOOTH_STEERING_VEHICLE -->
Enable/disable smooth steering for vehicles.
'''Available Options''': false, true
== Character acceleration in vehicle ==
<!-- ID: GAME_DIAG_CHARACTER_ACCEL_VEHICLE -->
Set character acceleration debug in vehicle.
'''Available Options''': acceleration, gforce
== FOV override ==
<!-- ID: GAME_DIAG_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 ==
<!-- ID: GAME_DIAG_TIMEANDWEATHER -->
Enable/disable time and weather diagnostics.
'''Available Options''': false, true
== Enable better interpolation ==
<!-- ID: GAME_DIAG_INTERPOLATION -->
Enable/disable better interpolation.
'''Available Options''': true, false
== Log GameEntity events ==
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS -->
Enable/disable logging of GameEntity events.
'''Available Options''': false, true
== Log GameEntity events (simple) ==
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS_SIMPLE -->
Enable/disable logging of GameEntity events (simple).
'''Available Options''': false, true
== Log shooting queues ==
<!-- ID: GAME_DIAG_SHOOTING_QUEUE -->
Enable/disable logging of shooting queues.
'''Available Options''': false, true
== Log SlotInfo ==
<!-- ID: GAME_DIAG_ENTITYSLOTINFO -->
Set SlotInfo logging mode.
'''Available Options''': off, attached, detached, both
== Door ColTest ==
<!-- ID: GAME_DIAG_DOOR_COLTEST -->
Enable/disable door collision test.
'''Available Options''': false, true
== Use traces for possible volume data ==
<!-- ID: GAME_DIAG_USE_TRACES_FOR_VOLUMES -->
Enable/disable traces for volume data.
'''Available Options''': false, true
== Show world volumes collection ==
<!-- ID: GAME_DIAG_SHOW_VOLUMES_COLLECTION -->
Enable/disable showing of world volumes collection.
'''Available Options''': false, true
== Enable Decal Slots ==
<!-- ID: GAME_DIAG_DECAL_SLOTS_ENABLED -->
Enable/disable decal slots.
'''Available Options''': false, true
== Game state diag ==
<!-- ID: GAME_DIAG_GAMESTATE -->
Enable/disable game state diagnostics.
'''Available Options''': false, true
== Force fog at camera ==
<!-- ID: ENF_DIAG_FOG_HEIGHT_CAMERA -->
Force fog at camera.
'''Available Options''': false, true
== Override fog ==
<!-- ID: ENF_DIAG_FOG_OVERRIDE -->
Override fog.
'''Available Options''': false, true
== Height bias ==
<!-- ID: ENF_DIAG_FOG_HEIGHT_BIAS -->
Set height bias.
'''Range Settings''':
Min: -500
Max: 500
Current Value: 0
Step: 5
== Groups ==
=== Enable groups diag ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_GROUPS_ENABLE_DIAG -->
Enable/disable groups diagnostics.
'''Available Options''': false, true
== Show input manager ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_INPUT_MANAGER -->
Set input manager debug mode.
'''Available Options''': disabled, active, all
== Log player damage ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_LOG_PLAYER_DAMAGE -->
Enable/disable logging of player damage.
'''Available Options''': false, true
= Cheats =
== Disable player damage ==
<!-- 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''': Cheat disabled, Force invulnerable, Force vulnerable
== Teleport ==
<!-- ID: GAME_DIAG_CHEATS_TELEPORT -->
Teleport player.
'''Hotkey''': lctrl+lalt+f2
'''Available Options''': false, true
== Infinite ammo ==
<!-- ID: GAME_DIAG_CHEATS_INFINITE_AMMO -->
Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1
'''Hotkey''': lctrl+lalt+f3
'''Available Options''': false, true
== Infinite bullets ==
<!-- 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''': false, true
== Commit suicide ==
<!-- ID: GAME_DIAG_CHEATS_SUICIDE -->
Commit suicide.
'''Hotkey''': lctrl+lalt+f5
'''Available Options''': false, true
== Execute characters in front ==
<!-- ID: GAME_DIAG_CHEATS_EXECUTE -->
Execute characters in front.
'''Hotkey''': lctrl+lalt+f6
'''Available Options''': false, true
== DTime multiplier ==
<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION -->
Toggles time progression multiplication by '''Dtime multiplier value ''' (DTime stands for ''dilatation time'', also known as time slice in Enfusion)
'''Available Options''': false, true
== DTime multiplier value ==
<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION_VALUE -->
Set delta time multiplier value.
'''Range Settings''':
Min: 0.01
Max: 20
Current Value: 1.0
Step: 0.01
== Debug manual camera ==
<!-- 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
'''Available Options''': false, true
= ECS =
== ECS archetypes ==
<!-- ID: DM_ECS_ARCHETYPES -->
Enable/disable ECS archetypes debug.
'''Available Options''': false, true
== ECS registered types ==
<!-- ID: DM_ECS_REGISTERED_TYPES -->
Enable/disable ECS registered types debug.
'''Available Options''': false, true
== ECS type matching ==
<!-- ID: DM_ECS_TYPE_MATCHING -->
Enable/disable ECS type matching debug.
'''Available Options''': false, true
== ECS deleted entities ==
<!-- ID: DM_ECS_DELETED_ENTITIES -->
Enable/disable ECS deleted entities debug.
'''Available Options''': false, true
= Character =
== Character physics ==
=== Prequery ===
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_PREQUERY -->
Enable/disable character physics prequery.
'''Available Options''': enabled, disabled
=== Use idle character optimization ===
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_IDLE_OPTIMIZATION -->
Enable/disable idle character physics optimization.
'''Available Options''': enabled, disabled
=== Show charcter info ===
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_CHARACTER_COLLISION_INFO -->
Enable/disable showing of character collision info.
'''Available Options''': disabled, enabled
=== Always apply collision ===
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_APPLY_COLLISION -->
Enable/disable always applying character collision.
'''Available Options''': disabled, enabled
=== Ground offset diag ===
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_GROUND_OFFSET -->
Enable/disable showing of ground offset.
'''Available Options''': disabled, enabled
=== Draw character mode ===
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_DRAW_CHARACTER -->
Set draw mode for character physics debug.
'''Available Options''': None, Everything, Collision, Movement Path, Surface, Prequery
== Enable desync detection ==
<!-- ID: GAME_DIAG_DESYNC_DETECTION -->
Enable/disable desync detection.
'''Available Options''': false, true
== Show desync detection window ==
<!-- ID: GAME_DIAG_DESYNC_DETECTION_WINDOW -->
Enable/disable desync detection window.
'''Available Options''': false, true
== Interpolation enabled ==
<!-- ID: GAME_DIAG_CHARACTER_INTERPOLATION -->
Enable/disable character interpolation.
'''Available Options''': true, false
== Animation LOD ==
<!-- ID: GAME_DIAG_CHARACTER_ANIM_LOD -->
Set animation LOD.
'''Range Settings''':
Min: -1
Max: 3
Current Value: -1
Step: 1
== Aiming direction ==
<!-- ID: GAME_DIAG_CHARACTER_AIMING -->
Enable/disable showing of aiming direction.
'''Available Options''': false, true
== Head aiming direction ==
<!-- ID: GAME_DIAG_CHARACTER_HEAD_AIMING -->
Enable/disable showing of head aiming direction.
'''Available Options''': false, true
== Heading angle ==
<!-- ID: GAME_DIAG_CHARACTER_HEADING_ANGLE -->
Enable/disable showing of heading angle.
'''Available Options''': false, true
== Surface slope ==
<!-- ID: GAME_DIAG_CHARACTER_SLOPE -->
Enable/disable showing of surface slope.
'''Available Options''': false, true
== Entity transform ==
<!-- ID: GAME_DIAG_CHARACTER_TRANSFORM -->
Enable/disable showing of entity transform.
'''Available Options''': false, true
== AnimPhysAgent transform ==
<!-- ID: GAME_DIAG_CHARACTER_PHYS_TRANSFORM -->
Enable/disable showing of animation physics agent transform.
'''Available Options''': false, true
== Foot down anim event ==
<!-- ID: GAME_DIAG_CHARACTER_FOOT_DOWN_EVENT -->
Enable/disable showing of foot down animation event.
'''Available Options''': false, true
== Animation events ==
<!-- ID: GAME_DIAG_CHARACTER_ANIM_EVENTS -->
Enable/disable showing of animation events.
'''Available Options''': false, true
== Animation tags ==
<!-- ID: GAME_DIAG_CHARACTER_ANIM_TAGS -->
Enable/disable showing of animation tags.
'''Available Options''': false, true
== Climb command physics test ==
<!-- ID: GAME_DIAG_CHARACTER_CLIMB_PHX_TEST -->
Enable/disable climb command physics test.
'''Available Options''': false, true
== Show current ladder ==
<!-- ID: GAME_DIAG_CHARACTER_LADDERS -->
Enable/disable showing of current ladder.
'''Available Options''': false, true
== Input actions ==
<!-- ID: GAME_DIAG_CHARACTER_INPUT_ACTIONS -->
Enable/disable showing of input actions.
'''Available Options''': false, true
== Lock view horizontal ==
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_HORIZONTAL -->
Enable/disable locking of view horizontal.
'''Available Options''': false, true
== Lock view vertical ==
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_VERTICAL -->
Enable/disable locking of view vertical.
'''Available Options''': false, true
== Disable Inertia ==
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA -->
Enable/disable character inertia.
'''Available Options''': false, true
== Disable Inertia exponential ==
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA_EXPO -->
Enable/disable character exponential inertia.
'''Available Options''': false, true
== Show additive handler tasks ==
<!-- ID: GAME_DIAG_ACTIVE_ADDITIVE_TASKS -->
Enable/disable showing of active additive tasks.
'''Available Options''': false, true
== Stamina ==
<!-- ID: GAME_DIAG_CHARACTER_STAMINA -->
Enable/disable showing of character stamina.
'''Available Options''': false, true
== Disable animation from velocity ==
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_ANIMTOVELOCITY -->
Enable/disable animation from velocity.
'''Available Options''': false, true
== Enable new passive weapon mode (sling) ==
<!-- ID: GAME_DIAG_CHARACTER_WEAPON_PASSIVE_STATE -->
Enable/disable new passive weapon mode (sling).
'''Available Options''': false, true
== Disable anim driven icremental turns ==
<!-- ID: GAME_DIAG_CHARACTER_ANIM_INCREMENTAL_TURNS -->
Enable/disable anim driven incremental turns.
'''Available Options''': false, true
== Disable hit reaction ==
<!-- ID: GAME_DIAG_CHARACTER_DISABLE_HIT_REACTION -->
Enable/disable hit reaction.
'''Available Options''': false, true
== Enable ragdoll debug (melee attack to toggle) ==
<!-- ID: GAME_DIAG_CHARACTER_RAGDOLL_DEBUG -->
Enable/disable ragdoll debug (melee attack to toggle).
'''Available Options''': false, true
== Enable feet IK ==
<!-- ID: GAME_DIAG_CHARACTER_ENABLE_FEET_IK -->
Enable/disable feet IK.
'''Available Options''': false, true
== Show player identity ==
<!-- ID: GAME_DIAG_CHARACTER_IDENTITY -->
Enable/disable showing of player identity.
'''Available Options''': false, true
== Show inspection diag ==
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION -->
Enable/disable showing of inspection debug.
'''Available Options''': false, true
== Show drowning / water level diag ==
<!-- ID: GAME_DIAG_WATER_LEVEL -->
Enable/disable showing of drowning/water level debug.
'''Available Options''': false, true
== Inspection keeps orientation ==
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION_KEEP_ORIENTATION -->
Enable/disable keeping orientation during inspection.
'''Available Options''': false, true
== Prone root motion transl ==
<!-- ID: GAME_DIAG_CHARACTER_PRONE_TURNS_ALLOW_ROOT_MOTION_TRANSL -->
Enable/disable root motion translation for prone turns.
'''Available Options''': false, true
== Toggle unconsciousness ==
<!-- ID: GAME_DIAG_CHARACTER_TOGGLE_UNCONSCIOUSNESS -->
Enable/disable toggling of character unconsciousness.
'''Available Options''': false, true
== Forced unconsciousness pose ==
<!-- ID: GAME_DIAG_CHARACTER_UNCONSCIOUSNESS_POSE -->
Set forced unconsciousness pose.
'''Range Settings''':
Min: -1
Max: 5
Current Value: -1
Step: 1
== Show Frustum ==
<!-- ID: GAME_DIAG_CHARACTER_FRUSTUM -->
Enable/disable showing of frustum.
'''Available Options''': false, true
== Disable velocity DTime ==
<!-- ID: GAME_DIAG_CHARACTER_VELOCITY_DT_OFF -->
Enable/disable velocity delta time.
'''Available Options''': false, true
== Enable turret overriding logging ==
<!-- ID: GAME_DIAG_CHARACTER_OVERRIDE_LOGGING -->
Enable/disable turret overriding logging.
'''Available Options''': false, true
== Skip simulation points prequery ==
<!-- ID: DM_SKIP_PREQUERY_SIMULATION_POINTS -->
Enable/disable skip simulation points prequery.
'''Available Options''': false, true
== Show simulation points ==
<!-- ID: DM_CHARACTER_SHOW_SIMULATION_POINTS -->
Enable/disable showing of simulation points.
'''Available Options''': false, true
== Cycle Debug View ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DEBUG_VIEW -->
Set character debug view cycle.
'''Range Settings''':
Min: 0
Max: 8
Current Value: 0
Step: 1
== Draw Camera Collision Solver ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_DRAW_CAMERA_COLLISION_SOLVER -->
Enable/disable drawing of camera collision solver.
'''Available Options''': false, true
== Enable Debug UI ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_MENU -->
Enable/disable character debug UI.
'''Available Options''': false, true
== Disable Banking ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_NOBANKING -->
Enable/disable character banking.
'''Available Options''': false, true
== Enable transform info ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_TRANSFORMATION -->
Enable/disable character transformation info.
'''Available Options''': false, true
== Disable recoil cam shake ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_RECOIL_CAMERASHAKE_DISABLE -->
Enable/disable recoil camera shake.
'''Available Options''': false, true
== Disable additional cam shake ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADDITIONAL_CAMERASHAKE_DISABLE -->
Enable/disable additional camera shake.
'''Available Options''': false, true
== Show shake diag ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_CAMERASHAKE_TEST_WINDOW -->
Enable/disable showing of camera shake test window.
'''Available Options''': false, true
== Inspection LookAt ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_ALLOW_INSPECTION_LOOKAT -->
Enable/disable inspection look at.
'''Available Options''': false, true
== ADS Camera ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADS_CAMERA -->
Set ADS camera mode.
'''Range Settings''':
Min: 0
Max: 3
Current Value: 0
Step: 1
== Deal damage debug ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DAMAGE -->
Enable/disable damage debug for character.
'''Available Options''': false, true
== Show Perceived Faction ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_SHOW_FACTION_OUTFIT -->
Enable/disable showing of perceived faction.
'''Available Options''': false, true
== AimModifier Debug ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_HITREACTION_AIMMODIFIER -->
Enable/disable aim modifier debug.
'''Available Options''': false, true
= Vehicles =
== Helicopter ==
=== Draw trajectory ===
<!-- ID: DM_HELICOPTER_DRAW_TRAJECTORY -->
Enable/disable drawing of helicopter trajectory.
'''Available Options''': false, true
=== Draw velocity ===
<!-- ID: DM_HELICOPTER_DRAW_VELOCITY -->
Set helicopter velocity visualization mode.
'''Available Options''': none, resultant, res+local, res+world
=== Draw HUD ===
<!-- ID: DM_HELICOPTER_DRAW_HUD -->
Enable/disable helicopter HUD debug.
'''Available Options''': false, true
=== Toggle autohover ===
<!-- ID: DM_HELICOPTER_AUTOHOVER -->
Enable/disable helicopter autohover.
'''Available Options''': disabled, enabled
=== Collective ===
<!-- ID: DM_HELICOPTER_COLLECTIVE -->
Set helicopter collective debug mode.
'''Available Options''': localYOffset, default, localY, worldY, direct
=== Flight limits ===
<!-- ID: DM_HELICOPTER_FLIGHT_LIMITS -->
Enable/disable helicopter flight limits debug.
'''Available Options''': false, true
=== Yaw/Roll ===
<!-- ID: DM_HELICOPTER_STICK_MODE -->
Set helicopter stick mode.
'''Available Options''': LS/RS, RS/LS
== Tracked ==
=== TrackSim ===
<!-- ID: DM_TRACK_SIM -->
Enable/disable Track simulation.
'''Available Options''': true, false
=== Draw tracks ===
<!-- ID: DM_TRACKED_DRAW_TRACKS -->
Enable/disable drawing of tracks.
'''Available Options''': false, true
=== Track dynamic ===
<!-- ID: VEHICLE_DYNAMIC -->
Enable/disable track dynamic.
'''Available Options''': true, false
=== Track gravity ===
<!-- ID: VEHICLE_GRAVITY -->
Enable/disable track gravity.
'''Available Options''': true, false
=== Reset tracks ===
<!-- ID: VEHICLE_TRACKS_RESET -->
Enable/disable resetting of tracks.
'''Available Options''': disabled, enabled
== Vehicle Networking and Reconciliation ==
=== Determinism testing ===
==== Record Moves ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_MOVE_RECORDING -->
Enable/disable recording of vehicle moves.
'''Available Options''': false, true
==== Clear Record ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLEAR_RECORDING -->
Clear recorded vehicle moves.
'''Available Options''': false, true
==== (F)Replay Full ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_FULL -->
Enable/disable full replay of vehicle moves from full state.
'''Available Options''': false, true
==== (I)Replay Full ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_INIT -->
Enable/disable full replay of vehicle moves from init state.
'''Available Options''': false, true
==== (F)Replay Unconstrained ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_FULL -->
Enable/disable unconstrained replay of vehicle moves from full state.
'''Available Options''': false, true
==== (I)Replay Unconstrained ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_INIT -->
Enable/disable unconstrained replay of vehicle moves from init state.
'''Available Options''': false, true
==== (U)Replay until Move ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_UNCONSTRAINED_COUNT -->
Set number of unconstrained replays.
'''Range Settings''':
Min: 0
Max: 4096
Current Value: 0
Step: 1
==== Num of Instances ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_INSTANCES -->
Set number of vehicle instances.
'''Range Settings''':
Min: 1
Max: 100
Current Value: 1
Step: 1
==== X axis spread ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_X_SPREAD -->
Set X axis spread for vehicle instances.
'''Range Settings''':
Min: 0
Max: 100
Current Value: 0
Step: 1
==== Z axis spread ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_Z_SPREAD -->
Set Z axis spread for vehicle instances.
'''Range Settings''':
Min: 0
Max: 100
Current Value: 0
Step: 1
==== Num of Columns(X) ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_X_COLUMNS -->
Set number of columns for vehicle instances.
'''Range Settings''':
Min: 0
Max: 100
Current Value: 0
Step: 1
==== Draw recorded paths ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_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 ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_TO_CSV -->
Export simulation state to CSV.
'''Available Options''': false, true
==== WS of (U) to CSV ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_OF_UNCONSTRAINED_TO_CSV -->
Export unconstrained simulation state to CSV.
'''Available Options''': false, true
==== InitState to CSV ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_INIT_TO_CSV -->
Export initialization state to CSV.
'''Available Options''': false, true
=== Predictionoptions ===
==== C: Disable Correction ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_CORRECTION -->
Enable/disable client side vehicle correction.
'''Available Options''': false, true
==== C: Disable Prediction ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_PREDICTION -->
Enable/disable client side vehicle prediction.
'''Available Options''': false, true
==== C: (T)Prediction Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_PREDICTION_DISTANCE -->
Set client side vehicle prediction distance allowance.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 25
Step: 1
==== C: (T)Prediction offset ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_PREDICTION_UP -->
Set client side vehicle prediction offset.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 150
Step: 1
=== C: Lerping options ===
==== C: Debug Lerping ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_LERPING_DEBUG -->
Enable/disable client side vehicle lerping debug.
'''Available Options''': false, true
==== C: Lerping Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_LERPING_ALLOWANCE -->
Set client side vehicle lerping allowance.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 1000
Step: 1
==== C: Lerping Distance Percentage ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISTANCE_LERPING_PERCENTAGE -->
Set client side vehicle distance lerping percentage.
'''Range Settings''':
Min: 0
Max: 100
Current Value: 35
Step: 1
==== C: Lerping Angle Percentage ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_ANGLE_LERPING_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 ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENABLE_ALLOWANCE -->
Enable/disable server side vehicle allowance.
'''Available Options''': false, true
==== S: Speed Scaled Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SPEED_SCALING -->
Enable/disable speed scaling for server side vehicle allowance.
'''Available Options''': true, false
==== S: Distance Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_DISTANCE -->
Set server side vehicle distance allowance.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 300
Step: 1
==== S: Angle Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGLE -->
Set server side vehicle angle allowance.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 3
Step: 1
==== S: Angular Velocity Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGULAR -->
Set server side vehicle angular velocity allowance.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 25
Step: 1
==== S: Linear Velocity Allowance ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_LINEAR -->
Set server side vehicle linear velocity allowance.
'''Range Settings''':
Min: 0
Max: 1000
Current Value: 30
Step: 1
=== Server Car Overrides ===
==== S: Override KMH ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH -->
Enable/disable server side KMH override.
'''Available Options''': false, true
==== S: -||- close to 0 ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH_AT_ZERO -->
Enable/disable server side KMH override close to zero.
'''Available Options''': false, true
==== S: Override STEERING ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_STEERING -->
Enable/disable server side steering override.
'''Available Options''': false, true
==== S: Override THROTTLE ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_THROTTLE -->
Enable/disable server side throttle override.
'''Available Options''': false, true
==== S: Override BRAKE ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_BRAKE -->
Enable/disable server side brake override.
'''Available Options''': false, true
==== S: Override GEAR ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_GEAR -->
Enable/disable server side gear override.
'''Available Options''': false, true
==== S: Override CLUTCH ====
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_CLUTCH -->
Enable/disable server side clutch override.
'''Available Options''': false, true
=== Vehicle type ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_TYPE_SELECTION -->
Set vehicle type.
'''Available Options''': Wheeled, Helicopter
=== Heli prefab selection ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HELI_PREFAB_SELECTION -->
Select helicopter prefab.
'''Available Options''': Mi8, UH1
=== Show vehicle id ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ID_DISPLAY -->
Enable/disable showing of vehicle ID.
'''Available Options''': false, true
=== Vehicle selection ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SELECTION -->
Set vehicle selection.
'''Range Settings''':
Min: 0
Max: 512
Current Value: 0
Step: 1
=== S: Input/Output Diags ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DIAGS -->
Set input/output diagnostic mode.
'''Available Options''': Off, Sim Out, Sim In, Controller, All
=== Debug path correction ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PATHS_DEBUG -->
Enable/disable path correction debug.
'''Available Options''': false, true
=== Debug history ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_DEBUG -->
Enable/disable network history debug.
'''Available Options''': false, true
=== Debug engine flags ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENGINE_INPUTS_DEBUG -->
Enable/disable engine inputs debug.
'''Available Options''': false, true
=== Draw Phys Comp Debug ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PHYS_COMP_DEBUG -->
Enable/disable drawing of physics component debug.
'''Available Options''': false, true
=== C: Resend rate ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_RESEND -->
Set client side vehicle resend rate.
'''Range Settings''':
Min: 1
Max: 5
Current Value: 2
Step: 1
=== S: Replay delay ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_SIZE -->
Set server side vehicle replay delay.
'''Range Settings''':
Min: 0
Max: 300
Current Value: 2
Step: 1
=== S: Max Rtt allowed ===
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_RTT -->
Set server side vehicle max RTT allowed.
'''Range Settings''':
Min: 0
Max: 300
Current Value: 60
Step: 1
== Compartments ==
=== Compartment positions ===
<!-- ID: GAME_DIAG_COMPARTMENT_POSITION -->
Enable/disable showing of compartment positions.
'''Available Options''': false, true
=== Show entry points ===
<!-- ID: GAME_DIAG_COMPARTMENT_ENTRY_POINT -->
Enable/disable showing of compartment entry points.
'''Available Options''': false, true
=== Show accessibility ===
<!-- ID: GAME_DIAG_COMPARTMENT_ACCESSIBILITY -->
Enable/disable showing of compartment accessibility.
'''Available Options''': false, true
=== Show get out prediction ===
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_PREDICTION -->
Enable/disable showing of get out prediction.
'''Available Options''': false, true
=== Show character obstruction trace during get out ===
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_CHARACTER_OBSTRUCTION_TRACE -->
Enable/disable showing of character obstruction trace during get out.
'''Available Options''': false, true
== MT simulation ==
<!-- ID: GAME_DIAG_VEHICLES_MT_SIMULATION -->
Enable/disable multithreaded vehicle simulation.
'''Available Options''': true, false
== Show Controller Diags ==
<!-- ID: GAME_DIAG_VEHICLES_CONTROLLER_DIAGS -->
Enable/disable showing of vehicle controller diagnostics.
'''Available Options''': false, true
== Show Compartment Events Diags ==
<!-- ID: GAME_DIAG_VEHICLES_COMPARTMENT_DIAGS -->
Enable/disable showing of vehicle compartment events diagnostics.
'''Available Options''': false, true
== Show stats ==
<!-- ID: DM_VEHICLES_STATS -->
Enable/disable showing of vehicle statistics.
'''Available Options''': false, true
== Show vehicle debug ==
<!-- ID: DM_VEHICLES_DRAW_DEBUG -->
Enable/disable showing of vehicle debug.
'''Available Options''': false, true
== Player vehicle only ==
<!-- ID: DM_VEHICLES_DRAW_PLAYER_VEHICLE_ONLY -->
Enable/disable showing of player vehicle only.
'''Available Options''': true, false
== Show CoM ==
<!-- ID: DM_VEHICLES_DRAW_COM -->
Enable/disable showing of vehicle center of mass.
'''Available Options''': false, true
== Show inertia ==
<!-- ID: DM_VEHICLES_DRAW_INERTIA -->
Enable/disable showing of vehicle inertia.
'''Available Options''': false, true
== Show forces ==
<!-- ID: DM_VEHICLES_DRAW_FORCES -->
Enable/disable showing of vehicle forces.
'''Available Options''': false, true
== Show engine ==
<!-- ID: DM_VEHICLES_DRAW_ENGINE -->
Enable/disable showing of vehicle engine.
'''Available Options''': false, true
== Show contacts ==
<!-- ID: DM_VEHICLES_DRAW_CONTACTS -->
Enable/disable showing of vehicle contacts.
'''Available Options''': false, true
== Show raycast ==
<!-- ID: DM_VEHICLES_DRAW_RAYCAST -->
Enable/disable showing of vehicle raycast.
'''Available Options''': false, true
== Show suspension ==
<!-- ID: DM_VEHICLES_DRAW_SUSPENSION -->
Enable/disable showing of vehicle suspension.
'''Available Options''': false, true
== Show swaybar ==
<!-- ID: DM_VEHICLES_DRAW_SWAYBAR -->
Enable/disable showing of vehicle swaybar.
'''Available Options''': false, true
== Show wheels ==
<!-- ID: DM_VEHICLES_DRAW_WHEELS -->
Enable/disable showing of vehicle wheels.
'''Available Options''': false, true
== Show powertrain ==
<!-- ID: DM_VEHICLES_DRAW_POWERTRAIN -->
Enable/disable showing of vehicle powertrain.
'''Available Options''': false, true
== Show bones ==
<!-- ID: DM_VEHICLES_DRAW_BONES -->
Enable/disable showing of vehicle bones.
'''Available Options''': false, true
== Show slope ==
<!-- ID: DM_VEHICLES_DRAW_SLOPE -->
Enable/disable showing of vehicle slope.
'''Available Options''': false, true
== Test raycast ==
<!-- ID: DM_VEHICLES_DRAW_TEST_RAYCAST -->
Enable/disable testing of raycast.
'''Available Options''': false, true
== Reset vehicle ==
<!-- ID: DM_VEHICLES_RESET -->
Reset vehicle.
'''Hotkey''': lctrl+lalt+r
'''Available Options''': disabled, enabled
== Teleport up ==
<!-- ID: DM_VEHICLES_TELEPORT_UP -->
Teleport vehicle up.
'''Hotkey''': lctrl+lalt+t
'''Available Options''': disabled, enabled
== Wheel drag set ==
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Enable/disable overriding of wheel drag.
'''Available Options''': false, true
== Wheel drag value ==
<!-- ID: DM_VEHICLES_WHEEL_DRAG_VALUE -->
Set wheel drag value.
'''Range Settings''':
Min: 0
Max: 1
Current Value: 0
Step: 0.05
== Disable freelook ==
<!-- ID: DM_VEHICLES_DISABLE_FREELOOK -->
Enable/disable freelook for vehicles.
'''Available Options''': false, true
== Enable debugger trace ==
<!-- ID: DM_VEHICLES_DEBUGGER_TRACE -->
Enable/disable debugger trace for vehicles.
'''Available Options''': false, true
== wheel drag set ==
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Enable/disable overriding of wheel drag (duplicate).
'''Available Options''': false, true
== Fuel consumption ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_FUEL_CONSUMPTION -->
Enable/disable fuel consumption debug.
'''Available Options''': false, true
== Visualize push force ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_UNFLIP -->
Enable/disable visualization of push force.
'''Available Options''': false, true
== Show dust materials ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_VEHICLE_DUST -->
Enable/disable showing of vehicle dust materials.
'''Available Options''': false, true
= Statistics =
== FPS ==
<!-- ID: DM_STATS_FPS -->
Display FPS statistics.
'''Hotkey''': lctrl+num1
'''Available Options''': none, basic, detailed, average
== General ==
<!-- ID: DM_STATS_STATS -->
Display general statistics.
'''Hotkey''': lctrl+num2
'''Available Options''': disable, basic, detailed, all
== Shape stats ==
<!-- ID: DM_SHAPE_STATS -->
Enable/disable shape statistics.
'''Available Options''': disabled, enabled
== MeshObject stats ==
<!-- ID: DM_REND_STAT -->
Display mesh object statistics.
'''Available Options''': none, count, mesh, faces, verts
== Decal stats ==
<!-- ID: DM_REND_DECAL_STAT -->
Display decal statistics.
'''Available Options''': none, all
== Resource memory stats ==
<!-- ID: DM_RES_MEMORY -->
Display resource memory statistics.
'''Available Options''': none, memory, age
== Texture memory stats ==
<!-- ID: DM_TEX_MEMORY -->
Display texture memory statistics.
'''Available Options''': none, memory, age
== Slow script ==
<!-- ID: DM_STATS_SLOWSCRIPT -->
Set threshold for slow scripts log.
'''Available Options''': off, 1ms, 2ms, 5ms, 10ms
== Verbose script Print ==
<!-- ID: DM_STATS_VERBOSESCRIPTPRINTS -->
Enable/disable verbose script prints.
'''Available Options''': false, true
== Script profiler ==
<!-- ID: DM_STATS_SCRIPTPROFILER -->
Enable/disable script profiler.
'''Available Options''': off, frame, average
== Script prof. external ==
<!-- ID: DM_STATS_SCRIPTPROFILER_EXT -->
Enable/disable external script profiler.
'''Available Options''': false, true
== Test mem-stress ==
<!-- ID: DM_STATS_STRESSMEM -->
Enable/disable memory stress testing.
'''Available Options''': off, once, periodic
== Flush memory ==
<!-- ID: DM_STATS_FLUSHMEM -->
Enable/disable memory flushing.
'''Available Options''': disabled, enabled
== Flush audio ==
<!-- ID: DM_STATS_FLUSHAUDIO -->
Enable/disable audio flushing.
'''Available Options''': disabled, enabled
== Memory validation ==
<!-- ID: DM_MEMORY_VALIDATION -->
Enable/disable memory validation.
'''Available Options''': none, on, off
== Dump render resources ==
<!-- ID: DM_DUMP_RENDERRESOURCES -->
Enable/disable dumping of render resources.
'''Available Options''': disabled, enabled
== Counters ==
<!-- ID: DM_STATS_COUNTER -->
Enable/disable performance counters.
'''Hotkey''': lctrl+num3
'''Available Options''': disabled, enabled
== Slow down ==
<!-- ID: DM_STATS_SLOWDOWN -->
Slow down the game.
'''Available Options''': off, 1ms, 5ms, 10ms, 20ms, 50ms, 100ms
== Limit FPS ==
<!-- ID: DM_STATS_LIMITFPS -->
Limit the game's FPS.
'''Available Options''': off, 120, 60, 40, 30, 20, 10, 5, 2
== Widget statistics ==
<!-- ID: DM_STATS_WIDGET_STATS -->
Enable/disable widget statistics.
'''Available Options''': false, true
== Widget hierarchy to log ==
<!-- ID: DM_STATS_WIDGET_HIERARCHY_TO_LOG -->
Log widget hierarchy.
'''Available Options''': off, once
== Widget update to log ==
<!-- ID: DM_STATS_WIDGET_UPDATE_TO_LOG -->
Log widget updates.
'''Available Options''': none, hierarchy, time
== Loaded particle FX ==
<!-- ID: DM_STATS_PARTICLES -->
Enable/disable loaded particle FX statistics.
'''Available Options''': false, true
== Resource category stats ==
<!-- ID: DM_RES_CAT -->
Enable/disable resource category statistics.
'''Available Options''': disabled, enabled
== Dump resources ==
<!-- ID: DM_DUMP_RESOURCES -->
Toggle. Dumps all resources.
'''Available Options''': disabled, enabled
== Log prefab spawn ==
<!-- ID: DM_LOG_PREFAB_SPAWN -->
Log prefab spawning.
'''Available Options''': off, non-instant, all
== Data Collection ==
=== Enable debug menu ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_DATA_COLLECTION_ENABLE_DIAG -->
Enable/disable data collection debug menu.
'''Available Options''': false, true
= Render =
== RT ==
=== Main RT format ===
<!-- ID: DM_REND_MAIN_RT_FORMAT -->
Override main render target format.
'''Available Options''': no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F
=== Main RT MSAA ===
<!-- ID: DM_REND_MAIN_RT_MSAA -->
Override main render target MSAA settings.
'''Available Options''': no override, none, 2x, 4x, 8x
=== Force custom resolve ===
<!-- ID: DM_REND_FORCE_CUSTOM_RESOLVE -->
Force custom resolve for render target.
'''Available Options''': false, true
=== Use resolved RT for PPs ===
<!-- ID: DM_REND_USE_RESOLVED_PP -->
Control post-processing RT usage.
'''Available Options''': default, disabled, enabled
=== Show RT textures ===
<!-- ID: DM_REND_SHOW_TEMPTEX -->
Show render target textures.
'''Available Options''': off, all, RT only, with UAV, pureRT, tempRT, Depth
=== sort ===
<!-- ID: DM_REND_SHOW_TEMPTEX_SORT -->
Set render target sort mode.
'''Available Options''': none, size, WxHxD, name
=== sort type ===
<!-- ID: DM_REND_SHOW_TEMPTEX_SORTTYPE -->
Set render target sort type.
'''Available Options''': ascending, descending
=== row ===
<!-- ID: DM_REND_SHOW_TEMPTEX_ROW -->
Set render target row.
'''Range Settings''':
*  Min: 0
*  Max: 1000
*  Current Value: 0
*  Step: 1
=== dump ===
<!-- ID: DM_REND_DUMP_TEMPTEX -->
Enable/disable dumping of render target textures.
'''Available Options''': disabled, enabled
== Various ==
=== Reload shaders ===
<!-- ID: DM_REND_RELOADSHADERS -->
Enable/disable shader reloading.
'''Hotkey''': lctrl+f12
'''Available Options''': disabled, enabled
=== Offline shaders ===
<!-- ID: DM_REND_OFFLINESHADERS -->
Enable/disable offline shaders.
'''Available Options''': disabled, enabled
=== Scene prep. mode ===
<!-- ID: DM_REND_MT_SCENE_PREP -->
Set scene preparation mode.
'''Available Options''': Multithreaded, Singlethreaded
=== Cmd list mode ===
<!-- ID: DM_REND_CMD_LIST_MODE -->
Set command list mode.
'''Available Options''': Multithreaded, Singlethreaded
=== Log GPU perf diags ===
<!-- ID: DM_REND_TXT_DIAG_LOG -->
Log GPU performance diagnostics.
'''Available Options''': off, once, permanent
=== Log CMD lists ===
<!-- ID: DM_REND_LOG_CMD_LISTS -->
Log command lists.
'''Available Options''': off, once, permament
=== Over-sync barriers (PS5) ===
<!-- ID: DM_REND_BARRIERS -->
Set over-sync barriers.
'''Available Options''': none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer
=== Clear RT with ===
<!-- ID: DM_REND_CLEARRT -->
Clear render target with color.
'''Available Options''': none, black, white, red, green, blue
=== Clear temporal RTs to ===
<!-- ID: DM_REND_CLEAR_TEMPORAL_RT -->
Clear temporal render targets.
'''Available Options''': none, black, NaN
=== GBuffer ===
<!-- ID: DM_REND_GBUFFER -->
Set G-Buffer mode.
'''Available Options''': default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull
=== GBuffer decals ===
<!-- ID: DM_REND_GBUFFER_DECALS -->
Enable/disable G-Buffer decals.
'''Available Options''': false, true
=== Decals ===
<!-- ID: DM_REND_DECALS -->
Enable/disable decals.
'''Available Options''': true, false
=== Disable HTILE (PS4&PS5) ===
<!-- ID: DM_REND_HTILE_DISABLED -->
Enable/disable HTILE.
'''Available Options''': false, true
=== Check GPU commands (PS5) ===
<!-- ID: DM_REND_CHECK_GPU_COMMANDS -->
Enable/disable checking of GPU commands.
'''Available Options''': false, true
=== VSync imm.treshold ===
<!-- ID: DM_REND_VSYNC_TRESHOLD -->
Set VSync immediate threshold.
'''Available Options''': 0, 10, 20, 30, 40, 50
=== VSync limit ===
<!-- ID: DM_REND_VSYNC_LIMIT -->
Set VSync limit.
'''Available Options''': default, 20, 30, 40, 60
=== DX12: log trans. barriers ===
<!-- ID: DM_REND_LOG_TRANS_BARRIERS -->
Enable/disable logging of DX12 transition barriers.
'''Available Options''': false, true
=== DX12: log state commit ===
<!-- ID: DM_REND_LOG_STATE_COMMIT -->
Enable/disable logging of DX12 state commits.
'''Available Options''': false, true
=== CopyHWDepth use depth ===
<!-- ID: DM_REND_COPYHWDEPTH_DEPTH -->
Control if CopyHWDepth should use depth.
'''Available Options''': true, false
=== CopyHWDepth filter ===
<!-- ID: DM_REND_COPYHWDEPTH_FILTER -->
Set filter mode for CopyHWDepth.
'''Available Options''': default, firstSample, min, max
=== CB draw calls min limit ===
<!-- ID: DM_REND_PIPELINE_LIMIT_MIN_DCALLS -->
Enable/disable command buffer draw calls minimum limit.
'''Available Options''': true, false
=== Show ring buffers ===
<!-- ID: DM_REND_SHOW_RINGBUFFERS -->
Enable/disable showing of ring buffers.
'''Available Options''': false, true
=== Validate Input (DP) ===
<!-- ID: DM_REND_VALIDATE_DP -->
Enable/disable validation of input.
'''Available Options''': false, true
== System textures ==
=== IBL ===
==== log messages ====
<!-- ID: DM_REND_IBL_LOG -->
Enable/disable IBL logging.
'''Available Options''': false, true
==== Env map num ====
<!-- ID: DM_REND_IBL_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 ====
<!-- ID: DM_REND_IBL_REFRESH -->
Set refresh mode for IBL.
'''Available Options''': no, yes, always, disable
==== Apply HDRmul ====
<!-- ID: DM_REND_IBL_APPLY_HDR -->
Apply or disable HDR multiplier for IBL.
'''Available Options''': true, false
==== DFG specular ====
<!-- ID: DM_REND_IBL_DFG_SPEC -->
Enable/disable DFG specular for IBL.
'''Available Options''': false, true
==== DFG diffuse ====
<!-- ID: DM_REND_IBL_DFG_DIFF -->
Enable/disable DFG diffuse for IBL.
'''Available Options''': false, true
==== Environment ====
<!-- ID: DM_REND_IBL_ENV -->
Enable/disable environment for IBL.
'''Available Options''': false, true
==== LD specular ====
<!-- ID: DM_REND_IBL_LD -->
Enable/disable LD specular for IBL.
'''Available Options''': true, false
==== LD diffuse ====
<!-- ID: DM_REND_IBL_LDDIFF -->
Enable/disable LD diffuse for IBL.
'''Available Options''': false, true
=== Maximize size ===
<!-- ID: DM_REND_DT_FULL -->
Enable/disable Dynamic Texture size maximization.
'''Available Options''': false, true
=== Show shadowmap ===
<!-- ID: DM_REND_SHOWSHADOWMAP -->
Display shadowmap.
'''Available Options''': disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd
=== Show combined rainmask ===
<!-- ID: DM_REND_SHOW_COMBINED_RAINMASK -->
Display combined rainmask.
'''Available Options''': disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate
=== Show light shadowmap ===
<!-- ID: DM_REND_SHOWLIGHTSHADOWMAP -->
Set light shadowmap to show.
'''Range Settings''':
*  Min: 0
*  Max: 36
*  Current Value: 0
*  Step: 1
=== Show cascades ===
<!-- ID: DM_REND_SHOWSHADOWMAP_CASCADE -->
Show shadow cascades.
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
=== Show rain mask ===
<!-- ID: DM_REND_SHOWSHADOWMAP_RAIN -->
Show rain mask.
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
=== Show wetness mask ===
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS -->
Show wetness mask.
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
=== Show custom wetness mask ===
<!-- ID: DM_REND_SHOWSHADOWMAP_CUSTOM_WETNESS -->
Show custom wetness mask.
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
=== Show wetness add mask ===
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS_ADD -->
Show wetness add mask.
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
=== Show depthmap ===
<!-- ID: DM_REND_SHOWDEPTHMAP -->
Enable/disable depthmap visualization.
'''Available Options''': disabled, enabled
=== Show HW depthmap ===
<!-- ID: DM_REND_SHOWHWDEPTHMAP -->
Enable/disable HW depthmap visualization.
'''Available Options''': disabled, enabled
=== Terrain shadow map ===
<!-- ID: DM_REND_SHOWTERRSHADOWMAP -->
Show terrain shadow maps.
'''Available Options''': none, terrain shadow, shadow raw, shadow volume high, shadow volume low
=== Disable SPD ===
<!-- ID: DM_REND_DISABLESPD -->
Disable Screen-Space Particle Depth.
'''Available Options''': false, true
=== Show GBuffer ===
<!-- ID: DM_REND_SHOWGBUFFER -->
Show G-Buffer channels (normals, roughness, metalness, albedo, AO).
'''Available Options''': none, normals, roughness, metalness, albedo, AO
=== Show GBuffer ===
<!-- ID: DM_REND_SHOWGBUFFER -->
Show G-Buffer channels (normals, roughness, metalness).
'''Available Options''': none, normals, roughness, metalness
=== Show volumetric light rays ===
<!-- ID: DM_REND_SHOWVOLUMETRICRAYS -->
Enable/disable volumetric light ray visualization.
'''Available Options''': disabled, enabled
=== Show reflections ===
<!-- ID: DM_REND_SHOWREFL -->
Enable/disable reflection visualization.
'''Available Options''': disabled, enabled
=== Show user textures ===
<!-- ID: DM_REND_SHOWUTIL -->
Enable/disable user texture visualization.
'''Available Options''': disabled
=== Show virtual lights RT ===
<!-- ID: DM_REND_SHOW_VIRTUAL_LIGHTS_RT -->
Enable/disable virtual lights RT visualization.
'''Available Options''': disabled, enabled
== Textures ==
=== Mipmap bias ===
<!-- ID: DM_REND_MIPMAPBIAS -->
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 ===
<!-- ID: DM_REND_MAXMIPMAP -->
Set maximum mipmap level.
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
=== Log flushed res ===
<!-- ID: DM_REND_FLUSHED_RES -->
Set logging mode for flushed resources.
'''Available Options''': none, flushed, ranges
=== Defrag ===
<!-- ID: DM_REND_FLUSH_DEFRAG -->
Enable/disable defragmentation of texture resources.
'''Available Options''': true, false
=== Mode ===
<!-- ID: DM_REND_FLUSH_DEFRAG_MODE -->
Set mode of defrag.
'''Available Options''': auto, once, continuous
=== Defrag heap ===
<!-- ID: DM_REND_FLUSH_DEFRAG_TYPE -->
Set heap for defrag.
'''Available Options''': MA heaps, manTextures, manBuffers
=== Defrag alg ===
<!-- ID: DM_REND_FLUSH_DEFRAG_ALG -->
Set algorithm of defrag.
'''Available Options''': fast, balanced, full
== Scene lighting ==
=== Force PBR light ===
<!-- ID: DM_REND_PBR_DEF_LIGHT -->
Force or disable PBR light.
'''Available Options''': false, true
=== Ambient lighting ===
<!-- ID: DM_REND_AMB -->
Enable/disable ambient lighting.
'''Available Options''': true, false
=== Directional lighting ===
<!-- ID: DM_REND_DIR -->
Enable/disable directional lighting.
'''Available Options''': true, false
=== Diffuse lighting ===
<!-- ID: DM_REND_DIFF -->
Enable/disable diffuse lighting.
'''Available Options''': true, false
=== Specular lighting ===
<!-- ID: DM_REND_SPEC -->
Enable/disable specular lighting.
'''Available Options''': true, false
=== Emission lighting ===
<!-- ID: DM_REND_EMISSION -->
Enable/disable emission lighting.
'''Available Options''': true, false
=== Desaturate Atmosphere (cubemap) ===
<!-- ID: DM_REND_DESATURATE_SKY -->
Set desaturation of atmosphere (cubemap).
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.01
=== Remove interiors fog ===
<!-- ID: DM_REND_REMOVE_FOG_INTERIORS -->
Remove fog in interiors.
'''Available Options''': true, false
=== Capture with glob.probe ===
<!-- ID: DM_REND_PROBE_GLOBALCAPTURE -->
Enable/disable capturing with global probe.
'''Available Options''': false, true
=== Negative probe ambient ===
<!-- ID: DM_REND_PROBE_NEGAMBIENT -->
Enable/disable negative probe ambient.
'''Available Options''': false, true
=== IBL reflection/roughness ===
<!-- ID: DM_REND_IBL_REFL_POWER -->
Set IBL reflection/roughness power.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.01
=== IBL multiscattering ===
<!-- ID: DM_REND_IBL_MULTI -->
Enable/disable IBL multiscattering.
'''Available Options''': true, false
=== Probe lighting mode ===
<!-- ID: DM_REND_PROBE_MODE -->
Enable/disable probe lighting mode.
'''Available Options''': false, true
=== Object probe LV ===
<!-- ID: DM_REND_PROBE_OBJECT_LV -->
Set object probe luminance value.
'''Range Settings''':
Min: -4
Max: 4
Current Value: 0
Step: 0.01
=== Show scene LV ===
<!-- ID: DM_REND_SHOW_SCENE_LV -->
Show scene luminance.
'''Available Options''': none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM
=== LV auto ===
<!-- ID: DM_REND_SHOW_SCENE_LV_AUTO -->
Enable/disable automatic adjustment of scene LV.
'''Available Options''': true, false
=== manual LV middle ===
<!-- ID: DM_REND_SHOW_SCENE_LV_MIDDLE -->
Set manual luminance value.
Options: -10 20 5 0.01
=== LV +-Range ===
<!-- ID: DM_REND_SHOW_SCENE_LV_RANGE -->
Set luminance range.
'''Range Settings''':
*  Min: 1
*  Max: 20
*  Current Value: 5
*  Step: 0.01
=== LV watcher ===
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCH -->
Set luminance watcher.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0.5
*  Step: 0.001
=== LV watcher size ===
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCHSIZE -->
Set luminance watcher size.
'''Range Settings''':
*  Min: 0
*  Max: 0.2
*  Current Value: 0.025
*  Step: 0.001
== Shadows ==
=== Shadows ===
<!-- ID: DM_REND_SHADOWS -->
Enable/disable shadows.
'''Available Options''': true, false
=== Shadows OOF ===
<!-- ID: DM_REND_SHADOWS_OOF -->
Enable/disable out of frustum shadows.
'''Available Options''': true, false
=== Shadows multileaf ===
<!-- ID: DM_REND_MLEAF_SHADOWS -->
Enable/disable multileaf shadows.
'''Available Options''': true, false
=== Particle shadows ===
<!-- ID: DM_REND_SHADOWS_PARTICLES -->
Set particle shadows.
'''Available Options''': default, per pixel, per vertex, disabled
=== Particle cascades ===
<!-- ID: DM_REND_SHADOW_PARTICLE_CASCADES -->
Set particle shadow cascades.
'''Available Options''': default, 1, 2, 3, 4
=== CascadeShadow ===
<!-- ID: DM_REND_CASCADESHADOW -->
Set cascade shadow mode.
'''Available Options''': full, 3 cascades, 2 cascades, 1 cacscade, disabled
=== Stabilize cascades ===
<!-- ID: DM_REND_STABILIZECASCADES -->
Set stabilize cascades mode.
'''Available Options''': default, none, incremental, sphere
=== Stabilize report ===
<!-- ID: DM_REND_STABILIZECASCADES_REPORT -->
Enable/disable stabilize report.
'''Available Options''': false, true
=== Quantize FoV ===
<!-- ID: DM_REND_SHADOW_FOV_QUANTIZE -->
Set shadow field of view quantization.
'''Available Options''': default, disable, 0.5, 1, 2, 5, 10
=== Shadow frustum merge ===
<!-- ID: DM_REND_SHADOW_FRUSTUM_MERGE_MODE -->
Set shadow frustum merge mode.
'''Available Options''': no override, disabled, manual, all
=== Override depth range offset ===
<!-- ID: DM_REND_SHADOW_OVERRIDE_DEPTH_RANGE_OFFSET -->
Enable/disable overriding of shadow depth range offset.
'''Available Options''': false, true
=== Depth range offset ===
<!-- ID: DM_REND_SHADOW_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 ===
<!-- ID: DM_REND_SHADOW_OVERRIDE_PARTICLE_EDGE_OFFSET -->
Enable/disable overriding of particle edge offset.
'''Available Options''': false, true
=== Edge offset ===
<!-- ID: DM_REND_SHADOW_PARTICLE_EDGE_OFFSET -->
Set particle edge offset.
'''Range Settings''':
Min: 0.0
Max: 20
Current Value: 8.0
Step: 0.1
=== 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''': default, yes, no
=== Shadow cullmode ===
<!-- ID: DM_REND_SHADOW_CULLMODE -->
Set shadow cull mode.
'''Available Options''': default, none, front, back
=== Quantize shadow cascades ===
<!-- ID: DM_REND_SHADOW_QUANTIZE_SHADOWS -->
Enable/disable quantization of shadow cascades.
'''Available Options''': true, false
=== Temporal filtering ===
<!-- ID: DM_REND_SHADOW_TEMPFILTR -->
Enable/disable temporal filtering for shadows.
'''Available Options''': true, false
=== Filtering type ===
<!-- ID: DM_REND_SHADOW_FILTERING -->
Set filtering type for shadows.
'''Available Options''': default, standardPCF, manualPCF
=== ManualPCF diff override ===
<!-- ID: DM_REND_MANUALPCF_DEPTH_DIFF_OVERRIDE -->
Enable/disable overriding of manual PCF depth difference.
'''Available Options''': false, true
=== ManualPCF diff ===
<!-- ID: DM_REND_MANUALPCF_DEPTH_DIFF -->
Set manual PCF depth difference.
'''Range Settings''':
Min: 0.0
Max: 20
Current Value: 1.0
Step: 0.1
=== Convex type ===
<!-- ID: DM_REND_SHADOW_CONVEX_TYPE -->
Set convex type for shadows.
'''Available Options''': automatic, box, convex
=== Show ext.sh.frustum ===
<!-- ID: DM_REND_SHADOW_SHOWSHFRUSTUMCAMERA -->
Enable/disable showing of external shadow frustum.
'''Available Options''': false, true
=== Show objects AABs ===
<!-- ID: DM_REND_SHADOW_SHOW_AAB -->
Enable/disable showing of object AABs.
'''Available Options''': false, true
=== Capture camera ===
<!-- ID: DM_REND_SHADOW_DEBUG_CAPTURE -->
Enable/disable capture of shadow camera.
'''Available Options''': false, true
=== Show camera frustum ===
<!-- ID: DM_REND_SHADOW_SHOWCAMERA -->
Enable/disable showing of shadow camera frustum.
'''Available Options''': false, true
=== Show cascades boxes ===
<!-- ID: DM_REND_SHADOW_SHOWCONVEX -->
Enable/disable showing of cascade boxes.
'''Available Options''': false, box, convex, both
=== Cascade to show ===
<!-- ID: DM_REND_SHADOW_SHOWFRUSTUM_CASCADE -->
Set cascade to show.
'''Available Options''': 0(near), 1, 2, 3, all
=== Override Bias ===
<!-- ID: ENF_DIAG_SHADOW_OVERRIDE -->
Enable/disable overriding of shadow bias.
'''Available Options''': disabled, shadow, rain, wetness, custom wetness, add wetness, env maps
=== Load cur bias vals ===
<!-- ID: ENF_DIAG_SHADOW_LOAD_CUR_BIAS -->
Enable/disable loading of current bias values.
'''Available Options''': false, true
=== Max slope ===
<!-- ID: ENF_DIAG_SHADOW_MAX_SLOPE -->
Set max slope for shadow bias.
'''Range Settings''':
Min: 0
Max: 10
Current Value: 1
Step: 0.1
=== C0 bias ===
<!-- ID: ENF_DIAG_SHADOW_BIAS0 -->
Set C0 bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C0 slope bias ===
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS0 -->
Set C0 slope bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C0 caster normal bias ===
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS0 -->
Set C0 caster normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C0 receiver normal bias ===
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS0 -->
Set C0 receiver normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C1 bias ===
<!-- ID: ENF_DIAG_SHADOW_BIAS1 -->
Set C1 bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C1 slope bias ===
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS1 -->
Set C1 slope bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C1 caster normal bias ===
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS1 -->
Set C1 caster normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C1 receiver normal bias ===
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS1 -->
Set C1 receiver normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C2 bias ===
<!-- ID: ENF_DIAG_SHADOW_BIAS2 -->
Set C2 bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.01
=== C2 slope bias ===
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS2 -->
Set C2 slope bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.01
=== C2 caster normal bias ===
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS2 -->
Set C2 caster normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C2 receiver normal bias ===
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS2 -->
Set C2 receiver normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C3 bias ===
<!-- ID: ENF_DIAG_SHADOW_BIAS3 -->
Set C3 bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.01
=== C3 slope bias ===
<!-- ID: ENF_DIAG_SHADOW_SLOPEBIAS3 -->
Set C3 slope bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.01
=== C3 caster normal bias ===
<!-- ID: ENF_DIAG_SHADOW_CASTER_NORMALBIAS3 -->
Set C3 caster normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
=== C3 receiver normal bias ===
<!-- ID: ENF_DIAG_SHADOW_RECEIVER_NORMALBIAS3 -->
Set C3 receiver normal bias.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0
Step: 0.005
== PP effects ==
=== DOF Advanced ===
==== Enabled ====
<!-- ID: DM_REND_PP_DOFADVANCED_ENABLED -->
Enable/disable advanced depth of field.
'''Available Options''': true, false
==== Format ====
<!-- ID: DM_REND_PP_DOFADVANCED_FORMAT -->
Set the format for advanced depth of field.
'''Available Options''': default, R11G11B10F, R16G16B16A16F
==== Quality ====
<!-- ID: DM_REND_PP_DOFADVANCED_QUALITY -->
Set the quality level for advanced depth of field.
'''Available Options''': default, 0, 1, 2, 3
==== Rings ====
<!-- ID: DM_REND_PP_DOFADVANCED_RINGS -->
Set the number of rings for advanced depth of field.
'''Available Options''': default, 3, 4, 5
==== Combine FS Blur ====
<!-- ID: DM_REND_PP_DOFADVANCED_COMBINE_FS_BLUR -->
Set mode to combine full screen blur for advanced depth of field.
'''Available Options''': default, enabled, disabled
==== Gather quality ====
<!-- ID: DM_REND_PP_DOFADVANCED_GATHER_QUALITY -->
Set gather quality for advanced depth of field.
'''Available Options''': default, low, high
==== Force dilate rad. ====
<!-- ID: DM_REND_PP_DOFADVANCED_FORCE_DILATE_RADIUS -->
Set force dilate radius for advanced depth of field.
'''Range Settings''':
*  Min: 0
*  Max: 16
*  Current Value: 0
*  Step: 1
==== Debug vis ====
<!-- ID: DM_REND_PP_DOFADVANCED_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 ====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_NEAR_BLUR -->
Enable/disable overriding the near blur value for advanced depth of field.
'''Available Options''': false, true
==== near blur ====
<!-- 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
==== Override far blur ====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FAR_BLUR -->
Enable/disable overriding the far blur value for advanced depth of field.
'''Available Options''': false, true
==== far blur ====
<!-- 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
==== Override FStop ====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FSTOP -->
Enable/disable overriding the FStop value for advanced depth of field.
'''Available Options''': false, true
==== FStop ====
<!-- ID: DM_REND_PP_DOFADVANCED_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 ====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCUS_DISTANCE -->
Enable/disable overriding the focus distance for advanced depth of field.
'''Available Options''': false, true
==== focus dist ====
<!-- ID: DM_REND_PP_DOFADVANCED_FOCUS_DISTANCE -->
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 ====
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCAL_LENGTH -->
Enable/disable overriding the focal length for advanced depth of field.
'''Available Options''': false, true
==== focal length ====
<!-- ID: DM_REND_PP_DOFADVANCED_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 ===
<!-- ID: DM_REND_POSTPROCESS -->
Enable/disable all postprocessing effects.
'''Hotkey''': lctrl+lalt+p
'''Available Options''': enabled, disabled
=== Rain ===
<!-- ID: DM_REND_PP_RAIN -->
Enable/disable rain postprocessing effect.
'''Available Options''': enabled, disabled
=== Snow ===
<!-- ID: DM_REND_PP_SNOW -->
Enable/disable snow postprocessing effect.
'''Available Options''': enabled, disabled
=== Chrom aber ===
<!-- ID: DM_REND_PP_CHROMABER -->
Enable/disable chromatic aberration postprocessing effect.
'''Available Options''': enabled, disabled
=== Color grading ===
<!-- ID: DM_REND_PP_COLORGRADING -->
Enable/disable color grading postprocessing effect.
'''Available Options''': disabled, enabled
=== Colors ===
<!-- ID: DM_REND_PP_COLORS -->
Enable/disable color correction postprocessing effect.
'''Available Options''': enabled, disabled
=== Depth of field ===
<!-- ID: DM_REND_PP_DEPTHOFFIELD -->
Enable/disable standard depth of field postprocessing effect.
'''Available Options''': enabled, disabled
=== Physical Depth of field ===
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH -->
Enable/disable physical bokeh depth of field postprocessing effect.
'''Available Options''': enabled, disabled
=== Force Quality ===
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH_QUALITY -->
Set the quality for physical bokeh depth of field.
'''Available Options''': default, low, middle, high
=== Physical fast Depth of field ===
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH -->
Enable/disable fast physical bokeh depth of field postprocessing effect.
'''Available Options''': enabled, disabled
=== Force Quality ===
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH_QUALITY -->
Set the quality for fast physical bokeh depth of field.
'''Available Options''': default, low, middle, high
=== Dynamic blur ===
<!-- ID: DM_REND_PP_DYNAMICBLUR -->
Enable/disable dynamic blur postprocessing effect.
'''Available Options''': disabled, enabled
=== Film grain ===
<!-- ID: DM_REND_PP_FILMGRAIN -->
Enable/disable film grain postprocessing effect.
'''Available Options''': enabled, disabled
=== FXAA ===
<!-- ID: DM_REND_PP_FXAA -->
Enable/disable FXAA postprocessing effect.
'''Available Options''': enabled, disabled
=== God rays ===
<!-- ID: DM_REND_PP_GODRAYS -->
Enable/disable god rays postprocessing effect.
'''Available Options''': enabled, disabled
=== HBAO ===
<!-- ID: DM_REND_PP_HBAO -->
Enable/disable HBAO postprocessing effect.
'''Available Options''': enabled, disabled
=== Debug ===
<!-- ID: DM_REND_PP_HBAO_DEBUG -->
Enable/disable HBAO debugging visualization.
'''Available Options''': disabled, enabled
=== DebugFullScreen ===
<!-- ID: DM_REND_PP_HBAO_DEBUG_FULLSCREEN -->
Enable/disable HBAO fullscreen debugging visualization.
'''Available Options''': disabled, enabled
=== NumSteps ===
<!-- ID: DM_REND_PP_HBAO_NUM_STEPS -->
Set the number of HBAO steps.
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
=== NumDirections ===
<!-- ID: DM_REND_PP_HBAO_NUM_DIRECTIONS -->
Set the number of HBAO directions.
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
=== HDR ===
<!-- ID: DM_REND_PP_HDR -->
Enable/disable HDR postprocessing effect.
'''Available Options''': enabled, disabled
=== Debug ===
<!-- ID: DM_REND_PP_HDR_DEBUG -->
Set HDR debug visualization.
'''Available Options''': none, mask, LVBlend
=== Bloom ===
<!-- ID: DM_REND_PP_HDR_BLOOM -->
Enable/disable bloom effect for HDR.
'''Available Options''': enabled, blured, disabled
=== Bloom CS ===
<!-- ID: DM_REND_PP_HDR_BLOOM_COMPUTE -->
Enable/disable bloom compute shader for HDR.
'''Available Options''': false, true
=== Bloom Upsample ===
<!-- ID: DM_REND_PP_HDR_BLOOM_UPSAMPLE_METHOD -->
Select bloom upsample method for HDR.
'''Available Options''': before tonemap, in tonemap
=== EV ===
<!-- ID: DM_REND_PP_HDR_USER_EV -->
Set HDR exposure value.
'''Range Settings''':
Min: -10.0
Max: 10.0
Current Value: 0.0
Step: 0.1
=== Show curves ===
<!-- ID: DM_REND_PP_HDR_SHOW_HISTOGRAM -->
Show HDR curves.
'''Available Options''': disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic
=== Disable autoExp ===
<!-- ID: DM_REND_PP_HDR_AUTO -->
Disable auto exposure for HDR.
'''Available Options''': false, true
=== New LV adaptation ===
<!-- ID: DM_REND_PP_HDR_NEWLV -->
Enable/disable new luminance adaptation for HDR.
'''Available Options''': false, true
=== HaightmapAO ===
<!-- ID: DM_REND_PP_HEIGHTMAP_AO -->
Enable/disable heightmap based AO postprocessing effect.
'''Available Options''': enabled, disabled
=== Gauss filter ===
<!-- ID: DM_REND_PP_GAUSSFILTER -->
Enable/disable gaussian blur postprocessing effect.
'''Available Options''': enabled, disabled
=== Outlines ===
<!-- ID: DM_REND_PP_OUTLINE -->
Enable/disable outline postprocessing effect.
'''Available Options''': enabled, disabled
=== Radial blur ===
<!-- ID: DM_REND_PP_RADIALBLUR -->
Enable/disable radial blur postprocessing effect.
'''Available Options''': enabled, disabled
=== Rot blur ===
<!-- ID: DM_REND_PP_ROTBLUR -->
Enable/disable rotation blur postprocessing effect.
'''Available Options''': enabled, disabled
=== SMAA ===
<!-- ID: DM_REND_PP_SMAA -->
Enable/disable SMAA postprocessing effect.
'''Available Options''': enabled, disabled
=== Edge detection method override ===
<!-- ID: DM_REND_PP_SMAA_METHOD -->
Set the edge detection method override for SMAA.
'''Available Options''': Disabled, Color, Depth, Luma
=== Show debug textures ===
<!-- ID: DM_REND_PP_SMAA_PASSES -->
Display SMAA debug textures.
'''Available Options''': Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation
=== SSAO ===
<!-- ID: DM_REND_PP_SSAO -->
Enable/disable SSAO postprocessing effect.
'''Available Options''': enabled, disabled
=== Method ===
<!-- ID: DM_REND_PP_SSAO_METHOD -->
Set SSAO method.
'''Available Options''': non-linear, linear, mask non-linear, mask linear
=== BlurSteps ===
<!-- ID: DM_REND_PP_SSAO_BLUR_STEPS -->
Set blur steps for SSAO.
'''Available Options''': default, 0, 1, 2, 3, 4, 5, 6, 7
=== SSDO ===
<!-- ID: DM_REND_PP_SSDO -->
Enable/disable SSDO postprocessing effect.
'''Available Options''': enabled, disabled
=== Debug ===
<!-- ID: DM_REND_PP_SSDO_DEBUG -->
Enable/disable SSDO debugging visualization.
'''Available Options''': disabled, enabled
=== DebugFullScreen ===
<!-- ID: DM_REND_PP_SSDO_DEBUG_FULLSCREEN -->
Enable/disable SSDO fullscreen debugging visualization.
'''Available Options''': disabled, enabled
=== SSR (global) ===
<!-- ID: DM_REND_PP_SSR -->
Enable/disable global SSR postprocessing effect.
'''Available Options''': enabled, disabled
=== SSR (objects only) ===
<!-- ID: DM_REND_PP_SSR_OBJECTS -->
Enable/disable object only SSR postprocessing effect.
'''Available Options''': enabled, disabled
=== Use FFX SSR ===
<!-- ID: DM_REND_PP_SSR_FFX_SSR -->
Enable/disable FFX Screen Space Reflection.
'''Available Options''': enabled, disabled
=== Temporal filtering ===
<!-- ID: DM_REND_PP_SSR_TEMPORAL -->
Enable/disable temporal filtering for SSR.
'''Available Options''': enabled, disabled
=== Min fade distance ===
<!-- ID: DM_REND_PP_SSR_FADE_MIN -->
Set minimum fade distance for SSR.
'''Range Settings''':
*  Min: 0
*  Max: 100
*  Current Value: 0.5
*  Step: 0.01
=== Max fade distance ===
<!-- ID: DM_REND_PP_SSR_FADE_MAX -->
Set maximum fade distance for SSR.
'''Range Settings''':
*  Min: 0
*  Max: 100
*  Current Value: 2
*  Step: 0.01
=== Behind ambient ===
<!-- ID: DM_REND_PP_SSR_CORRECT_RN -->
Correct reflection with ambient.
'''Available Options''': disabled, enabled
=== UnderWater ===
<!-- ID: DM_REND_PP_UW -->
Enable/disable underwater postprocessing effect.
'''Available Options''': enabled, disabled
=== Wet distort ===
<!-- ID: DM_REND_PP_WETDISTORT -->
Enable/disable wet distortion postprocessing effect.
'''Available Options''': enabled, disabled
== Terrain menu ==
=== Terrain ===
<!-- ID: DM_TERR_TERRAIN -->
Enable/disable terrain rendering.
'''Available Options''': enabled, disabled
=== LOD mode ===
<!-- ID: DM_TERR_FORCE_LOD_MODE -->
Set terrain LOD mode.
'''Available Options''': auto, exact lod, frac only
=== Force exact LOD ===
<!-- ID: DM_TERR_FORCE_LOD -->
Set force exact LOD.
'''Range Settings''':
*  Min: 1
*  Max: 5
*  Current Value: 5
*  Step: 0.01
=== Layers diag mode ===
<!-- ID: DM_TERR_LAYERS -->
Set terrain layers diagnostic mode.
'''Hotkey''': lctrl+lalt+l
'''Available Options''': disabled, layers, projection
=== Show tiles error ===
<!-- ID: DM_TERR_SHOW_TILE_ERRORS -->
Enable/disable showing of terrain tile errors.
'''Available Options''': false, true
=== Tile error modif ===
<!-- ID: DM_TERR_TILES_ERROR -->
Set terrain tile error modification.
Options: -10 10 0 0.01
=== Blocks' bounding boxes ===
<!-- ID: DM_TERR_BBOX -->
Enable/disable bounding boxes for terrain blocks.
'''Available Options''': disabled, enabled
=== MaxLOD blocks' AABB ===
<!-- ID: DM_TERR_BBOX_MAXLOD -->
Enable/disable AABBs for max LOD terrain blocks.
'''Available Options''': disabled, enabled
=== Biased blocks' AABB ===
<!-- ID: DM_TERR_BBOX_BIAS -->
Enable/disable AABBs for biased terrain blocks.
'''Available Options''': disabled, enabled
=== Tiles' bounding boxes ===
<!-- ID: DM_TERR_BBOXTILE -->
Enable/disable bounding boxes for terrain tiles.
'''Available Options''': disabled, enabled
=== Detail texture ===
<!-- ID: DM_TERR_STEXTURE -->
Enable/disable terrain detail texture.
'''Hotkey''': lctrl+lalt+s
'''Available Options''': enabled, disabled
=== Water LOD bias ===
<!-- ID: DM_TERR_WATER_LOD_BIAS -->
Set water LOD bias.
'''Range Settings''':
*  Min: 0
*  Max: 1
*  Current Value: 0
*  Step: 0.001
=== Detail texture detail ===
<!-- ID: DM_TERR_TEXDETAIL -->
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 ===
<!-- ID: DM_TERR_RELOAD_ONLY_CURRENT_SHADERS -->
Enable/disable reloading of only current terrain shaders.
'''Available Options''': false, true
=== Use layer cache ===
<!-- ID: DM_TERR_LAYERCACHE -->
Enable/disable terrain layer cache.
'''Available Options''': true, false
=== Terrain render info ===
<!-- ID: DM_TERR_INFO -->
Enable/disable terrain render information.
'''Available Options''': false, true
=== Holes debug vis ===
<!-- ID: DM_TERR_HOLES_VIS -->
Enable/disable terrain holes debug visualization.
'''Available Options''': false, true
=== Disabled block debug vis ===
<!-- ID: DM_TERR_DISABLED_BLOCK_VIS -->
Enable/disable visualization of disabled terrain blocks.
'''Available Options''': false, true
== Grass/Clutter/Obstacles ==
=== Render clutter ===
<!-- ID: DM_TERR_CLUTTER_RENDER -->
Set clutter render mode.
'''Available Options''': full, prepare only, disabled
=== Show clutter stats ===
<!-- ID: DM_TERR_CLUTTER_STATS -->
Set clutter statistics.
'''Available Options''': none, general, detailed
=== Reload clutter configs ===
<!-- ID: DM_TERR_CLUTTER_RELOAD -->
Enable/disable reloading of clutter configurations.
'''Available Options''': disabled, enabled
=== 3D clutter AABB ===
<!-- ID: DM_TERR_CLUTTER_BOX -->
Enable/disable 3D AABBs for clutter.
'''Available Options''': disabled, enabled
=== Clutter LOD debug ===
<!-- ID: DM_TERR_CLUTTER_LOD_DBG -->
Enable/disable clutter LOD debugging.
'''Available Options''': disabled, enabled
=== Clutter LOD blend size ===
<!-- ID: DM_TERR_CLUTTER_LOD_BLEND -->
Set clutter LOD blend size.
'''Range Settings''':
*  Min: 0.0
*  Max: 5.0
*  Current Value: 1.5
*  Step: 0.1
=== Thinning slope ===
<!-- ID: DM_TERR_CLUTTER_THINNING_SLOPE -->
Set clutter thinning slope.
'''Range Settings''':
*  Min: 0.01
*  Max: 1.0
*  Current Value: 0.25
*  Step: 0.01
=== Clutter fadeout size ===
<!-- ID: DM_TERR_CLUTTER_FADEOUT_REGION -->
Set clutter fadeout size.
'''Range Settings''':
*  Min: 0
*  Max: 30
*  Current Value: 15
*  Step: 0.1
=== Shadow casting ===
<!-- ID: DM_TERR_CLUTTER_SHADOWS -->
Enable/disable shadow casting for clutter.
'''Available Options''': enabled, disabled
=== Clutter position jitter ===
<!-- ID: DM_TERR_CLUTTER_JITTER -->
Set clutter position jitter.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.5
*  Step: 0.01
=== Enable obstacles ===
<!-- ID: DM_TERR_GRASSOBSTACLES -->
Enable/disable obstacles on terrain.
'''Available Options''': true, false
=== Enable clutter mask ===
<!-- ID: DM_TERR_CLUTTER_MASK -->
Enable/disable clutter masking.
'''Available Options''': true, false
=== Show clutter occldrs ===
<!-- ID: DM_TERR_CLUTTER_MASK_SHOW_OBJS -->
Enable/disable showing of clutter occluders.
'''Available Options''': false, true
=== Show obst.map ===
<!-- ID: DM_TERR_GRASSOBSTACLES_SHOW -->
Set obstacle map visualization.
'''Available Options''': none, runtime, perm. depth, perm. mask
=== Force params: ===
<!-- ID: DM_TERR_GRASSOBSTACLES_FORCE -->
Enable/disable forcing of obstacle parameters.
'''Available Options''': false, true
=== RadiusX ===
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSX -->
Set obstacle radius X.
'''Range Settings''':
*  Min: 0.5
*  Max: 5
*  Current Value: 1
*  Step: 0.1
=== RadiusZ ===
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSY -->
Set obstacle radius Z.
'''Range Settings''':
*  Min: 0.5
*  Max: 5
*  Current Value: 1
*  Step: 0.1
=== Offset ===
<!-- ID: DM_TERR_GRASSOBSTACLES_OFFSET -->
Set obstacle offset.
Options: -1.0 1.0 0 0.01
=== Render grass ===
<!-- ID: DM_TERR_GRASS -->
Enable/disable grass rendering.
'''Available Options''': enabled, disabled
=== Grass log ===
<!-- ID: DM_TERR_GRASS_LOG -->
Enable/disable grass logging.
'''Available Options''': false, true
=== Basic cluster size (10) mul ===
<!-- ID: DM_TERR_GRASSCLUSTERSIZE -->
Set grass cluster size multiplier.
'''Range Settings''':
*  Min: 1.5
*  Max: 10
*  Current Value: 10
*  Step: 0.01
=== Grass distance <50..150> ===
<!-- ID: DM_TERR_GRASSDETAIL -->
Set grass detail distance.
Options: -1 1 0 0.1
=== Freeze grass pos ===
<!-- ID: DM_TERR_GRASSFREEZE -->
Enable/disable freezing of grass positions.
'''Available Options''': disabled, enabled
=== Grass clusters' boxes ===
<!-- ID: DM_TERR_GRASSBBOX -->
Enable/disable visualization of grass cluster boxes.
'''Available Options''': disabled, enabled
=== Force grass lod ===
<!-- ID: DM_TERR_GRASSLOD -->
Set grass LOD level.
'''Available Options''': default, 0, 1, 2, 3
=== Force grass blend ===
<!-- ID: DM_TERR_GRASS_FORCE_BLEND -->
Set grass blend mode.
'''Available Options''': default, alphatest, edges, ATOC(if msaa)
=== Grass sort ===
<!-- ID: DM_TERR_GRASS_SORT -->
Enable/disable sorting of grass.
'''Available Options''': true, false
=== MT rendering ===
<!-- ID: DM_TERR_GRASS_MT -->
Enable/disable multi-threaded grass rendering.
'''Available Options''': true, false
=== MT caching ===
<!-- ID: DM_TERR_GRASS_MT_CACHE -->
Enable/disable multi-threaded grass caching.
'''Available Options''': true, false
=== Grass terrain blend ===
<!-- ID: DM_TERR_GRASS_LERP -->
Enable/disable grass terrain blending.
'''Available Options''': false, true
=== start dist ===
<!-- ID: DM_TERR_GRASS_LERP_START -->
Set grass terrain blend start distance.
'''Range Settings''':
Min: -100
Max: 150
Current Value: 0
Step: 0.1
=== end dist ===
<!-- ID: DM_TERR_GRASS_LERP_END -->
Set grass terrain blend end distance.
'''Range Settings''':
Min: -100
Max: 150
Current Value: 0
Step: 0.1
== Roads menu ==
=== Enable roads ===
<!-- ID: DM_ROADS_ENABLE -->
Enable/disable road rendering.
'''Available Options''': enabled, disabled
== Materials settings ==
=== Grass/Tree wind ===
==== Wind override ====
<!-- ID: DM_TERR_GRASS_WINDDEBUG -->
Enable/disable wind override for grass and trees.
'''Available Options''': false, true
==== Grass/tree par override ====
<!-- ID: DM_TERR_GRASS_WINDDEBUG_PAR -->
Enable/disable override of parameters for grass and trees.
'''Available Options''': false, true
=== Enable MultiMat det.mask ===
<!-- ID: DM_REND_MAT_MULTIMAT -->
Enable/disable use of multi-material detection mask.
'''Available Options''': false, true
=== Tree colorization ===
<!-- ID: DM_REND_MAT_DISABLE_TREECOL -->
Set tree colorization mode.
'''Available Options''': full, color only, disable
=== Tree volume fake ===
<!-- ID: DM_REND_MAT_TREE_VOLSHADOWFAKE -->
Set tree volume fake mode.
'''Available Options''': both, geomOcclElipsoid, elipsoidAO, none
=== Tree volume shadow ===
<!-- ID: DM_REND_MAT_TREE_VOLSHADOW -->
Set tree volume shadow mode.
'''Available Options''': none, geomOcclElipsoid, geomOccl, elipsoidAO
=== Override geomOccl distance ===
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO -->
Enable/disable overriding of geometric occlusion distance.
'''Available Options''': false, true
=== Max distance ===
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO_MAX_DIST -->
Set max distance for geometric occlusion.
'''Range Settings''':
*  Min: 0
*  Max: 250
*  Current Value: 100
*  Step: 1
== Sky ==
=== Sky ===
<!-- ID: DM_REND_SKY -->
Enable/disable sky rendering.
'''Available Options''': enabled, disabled
=== Fog ===
<!-- ID: DM_REND_SKY_FOG -->
Enable/disable fog rendering.
'''Available Options''': enabled, disabled
=== Fog in env. map ===
<!-- ID: DM_REND_SKY_FOG_ENV_MAP -->
Enable/disable fog in environment map.
'''Available Options''': enabled, disabled
=== Lens Flares ===
<!-- ID: DM_REND_LENS -->
Enable/disable lens flares.
'''Available Options''': enabled, disabled
=== Godrays ===
<!-- ID: DM_REND_GODRAYS -->
Enable/disable god rays.
'''Available Options''': enabled, disabled
=== Show planets ===
<!-- ID: DM_REND_SKY_PLANETS -->
Enable/disable rendering of planets.
'''Available Options''': enabled, disabled
=== Show stars ===
<!-- ID: DM_REND_SKY_STARS -->
Enable/disable rendering of stars.
'''Available Options''': enabled, disabled
=== Show real stars constellations ===
<!-- ID: DM_REND_SKY_STARS_DEBUG -->
Enable/disable rendering of real star constellations.
'''Available Options''': enabled, disabled
=== Show far layer ===
<!-- ID: DM_REND_SKY_FARLAYER -->
Enable/disable rendering of far sky layer.
'''Available Options''': enabled, disabled
=== Show dynamic layer ===
<!-- ID: DM_REND_SKY_DYNLAYER -->
Enable/disable rendering of dynamic sky layer.
'''Available Options''': enabled, disabled
== Rivers ==
=== Central flow func ===
<!-- ID: DM_CENTRAL_FLOW_FUNC -->
Set the central flow function for rivers.
'''Available Options''': sine, polynomial
=== Debug output ===
<!-- ID: DM_RIVER_DEBUG -->
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 ===
<!-- ID: DM_REND_LIGHTSOURCE_BLEND -->
Set blend mode for light sources.
'''Available Options''': default, additive, alphablend, max
== Subsurface Scattering ==
=== SSSSS override params ===
<!-- ID: DM_REND_SSSSS_OVERRIDE -->
Enable/disable overriding of SSSSS parameters.
'''Available Options''': false, true
=== Enabled ===
<!-- ID: DM_REND_SSSSS_ENABLED -->
Enable/disable subsurface scattering.
'''Available Options''': false, true
=== Scale ===
<!-- ID: DM_REND_SSSSS_SCALE -->
Set subsurface scattering scale.
'''Range Settings''':
*  Min: 0
*  Max: 4
*  Current Value: 1
*  Step: 0.01
=== Random rotation ===
<!-- ID: DM_REND_SSSSS_USE_ROTATION -->
Enable/disable random rotation for subsurface scattering.
'''Available Options''': false, true
=== Log kernel ===
<!-- ID: DM_REND_SSSSS_LOG_KERNEL -->
Enable/disable logging of subsurface scattering kernel.
'''Available Options''': false, true
=== Use stencil ===
<!-- ID: DM_REND_SSSSS_USE_STENCIL -->
Enable/disable stencil buffer for subsurface scattering.
'''Available Options''': true, false
=== Profile resolve ===
<!-- ID: DM_REND_SSSSS_PROFILE_RESOLVE -->
Set profile resolve mode for subsurface scattering.
'''Available Options''': default, first, min, max, avg
=== SSSSS quality ===
<!-- ID: DM_REND_SSSSS_QUALITY -->
Set quality for subsurface scattering.
'''Available Options''': default, low, medium, high
== Analytic lights ==
=== Disable far lights ===
<!-- ID: DM_REND_FARLIGHTS_DISABLE -->
Disable or enable far analytic lights.
'''Available Options''': false, true
=== Show far lights ===
<!-- ID: DM_REND_FARLIGHTS_SHOW -->
Show or hide far analytic lights.
'''Available Options''': disabled, show, no clip
=== Invert geometry ===
<!-- ID: DM_REND_FARLIGHTS_INVERT -->
Enable/disable inverting of geometry.
'''Available Options''': false, true
=== Enable vol lights ===
<!-- ID: DM_REND_VOLLIGHTS_ENABLE -->
Enable/disable volumetric lights.
'''Available Options''': enabled, no blend, disabled
=== Show log ===
<!-- ID: DM_REND_FARLIGHTS_LOG -->
Enable/disable logging of far lights.
'''Available Options''': false, true
=== Farlight intensity ===
<!-- ID: DM_REND_FARLIGHTS_INTENSITY -->
Set far light intensity.
Options: -3 20 0 0.1
=== Analytic lights ===
<!-- ID: DM_REND_LIGHTS -->
Enable/disable analytic lights.
'''Available Options''': true, false
=== Lights shadows ===
<!-- ID: DM_REND_LIGHTS_SHADOWS -->
Enable/disable analytic lights shadows.
'''Available Options''': true, false
=== Override limits ===
<!-- ID: DM_REND_LIGHTS_SHADOWS_OVERRIDE -->
Enable/disable overriding of light shadow limits.
'''Available Options''': false, true
=== Memory budget ===
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMMEMORY -->
Set memory budget for light shadows.
'''Range Settings''':
*  Min: 10
*  Max: 100
*  Current Value: 40
*  Step: 2
=== Max shadows count ===
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMSHADOWS -->
Set max shadow count for lights.
'''Range Settings''':
*  Min: 4
*  Max: 64
*  Current Value: 16
*  Step: 1
=== Basic tex size ===
<!-- ID: DM_REND_LIGHTS_SHADOWS_TEXSIZE -->
Set basic texture size for lights shadows.
'''Available Options''': 64, 256, 512, 768, 1024, 1536, 2048, 2560, 3072, 3584, 4096
=== Aggr. particle lights ===
<!-- ID: DM_REND_PARTICLE_LIGHT_AGGR -->
Enable/disable aggregation of particle lights.
'''Available Options''': true, false
=== Autoshrink part. lights ===
<!-- ID: DM_REND_PARTICLE_LIGHT_SHRINK -->
Enable/disable auto shrinking of particle lights.
'''Available Options''': true, false
== Occlusion Queries ==
=== Benchmark ===
<!-- ID: DM_REND_OCCQUERIES_BENCHMARK -->
Enable/disable occlusion queries benchmark.
'''Available Options''': false, true
=== TestSun ===
<!-- ID: DM_REND_OCCQUERIES_TEST_SUN -->
Enable/disable occlusion queries test sun.
'''Available Options''': false, true
== Snow ==
=== Quantize speed ===
<!-- ID: DM_REND_SNOW_QUANTIZE_SPEED -->
Enable/disable quantization of snow speed.
'''Available Options''': true, false
=== Quantize dir ===
<!-- ID: DM_REND_SNOW_QUANTIZE_DIR -->
Enable/disable quantization of snow direction.
'''Available Options''': true, false
=== Fix dir ===
<!-- ID: DM_REND_SNOW_FIX_WIND_DIR -->
Enable/disable fixing of snow wind direction.
'''Available Options''': false, true
=== Enable logs ===
<!-- ID: DM_REND_SNOW_ENABLE_LOGS -->
Enable/disable snow logs.
'''Available Options''': false, true
=== Use underwater mask ===
<!-- ID: DM_REND_SNOW_USE_UNDERWATER_MASK -->
Enable/disable underwater mask for snow.
'''Available Options''': true, false
=== Macro mask debug ===
<!-- ID: DM_REND_SNOW_MACRO_MASK_DEBUG -->
Show macro mask debug for snow.
'''Available Options''': disabled, layer 1, layer 2, layer 3
=== Override snow ===
<!-- ID: DM_REND_SNOW_OVERRIDE -->
Enable/disable overriding snow.
'''Available Options''': false, true
=== Density ===
<!-- ID: DM_REND_SNOW_DENSITY -->
Set snow density.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 1.0
*  Step: 0.01
=== Time coef ===
<!-- ID: DM_REND_SNOW_TIME_COEF -->
Set snow time coefficient.
'''Range Settings''':
*  Min: 0.0
*  Max: 10.0
*  Current Value: 1.0
*  Step: 0.01
== Deferred Decals ==
=== Render ===
<!-- ID: DM_REND_DEFDECALS_RENDER -->
Enable/disable rendering of deferred decals.
'''Available Options''': true, false
=== HW depth ===
<!-- ID: DM_REND_DEFDECALS_DEPTHBUF -->
Enable/disable HW depth usage for deferred decals.
'''Available Options''': true, false
=== Debug visualization ===
<!-- ID: DM_REND_DEFDECALS_DEBUGVIS -->
Enable/disable debugging visualization of deferred decals.
'''Available Options''': true, false
== Light portals ==
=== Enable light portals ===
<!-- ID: DM_VLIGHTS_ENABLE -->
Enable/disable light portals.
'''Available Options''': enabled, disabled
=== Probe blending mode ===
<!-- ID: DM_VLIGHTS_ENHANCED_PROBE_BLEND -->
Set probe blending mode for light portals.
'''Available Options''': directional, diffuse, disabled
=== Specular proj. tex. ===
<!-- ID: DM_VLIGHTS_PROJ_TEX_SPEC -->
Enable/disable specular projection texture.
'''Available Options''': disabled, enabled
=== Proj. tex. offset fix ===
<!-- ID: DM_VLIGHTS_PROJ_TEX_OFFST_FIX -->
Enable/disable projection texture offset fix.
'''Available Options''': disabled, enabled
=== Portal light mode ===
<!-- ID: DM_VLIGHTS_LIGHT_MODE -->
Set light mode for light portals.
'''Available Options''': none, diffuse+specular, diffuse, specular
=== Normalize L by area ===
<!-- ID: DM_VLIGHTS_NORMALIZE_AREA_INTENSITY -->
Enable/disable normalization of light by area.
'''Available Options''': disabled, enabled
=== Direct light contrib. ===
<!-- ID: DM_VLIGHTS_DIRECT_CONTRIBUTION -->
Enable/disable direct light contribution.
'''Available Options''': disabled, enabled
=== Light volume lerp (m) ===
<!-- ID: DM_VLIGHTS_LIGHT_VOLUME_LERP -->
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 ===
<!-- ID: DM_VLIGHTS_LIGHT_DISABLE_LIGHT_VOLUMES -->
Disable light volumes.
'''Available Options''': false, true
=== Show active subscene ===
<!-- ID: DM_VLIGHTS_SHOW_ACTIVE_SUBSCENE -->
Show or hide active subscene.
'''Available Options''': disabled, enabled
=== Show area rectangles ===
<!-- ID: DM_VLIGHTS_DEBUG_AREA_RECT -->
Show or hide area rectangles.
'''Available Options''': disabled, enabled
=== Show portal rectangles ===
<!-- ID: DM_VLIGHTS_DEBUG_PORTAL_RECT -->
Show or hide portal rectangles.
'''Available Options''': disabled, enabled
=== Show light rectangles ===
<!-- ID: DM_VLIGHTS_DEBUG_LIGHT_RECT -->
Show or hide light rectangles.
'''Available Options''': disabled, enabled
=== Show debug info ===
<!-- ID: DM_VLIGHTS_DEBUG_INFO -->
Show light portals debug info.
'''Available Options''': none, portals, areas, all
=== Virtual light range ===
<!-- ID: DM_VLIGHTS_VIRTUAL_LIGHTS_RANGE -->
Set virtual light range.
'''Range Settings''':
*  Min: 5
*  Max: 50
*  Current Value: 25
*  Step: 0.1
=== BSP diag ===
<!-- ID: DM_VLIGHTS_BSP_DIAG -->
Enable/disable BSP diagnostics.
'''Available Options''': disabled, enabled
=== Hide mesh ===
<!-- ID: DM_VLIGHTS_HIDE_MESH -->
Hide light portal mesh.
'''Available Options''': disabled, enabled
=== Show src. geometry ===
<!-- ID: DM_VLIGHTS_SHOW_BSP_SOURCE_GEOMETRY -->
Show source geometry for light portals.
'''Available Options''': disabled, opaque, transparent
=== Show occupancy grid ===
<!-- ID: DM_VLIGHTS_SHOW_BSP_GRID -->
Show occupancy grid for light portals.
'''Available Options''': disabled, enabled
=== Freeze camera ===
<!-- ID: DM_VLIGHTS_FREEZE_CAMERA -->
Enable/disable freezing of camera for light portals.
'''Available Options''': disabled, enabled
=== Show BSP tree ===
<!-- ID: DM_VLIGHTS_SHOW_BSP -->
Show BSP tree for light portals.
'''Available Options''': none, AABB, planes, convex
=== Leaf mode ===
<!-- ID: DM_VLIGHTS_BSP_LEAF_MODE -->
Set leaf mode for BSP tree debug.
'''Available Options''': all, opaque, non-opaque
=== BSP disp. mode ===
<!-- ID: DM_VLIGHTS_BSP_MODE -->
Set display mode for BSP debug.
'''Available Options''': normal, at depth, active, connectivity
=== Wanted depth ===
<!-- ID: DM_VLIGHTS_BSP_DEPTH -->
Set wanted depth for BSP debug.
'''Range Settings''':
*  Min: 0
*  Max: 64
*  Current Value: 0
*  Step: 1
=== Show leaf split plane ===
<!-- ID: DM_VLIGHTS_BSP_LEAF_SPLIT -->
Show leaf split plane.
'''Available Options''': disabled, enabled
=== Show areas ===
<!-- ID: DM_VLIGHTS_SHOW_BSP_AREAS -->
Show light portal areas.
'''Available Options''': none, AABB, convex
=== Area disp. mode ===
<!-- ID: DM_VLIGHTS_BSP_AREAS_MODE -->
Set display mode for light portal areas.
'''Available Options''': all (excl. out), all, single, active
=== Area ID ===
<!-- ID: DM_VLIGHTS_BSP_AREA -->
Set area ID for light portals.
'''Range Settings''':
*  Min: 0
*  Max: 128
*  Current Value: 0
*  Step: 1
=== Show portals ===
<!-- ID: DM_VLIGHTS_SHOW_BSP_PORTALS -->
Show light portals.
'''Available Options''': none, all, single, per area, active
=== Portal ID ===
<!-- ID: DM_VLIGHTS_BSP_PORTAL -->
Set portal ID for light portals.
'''Range Settings''':
*  Min: 0
*  Max: 512
*  Current Value: 0
*  Step: 1
=== Portal disp. mode ===
<!-- ID: DM_VLIGHTS_BSP_PORTALS_MODE -->
Set display mode for light portals.
'''Available Options''': rect, AABB, rect no clip, AABB no clip
=== Show portal volumes ===
<!-- ID: DM_VLIGHTS_SHOW_BSP_VOLUMES -->
Show light portal volumes.
'''Available Options''': disabled, enabled
=== Show virtual lights ===
<!-- ID: DM_VLIGHTS_SHOW -->
Show virtual lights.
'''Available Options''': disabled, active all, active single
=== Light disp. mode ===
<!-- ID: DM_VLIGHTS_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 ====
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NUM -->
Set number of terrain shadow cascades.
'''Available Options''': default, 0, 1, 2
==== Terrain near type ====
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR -->
Set near cascade type for terrain.
'''Available Options''': default, movable, static
==== Terrain near m/px ====
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR_MPP -->
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 ====
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR -->
Set far cascade type for terrain.
'''Available Options''': default, movable, static
==== Terrain far m/px ====
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR_MPP -->
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 ====
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NUM -->
Set number of object shadow cascades.
'''Available Options''': default, 0, 1, 2
==== Objects near type ====
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR -->
Set near cascade type for objects.
'''Available Options''': default, movable, static
==== Objects near m/px ====
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR_MPP -->
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 ====
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR -->
Set far cascade type for objects.
'''Available Options''': default, movable, static
==== Objects far m/px ====
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR_MPP -->
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 ====
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NUM -->
Set number of AO shadow cascades.
'''Available Options''': default, 0, 1, 2
==== AO near type ====
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR -->
Set near cascade type for AO.
'''Available Options''': default, movable, static
==== AO near m/px ====
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR_MPP -->
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 ====
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR -->
Set far cascade type for AO.
'''Available Options''': default, movable, static
==== AO far m/px ====
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR_MPP -->
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 ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MOVABILITY -->
Set object heightmap movability.
'''Available Options''': movable, static
==== Draw volumetric info ====
<!-- ID: DM_TERR_SHADOWS_DEBUG_VOLUMETRIC -->
Draw volumetric debug info.
'''Available Options''': false, true
==== Draw object heightmap ====
<!-- ID: DM_TERR_SHADOWS_DEBUG_VIS_OBJ_HEIGHT -->
Draw object heightmap.
'''Available Options''': disabled, set regions, set bits, all bits
==== Obj.height.full upd ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_FULL -->
Enable/disable full object heightmap update.
'''Available Options''': false, true
==== Obj.height. dbg region ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_DEBUG_REGION -->
Enable/disable object heightmap region debug.
'''Available Options''': false, true
==== Obj.height.reset ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET -->
Reset object heightmap.
'''Available Options''': false, true
==== Obj.height.reset stats ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET_STATS -->
Reset object heightmap statistics.
'''Available Options''': false, true
==== Obj.height.print stats ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_PRINT_STATS -->
Print object heightmap statistics.
'''Available Options''': false, true
==== Obj.height.use prepare ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_PREPARE -->
Enable/disable prepare for object heightmap.
'''Available Options''': true, false
==== Obj.height.use CB ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_CB -->
Enable/disable command buffer for object heightmap.
'''Available Options''': false, true
==== Obj.height.max merge ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_MERGE -->
Set maximum merge for object heightmap.
'''Available Options''': unlimited, 1, 4, 8, 16
==== Obj.height. subdiv ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SUBDIV -->
Enable/disable object heightmap subdivision.
'''Available Options''': false, true
==== Obj.height. sync draw ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SYNC_DRAWCALLS -->
Set object heightmap draw call synchronization.
'''Available Options''': default, sync, no sync
==== Obj. heightmap tex size ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_TEX_SIZE -->
Set object heightmap texture size.
'''Available Options''': no override, 1024, 2048, 4096, 8192
==== Obj. heightmap m/pixel ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_METERS_PER_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 ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MIN_ENTITIES -->
Set min entities per frame for heightmap.
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited
==== Max entities per frame ====
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_ENTITIES -->
Set max entities per frame for heightmap.
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited
=== Terrain shadows ===
<!-- ID: DM_TERR_SHADOWS_TERRAIN -->
Set terrain shadows mode.
'''Available Options''': default, on (slice), on (full), no update, disabled
=== Freeze update ===
<!-- ID: DM_TERR_SHADOWS_TERRAIN_FREEZE -->
Freeze terrain shadow update.
'''Available Options''': false, true
=== Quality profile override ===
<!-- ID: DM_TERR_SHADOWS_TERRAIN_QUALITY -->
Override terrain shadow quality profile.
'''Available Options''': no override, disabled, low, medium, high
=== Diag messages ===
<!-- ID: DM_TERR_SHADOWS_DEBUG_MSG -->
Enable/disable terrain shadows debug messages.
'''Available Options''': false, true
=== Texture size ===
<!-- ID: DM_TERR_SHADOWS_TEX_SIZE -->
Override terrain shadow texture size.
'''Available Options''': no override, 1024, 2048, 4096, 8192
=== Blur override ===
<!-- ID: DM_TERR_SHADOWS_BLUR -->
Override terrain shadow blur.
'''Available Options''': no override, 0, 3, 5, 7, 9
=== Hierarchical raytrace ===
<!-- ID: DM_TERR_SHADOWS_HIERARCHICAL -->
Enable/disable hierarchical raytrace for terrain shadows.
'''Available Options''': true, false
=== Force mipmap rebuild ===
<!-- ID: DM_TERR_SHADOWS_MIP_REBUILD -->
Enable/disable forcing of mipmap rebuild for terrain shadows.
'''Available Options''': false, true
=== Herarchical mip1 ===
<!-- ID: DM_TERR_SHADOWS_HIER_MIP1 -->
Set hierarchical mip 1 level.
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
=== Herarchical mip2 ===
<!-- ID: DM_TERR_SHADOWS_HIER_MIP2 -->
Set hierarchical mip 2 level.
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
=== Herarchical mip3 ===
<!-- ID: DM_TERR_SHADOWS_HIER_MIP3 -->
Set hierarchical mip 3 level.
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
=== Herarchical mip4 ===
<!-- ID: DM_TERR_SHADOWS_HIER_MIP4 -->
Set hierarchical mip 4 level.
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
=== Override Angle bias ===
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS_OVERRIDE -->
Enable/disable overriding of angle bias.
'''Available Options''': false, true
=== Angle bias (deg) ===
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS -->
Set angle bias for terrain shadows.
'''Range Settings''':
Min: -10
Max: 10
Current Value: -0.5
Step: 0.1
=== Override Height bias ===
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS_OVERRIDE -->
Enable/disable overriding of height bias.
'''Available Options''': false, true
=== Height bias (m) ===
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS -->
Set height bias for terrain shadows.
'''Range Settings''':
Min: 0
Max: 10
Current Value: 0.5
Step: 0.1
=== Override Trace bias ===
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OVERRIDE -->
Enable/disable overriding of trace bias.
'''Available Options''': false, true
=== Trace bias ===
<!-- ID: DM_TERR_SHADOWS_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 ===
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_OVERRIDE -->
Enable/disable overriding of object trace bias.
'''Available Options''': false, true
=== Trace bias obj min ===
<!-- ID: DM_TERR_SHADOWS_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 ===
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MAX -->
Set object trace bias maximum.
'''Range Settings''':
Min: 0
Max: 10
Current Value: 1.5
Step: 0.1
=== Object shadows ===
<!-- ID: DM_TERR_SHADOWS_OBJECTS -->
Set object shadows mode.
'''Available Options''': default, force off, force on
=== Object shadow type ===
<!-- ID: DM_TERR_SHADOWS_OBJECTS_SHADOW_TYPE -->
Set object shadow type.
'''Available Options''': no override, Physics, Physics+AAB, AAB, AABScaled, Volume
=== Occ grid runtime ===
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_OCC_GRID_RUNTIME_CREATION -->
Enable/disable runtime creation of occupation grid.
'''Available Options''': false, true
=== Blend mode ===
<!-- ID: DM_TERR_SHADOWS_BLEND -->
Set blend mode for terrain shadows.
'''Available Options''': blend, min
=== Border size ===
<!-- ID: DM_TERR_SHADOWS_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 ===
<!-- ID: DM_TERR_SHADOWS_TEST_SUN -->
Set sun move test mode.
'''Available Options''': off, fwd slow, fwd medium, bwd fast, bwd slow, bwd medium, bwd fast
=== Min pixels per frame ===
<!-- ID: DM_TERR_SHADOWS_MIN_PIX_PER_FRAME -->
Set min pixels per frame for terrain shadows.
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited
=== Max pixels per frame ===
<!-- ID: DM_TERR_SHADOWS_MAX_PIX_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) ===
<!-- ID: DM_TERR_SHADOWS_OBJ_SHADOW_BLEND_DIST -->
Set object shadow blend distance.
'''Range Settings''':
Min: 0
Max: 20
Current Value: 10.0
Step: 0.1
=== Terrain shadow blend dist(m) ===
<!-- ID: DM_TERR_SHADOWS_TER_SHADOW_BLEND_DIST -->
Set terrain shadow blend distance.
'''Range Settings''':
Min: 0
Max: 20
Current Value: 3.0
Step: 0.1
=== AO mode override ===
<!-- ID: DM_TERR_SHADOWS_AO_MODE -->
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 ===
<!-- ID: DM_TERR_SHADOWS_OVERRIDE_AO_COEF -->
Enable/disable overriding of AO coefficient.
'''Available Options''': false, true
=== AO coef ===
<!-- ID: DM_TERR_SHADOWS_AO_COEF -->
Set AO coefficient.
'''Range Settings''':
*  Min: 0
*  Max: 1.0
*  Current Value: 0.3
*  Step: 0.02
=== AO radius ===
<!-- ID: DM_TERR_SHADOWS_AO_RADIUS -->
Set AO radius.
'''Range Settings''':
*  Min: 0
*  Max: 10.0
*  Current Value: 3.0
*  Step: 0.2
=== AO blend distance ===
<!-- ID: DM_TERR_SHADOWS_AO_BLEND_DIST -->
Set AO blend distance.
'''Range Settings''':
*  Min: 0
*  Max: 10.0
*  Current Value: 5.0
*  Step: 0.2
=== AO PP mode ===
<!-- ID: DM_TERR_SHADOWS_AO_PP_MODE -->
Set AO post-processing mode.
'''Available Options''': default, full res, half res, half res + reconst
=== Terr. light angle limit ===
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE -->
Set light angle limit for terrain shadows.
'''Available Options''': default, user
=== Limit angle ===
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE_VAL -->
Set light limit angle.
'''Range Settings''':
*  Min: 1
*  Max: 60
*  Current Value: 15
*  Step: 0.1
== FSR ==
=== Resolution scale ===
<!-- ID: DM_REND_FSR_RES_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 ===
<!-- ID: DM_REND_FSR_RES_SCALE_VAL -->
Set manual scale for FSR.
'''Range Settings''':
*  Min: 0.1
*  Max: 2.0
*  Current Value: 1.0
*  Step: 0.01
=== Use pixel shader ===
<!-- ID: DM_REND_FSR_USEPS -->
Enable/disable pixel shader for FSR.
'''Available Options''': false, true
=== Override FSR settings ===
<!-- ID: DM_REND_FSR_OVERRIDE -->
Enable/disable overriding of FSR settings.
'''Available Options''': false, true
=== FSR enabled ===
<!-- ID: DM_REND_FSR_ENABLED -->
Enable/disable FSR.
'''Available Options''': false, true
=== FSR sharpen ===
<!-- ID: DM_REND_FSR_SHARPEN_ENABLE -->
Enable/disable FSR sharpening.
'''Available Options''': true, false
=== FSR sharpen att. ===
<!-- ID: DM_REND_FSR_SHARPEN_ATT -->
Set FSR sharpen amount.
'''Range Settings''':
*  Min: 0.0
*  Max: 2.0
*  Current Value: 0.5
*  Step: 0.01
=== FSR dither ===
<!-- ID: DM_REND_FSR_DITHER_AMOUNT -->
Set FSR dither amount.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 1.0
*  Step: 0.01
=== FSR RT format ===
<!-- ID: DM_REND_FSR_RT_FORMAT -->
Set render target format for FSR.
'''Available Options''': default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F
=== FSR mip bias ===
<!-- ID: DM_REND_FSR_MIP_BIAS -->
Set mip bias for FSR.
'''Available Options''': disabled, automatic, manual
=== manual mip bias ===
<!-- ID: DM_REND_FSR_MIP_BIAS_VAL -->
Set manual mip bias for FSR.
Options: -4.0 0.0 0.0 0.01
== CAS ==
=== Shader ===
<!-- ID: DM_REND_CAS_SHADER -->
Set shader type for CAS.
'''Available Options''': default, force PS, force CS
=== Override CAS settings ===
<!-- ID: DM_REND_CAS_OVERRIDE -->
Enable/disable overriding of CAS settings.
'''Available Options''': false, true
=== enabled ===
<!-- ID: DM_REND_CAS_ENABLEDEnable/disable CAS. -->
'''Available Options''': false, true
=== sharpness ===
<!-- ID: DM_REND_CAS_SHARPNESS -->
Set CAS sharpness.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.8
*  Step: 0.01
== Rain ==
=== Wetness ===
==== Override wetness ====
<!-- ID: DM_REND_RAIN_OVERRIDE_WETNESS -->
Enable/disable overriding of rain wetness.
'''Available Options''': false, true
==== Wetness ====
<!-- ID: DM_REND_RAIN_WETNESS -->
Set rain wetness.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01
==== Flood cracks ====
<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_CRACKS -->
Set rain flood level for cracks.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01
==== Flood puddles ====
<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_PUDDLES -->
Set rain flood level for puddles.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01
==== Tree scale ====
<!-- ID: DM_REND_RAIN_TREE_SCALE -->
Set rain tree scale.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.01
==== Wetness simulation ====
<!-- ID: DM_REND_RAIN_WETNESS_SIMULATION -->
Enable/disable wetness simulation.
'''Available Options''': false, true
==== Simulation value ====
<!-- ID: DM_REND_RAIN_WETSIM_VALUE -->
Set wetness simulation value.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.002
==== Override wetness render params ====
<!-- ID: DM_REND_RAIN_WETNESS_OVERRIDE_RENDER -->
Enable/disable overriding of wetness render params.
'''Available Options''': false, true
=== Wind ===
==== Override rain wind ====
<!-- ID: DM_REND_RAIN_OVERRIDE_WIND -->
Enable/disable overriding of rain wind.
'''Available Options''': false, true
==== Mask operator ====
<!-- ID: DM_REND_RAIN_WIND_MASK_OPERATOR -->
Set mask operator for rain wind.
'''Available Options''': add, mul
==== Override splash wind ====
<!-- ID: DM_REND_RAIN_SPLASHES_OVERRIDE_WIND -->
Enable/disable overriding of splash wind.
'''Available Options''': false, true
==== Mask operator ====
<!-- ID: DM_REND_RAIN_SPLASHES_WIND_MASK_OPERATOR -->
Set mask operator for splash wind.
'''Available Options''': add, mul
=== Downsample ===
<!-- ID: DM_REND_RAIN_COLOR_DOWNSAMPLE -->
Set rain color downsample method.
'''Available Options''': default, simple, blur, none
=== Blend method ===
<!-- ID: DM_REND_RAIN_BLEND_METHOD -->
Set rain blend method.
'''Available Options''': default, standard, noRefraction
=== Diag refr. tex ===
<!-- ID: DM_REND_RAIN_DIAG_REFRACTION_TEX -->
Enable/disable rain refraction texture diagnostic.
'''Available Options''': false, true
=== Stop time ===
<!-- ID: DM_REND_RAIN_STOP_TIME -->
Enable/disable stopping of rain simulation time.
'''Available Options''': false, true
=== Use underwater mask ===
<!-- ID: DM_REND_RAIN_USE_UNDERWATER_MASK -->
Enable/disable underwater mask for rain.
'''Available Options''': true, false
=== Override rain density ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY -->
Enable/disable overriding of rain density.
'''Available Options''': false, true
=== Rain density ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY_VAL -->
Set rain density.
'''Range Settings''':
*  Min: 0.0
*  Max: 1.0
*  Current Value: 0.0
*  Step: 0.02
=== Override direction ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DIR -->
Enable/disable overriding of rain direction.
'''Available Options''': false, true
=== Override dirX ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRX -->
Set rain direction X.
Options: -1.0 1.0 0.0 0.05
=== Override dirY ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRY -->
Set rain direction Y.
Options: -1.0 1.0 -1.0 0.05
=== Override dirZ ===
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRZ -->
Set rain direction Z.
Options: -1.0 1.0 0.0 0.05
=== Distant noise mask debug ===
<!-- ID: DM_REND_RAIN_DISTANT_NOISE_MASK_DEBUG -->
Enable/disable rain distant noise mask debug.
'''Available Options''': false, true
=== Override ripple tex size ===
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES_TEX_SIZE -->
Override rain ripple texture size.
'''Available Options''': default, 128, 256, 512, 1024
=== Sliding drops obj space ===
<!-- ID: DM_REND_RAIN_SLIDING_DROPS_USE_OBJ_SPACE -->
Enable/disable sliding drops object space.
'''Available Options''': false, true
=== Override ripples ===
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES -->
Enable/disable overriding of rain ripples.
'''Available Options''': false, true
=== Ripples count min ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_RIPPLES_SPEED -->
Set rain ripples speed.
'''Range Settings''':
*  Min: 1.0
*  Max: 2000.0
*  Current Value: 500.0
*  Step: 10.0
=== Ripples damping ===
<!-- ID: DM_REND_RAIN_RIPPLES_DAMPING -->
Set rain ripples damping.
'''Range Settings''':
*  Min: 0.01
*  Max: 1.0
*  Current Value: 0.04
*  Step: 0.01
=== Ripples normal strength ===
<!-- ID: DM_REND_RAIN_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 ===
<!-- ID: DM_REND_RAIN_RIPPLES_RESET -->
Enable/disable resetting of rain ripples.
'''Available Options''': false, true
== Shore Wetness ==
=== Shore wetness enabled ===
<!-- ID: DM_REND_SHORE_WETNESS_ENABLED -->
Enable/disable shore wetness.
'''Available Options''': default, enable, disable
=== Shore wetness override ===
<!-- ID: DM_REND_SHORE_WETNESS_OVERRIDE -->
Enable/disable overriding of shore wetness.
'''Available Options''': false, true
=== Shore wet height above ===
<!-- ID: DM_REND_SHORE_WETNESS_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_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 ===
<!-- ID: DM_REND_SHORE_WETNESS_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 ===
<!-- ID: DM_REND_RIVER_WETNESS_ENABLED -->
Enable/disable river wetness.
'''Available Options''': default, enable, disable
=== River wetness override ===
<!-- ID: DM_REND_RIVER_WETNESS_OVERRIDE -->
Enable/disable overriding of river wetness.
'''Available Options''': false, true
=== River wet height above ===
<!-- ID: DM_REND_RIVER_WETNESS_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 ===
<!-- ID: DM_REND_RIVER_WETNESS_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 ===
<!-- ID: DM_REND_RIVER_WETNESS_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 ===
<!-- ID: DM_REND_RIVER_WETNESS_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 ===
<!-- ID: DM_REND_RIVER_WETNESS_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 ===
<!-- ID: DM_REND_RIVER_WETNESS_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 ===
<!-- ID: DM_REND_LENSFLARE_DEBUG_RENDER -->
Enable/disable lens flare debug rendering.
'''Available Options''': false, true
=== HalfRes render ===
<!-- ID: DM_REND_LENSFLARE_HALF_RES -->
Set half resolution render for lens flares.
'''Available Options''': no override, false, true
=== Force flare dirlight ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_DIRLIGHT -->
Set force flare dirlight.
Options: -1 100 -1 1
=== Force flare pointlight ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_POINTLIGHT -->
Set force flare pointlight.
Options: -1 100 -1 1
=== Force flare spotlight ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_SPOTLIGHT -->
Set force flare spotlight.
Options: -1 100 -1 1
=== Override flare set ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_SET -->
Override lens flare set.
'''Available Options''': no override, none, 1st person, 3rd person
=== Override offset spot ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT -->
Enable/disable overriding of offset spot for lens flares.
'''Available Options''': false, true
=== Offset spot ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT_VAL -->
Set offset spot for lens flares.
Options: -2 2 0 0.01
=== Override offset point ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT -->
Enable/disable overriding of offset point for lens flares.
'''Available Options''': false, true
=== Offset point ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT_VAL -->
Set offset point for lens flares.
Options: -2 2 0 0.01
=== Use new occl.system ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_OCCLUSION_SYSTEM -->
Set new occlusion system for lens flares.
'''Available Options''': no override, false, true
=== Use intens.occ.for all ===
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_USE_INTENSITY_OCCLUSION_FOR_ALL -->
Enable/disable intensity occlusion for all lens flares.
'''Available Options''': no override, false, true
== Ocean & Water ==
=== Shore ===
==== Shore enabled ====
<!-- ID: DM_OCEAN_SHORE_ENABLED -->
Enable/disable shore rendering.
'''Available Options''': true, false
==== Debug visualize ====
<!-- ID: DM_OCEAN_SHORE_DEBUG_VIS -->
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 ====
<!-- ID: DM_OCEAN_SHORE_DEBUG_DISPLACEMENT -->
Enable/disable shore displacement debugging.
'''Available Options''': false, true
==== Debug height ====
<!-- ID: DM_OCEAN_SHORE_DEBUG_HEIGHT -->
Show shore height debug.
'''Available Options''': none, final, shore, final+shore
==== Use height lerp ====
<!-- ID: DM_OCEAN_SHORE_HEIGHT_LERP -->
Enable/disable height lerp for shore.
'''Available Options''': false, true
==== Force live preview each frame ====
<!-- ID: DM_OCEAN_SHORE_FORCE_LIVE_PREVIEW -->
Enable/disable forcing live preview for shore.
'''Available Options''': false, true
=== WaterErase ===
==== Water erase enabled ====
<!-- ID: DM_REND_WATER_ERASE_ENABLED -->
Enable/disable water erase.
'''Available Options''': true, false
==== Debug visualize ====
<!-- ID: DM_REND_WATER_ERASE_DEBUG_VIS -->
Show water erase debug visualization.
'''Available Options''': disabled, front faces, back faces, front & back
=== Ocean render ===
<!-- ID: DM_REND_OCEAN -->
Set ocean render mode.
'''Available Options''': enabled, disable simulation, disabled
=== Height iterative ===
<!-- ID: DM_REND_OCEAN_HEIGHT_ITERATIVE -->
Enable/disable iterative height for ocean.
'''Available Options''': false, true
=== Height test ===
<!-- ID: DM_REND_OCEAN_HEIGHT_TRACE_TEST -->
Enable/disable height trace test for ocean.
'''Available Options''': false, true
=== Synchronized time ===
<!-- ID: DM_REND_OCEAN_SYNCHRONIZED_TIME -->
Enable/disable synchronized time for ocean.
'''Available Options''': true, false
=== Synchro smooth ===
<!-- ID: DM_REND_OCEAN_SYNCHRO_SMOOTH -->
Enable/disable synchronized smooth for ocean.
'''Available Options''': true, false
=== Show ocean tex ===
<!-- ID: DM_REND_OCEAN_SHOWTEX -->
Display ocean texture.
'''Available Options''': disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth
=== Tex size ===
<!-- ID: DM_REND_OCEAN_SHOWTEX_SIZE -->
Set ocean debug texture size.
'''Available Options''': 1, 2, 3, 4, 0.25, 0.33, 0.5
=== Show grid ===
<!-- ID: DM_REND_OCEAN_GRID -->
Show ocean grid.
'''Available Options''': none, gpu, cpu, both
=== Disable displace ===
<!-- ID: DM_REND_OCEAN_DISABLE_DISPLACE -->
Enable/disable ocean displacement.
'''Available Options''': false, true
=== Water bodies ===
<!-- ID: DM_REND_WATERBODIES -->
Show water bodies.
'''Available Options''': invisible, camera, all
=== Ocean foam ===
<!-- ID: DM_REND_OCEAN_FOAM -->
Set ocean foam mode.
'''Available Options''': enabled, mask, foam
== Atmosphere ==
=== Show Sky LUTs ===
<!-- ID: DM_REND_ATMOSPHERE_SHOW_SKYLUTS -->
Enable/disable showing of sky LUTs.
'''Available Options''': false, true
=== Show CameraVolume ===
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME -->
Enable/disable showing of CameraVolume.
'''Available Options''': false, true
=== FullScreen ===
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME_FULLSCREEN -->
Enable/disable fullscreen view for CameraVolume.
'''Available Options''': false, true
=== Haze source ===
<!-- ID: DM_REND_ATMOSPHERE_HAZE_MODE -->
Set haze source for atmosphere.
'''Available Options''': User(CloudsCycle), Atmosphere, GlobalProbe
=== Enable a.fog shadows ===
<!-- ID: DM_REND_ATMOSPHERE_SHADOWS_ANALYTICAL_FOG -->
Enable/disable analytical fog shadows.
'''Available Options''': false, true
=== Use SkyAmbient tex. ===
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_AMBIENT_TEX -->
Enable/disable use of sky ambient texture.
'''Available Options''': true, false
=== Probe fake ===
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_PROBEAMBIENT_TEX -->
Set probe ambient for atmosphere.
'''Available Options''': probe lut, sky lut, original
=== Overcast fix. ===
<!-- ID: DM_REND_ATMOSPHERE_OVERCAST_FIX -->
Set overcast fix mode for atmosphere.
'''Available Options''': enabled, disabled
=== Original lighting ===
<!-- ID: DM_REND_ATMOSPHERE_ORIGINAL -->
Set original lighting mode for atmosphere.
'''Available Options''': enabled, disabled
=== Final output brightness mod. ===
<!-- ID: DM_REND_ATMOSPHERE_OUTPUT_MOD -->
Enable/disable final brightness modification for atmosphere.
'''Available Options''': disabled, enabled
=== Show Fog Debug. ===
<!-- ID: DM_REND_ATMOSPHERE_SHOW_FOG_DEBUG -->
Enable/disable fog debugging visualization.
'''Available Options''': disabled, enabled
=== Show constellations ===
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CONSTELLATIONS -->
Enable/disable rendering of constellations.
'''Available Options''': false, true
== Volumetric Clouds ==
=== Use New ===
<!-- ID: DM_REND_CLOUDS_USE_NEW -->
Use the new volumetric cloud system.
'''Available Options''': false, true
=== Render clouds ===
<!-- ID: DM_REND_CLOUDS -->
Enable/disable volumetric cloud rendering.
'''Available Options''': enabled, disabled
=== Render Mode ===
<!-- ID: DM_REND_CLOUDS_RENDER_MODE -->
Set volumetric cloud render mode.
'''Available Options''': Quarter, Full, Experimental
=== Output Optimization ===
<!-- ID: DM_REND_CLOUDS_OUTPUT_OPTIMIZATION -->
Set volumetric cloud output optimization.
'''Available Options''': default, none, vertexShader, CPU
=== Show Output Optim Diag ===
<!-- ID: DM_REND_CLOUDS_SHOW_OUTPUT_OPTIM_DIAG -->
Show output optimization diagnostic for clouds.
'''Available Options''': false, true
=== Apply cycle values ===
<!-- ID: DM_WEATHER_APPLY_CLOUD_VALUES -->
Apply cycle values for clouds.
'''Available Options''': true, false
=== Sky light mode ===
<!-- ID: DM_REND_CLOUDS_AMBIENT_TYPE -->
Set sky light mode for clouds.
'''Available Options''': Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)
=== Disable direct light ===
<!-- ID: DM_REND_CLOUDS_DISABLE_DIRECT_LIGHT -->
Disable direct light for clouds.
'''Available Options''': false, true
=== Enable occlusion map ===
<!-- ID: DM_REND_CLOUDS_OCCL_MAP -->
Enable/disable occlusion map for clouds.
'''Available Options''': enabled, disabled
=== Disable wind ===
<!-- ID: DM_REND_CLOUDS_DISABLE_WIND -->
Enable/disable wind for clouds.
'''Available Options''': false, true
=== Stop wind ===
<!-- ID: DM_REND_CLOUDS_STOP_WIND -->
Stop wind for clouds.
'''Available Options''': false, true
=== Show cloud lighting ===
<!-- ID: DM_REND_CLOUDS_SHOW_CLOUD_LIGHTING -->
Show or hide cloud lighting visualization.
'''Available Options''': disabled, enabled
=== Force noise recompute ===
<!-- ID: DM_REND_CLOUDS_FORCE_NOISE_RECOMPUTE -->
Force recomputation of cloud noise.
'''Available Options''': disabled, enabled
=== Show detail noise ===
<!-- ID: DM_REND_CLOUDS_SHOW_DETAIL_NOISE -->
Enable/disable detail noise visualization for clouds.
'''Available Options''': disabled, enabled
=== Show noise tiling ===
<!-- ID: DM_REND_CLOUDS_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 ===
<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
Set noise tiling visualization for clouds (base, middle, detail).
'''Available Options''': disabled, base, middle, detail
=== Show height detail noise ===
<!-- ID: DM_REND_CLOUDS_SHOW_HEIGHT_DETAIL_TEX -->
Enable/disable height detail noise texture visualization.
'''Available Options''': disabled, enabled
=== Detail noise resolution ===
<!-- ID: DM_REND_CLOUDS_DETAIL_NOISE_RESOLUTION -->
Set resolution of detail noise for clouds.
'''Available Options''': default, 16, 32, 64, 128, 256, 512
=== Weather map resolution ===
<!-- ID: DM_REND_CLOUDS_WEATHER_MAP_RESOLUTION -->
Set weather map resolution for clouds.
'''Available Options''': default, 256, 512, 1024, 2048
=== Temporal multiplier ===
<!-- ID: DM_REND_CLOUDS_TEMPORAL_MULTIPLIER -->
Set temporal multiplier for clouds.
'''Range Settings''':
Min: 0
Max: 5
Current Value: 0.0
Step: 0.01
=== Max. Num. samples ===
<!-- ID: DM_REND_CLOUDS_NUM_SAMPLES -->
Set max number of samples for clouds.
'''Range Settings''':
Min: 0
Max: 256
Current Value: 0.0
Step: 1.0
=== HeightMin ===
<!-- ID: DM_REND_CLOUDS_HEIGHT_MIN -->
Set minimum height for clouds.
'''Range Settings''':
Min: 0
Max: 20000
Current Value: 0.0
Step: 10.0
=== Show shadowmap ===
<!-- ID: DM_REND_CLOUDS_SHOW_SHADOWMAP -->
Enable/disable showing of shadow map for clouds.
'''Available Options''': disabled, enabled
=== Shadowmap resolution ===
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_RESOLUTION -->
Set shadow map resolution for clouds.
'''Range Settings''':
Min: 0
Max: 256
Current Value: 0
Step: 1
=== Shadowmap dispatches p. frame ===
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_DISPATCHES_PER_FRAME -->
Set shadow map dispatches per frame for clouds.
'''Range Settings''':
Min: 0
Max: 4
Current Value: 0
Step: 1
=== Debug shape ===
<!-- ID: DM_REND_CLOUDS_DEBUG_SHAPE -->
Set debug shape visualization for clouds.
'''Available Options''': none, cylinders, spheres
=== haze value ===
<!-- ID: DM_REND_CLOUDS_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 ===
<!-- 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.
'''Range Settings''':
Min: 0
Max: 400000
Current Value: 65000
Step: 1000
=== debug detail noise weights ===
<!-- ID: DM_REND_CLOUDS_DEBUG_MAIN_SHAPE_NOISE_WEIGHT -->
Enable/disable main shape noise weights debug.
'''Available Options''': false, true
=== disable noise(middle,micro) ===
<!-- ID: DM_REND_CLOUDS_DISABLE_NOISE -->
Enable/disable noise (middle, micro) for clouds.
'''Available Options''': false, true
=== offet X ===
<!-- ID: DM_REND_CLOUDS_OFFSET_X -->
Set offset X for clouds.
'''Range Settings''':
Min: 0
Max: 1000000
Current Value: 0
Step: 10
=== offet Z ===
<!-- ID: DM_REND_CLOUDS_OFFSET_Z -->
Set offset Z for clouds.
'''Range Settings''':
Min: 0
Max: 1000000
Current Value: 0
Step: 10
== No render ==
<!-- ID: DM_REND_NORENDER -->
Disable rendering.
'''Available Options''': false, true
== Shape instancing ==
<!-- ID: DM_REND_SHAPE_INSTANCING -->
Enable/disable shape instancing.
'''Available Options''': enabled, disabled
== Render debug mode ==
<!-- ID: DM_REND_SPECIAL_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 ==
<!-- ID: DM_REND_WIDGETS -->
Set widget rendering mode.
'''Available Options''': on, onlyRT, off
== Active GPU wait ==
<!-- ID: DM_REND_ACTIVE_GPU_WAIT -->
Enable/disable active GPU wait.
'''Available Options''': false, true
== Allocator stats ==
<!-- ID: DM_REND_ALLOCATOR_STAT -->
Set allocator statistics display.
'''Available Options''': none, show, dump
== Show VRAM resources ==
<!-- ID: DM_REND_RESOURCES -->
Enable/disable showing of VRAM resources.
'''Available Options''': false, true
= Scene =
== Filter ==
=== MeshObject ===
<!-- ID: DM_SCENE_FILTER_MESH -->
Enable/disable MeshObject filter.
'''Available Options''': enabled, disabled
=== Particle ===
<!-- ID: DM_SCENE_FILTER_PARTICLE -->
Enable/disable Particle filter.
'''Available Options''': enabled, disabled
== Occluders ==
=== Occluders ===
<!-- ID: DM_SCENE_OCCLUDERS -->
Enable/disable occluders.
'''Available Options''': true, false
=== Occlude entities ===
<!-- ID: DM_SCENE_OCCLUDERS_ENTS -->
Enable/disable occluding of entities.
'''Available Options''': true, false
=== Show active occluders ===
<!-- ID: DM_SCENE_OCCLUDERS_ACTIVE -->
Show or hide active occluders.
'''Available Options''': false, true
=== 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.
'''Available Options''': false, true
=== Cull kd-tree nodes ===
<!-- ID: DM_TERR_OCCLUSION_CULL_NODE -->
Enable/disable culling of kd-tree nodes.
'''Available Options''': true, false
=== # voxel render jobs ===
<!-- ID: DM_TERR_VOXELDEPTH_NR_REND_JOBS -->
Set number of voxel render jobs.
'''Range Settings''':
*  Min: 1
*  Max: 8
*  Current Value: 8
*  Step: 1
=== Show depth texture ===
<!-- ID: DM_TERR_VOXELDEPTH_REND_TEXTURE -->
Enable/disable depth texture visualization.
'''Available Options''': false, true
=== Show FOV deb shapes ===
<!-- ID: DM_TERR_VOXELDEPTH_REND_FOV_DEBUGSHAPES -->
Enable/disable showing of FOV debug shapes.
'''Available Options''': false, true
=== Voxel height scale ===
<!-- ID: DM_TERR_VOXELDEPTH_HEIGHT_SCALE -->
Set voxel height scale.
'''Range Settings''':
*  Min: 0.25
*  Max: 32
*  Current Value: 1
*  Step: 0.01
=== Voxel depth LOD step ===
<!-- ID: DM_TERR_VOXELDEPTH_LOD -->
Set voxel depth LOD step.
'''Range Settings''':
*  Min: 0.01
*  Max: 10
*  Current Value: 0.25
*  Step: 0.01
=== Depth buffer fraction ===
<!-- ID: DM_TERR_VOXELDEPTH_BUFFER_FRACTION -->
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. Example layers available:
* '''Filtered''' - default mode, shows all the most important layers, most of the time there is no need to switch away from it
* '''Fire geometry''' - "realistic" resolution colliders used for hit detection
* '''View geometry''' - used by AIs, acts as solid wall
* '''Foliage''' - used by AIs, slows down detection time (tree crowns, bushes)
* '''Interaction layer''' - used by UserAction together with fire geometry, when fire geometry is not enough for pleasant useraction experience (used on stuff like wire fence doors)
* '''Mine layer''' - mines and objects that are meant to collide with mines, such as wheels of vehicles
* '''Char collider''' - used for collision between character and terrain
* '''Vehicle simple''' - used for collision between body of the car and non-characters
'''Available Options''': [[Arma Reforger:Collision Layer#Layers Setup|''See Collision Layer page for all options'']]
== Show collider type ==
<!-- ID: DM_PHYSICS_SHOW_COLLIDER_TYPE -->
Show physics bodies by collider type. See c[[Arma Reforger:FBX Import#Collider%20shape|ollider shape]] pargraph on FBX Import page
'''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 =
== Game Mode ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_MODE -->
Enable/disable showing of game mode debug.
'''Available Options''': false, true
== Show kill log ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_KILLED_LOG -->
Enable/disable showing of kill log.
'''Available Options''': false, true
== Respawn Component ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_DIAG -->
Enable/disable respawn component debug.
'''Available Options''': false, true
== Respawn Time Measures ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_TIME -->
Enable/disable respawn time measurement debug.
'''Available Options''': false, true
== Respawn Timer ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_TIMER_COMPONENT -->
Enable/disable respawn timer component debug.
'''Available Options''': false, true
== Scoring System ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCORING_SYSTEM -->
Enable/disable showing of scoring system debug.
'''Available Options''': false, true
== Player Factions ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_FACTION_DIAG -->
Enable/disable showing of player factions debug.
'''Available Options''': false, true
== Player Loadouts ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_LOADOUT_DIAG -->
Enable/disable showing of player loadouts debug.
'''Available Options''': false, true
= Conflict =
== Instant composition spawning ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_INSTANT_BUILDING -->
Enable/disable instant composition spawning.
'''Available Options''': false, true
== Promotion ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_UP -->
Enable promotion.
'''Available Options''': false, true
== Demotion ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_DOWN -->
Enable demotion.
'''Available Options''': false, true
= Singleplayer =
== Disable Game Over ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SINGLEPLAYER_DISABLE_GAMEOVER -->
Enable/disable game over.
'''Available Options''': false, true
= Tutorial =
== Course locations ==
=== OBSTACLE COURSE ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_OBSTACLE -->
Enable obstacle course location.
'''Available Options''': false, true
=== FIRING RANGE ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRING -->
Enable firing range location.
'''Available Options''': false, true
=== COMBAT ENGINEERING ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_ENGINEERING -->
Enable combat engineering location.
'''Available Options''': false, true
=== SEIZING ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SEIZING -->
Enable seizing location.
'''Available Options''': false, true
=== FIRST AID ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_AID -->
Enable first aid location.
'''Available Options''': false, true
=== DRIVING ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_DRIVING -->
Enable driving location.
'''Available Options''': false, true
=== NAVIGATION ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_NAVIGATION -->
Enable navigation location.
'''Available Options''': false, true
=== HELICOPTER PILOTING ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_HELICOPTERS -->
Enable helicopter piloting location.
'''Available Options''': false, true
=== SPECIAL WEAPONS ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SPECIAL -->
Enable special weapons location.
'''Available Options''': false, true
=== LONG-DISTANCE SHOOTING ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LONGRANGE -->
Enable long range shooting location.
'''Available Options''': false, true
=== FIRE SUPPORT COURSE ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRESUPPORT -->
Enable fire support course location.
'''Available Options''': false, true
=== SQUAD LEADERSHIP ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LEADERSHIP -->
Enable squad leadership location.
'''Available Options''': false, true
=== VEHICLE MAINTENANCE ===
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_MAINTENANCE -->
Enable vehicle maintenance location.
'''Available Options''': false, true
== Disable course reqs ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DISABLE_COURSE_REQUIREMENTS -->
Enable/disable tutorial course requirements.
'''Available Options''': false, true
== Skip intro sequence ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SKIP_INTRO -->
Enable/disable skip intro sequence.
'''Available Options''': false, true
== Regenerate course tasks ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_REGENERATE_TASKS -->
Enable/disable regeneration of course tasks.
'''Available Options''': false, true
== Skip AI Driving ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_SKIP_AI_DRIVING -->
Enable/disable skipping AI driving.
'''Available Options''': false, true
== Finish current stage ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_FINISH_STAGE -->
Enable/disable finishing of current stage.
'''Available Options''': false, true
== Move to waypoint ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_MOVE_TO_WP -->
Enable/disable moving to waypoint.
'''Available Options''': false, true
== Set evening time ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SET_EVENING_TIME -->
Enable/disable setting evening time.
'''Available Options''': false, true
== Dump stages into log ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DUMP_STAGES_INTO_LOG -->
Enable/disable dumping of stages into log.
'''Available Options''': false, true
== Finish all courses ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_FINISH_EVERYTHING -->
Enable/disable finishing of all courses.
'''Available Options''': false, true
== Draw Area Restrictions ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DRAW_AREA_RESTRICTIONS -->
Enable/disable drawing of area restrictions.
'''Available Options''': false, true
= ScenarioFramework =
== Tasks ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_TASKS -->
Enable/disable scenario framework tasks debug.
'''Available Options''': false, true
== Registered Areas ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_REGISTERED_AREAS -->
Enable/disable scenario framework registered areas debug.
'''Available Options''': false, true
== Debug Areas ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_DEBUG_AREAS -->
Enable/disable scenario framework debug areas.
'''Available Options''': false, true
== Layer Inspector ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LAYER_INSPECTOR -->
Enable/disable scenario framework layer inspector.
'''Available Options''': false, true
== Action Inspector ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_ACTION_INSPECTOR -->
Enable/disable scenario framework action inspector.
'''Available Options''': false, true
== Logic Inspector ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LOGIC_INSPECTOR -->
Enable/disable scenario framework logic inspector.
'''Available Options''': false, true
== Plugin Inspector ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_PLUGIN_INSPECTOR -->
Enable/disable scenario framework plugin inspector.
'''Available Options''': false, true
== Condition Inspector ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_CONDITION_INSPECTOR -->
Enable/disable scenario framework condition inspector.
'''Available Options''': false, true
= Tasks =
== Execute tasks ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_EXECUTE_TASKS -->
Enable/disable execution of tasks.
'''Available Options''': true, false
== Print all tasks ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_ALL_TASKS -->
Enable/disable printing of all tasks.
'''Available Options''': false, true
= Radial Menu =
== Enable diagnostics ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DIAGNOSTICS -->
Enable/disable radial menu diagnostics.
'''Available Options''': false, true
== Enable logging ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_LOGGING -->
Enable/disable radial menu logging.
'''Available Options''': false, true
</div><!-- scrolling div end -->
<div>
<div style="position: sticky; top: 2em">
{{TabView
|title1= Full TOC
|title2= Mini TOC
|content1= <div style="overflow: auto; max-height: 80vh; min-width: 20em">{{TOC}}</div>
|content2=
<div style="min-width: 12em">
{{TOC|subtoc|content=
* 1 {{Link|#Modding}}
* 2 {{Link|#GameCode}}
* 3 {{Link|#Animals}}
* 4 {{Link|#Cheats}}
* 5 {{Link|#Platform}}
* 6 {{Link|#AI}}
* 7 {{Link|#Vehicles}}
* 8 {{Link|#Systems}}
* 9 {{Link|#Character}}
* 10 {{Link|#ECS}}
* 11 {{Link|#Statistics}}
* 12 {{Link|#Render}}
* 13 {{Link|#Scene}}
* 14 {{Link|#World}}
* 15 {{Link|#Animation}}
* 16 {{Link|#Physics}}
* 17 {{Link|#Game}}
* 18 {{Link|#Sounds}}
* 19 {{Link|#Systems}}
* 20 {{Link|#UI}}
* 21 {{Link|#Replication}}
}}
</div>
</div><!-- sticky end -->
}}<!-- TabView end -->
</div>
</div><!-- flex end -->

Latest revision as of 15:47, 17 January 2025

Show explosion debug

Enable/disable showing of explosion debug.

Available Options: false, true