Diag Menu – Arma Reforger

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{{TOC|side}}
= General Use =
The Debug Menu is a menu listing many options used to debug game scripting and assets. It is available in [[Arma Reforger:Workbench|Workbench]] in any 3D viewport (e.g world or model preview).
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Wiki editors:
- this page is tool-generated:
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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 -->
<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|
{{Feature|informative|
{{{!}} class{{=}}"valign-top" style{{=}}"width: 100%; max-width: 100%"
{{!}}
; Usage
; Usage
* To open the Debug Menu, press {{Controls|Win|Alt}} (alternatively, {{Controls|Ctrl|Win}} but this shortcut conflicts with Windows 11's shortcut) in any 3D viewport
* To open the Diag Menu, press {{Controls|Win|Alt}} in any 3D viewport
* To enter a sub-menu, press {{Controls|right}}
** The {{Controls|Ctrl|Win}} shortcut conflicts with Windows 11's shortcut
* To leave a sub-menu, press {{Controls|backspace}}
* To enter a sub-menu, press {{Controls|Right}}
* To change a value, use {{Controls|left}} and {{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.
}}
}}




== GameCode ==
== Hotkeys List ==
 
{| class="wikitable"
|+ List of all diag hotkeys
! Header !! Hotkey
|-
| {{Link|#Disable player damage}} || {{Controls|LCtrl|LAlt|F1}}
|-
| {{Link|#Teleport}} || {{Controls|LCtrl|LAlt|F2}}
|-
| {{Link|#Infinite ammo}} || {{Controls|LCtrl|LAlt|F3}}
|-
| {{Link|#Infinite bullets}} || {{Controls|LCtrl|LAlt|F4}}
|-
| {{Link|#Commit suicide}} || {{Controls|LCtrl|LAlt|F5}}
|-
| {{Link|#Execute characters in front}} || {{Controls|LCtrl|LAlt|F6}}
|-
| {{Link|#Debug manual camera}} || {{Controls|LCtrl|LAlt|C}}
|-
| {{Link|#Reset vehicle}} || {{Controls|LCtrl|LAlt|R}}
|-
| {{Link|#Teleport up}} || {{Controls|LCtrl|LAlt|T}}
|-
| {{Link|#FPS}} || {{Controls|LCtrl|Num1}}
|-
| {{Link|#General}} || {{Controls|LCtrl|Num2}}
|-
| {{Link|#Counters}} || {{Controls|LCtrl|Num3}}
|-
| {{Link|#Reload shaders}} || {{Controls|LCtrl|F12}}
|-
| {{Link|#Postprocess}} || {{Controls|LCtrl|LAlt|P}}
|-
| {{Link|#Layers diag mode}} || {{Controls|LCtrl|LAlt|L}}
|-
| {{Link|#Detail texture}} || {{Controls|LCtrl|LAlt|S}}
|-
| {{Link|#Render debug mode}} || {{Controls|RCtrl|RAlt|W}}
|-
| {{Link|#Show AABB}} || {{Controls|LAlt|Num5}}
|-
| {{Link|#Show wind emitters}} || {{Controls|LCtrl|Num8}}
|-
| {{Link|#Disable wind}} || {{Controls|LCtrl|Num9}}
|-
| {{Link|#Show bodies}} || {{Controls|LAlt|Num6}}
|-
| {{Link|#Simulation}} || {{Controls|LCtrl|Num7}}
|-
| {{Link|#Superscreenshot to file}} || {{Controls|LCtrl|LShift|F7}}
|-
| {{Link|#Screenshot to clipboard}} || {{Controls|LShift|F7}}
|-
| {{Link|#Screenshot to file}} || {{Controls|LCtrl|F7}}
|-
| {{Link|#Copy view link}} || {{Controls|LCtrl|LShift|L}}
|-
| {{Link|#Make a step of AStar}} || {{Controls|LCtrl|LAlt|V}}
|-
| {{Link|#Road network}} || {{Controls|LCtrl|LAlt|N}}
|-
| {{Link|#Show Road Width}} || {{Controls|LCtrl|LAlt|W}}
|-
| {{Link|#Road Id}} || {{Controls|LCtrl|LAlt|I}}
|-
| {{Link|#Previous agent}} || {{Controls|RCtrl|RShift|9}}
|-
| {{Link|#Next agent}} || {{Controls|RCtrl|RShift|0}}
|-
| {{Link|#Set start position}} || {{Controls|LCtrl|LAlt|Num0}}
|-
| {{Link|#Set end position}} || {{Controls|LCtrl|LAlt|Num1}}
|-
| {{Link|#Run pathfinder}} || {{Controls|LCtrl|LAlt|Num3}}
|-
| {{Link|#Generate Graph}} || {{Controls|LCtrl|LAlt|Num2}}
|-
| {{Link|#Disable AI actions}} || {{Controls|LCtrl|LAlt|F9}}
|-
| {{Link|#Paste view link}} || {{Controls|LShift|LAlt|L}}
|}
 
 
== 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>
 
 
= <span title="GameCode">GameCode</span> =
 
 
== <span title="GameCode">Damage</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Hit Zones</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Show hit zone memory</span> ====
 
<!-- ID: DM_HITZONE_MEMORY -->
Enable/disable showing of hit zone memory.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Show hit zones</span> ====
 
<!-- ID: GAME_DIAG_SHOW_HITZONES -->
Enable/disable showing of hit zones.
 
[[File:armareforger-diag-menu-show-hitzones-1.jpg|600x600px]]
 
When a zone is damaged, underlying fire geometry is also drawn
 
[[File:armareforger-diag-menu-hitzones-2.jpg|713x713px]]
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Log damage on hit zones</span> ====
 
<!-- ID: GAME_DIAG_LOG_HITZONES -->
Enable/disable logging of damage on hit zones.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Log Rpl registration</span> ====
 
<!-- ID: GAME_DIAG_RPLNODES_LOGGING -->
Enable/disable logging of Rpl registration.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Destruction</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Damage all on init</span> ====
 
<!-- ID: GAME_DIAG_DAMAGE_ALL_ON_INIT -->
Enable/disable damage all on init.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Enable Logging</span> ====
 
<!-- ID: GAME_DIAG_LOG_DESTRUCTION -->
Enable/disable logging of destruction.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Enable layout logging</span> ====
 
<!-- ID: GAME_DIAG_LOG_DESTRUCTION_LAYOUT -->
Enable/disable logging of destruction layout.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Rotate permanent debris 90deg</span> ====
 
<!-- ID: GD_DESTRUCTION_ROTATE_DEBRIS -->
Enable/disable rotating permanent debris.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Snap to ground (debris)</span> ====
 
<!-- ID: GD_DESTRUCTION_ENABLE_SNAP_TO_GROUND -->
Enable/disable snapping of debris to ground.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Allow broken prefabs spawning</span> ====
 
<!-- ID: GD_SPAWN_BROKEN_PREFABS -->
Enable/disable spawning of broken prefabs.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Enable destruction diag</span> ====
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_DESTRUCTION_ENABLE_DIAG -->
Enable/disable destruction diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Type of damage info</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">DamageEffect info</span> ===
 
<!-- ID: GAME_DIAG_DAMAGE_EFFECTS_INFO_TYPE -->
Set damage effect info type. Information about states like Bleeding, Tourniquets, Saline bags, Morphine, and Health/Resilience/Blood is listed in this diag
 
'''Available Options''': off, Persistent, Damage History, both
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Visualize weapon blast</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_BLAST -->
Set weapon blast visualization mode.
 
'''Available Options''': disabled, hit, all, posDebug, onlyMainBlast, onlyRicochet
 
 
== <span title="GameCode">Achievements</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Achievements display</span> ===
 
<!-- ID: GAME_DIAG_ACHIEVEMENTS_DISPLAY -->
Enable/disable achievements display.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Dump achievement memory data</span> ===
 
<!-- ID: GAME_DIAG_ACHIEVEMENTS_GET -->
Enable/disable dumping of achievement memory data.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Request achievement platform data</span> ===
 
<!-- ID: GAME_DIAG_ACHIEVEMENTS_REQUEST -->
Enable/disable request for platform achievement data.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Unlock ACH_COMBAT_HYGIENE</span> ===
 
<!-- ID: GAME_DIAG_UNLOCK_ACHIEVEMENT_0 -->
Unlock ACH_COMBAT_HYGIENE.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">+50 STAT_ENEMIES_NEUTRALIZED</span> ===
 
<!-- ID: GAME_DIAG_INCR_STAT_1 -->
Increase STAT_ENEMIES_NEUTRALIZED by 50.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Particle</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Particle">Particles manager</span> ===
 
<!-- ID: GAME_DIAG_PARTICLES -->
Enable/disable particles manager debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Particle">Distance particle effect</span> ===
 
<!-- ID: GAME_DIAG_PARTICLES_DISTANCE_SYSTEM -->
Enable/disable distance particle effect.
 
'''Available Options''': enabled, disabled
 
 
== <span title="GameCode">Signals</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Show current SignalsManagerComponent</span> ===
 
<!-- ID: GAME_DIAG_SIGNALS_CURR -->
Show or hide current SignalsManagerComponent.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Log received</span> ===
 
<!-- ID: GAME_DIAG_SIGNALS_RECV -->
Enable/disable logging of received signals.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Log sent</span> ===
 
<!-- ID: GAME_DIAG_SIGNALS_SENT -->
Enable/disable logging of sent signals.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Log signal changes</span> ===
 
<!-- ID: GAME_DIAG_SIGNALS_CHANGES -->
Set logging mode for signal changes.
 
'''Available Options''': off, all, 0.5, 1, 10, 100
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Signals to dump</span> ===
 
<!-- ID: GAME_DIAG_SIGNALS_TO_DUMP -->
Set signals to dump.
 
'''Available Options''': SP, MP, all
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Dump signals</span> ===
 
<!-- ID: GAME_DIAG_SIGNALS_DUMP -->
Enable/disable dumping of signals.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Game materials</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Game materials">Cursor</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Game materials">Projectile</span> ===
 
<!-- 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
 
 
== <span title="GameCode">Weapons</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Deployment</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Debug deploying</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEBUG -->
Enable/disable debugging of weapon deployment.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">IK diag</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_IK -->
Enable/disable IK diagnostics for weapon deployment.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Aim speed diag</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_AIM_SPEED -->
Enable/disable aim speed diagnostics for weapon deployment.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Animation diag</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ANIM -->
Enable/disable animation diagnostics for weapon deployment.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Weapon collision diag</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_WEAPON_COLLISION -->
Enable/disable weapon collision diagnostics for deployment.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Disable Prone deployment</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_PRONE -->
Enable/disable prone deployment for weapons.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Disable post-phys hand pose</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_POSTPHYS_IK -->
Enable/disable post physics hand pose for weapon.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">ADS limits diag</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ADS_LIMITS -->
Enable/disable ADS limits debug.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Deploying height</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEPLOY_HEIGHT -->
Set deploying height.
 
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0.3
* Step: 0.01
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Max dist wpn-shoulder</span> ====
 
<!-- 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
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Disable prone movement</span> ====
 
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DISABLE_MOVEMENT -->
Enable/disable movement while prone deployment.
 
'''Available Options''': true, false
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Prone deployment heigh limit</span> ====
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show sights points</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SIGHTS_POINTS -->
Enable/disable showing of weapon sight points.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable aim modifiers</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_AIM_MODIFIERS -->
Enable/disable aim modifiers for weapons.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable character aim modifiers</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_CHARACTER_AIM_MODIFIERS -->
Enable/disable character aim modifiers for weapons.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable weapon offset</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_WEAPON_OFFSET -->
Enable/disable weapon offset.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Enable sway diagnostics</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SWAY_DIAG -->
Enable/disable sway diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable movement based sway</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_MOVEMENT_SWAY -->
Enable/disable movement based sway.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Weapon obstruction</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_OBSTRUCTION -->
Enable/disable weapon obstruction debug. Diag shows various data related to obstruction like i.e. current obstruction status of controlled character.
 
It is also possible to change '''Weapon Move back offset''' with this diag.
 
When debug is activated additional spheres will be rendered with following color coding:
 
• Green &nbsp;&rarr;&nbsp; Starting or unobstructed points.
 
• Red &nbsp;&rarr;&nbsp; Obstructed or fully blocked locations
 
• Orange &nbsp;&rarr;&nbsp; Static reference points for offset calculations.
 
[[File:armareforger-diag-menu-weapon-obstruction.gif]]
 
 
When character is moving, either pink or red orbs are visible - those are obstruction predictions orbs. When no obstruction is predicted their color is pink.
 
[[File:armareforger-diag-menu-weapon-obstruction-prediction.gif]]
 
 
{{Feature|important|To prevent flashing behavior of debug windows it is necessary to '''{{Link|#Limit FPS}} below 20 frames'''.}}
 
 
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Weapon handling</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_HANDLING -->
Enable/disable weapon handling debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Weapon IK</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_IK -->
Enable/disable weapon IK debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Enable casing endpoints</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_ENABLE_CASING_ENDPOINTS -->
Enable/disable casing endpoints debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable partial lower</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_FORCE_DISABLE_PARTIAL_LOWER -->
Enable/disable partial lower disable.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Force zeroing anim value</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_FORCE_ZEROING_ANIM_VALUE -->
Set force zeroing animation value.
 
'''Range Settings''':
* Min: -0.001
* Max: 1
* Current Value: -0.001
* Step: 0.001
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Force Recoil Type</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_FILTER_RECOIL_TYPE -->
Set force recoil type.
 
'''Range Settings''':
* Min: 0
* Max: 3
* Current Value: 0
* Step: 1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Roll comp. weight</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_WEIGHT -->
Set roll compensation weight.
 
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0
* Step: 0.01
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Roll comp. gizmo diag</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_GIZMOS -->
Enable/disable roll compensation gizmo debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Correct zeroing data by ZeroGenerator</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_ADJUST_ZERO -->
Enable/disable zeroing data correction.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Adjustable magnification input scaling info</span> ===
 
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_INFO -->
Enable/disable adjustable magnification scaling info.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Adjustable magnification input scaling value</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show Collimator Debug</span> ===
 
<!-- ID: GAME_MENU_WEAPON_COLLIMATOR_SIGHT -->
Enable/disable collimator debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show Attachment Debug</span> ===
 
<!-- ID: GAME_MENU_WEAPON_ATTACHMENTS -->
Enable/disable attachment debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">TestAimModifier</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;TestAimModifier">Reset aim mod</span> ====
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AIMMODIFIER_RESET -->
Reset aim modifier.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Toggle 2D optics</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS_USE_2D -->
Toggle 2D optics usage.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show optics diag</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS -->
Show or hide optics diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show PIP settings diag</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_PIP_SIGHTS -->
Show or hide PIP settings diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">User Actions</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Log actions</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_LOG -->
Enable/disable logging of user actions.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context position</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_POSITION -->
Enable/disable context position debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context visibility angle</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_VISIBILITY_ANGLE -->
Enable/disable context visibility angle debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Draw diags for select ent only</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_DRAWDIAG_SELECTONLY -->
Enable/disable drawing of diags for selected entity only.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context gizmo scale</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context name scale</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_NAME_SIZE -->
Set context name scale.
 
'''Range Settings''':
* Min: 0
* Max: 50
* Current Value: 10
* Step: 1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Show context radius gizmo</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_RADIUS_GIZMO -->
Enable/disable showing of context radius gizmo.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Enable handler diag</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG -->
Enable/disable user action handler diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Forcedisable Interactions</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FORCEDISABLE -->
Enable/disable forcing of interactions.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Enable adv. handler diag</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG_ADVANCED -->
Enable/disable advanced user action handler diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Use distance to line</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_USE_LINE_DISTANCE -->
Enable/disable using distance to line for interaction.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Fix square distance</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FIX_SQUARE_DISTANCE -->
Enable/disable fixing of square distance.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Use predicate cache</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_PREDICATE_CACHE -->
Enable/disable predicate cache usage.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Script listeners</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_SCRIPT_LISTENER -->
Enable/disable script listeners.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">SetActionEnabled_S ON</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_SETACTIONENABLED_S -->
Enable/disable setting of action enable on client.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">New interaction method</span> ===
 
<!-- ID: GAME_DIAG_USER_ACTION_NEW_INTERACTION_METHOD -->
Enable/disable new interaction method.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Skip action duration</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_INTERACTION_SKIP_DURATION -->
Enable/disable skipping of interaction duration.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Gamepad</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Show active effects</span> ===
 
<!-- ID: GAME_DIAG_GAMEPAD_ACTIVE_EFFECTS -->
Enable/disable showing of active gamepad effects.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Gyro Speed Sensitivity Yaw</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Gyro Speed Sensitivity Pitch</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Gyro Speed Sensitivity Roll</span> ===
 
<!-- 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
 
 
== <span title="GameCode">Track-IR</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Track-IR">Enable TrackIR freelook</span> ===
 
<!-- ID: GAME_DIAG_TRACKIR_ENABLE -->
Enable/disable TrackIR freelook.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Track-IR">Enable TrackIR leaning</span> ===
 
<!-- ID: GAME_DIAG_TRACKIR_ENABLE_LEANING -->
Enable/disable TrackIR leaning.
 
'''Available Options''': true, false
 
 
== <span title="GameCode">Radio</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Transmissions diag</span> ===
 
<!-- ID: GAME_DIAG_RADIO_TRANSMISSIONS -->
Enable/disable radio transmissions diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Show radio ranges</span> ===
 
<!-- ID: GAME_DIAG_RADIO_RANGE -->
Enable/disable showing of radio ranges.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Force transmit</span> ===
 
<!-- ID: GAME_DIAG_RADIO_VON_TRANSMIT -->
Enable/disable forcing of VON transmission.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Disable audio filters</span> ===
 
<!-- ID: GAME_DIAG_RADIO_VON_RAW -->
Enable/disable audio filters for VON.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Chat</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Chat">Log client chat messages</span> ===
 
<!-- ID: GAME_DIAG_LOG_CHAT -->
Enable/disable logging of client chat messages.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Chat">Show chat diag</span> ===
 
<!-- ID: GAME_DIAG_CHAT -->
Show or hide chat diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Chat">Disable chat</span> ===
 
<!-- ID: GAME_DIAG_DISABLE_CHAT -->
Enable/disable chat.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Time</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Time">Pause world time</span> ===
 
<!-- ID: GAME_DIAG_TIME_PAUSE_TIME -->
Enable/disable pausing of world time.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Electricity</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Set state (SP & MP)</span> ===
 
<!-- ID: GAME_DIAG_ELECTRICITY_SET_STATE_FALSE -->
Enable/disable setting of electricity state.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Delete nearest pole (SP ONLY)</span> ===
 
<!-- ID: GAME_DIAG_ELECTRICITY_DELETE_NEAREST_POLE -->
Enable/disable deleting of nearest electricity pole.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Disable nearest pole edges (SP ONLY)</span> ===
 
<!-- ID: GAME_DIAG_ELECTRICITY_DISABLE_NEAREST_POLE_EDGES -->
Enable/disable disabling of nearest electricity pole edges.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Switch connection of nearest poles (SP ONLY)</span> ===
 
<!-- ID: GAME_DIAG_ELECTRICITY_SWITCH_CONNECTION_OF_NEAREST_POLES -->
Enable/disable switching of nearest electricity poles connection.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Inventory</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Dump storages content</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_DUMP_STORAGE_CONTENT -->
Enable/disable dumping of inventory storage content.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Show inventory items</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_SHOW_ITEMS -->
Enable/disable showing of inventory items.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Log inventory changes</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_LOG_CHANGE -->
Enable/disable logging of inventory changes.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Log visibility changes</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_LOG_VISIBILITY -->
Enable/disable logging of inventory visibility changes.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Show volume info</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_SHOW_VOLUME_INFO -->
Enable/disable showing of inventory volume info.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Debug vicinity</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_VICINITY_DEBUG -->
Enable/disable vicinity debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Show attributes debug</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_ATTRIBUTES_DEBUG -->
Enable/disable showing of inventory attributes debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Enable item placement in WB</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_ITEM_PLACEMENT -->
Enable/disable item placement in workbench.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Enable hand slot</span> ===
 
<!-- ID: GAME_DIAG_INVENTORY_HAND_SLOT -->
Enable/disable hand slot.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Loadout</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show clothes</span> ===
 
<!-- ID: GAME_DIAG_LOADOUT_SHOW_CLOTHES -->
Enable/disable showing of loadout clothes.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show slots</span> ===
 
<!-- ID: GAME_DIAG_LOADOUT_SHOW_SLOTS -->
Enable/disable showing of loadout slots.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Unwear all</span> ===
 
<!-- ID: GAME_DIAG_LOADOUT_UNWEAR_ALL -->
Unwear all loadout items.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show only me</span> ===
 
<!-- ID: GAME_DIAG_LOADOUT_PLAYER_ONLY -->
Enable/disable showing of only player loadout.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show only lines without text</span> ===
 
<!-- ID: GAME_DIAG_LOADOUT_LINES_ONLY -->
Enable/disable showing of only lines without text.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Lights</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Lights">Light positions</span> ===
 
<!-- ID: GAME_DIAG_LIGHT_POSITION -->
Enable/disable showing of light positions.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Camera</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Camera">Show camera position</span> ===
 
<!-- ID: GAME_DIAG_CAMERA_POSITION -->
Enable/disable showing of camera position.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Animations</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Animations">Show animated items bones</span> ===
 
<!-- ID: GAME_DIAG_ANIM_ITEM_BONES -->
Enable/disable showing of animated items bones.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Network</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Network Movement</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Movement</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT -->
Set network movement debug mode.
 
'''Available Options''': none, in, out
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Movement simulation</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT_SIM -->
Enable/disable network movement simulation debug.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Display Selection</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_SELECTION -->
Enable/disable network movement display selection.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">NwkMovement Selection</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_SELECTION -->
Set network movement selection.
 
'''Range Settings''':
* Min: 0
* Max: 512
* Current Value: 0
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Display buffer state</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_BUFFER -->
Enable/disable network movement display buffer state.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Execution mode</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_EXECUTION -->
Enable/disable network movement execution mode.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Phys Simulation</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_SIMULATION -->
Enable/disable network movement physics simulation.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Nwk Updates</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_NWK_UPDATE -->
Enable/disable network movement network updates.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Network Streaming</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Override Distance</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_OVERRIDE -->
Enable/disable overriding of streaming distance.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Stream In Grid Distance [#]</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_GRID_STREAMIN -->
Set stream in grid distance.
 
'''Range Settings''':
* Min: 1
* Max: 10
* Current Value: 4
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Vehicle Grid Distance [#]</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_VEHICLES -->
Set vehicle grid distance.
 
'''Range Settings''':
* Min: 1
* Max: 10
* Current Value: 2
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Character Grid Distance [#]</span> ====
 
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_CHARACTER -->
Set character grid distance.
 
'''Range Settings''':
* Min: 1
* Max: 10
* Current Value: 3
* Step: 1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">RPL scheduler</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Server side RPL scheduler</span> ====
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Items</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_BASIC -->
Enable/disable basic RPL scheduler debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Item Hierarchy Moves</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_ITEM_MOVES -->
Enable/disable RPL scheduler item hierarchy moves debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Items Streamed In</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMIN -->
Enable/disable RPL scheduler streamed in debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Items Streamed Out</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMOUT -->
Enable/disable RPL scheduler streamed out debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Items bumpped</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_BUMP -->
Enable/disable RPL scheduler bumpped items debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Spatial map</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_SPATIAL_MAP -->
Enable/disable RPL scheduler spatial map debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Moving list</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_MOVING_LIST -->
Enable/disable RPL scheduler moving list debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Disabled ref count</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_DISABLED_REF_COUNT -->
Enable/disable RPL scheduler disabled reference count debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Observers</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_OBSERVERS -->
Enable/disable RPL scheduler observers debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Budgeting</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_BUDGETING -->
Enable/disable RPL scheduler budgeting debug.
 
'''Available Options''': false, true
 
===== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler&nbsp;&rarr;&nbsp;Server side RPL scheduler">Ownership</span> =====
 
<!-- ID: GAME_DIAG_RPLSCHEDULER_OWNERSHIP -->
Enable/disable RPL scheduler ownership debug.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Display Observers</span> ====
 
<!-- ID: GAME_DIAG_DISPLAY_OBSERVERS -->
Enable/disable display of observers.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Virtual Player Id</span> ====
 
<!-- ID: GAME_DIAG_VIRTUAL_SELECTION_VALUE -->
Enable/disable virtual player ID debug.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Spatial Map of Player Id</span> ====
 
<!-- ID: GAME_DIAG_PLAYER_SELECTION_VALUE -->
Set spatial map of player ID.
 
'''Range Settings''':
* Min: 0
* Max: 192
* Current Value: -1
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Virtual Player X pos</span> ====
 
<!-- ID: GAME_DIAG_VIRTUAL_POS_X_VALUE -->
Set virtual player X position.
 
'''Range Settings''':
* Min: 0
* Max: 13000
* Current Value: 0
* Step: 100
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Virtual Player Y pos</span> ====
 
<!-- ID: GAME_DIAG_VIRTUAL_POS_Y_VALUE -->
Set virtual player Y position.
 
'''Range Settings''':
* Min: 0
* Max: 13000
* Current Value: 0
* Step: 100
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Spatial layer</span> ====
 
<!-- ID: GAME_DIAG_SPATIAL_LAYER_VALUE -->
Set spatial layer.
 
'''Available Options''': statics, dynamics, char+veh
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Spatial type</span> ====
 
<!-- ID: GAME_DIAG_SPATIAL_TYPE_VALUE -->
Set spatial type.
 
'''Available Options''': stationary+moving, stationary, moving
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Network range</span> ====
 
<!-- ID: GAME_DIAG_NDS_VALUE -->
Set network range.
 
'''Range Settings''':
* Min: 1
* Max: 50
* Current Value: 2
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Global streaming budget</span> ====
 
<!-- ID: GAME_DIAG_STREAMING_BUDGET -->
Set global streaming budget.
 
'''Range Settings''':
* Min: 100
* Max: 50000
* Current Value: 500
* Step: 50
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Staggering budget</span> ====
 
<!-- ID: GAME_DIAG_STAGGERING_BUDGET -->
Set staggering budget.
 
'''Range Settings''':
* Min: 1
* Max: 10201
* Current Value: 1
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Open streams delta</span> ====
 
<!-- ID: GAME_DIAG_OPEN_STREAMS_DELTA -->
Set open streams delta.
 
'''Range Settings''':
* Min: 1
* Max: 1000
* Current Value: 1
* Step: 1
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Trouble causer</span> ====
 
<!-- ID: GAME_DIAG_TROUBLE_CAUSER -->
Enable/disable trouble causer debug.
 
'''Available Options''': false, true
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Streaming trouble causer rate</span> ====
 
<!-- ID: GAME_DIAG_TROUBLE_CAUSER_VALUE -->
Set streaming trouble causer rate.
 
'''Range Settings''':
* Min: 1
* Max: 60
* Current Value: 0
* Step: 1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Server FPS</span> ===
 
<!-- ID: GAME_DIAG_NETWORK_SERVERFPS -->
Enable/disable network server FPS display.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Damage synchronization</span> ===
 
<!-- ID: GAME_DIAG_NETWORK_DAMAGE -->
Enable/disable network damage synchronization debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Lobby diagnostics</span> ===
 
<!-- ID: GAME_DIAG_NETWORK_LOBBY -->
Enable/disable network lobby diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Connection diag</span> ===
 
<!-- ID: GAME_DIAG_CONNECTION_DIAG -->
Enable/disable network connection diagnostics.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Log ownership changes</span> ===
 
<!-- ID: GAME_DIAG_NETWORK_OWNERSHIP_CHANGES -->
Enable/disable logging of network ownership changes.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Validate loaded prefabs</span> ===
 
<!-- ID: GAME_DIAG_NETWORK_VALIDATE_PREFABS -->
Enable/disable validation of loaded prefabs.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Server admin</span> ===
 
<!-- ID: GAME_DIAG_SERVER_ADMIN -->
Enable/disable server admin mode.
 
'''Available Options''': disabled, enabled
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">RPC MT jobs</span> ===
 
<!-- ID: GAME_DIAG_RPC_JOBS -->
Enable/disable RPC multithreaded jobs.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Loading prefabs</span> ===
 
<!-- ID: GAME_DIAG_LOADING_PREFABS -->
Enable/disable prefabs loading debug.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Social Component</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Show</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_SHOW -->
Enable/disable client social component debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Restrictions override</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_OVERRIDE -->
Set restriction override mode for social component.
 
'''Available Options''': None, Force-Restriction, Force-Unrestricted
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Player to restrict</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_PLAYER -->
Set player to restrict.
 
'''Available Options''': First-Found, Last-Found
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Send update</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UPDATE -->
Enable/disable sending of social component update.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Block Me</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKME -->
Enable/disable blocking of current player.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Unblock Me</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UNBLOCKME -->
Enable/disable unblocking of current player.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Update block list</span> ===
 
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKLIST_UPDATE -->
Enable/disable updating of block list.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Turrets</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Turrets">Turret armory</span> ===
 
<!-- ID: GAME_DIAG_TURRET_ARMORY -->
Enable/disable turret armory debug.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Turrets">Disable turret modifiers</span> ===
 
<!-- ID: GAME_DIAG_TURRETS_DISABLE_AIM_MODIFIERS -->
Enable/disable aim modifiers for turrets.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">HitReg</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Draw Compensated Shots</span> ===
 
<!-- ID: DM_HITREG_DRAW_COMPENSATED_SHOTS -->
Set draw mode for compensated shots.
 
'''Available Options''': none, missed, all
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Drawn Shots</span> ===
 
<!-- ID: DM_HITREG_COMPENSATED_SHOTS_COUNT -->
Set amount of drawn shots.
 
'''Range Settings''':
* Min: 1
* Max: 20
* Current Value: 5
* Step: 1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Draw Trajectories</span> ===
 
<!-- ID: DM_HITREG_COMPENSATED_DRAW_TRAJECTORIES -->
Enable/disable drawing of trajectories.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Draw Collider Histories</span> ===
 
<!-- ID: DM_COLLIDER_HISTORY_DRAW_SHAPES -->
Set drawing mode for collider histories.
 
'''Available Options''': none, all, included, excluded
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Use RTT (Old Method)</span> ===
 
<!-- ID: DM_HITREG_USE_RPL_RTT -->
Enable/disable using old RTT method.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Show Graphs</span> ===
 
<!-- ID: DM_HITREG_GRAPHS -->
Enable/disable showing of hit registration graphs.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Projectiles</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. override</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. override">Mass</span> ====
 
<!-- 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
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. override">Muzzle velocity</span> ====
 
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MUZZLE_VELOCITY -->
Projectile muzzle velocity override
 
'''Available Options''': default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. override">Air drag coef</span> ====
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. test</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Run</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_RUN -->
Projectile test run
 
'''Available Options''': disabled, enabled
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Type</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_TYPE -->
Projectile test type
 
'''Available Options''': camera, general, firefight, pen-test
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Repeat</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT -->
Projectile test repeat mode
 
'''Available Options''': once, counter, unlimited
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Repeat count</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_COUNT -->
Set projectile test repeat count.
 
'''Range Settings''':
 
Min: 5
 
Max: 100
 
Current Value: 5
 
Step: 5
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Repeat freq.</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_FREQ -->
Projectile test repeat frequency
 
'''Available Options''': 1, 2, 5, 10, 30, 60
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Proj. count</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_SHOT_COUNT -->
Set projectile test shot count.
 
'''Range Settings''':
 
Min: 10
 
Max: 100
 
Current Value: 10
 
Step: 10
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Pen. type</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_PEN_TYPE -->
Projectile penetration test type
 
'''Available Options''': disc, sphere, box
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Matrix type</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_MAT_TYPE -->
Projectile test matrix type
 
'''Available Options''': actual, saved
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Matrix save</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_MAT_SAVE -->
Projectile test matrix save
 
'''Available Options''': disabled, enabled
 
==== <span title="GameCodes&nbsp;&rarr;&nbsp;Proj. test">Projectile</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_PROJECTILE -->
Projectile test projectile type
 
'''Available Options''': bullet, rpg
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Kill timer</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_KILL_TIMER -->
Projectile test kill timer
 
'''Available Options''': 0, 1, 2, 5
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Kill</span> ====
 
<!-- ID: DM_PROJ_SHELL_TEST_KILL -->
Projectile test kill switch
 
'''Available Options''': disabled, enabled
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. tests</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. tests">Show plot</span> ====
 
<!-- ID: DM_PROJ_SHELL_SHOW_PLOT -->
Projectile test show plot
 
'''Available Options''': disabled, enabled
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. tests">Plot type</span> ====
 
<!-- ID: DM_PROJ_SHELL_PLOT_TYPE -->
Projectile test plot type
 
'''Available Options''': 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. tests">Gauss param</span> ====
 
<!-- ID: DM_PROJ_SHELL_GAUSS_PARAM -->
Set projectile test gauss parameter.
 
'''Range Settings''':
 
Min: 0
 
Max: 5
 
Current Value: 0
 
Step: 0.1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. settings</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. settings">Max concurrent debug lines</span> ====
 
<!-- 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
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. settings">Version</span> ====
 
<!-- ID: DM_PROJ_SHELL_VERSION -->
Projectile version
 
'''Available Options''': default, experimental
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. ballistics</span> ===
 
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. ballistics">Print Hit Info</span> ====
 
<!-- ID: DM_PROJ_BALLISTICS_PRINT_HIT_INFO -->
Projectile print hit info
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Show shell trajectory</span> ===
 
<!-- 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-diag-menu-projectile-shell-trajectory.png|frameless]]
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Show stats</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Show predicted shell trajectory</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Shell name</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Player shell only</span> ===
 
<!-- ID: DM_PROJ_SHELL_PLAYER_ONLY -->
Controls if projectile diag should be applied to only player fired projectiles
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Visibility</span> ===
 
<!-- ID: DM_PROJ_SHELL_VISIBILITY -->
How many projectiles should be visible
 
'''Available Options''': all, 128, 64, 32, 16, 8, 4, 2, 1
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Persistence</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Clear trajectories</span> ===
 
<!-- ID: DM_PROJ_SHELL_CLEAR -->
Works as a toggle.
 
When activated, it clears world from all debug trajectories
 
'''Available Options''': disabled, enabled
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Info visible</span> ===
 
<!-- ID: DM_PROJ_SHELL_INFO_VISIBLE -->
Controls infobox visibility
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Info persistence</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Info segment length</span> ===
 
<!-- 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
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Hide info</span> ===
 
<!-- ID: DM_PROJ_SHELL_INFO_HIDE -->
Projectile hide info box
 
'''Available Options''': disabled, enabled
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Dump data</span> ===
 
<!-- ID: DM_PROJ_SHELL_DUMP -->
''Doesn't work in retail version of the game''
 
'''Available Options''': disabled, enabled
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Special case</span> ===
 
<!-- ID: DM_PROJ_SHELL_SPECIAL_CASE -->
Projectile special case
 
'''Available Options''': none, north, up, down, drop
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Deflection</span> ===
 
<!-- ID: DM_PROJ_SHELL_DEFLECTION -->
Controls whether projectiles have a chance to deflect from surface.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Penetration</span> ===
 
<!-- ID: DM_PROJ_SHELL_PENETRATION -->
Controls whether projectiles is able to penetrate other objects.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Deviation</span> ===
 
<!-- ID: DM_PROJ_SHELL_DEVIATION -->
Controls whether projectiles randomly deviates after penetration.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Gravity</span> ===
 
<!-- ID: DM_PROJ_SHELL_GRAVITY -->
Controls whether projectiles is affected by gravity.
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Decals</span> ===
 
<!-- ID: DM_PROJ_SHELL_DECALS -->
Controls whether projectiles are leaving impact decals
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Decals advanced</span> ===
 
<!-- ID: DM_PROJ_SHELL_DECALS_ADVANCED -->
Projectile advanced decals
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Decals use diameter</span> ===
 
<!-- ID: DM_PROJ_SHELL_DECALS_USE_DIAMETER -->
Projectile decals use diameter
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Override material</span> ===
 
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MATERIAL -->
Projectile material override
 
'''Available Options''': true, false
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Bullet time</span> ===
 
<!-- ID: DM_PROJ_SHELL_BULLETTIME -->
Reduces speed to 0.01 when projectile is fired. Time doesn't restore to normal speed unless [[User:Reyhard/Sandbox/Diag Menu#DTime multiplier|DTime Multiplier]] in Cheats is turned off manually.
 
'''Available Options''': false, true
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Grenade simulation</span> ===
 
<!-- ID: DM_PROJ_GREN_SIMULATION -->
Grenade simulation mode
 
'''Available Options''': true, false
 
 
== <span title="GameCode">Show actions states</span> ==
 
<!-- ID: GAME_DIAG_ACTIONS -->
Enable/disable showing of actions states.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Gridmap diags</span> ==
 
<!-- ID: GAME_DIAG_GRIDMAP -->
Enable/disable gridmap diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Show explosion debug</span> ==
 
<!-- ID: GAME_DIAG_EXPLOSIONDBG -->
Enable/disable showing of explosion debug.
 
[[File:armareforger-diag-menu-explosive-damage.jpg|600x600px]]
 
When an explosion occurs, "traces" (singular: "trace") are visual lines that represent the paths to each hitzone. These traces provide diagnostic feedback about whether damage was dealt or blocked. Here's how the trace system works
 
*'''Red Sphere''' :
**Represents the explosion's '''current damage radius''' .
**The '''transparency''' of the sphere changes based on the explosion's size:
***'''Less transparent (solid)''' : Indicates larger, more impactful explosions.
***'''More transparent (faded)''' : Indicates smaller, less significant explosions.
*Red: Normal explosion
* '''Yellow Sphere''':
** Impulse explosion
* '''Dark Yellow Sphere'''
** Fragmentation explosion
**Helps distinguish explosions of varying magnitudes and reduces visual clutter in overlapping scenarios.
*'''Blue Lines''' :
**Represent '''unblocked traces''' , indicating successful paths from the explosion’s origin where damage was applied to targets.
*'''Red Lines''' :
**Not visible in this image but would represent '''blocked traces''' , showing paths where damage was obstructed (e.g., by terrain or obstacles).
 
* Additionally, each hitzone (a specific area of the target) is represented by a '''sphere''' at its location:
** '''Blue Sphere''' : Indicates a hitzone that successfully took damage (unblocked).
** '''Red Sphere''' : Indicates a hitzone where damage was ''blocked'' and not applied.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Show player events</span> ==
 
<!-- ID: GAME_DIAG_CURRENT_COMPONENT_EVENTS -->
Enable/disable showing of player events.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Show target events</span> ==
 
<!-- ID: GAME_DIAG_TARGET_COMPONENT_EVENTS -->
Enable/disable showing of target events.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Show aim directions</span> ==
 
<!-- ID: GAME_DIAG_AIM_COMPONENTS -->
Enable/disable showing of aim directions.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Factions</span> ==
 
<!-- ID: GAME_DIAG_FACTIONS -->
Enable/disable showing of factions debug.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Contacts</span> ==
 
<!-- ID: GAME_DIAG_CONTACT -->
Enable/disable showing of contacts debug.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Smooth steering in vehicle</span> ==
 
<!-- ID: GAME_DIAG_SMOOTH_STEERING_VEHICLE -->
Enable/disable smooth steering for vehicles.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Character acceleration in vehicle</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_ACCEL_VEHICLE -->
Set character acceleration debug in vehicle.
 
'''Available Options''': acceleration, gforce
 
 
== <span title="GameCode">FOV override</span> ==
 
<!-- 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
 
 
== <span title="GameCode">Time and Weather Diag</span> ==
 
<!-- ID: GAME_DIAG_TIMEANDWEATHER -->
Enable/disable time and weather diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Enable better interpolation</span> ==
 
<!-- ID: GAME_DIAG_INTERPOLATION -->
Enable/disable better interpolation.
 
'''Available Options''': true, false
 
 
== <span title="GameCode">Log GameEntity events</span> ==
 
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS -->
Enable/disable logging of GameEntity events.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Log GameEntity events (simple)</span> ==
 
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS_SIMPLE -->
Enable/disable logging of GameEntity events (simple).
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Log shooting queues</span> ==
 
<!-- ID: GAME_DIAG_SHOOTING_QUEUE -->
Enable/disable logging of shooting queues.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Log SlotInfo</span> ==
 
<!-- ID: GAME_DIAG_ENTITYSLOTINFO -->
Set SlotInfo logging mode.
 
'''Available Options''': off, attached, detached, both
 
 
== <span title="GameCode">Door ColTest</span> ==
 
<!-- ID: GAME_DIAG_DOOR_COLTEST -->
Enable/disable door collision test.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Use traces for possible volume data</span> ==
 
<!-- ID: GAME_DIAG_USE_TRACES_FOR_VOLUMES -->
Enable/disable traces for volume data.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Show world volumes collection</span> ==
 
<!-- ID: GAME_DIAG_SHOW_VOLUMES_COLLECTION -->
Enable/disable showing of world volumes collection.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Enable Decal Slots</span> ==
 
<!-- ID: GAME_DIAG_DECAL_SLOTS_ENABLED -->
Enable/disable decal slots.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Game state diag</span> ==
 
<!-- ID: GAME_DIAG_GAMESTATE -->
Enable/disable game state diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Force fog at camera</span> ==
 
<!-- ID: ENF_DIAG_FOG_HEIGHT_CAMERA -->
Force fog at camera.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Override fog</span> ==
 
<!-- ID: ENF_DIAG_FOG_OVERRIDE -->
Override fog.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Height bias</span> ==
 
<!-- ID: ENF_DIAG_FOG_HEIGHT_BIAS -->
Set height bias.
 
'''Range Settings''':
 
Min: -500
 
Max: 500
 
Current Value: 0
 
Step: 5
 
 
== <span title="GameCode">Groups</span> ==
 
=== <span title="GameCode&nbsp;&rarr;&nbsp;Groups">Enable groups diag</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GROUPS_ENABLE_DIAG -->
Enable/disable groups diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="GameCode">Show input manager</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_INPUT_MANAGER -->
Set input manager debug mode.
 
'''Available Options''': disabled, active, all
 
 
== <span title="GameCode">Log player damage</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_LOG_PLAYER_DAMAGE -->
Enable/disable logging of player damage.
 
'''Available Options''': false, true
 
= <span title="Cheats">Cheats</span> =
== <span title="Cheats">Disable player damage</span> ==
 
<!-- 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''': {{Controls|LCtrl|LAlt|F1}}
 
'''Available Options''': Cheat disabled, Force invulnerable, Force vulnerable
 
 
== <span title="Cheats">Teleport</span> ==
 
<!-- ID: GAME_DIAG_CHEATS_TELEPORT -->
Teleport player.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|F2}}
 
'''Available Options''': false, true
 
 
== <span title="Cheats">Infinite ammo</span> ==
 
<!-- ID: GAME_DIAG_CHEATS_INFINITE_AMMO -->
Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1
 
'''Hotkey''': {{Controls|LCtrl|LAlt|F3}}
 
'''Available Options''': false, true
 
 
== <span title="Cheats">Infinite bullets</span> ==
 
<!-- 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''': {{Controls|LCtrl|LAlt|F4}}
 
'''Available Options''': false, true
 
 
== <span title="Cheats">Commit suicide</span> ==
 
<!-- ID: GAME_DIAG_CHEATS_SUICIDE -->
Commit suicide.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|F5}}
 
'''Available Options''': false, true
 
 
== <span title="Cheats">Execute characters in front</span> ==
 
<!-- ID: GAME_DIAG_CHEATS_EXECUTE -->
Execute characters in front.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|F6}}
 
'''Available Options''': false, true
 
 
== <span title="Cheats">DTime multiplier</span> ==
 
<!-- 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
 
 
== <span title="Cheats">DTime multiplier value</span> ==
 
<!-- 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
 
 
== <span title="Cheats">Debug manual camera</span> ==
 
<!-- 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''': {{Controls|LCtrl|LAlt|C}}
 
'''Available Options''': false, true
 
 
= <span title="ECS">ECS</span> =
 
 
== <span title="ECS">ECS archetypes</span> ==
 
<!-- ID: DM_ECS_ARCHETYPES -->
Enable/disable ECS archetypes debug.
 
'''Available Options''': false, true
 
 
== <span title="ECS">ECS registered types</span> ==
 
<!-- ID: DM_ECS_REGISTERED_TYPES -->
Enable/disable ECS registered types debug.
 
'''Available Options''': false, true
 
 
== <span title="ECS">ECS type matching</span> ==
 
<!-- ID: DM_ECS_TYPE_MATCHING -->
Enable/disable ECS type matching debug.
 
'''Available Options''': false, true
 
 
== <span title="ECS">ECS deleted entities</span> ==
 
<!-- ID: DM_ECS_DELETED_ENTITIES -->
Enable/disable ECS deleted entities debug.
 
'''Available Options''': false, true
 
 
= <span title="Character">Character</span> =
 
 
== <span title="Character">Character physics</span> ==
 
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Prequery</span> ===
 
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_PREQUERY -->
Enable/disable character physics prequery.
 
'''Available Options''': enabled, disabled
 
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Use idle character optimization</span> ===
 
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_IDLE_OPTIMIZATION -->
Enable/disable idle character physics optimization.
 
'''Available Options''': enabled, disabled
 
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Show charcter info</span> ===
 
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_CHARACTER_COLLISION_INFO -->
Enable/disable showing of character collision info.
 
'''Available Options''': disabled, enabled
 
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Always apply collision</span> ===
 
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_APPLY_COLLISION -->
Enable/disable always applying character collision.
 
'''Available Options''': disabled, enabled
 
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Ground offset diag</span> ===
 
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_GROUND_OFFSET -->
Enable/disable showing of ground offset.
 
'''Available Options''': disabled, enabled
 
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Draw character mode</span> ===
 
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_DRAW_CHARACTER -->
Set draw mode for character physics debug.
 
'''Available Options''': None, Everything, Collision, Movement Path, Surface, Prequery
 
 
== <span title="Character">Enable desync detection</span> ==
 
<!-- ID: GAME_DIAG_DESYNC_DETECTION -->
Enable/disable desync detection.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show desync detection window</span> ==
 
<!-- ID: GAME_DIAG_DESYNC_DETECTION_WINDOW -->
Enable/disable desync detection window.
 
'''Available Options''': false, true
 
 
== <span title="Character">Interpolation enabled</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_INTERPOLATION -->
Enable/disable character interpolation.
 
'''Available Options''': true, false
 
 
== <span title="Character">Animation LOD</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_ANIM_LOD -->
Set animation LOD.
 
'''Range Settings''':
 
Min: -1
 
Max: 3
 
Current Value: -1
 
Step: 1
 
 
== <span title="Character">Aiming direction</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_AIMING -->
Enable/disable showing of aiming direction.
 
'''Available Options''': false, true
 
 
== <span title="Character">Head aiming direction</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_HEAD_AIMING -->
Enable/disable showing of head aiming direction.
 
'''Available Options''': false, true
 
 
== <span title="Character">Heading angle</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_HEADING_ANGLE -->
Enable/disable showing of heading angle.
 
'''Available Options''': false, true
 
 
== <span title="Character">Surface slope</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_SLOPE -->
Enable/disable showing of surface slope.
 
'''Available Options''': false, true
 
 
== <span title="Character">Entity transform</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_TRANSFORM -->
Enable/disable showing of entity transform.
 
'''Available Options''': false, true
 
 
== <span title="Character">AnimPhysAgent transform</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_PHYS_TRANSFORM -->
Enable/disable showing of animation physics agent transform.
 
'''Available Options''': false, true
 
 
== <span title="Character">Foot down anim event</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_FOOT_DOWN_EVENT -->
Enable/disable showing of foot down animation event.
 
'''Available Options''': false, true
 
 
== <span title="Character">Animation events</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_ANIM_EVENTS -->
Enable/disable showing of animation events.
 
'''Available Options''': false, true
 
 
== <span title="Character">Animation tags</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_ANIM_TAGS -->
Enable/disable showing of animation tags.
 
'''Available Options''': false, true
 
 
== <span title="Character">Climb command physics test</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_CLIMB_PHX_TEST -->
Enable/disable climb command physics test.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show current ladder</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_LADDERS -->
Enable/disable showing of current ladder.
 
'''Available Options''': false, true
 
 
== <span title="Character">Input actions</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_INPUT_ACTIONS -->
Enable/disable showing of input actions.
 
'''Available Options''': false, true
 
 
== <span title="Character">Lock view horizontal</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_HORIZONTAL -->
Enable/disable locking of view horizontal.
 
'''Available Options''': false, true
 
 
== <span title="Character">Lock view vertical</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_VERTICAL -->
Enable/disable locking of view vertical.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable Inertia</span> ==
 
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA -->
Enable/disable character inertia.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable Inertia exponential</span> ==
 
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA_EXPO -->
Enable/disable character exponential inertia.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show additive handler tasks</span> ==
 
<!-- ID: GAME_DIAG_ACTIVE_ADDITIVE_TASKS -->
Enable/disable showing of active additive tasks.
 
'''Available Options''': false, true
 
 
== <span title="Character">Stamina</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_STAMINA -->
Enable/disable showing of character stamina.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable animation from velocity</span> ==
 
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_ANIMTOVELOCITY -->
Enable/disable animation from velocity.
 
'''Available Options''': false, true
 
 
== <span title="Character">Enable new passive weapon mode (sling)</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_WEAPON_PASSIVE_STATE -->
Enable/disable new passive weapon mode (sling).
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable anim driven icremental turns</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_ANIM_INCREMENTAL_TURNS -->
Enable/disable anim driven incremental turns.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable hit reaction</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_DISABLE_HIT_REACTION -->
Enable/disable hit reaction.
 
'''Available Options''': false, true
 
 
== <span title="Character">Enable ragdoll debug (melee attack to toggle)</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_RAGDOLL_DEBUG -->
Enable/disable ragdoll debug (melee attack to toggle).
 
'''Available Options''': false, true
 
 
== <span title="Character">Enable feet IK</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_ENABLE_FEET_IK -->
Enable/disable feet IK.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show player identity</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_IDENTITY -->
Enable/disable showing of player identity.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show inspection diag</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION -->
Enable/disable showing of inspection debug.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show drowning / water level diag</span> ==
 
<!-- ID: GAME_DIAG_WATER_LEVEL -->
Enable/disable showing of drowning/water level debug.
 
'''Available Options''': false, true
 
 
== <span title="Character">Inspection keeps orientation</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION_KEEP_ORIENTATION -->
Enable/disable keeping orientation during inspection.
 
'''Available Options''': false, true
 
 
== <span title="Character">Prone root motion transl</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_PRONE_TURNS_ALLOW_ROOT_MOTION_TRANSL -->
Enable/disable root motion translation for prone turns.
 
'''Available Options''': false, true
 
 
== <span title="Character">Toggle unconsciousness</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_TOGGLE_UNCONSCIOUSNESS -->
Enable/disable toggling of character unconsciousness.
 
'''Available Options''': false, true
 
 
== <span title="Character">Forced unconsciousness pose</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_UNCONSCIOUSNESS_POSE -->
Set forced unconsciousness pose.
 
'''Range Settings''':
 
Min: -1
 
Max: 5
 
Current Value: -1
 
Step: 1
 
 
== <span title="Character">Show Frustum</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_FRUSTUM -->
Enable/disable showing of frustum.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable velocity DTime</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_VELOCITY_DT_OFF -->
Enable/disable velocity delta time.
 
'''Available Options''': false, true
 
 
== <span title="Character">Enable turret overriding logging</span> ==
 
<!-- ID: GAME_DIAG_CHARACTER_OVERRIDE_LOGGING -->
Enable/disable turret overriding logging.
 
'''Available Options''': false, true
 
 
== <span title="Character">Skip simulation points prequery</span> ==
 
<!-- ID: DM_SKIP_PREQUERY_SIMULATION_POINTS -->
Enable/disable skip simulation points prequery.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show simulation points</span> ==
 
<!-- ID: DM_CHARACTER_SHOW_SIMULATION_POINTS -->
Enable/disable showing of simulation points.
 
'''Available Options''': false, true
 
 
== <span title="Character">Cycle Debug View</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DEBUG_VIEW -->
Set character debug view cycle.
 
'''Range Settings''':
 
Min: 0
 
Max: 8
 
Current Value: 0
 
Step: 1
 
 
== <span title="Character">Draw Camera Collision Solver</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_DRAW_CAMERA_COLLISION_SOLVER -->
Enable/disable drawing of camera collision solver.
 
'''Available Options''': false, true
 
 
== <span title="Character">Enable Debug UI</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_MENU -->
Enable/disable character debug UI.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable Banking</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_NOBANKING -->
Enable/disable character banking.
 
'''Available Options''': false, true
 
 
== <span title="Character">Enable transform info</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_TRANSFORMATION -->
Enable/disable character transformation info.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable recoil cam shake</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_RECOIL_CAMERASHAKE_DISABLE -->
Enable/disable recoil camera shake.
 
'''Available Options''': false, true
 
 
== <span title="Character">Disable additional cam shake</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADDITIONAL_CAMERASHAKE_DISABLE -->
Enable/disable additional camera shake.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show shake diag</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_CAMERASHAKE_TEST_WINDOW -->
Enable/disable showing of camera shake test window.
 
'''Available Options''': false, true
 
 
== <span title="Character">Inspection LookAt</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_ALLOW_INSPECTION_LOOKAT -->
Enable/disable inspection look at.
 
'''Available Options''': false, true
 
 
== <span title="Character">ADS Camera</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADS_CAMERA -->
Set ADS camera mode.
 
'''Range Settings''':
 
Min: 0
 
Max: 3
 
Current Value: 0
 
Step: 1
 
 
== <span title="Character">Deal damage debug</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DAMAGE -->
Enable/disable damage debug for character.
 
'''Available Options''': false, true
 
 
== <span title="Character">Show Perceived Faction</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_SHOW_FACTION_OUTFIT -->
Enable/disable showing of perceived faction.
 
'''Available Options''': false, true
 
 
== <span title="Character">AimModifier Debug</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_HITREACTION_AIMMODIFIER -->
Enable/disable aim modifier debug.
 
'''Available Options''': false, true
 
 
= <span title="Vehicles">Vehicles</span> =
 
 
== <span title="Vehicles">Helicopter</span> ==
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Draw trajectory</span> ===
 
<!-- ID: DM_HELICOPTER_DRAW_TRAJECTORY -->
Enable/disable drawing of helicopter trajectory.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Draw velocity</span> ===
 
<!-- ID: DM_HELICOPTER_DRAW_VELOCITY -->
Set helicopter velocity visualization mode.
 
'''Available Options''': none, resultant, res+local, res+world
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Draw HUD</span> ===
 
<!-- ID: DM_HELICOPTER_DRAW_HUD -->
Enable/disable helicopter HUD debug.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Toggle autohover</span> ===
 
<!-- ID: DM_HELICOPTER_AUTOHOVER -->
Enable/disable helicopter autohover.
 
'''Available Options''': disabled, enabled
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Collective</span> ===
 
<!-- ID: DM_HELICOPTER_COLLECTIVE -->
Set helicopter collective debug mode.
 
'''Available Options''': localYOffset, default, localY, worldY, direct
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Flight limits</span> ===
 
<!-- ID: DM_HELICOPTER_FLIGHT_LIMITS -->
Enable/disable helicopter flight limits debug.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Yaw/Roll</span> ===
 
<!-- ID: DM_HELICOPTER_STICK_MODE -->
Set helicopter stick mode.
 
'''Available Options''': LS/RS, RS/LS
 
 
== <span title="Vehicles">Tracked</span> ==
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">TrackSim</span> ===
 
<!-- ID: DM_TRACK_SIM -->
Enable/disable Track simulation.
 
'''Available Options''': true, false
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Draw tracks</span> ===
 
<!-- ID: DM_TRACKED_DRAW_TRACKS -->
Enable/disable drawing of tracks.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Track dynamic</span> ===
 
<!-- ID: VEHICLE_DYNAMIC -->
Enable/disable track dynamic.
 
'''Available Options''': true, false
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Track gravity</span> ===
 
<!-- ID: VEHICLE_GRAVITY -->
Enable/disable track gravity.
 
'''Available Options''': true, false
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Reset tracks</span> ===
 
<!-- ID: VEHICLE_TRACKS_RESET -->
Enable/disable resetting of tracks.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Vehicles">Vehicle Networking and Reconciliation</span> ==
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Determinism testing</span> ===
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">Record Moves</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_MOVE_RECORDING -->
Enable/disable recording of vehicle moves.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">Clear Record</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLEAR_RECORDING -->
Clear recorded vehicle moves.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">(F)Replay Full</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_FULL -->
Enable/disable full replay of vehicle moves from full state.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">(I)Replay Full</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_INIT -->
Enable/disable full replay of vehicle moves from init state.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">(F)Replay Unconstrained</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_FULL -->
Enable/disable unconstrained replay of vehicle moves from full state.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">(I)Replay Unconstrained</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_INIT -->
Enable/disable unconstrained replay of vehicle moves from init state.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">(U)Replay until Move</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_UNCONSTRAINED_COUNT -->
Set number of unconstrained replays.
 
'''Range Settings''':
 
Min: 0
 
Max: 4096
 
Current Value: 0
 
Step: 1
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">Num of Instances</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_INSTANCES -->
Set number of vehicle instances.
 
'''Range Settings''':
 
Min: 1
 
Max: 100
 
Current Value: 1
 
Step: 1
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">X axis spread</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">Z axis spread</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">Num of Columns(X)</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">Draw recorded paths</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">SimState to CSV</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_TO_CSV -->
Export simulation state to CSV.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">WS of (U) to CSV</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_OF_UNCONSTRAINED_TO_CSV -->
Export unconstrained simulation state to CSV.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Determinism testing">InitState to CSV</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_INIT_TO_CSV -->
Export initialization state to CSV.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Prediction options</span> ===
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Prediction options">C: Disable Correction</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_CORRECTION -->
Enable/disable client side vehicle correction.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Prediction options">C: Disable Prediction</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_PREDICTION -->
Enable/disable client side vehicle prediction.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Prediction options">C: (T)Prediction Allowance</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Prediction options">C: (T)Prediction offset</span> ====
 
<!-- 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
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">C: Lerping options</span> ===
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Lerping options">C: Debug Lerping</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_LERPING_DEBUG -->
Enable/disable client side vehicle lerping debug.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Lerping options">C: Lerping Allowance</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Lerping options">C: Lerping Distance Percentage</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Lerping options">C: Lerping Angle Percentage</span> ====
 
<!-- 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
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">C: Allowance options</span> ===
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Allowance options">S: Enable allowance</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENABLE_ALLOWANCE -->
Enable/disable server side vehicle allowance.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Allowance options">S: Speed Scaled Allowance</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SPEED_SCALING -->
Enable/disable speed scaling for server side vehicle allowance.
 
'''Available Options''': true, false
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Allowance options">S: Distance Allowance</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_DISTANCE -->
Set server side vehicle distance allowance.
 
'''Range Settings''':
 
Min: 0
 
Max: 1000
 
Current Value: 300
 
Step: 1
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Allowance options">S: Angle Allowance</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGLE -->
Set server side vehicle angle allowance.
 
'''Range Settings''':
 
Min: 0
 
Max: 1000
 
Current Value: 3
 
Step: 1
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Allowance options">S: Angular Velocity Allowance</span> ====
 
<!-- 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
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;C: Allowance options">S: Linear Velocity Allowance</span> ====
 
<!-- 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
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Server Car Overrides</span> ===
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: Override KMH</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH -->
Enable/disable server side KMH override.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: -||- close to 0</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH_AT_ZERO -->
Enable/disable server side KMH override close to zero.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: Override STEERING</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_STEERING -->
Enable/disable server side steering override.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: Override THROTTLE</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_THROTTLE -->
Enable/disable server side throttle override.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: Override BRAKE</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_BRAKE -->
Enable/disable server side brake override.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: Override GEAR</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_GEAR -->
Enable/disable server side gear override.
 
'''Available Options''': false, true
 
==== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation&nbsp;&rarr;&nbsp;Server Car Overrides">S: Override CLUTCH</span> ====
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_CLUTCH -->
Enable/disable server side clutch override.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Vehicle type</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_TYPE_SELECTION -->
Set vehicle type.
 
'''Available Options''': Wheeled, Helicopter
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Heli prefab selection</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HELI_PREFAB_SELECTION -->
Select helicopter prefab.
 
'''Available Options''': Mi8, UH1
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Show vehicle id</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ID_DISPLAY -->
Enable/disable showing of vehicle ID.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Vehicle selection</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SELECTION -->
Set vehicle selection.
 
'''Range Settings''':
 
Min: 0
 
Max: 512
 
Current Value: 0
 
Step: 1
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">S: Input/Output Diags</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DIAGS -->
Set input/output diagnostic mode.
 
'''Available Options''': Off, Sim Out, Sim In, Controller, All
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Debug path correction</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PATHS_DEBUG -->
Enable/disable path correction debug.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Debug history</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_DEBUG -->
Enable/disable network history debug.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Debug engine flags</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENGINE_INPUTS_DEBUG -->
Enable/disable engine inputs debug.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Draw Phys Comp Debug</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PHYS_COMP_DEBUG -->
Enable/disable drawing of physics component debug.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">C: Resend rate</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_RESEND -->
Set client side vehicle resend rate.
 
'''Range Settings''':
 
Min: 1
 
Max: 5
 
Current Value: 2
 
Step: 1
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">S: Replay delay</span> ===
 
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_SIZE -->
Set server side vehicle replay delay.
 
'''Range Settings''':
 
Min: 0
 
Max: 300
 
Current Value: 2
 
Step: 1
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">S: Max Rtt allowed</span> ===
 
<!-- 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
 
 
== <span title="Vehicles">Compartments</span> ==
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Compartment positions</span> ===
 
<!-- ID: GAME_DIAG_COMPARTMENT_POSITION -->
Enable/disable showing of compartment positions.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show entry points</span> ===
 
<!-- ID: GAME_DIAG_COMPARTMENT_ENTRY_POINT -->
Enable/disable showing of compartment entry points.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show accessibility</span> ===
 
<!-- ID: GAME_DIAG_COMPARTMENT_ACCESSIBILITY -->
Enable/disable showing of compartment accessibility.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show get out prediction</span> ===
 
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_PREDICTION -->
Enable/disable showing of get out prediction.
 
'''Available Options''': false, true
 
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show character obstruction trace during get out</span> ===
 
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_CHARACTER_OBSTRUCTION_TRACE -->
Enable/disable showing of character obstruction trace during get out.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">MT simulation</span> ==
 
<!-- ID: GAME_DIAG_VEHICLES_MT_SIMULATION -->
Enable/disable multithreaded vehicle simulation.
 
'''Available Options''': true, false
 
 
== <span title="Vehicles">Show Controller Diags</span> ==
 
<!-- ID: GAME_DIAG_VEHICLES_CONTROLLER_DIAGS -->
Enable/disable showing of vehicle controller diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show Compartment Events Diags</span> ==
 
<!-- ID: GAME_DIAG_VEHICLES_COMPARTMENT_DIAGS -->
Enable/disable showing of vehicle compartment events diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show stats</span> ==
 
<!-- ID: DM_VEHICLES_STATS -->
Enable/disable showing of vehicle statistics.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show vehicle debug</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_DEBUG -->
Enable/disable showing of vehicle debug.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Player vehicle only</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_PLAYER_VEHICLE_ONLY -->
Enable/disable showing of player vehicle only.
 
'''Available Options''': true, false
 
 
== <span title="Vehicles">Show CoM</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_COM -->
Enable/disable showing of vehicle center of mass.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show inertia</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_INERTIA -->
Enable/disable showing of vehicle inertia.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show forces</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_FORCES -->
Enable/disable showing of vehicle forces.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show engine</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_ENGINE -->
Enable/disable showing of vehicle engine.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show contacts</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_CONTACTS -->
Enable/disable showing of vehicle contacts.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show raycast</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_RAYCAST -->
Enable/disable showing of vehicle raycast.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show suspension</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_SUSPENSION -->
Enable/disable showing of vehicle suspension.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show swaybar</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_SWAYBAR -->
Enable/disable showing of vehicle swaybar.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show wheels</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_WHEELS -->
Enable/disable showing of vehicle wheels.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show bones</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_BONES -->
Enable/disable showing of vehicle bones.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show slope</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_SLOPE -->
Enable/disable showing of vehicle slope.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Test raycast</span> ==
 
<!-- ID: DM_VEHICLES_DRAW_TEST_RAYCAST -->
Enable/disable testing of raycast.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Reset vehicle</span> ==
 
<!-- ID: DM_VEHICLES_RESET -->
Reset vehicle.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|R}}
 
'''Available Options''': disabled, enabled
 
 
== <span title="Vehicles">Teleport up</span> ==
 
<!-- ID: DM_VEHICLES_TELEPORT_UP -->
Teleport vehicle up.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|T}}
 
'''Available Options''': disabled, enabled
 
 
== <span title="Vehicles">Wheel drag set</span> ==
 
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Enable/disable overriding of wheel drag.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Wheel drag value</span> ==
 
<!-- ID: DM_VEHICLES_WHEEL_DRAG_VALUE -->
Set wheel drag value.
 
'''Range Settings''':
 
Min: 0
 
Max: 1
 
Current Value: 0
 
Step: 0.05
 
 
== <span title="Vehicles">Disable freelook</span> ==
 
<!-- ID: DM_VEHICLES_DISABLE_FREELOOK -->
Enable/disable freelook for vehicles.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Enable debugger trace</span> ==
 
<!-- ID: DM_VEHICLES_DEBUGGER_TRACE -->
Enable/disable debugger trace for vehicles.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">wheel drag set</span> ==
 
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Enable/disable overriding of wheel drag (duplicate).
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Fuel consumption</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_FUEL_CONSUMPTION -->
Enable/disable fuel consumption debug.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Visualize push force</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_UNFLIP -->
Enable/disable visualization of push force.
 
'''Available Options''': false, true
 
 
== <span title="Vehicles">Show dust materials</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_VEHICLE_DUST -->
Enable/disable showing of vehicle dust materials.
 
'''Available Options''': false, true
 
 
= <span title="Statistics">Statistics</span> =
 
 
== <span title="Statistics">FPS</span> ==
 
<!-- ID: DM_STATS_FPS -->
Display FPS statistics.
 
'''Hotkey''': {{Controls|LCtrl|Num1}}
 
'''Available Options''': none, basic, detailed, average
 
 
== <span title="Statistics">General</span> ==
 
<!-- ID: DM_STATS_STATS -->
Display general statistics.
 
'''Hotkey''': {{Controls|LCtrl|Num2}}
 
'''Available Options''': disable, basic, detailed, all
 
 
== <span title="Statistics">Shape stats</span> ==
 
<!-- ID: DM_SHAPE_STATS -->
Enable/disable shape statistics.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">MeshObject stats</span> ==
 
<!-- ID: DM_REND_STAT -->
Display mesh object statistics.
 
'''Available Options''': none, count, mesh, faces, verts
 
 
== <span title="Statistics">Decal stats</span> ==
 
<!-- ID: DM_REND_DECAL_STAT -->
Display decal statistics.
 
'''Available Options''': none, all
 
 
== <span title="Statistics">Resource memory stats</span> ==
 
<!-- ID: DM_RES_MEMORY -->
Display resource memory statistics.
 
'''Available Options''': none, memory, age
 
 
== <span title="Statistics">Texture memory stats</span> ==
 
<!-- ID: DM_TEX_MEMORY -->
Display texture memory statistics.
 
'''Available Options''': none, memory, age
 
 
== <span title="Statistics">Slow script</span> ==
 
<!-- ID: DM_STATS_SLOWSCRIPT -->
Set threshold for slow scripts log.
 
'''Available Options''': off, 1ms, 2ms, 5ms, 10ms
 
 
== <span title="Statistics">Verbose script Print</span> ==
 
<!-- ID: DM_STATS_VERBOSESCRIPTPRINTS -->
Enable/disable verbose script prints.
 
'''Available Options''': false, true
 
 
== <span title="Statistics">Script profiler</span> ==
 
<!-- ID: DM_STATS_SCRIPTPROFILER -->
Enable/disable script profiler.
 
'''Available Options''': off, frame, average
 
 
== <span title="Statistics">Script prof. external</span> ==
 
<!-- ID: DM_STATS_SCRIPTPROFILER_EXT -->
Enable/disable external script profiler.
 
'''Available Options''': false, true
 
 
== <span title="Statistics">Test mem-stress</span> ==
 
<!-- ID: DM_STATS_STRESSMEM -->
Enable/disable memory stress testing.
 
'''Available Options''': off, once, periodic
 
 
== <span title="Statistics">Flush memory</span> ==
 
<!-- ID: DM_STATS_FLUSHMEM -->
Enable/disable memory flushing.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">Flush audio</span> ==
 
<!-- ID: DM_STATS_FLUSHAUDIO -->
Enable/disable audio flushing.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">Memory validation</span> ==
 
<!-- ID: DM_MEMORY_VALIDATION -->
Enable/disable memory validation.
 
'''Available Options''': none, on, off
 
 
== <span title="Statistics">Dump render resources</span> ==
 
<!-- ID: DM_DUMP_RENDERRESOURCES -->
Enable/disable dumping of render resources.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">Counters</span> ==
 
<!-- ID: DM_STATS_COUNTER -->
Enable/disable performance counters.
 
'''Hotkey''': {{Controls|LCtrl|Num3}}
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">Slow down</span> ==
 
<!-- ID: DM_STATS_SLOWDOWN -->
Slow down the game.
 
'''Available Options''': off, 1ms, 5ms, 10ms, 20ms, 50ms, 100ms
 
 
== <span title="Statistics">Limit FPS</span> ==
 
<!-- ID: DM_STATS_LIMITFPS -->
Limit the game's FPS.
 
'''Available Options''': off, 120, 60, 40, 30, 20, 10, 5, 2
 
 
== <span title="Statistics">Widget statistics</span> ==
 
<!-- ID: DM_STATS_WIDGET_STATS -->
Enable/disable widget statistics.
 
'''Available Options''': false, true
 
 
== <span title="Statistics">Widget hierarchy to log</span> ==
 
<!-- ID: DM_STATS_WIDGET_HIERARCHY_TO_LOG -->
Log widget hierarchy.
 
'''Available Options''': off, once
 
 
== <span title="Statistics">Widget update to log</span> ==
 
<!-- ID: DM_STATS_WIDGET_UPDATE_TO_LOG -->
Log widget updates.
 
'''Available Options''': none, hierarchy, time
 
 
== <span title="Statistics">Loaded particle FX</span> ==
 
<!-- ID: DM_STATS_PARTICLES -->
Enable/disable loaded particle FX statistics.
 
'''Available Options''': false, true
 
 
== <span title="Statistics">Resource category stats</span> ==
 
<!-- ID: DM_RES_CAT -->
Enable/disable resource category statistics.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">Dump resources</span> ==
 
<!-- ID: DM_DUMP_RESOURCES -->
Toggle. Dumps all resources.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Statistics">Log prefab spawn</span> ==
 
<!-- ID: DM_LOG_PREFAB_SPAWN -->
Log prefab spawning.
 
'''Available Options''': off, non-instant, all
 
 
== <span title="Statistics">Data Collection</span> ==
 
=== <span title="Statistics&nbsp;&rarr;&nbsp;Data Collection">Enable debug menu</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_DATA_COLLECTION_ENABLE_DIAG -->
Enable/disable data collection debug menu.
 
'''Available Options''': false, true
 
 
= <span title="Render">Render</span> =
 
 
== <span title="Render">RT</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Main RT format</span> ===
 
<!-- ID: DM_REND_MAIN_RT_FORMAT -->
Override main render target format.
 
'''Available Options''': no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F
 
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Main RT MSAA</span> ===
 
<!-- ID: DM_REND_MAIN_RT_MSAA -->
Override main render target MSAA settings.
 
'''Available Options''': no override, none, 2x, 4x, 8x
 
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Force custom resolve</span> ===
 
<!-- ID: DM_REND_FORCE_CUSTOM_RESOLVE -->
Force custom resolve for render target.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Use resolved RT for PPs</span> ===
 
<!-- ID: DM_REND_USE_RESOLVED_PP -->
Control post-processing RT usage.
 
'''Available Options''': default, disabled, enabled
 
 
== <span title="Render">Various</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Reload shaders</span> ===
 
<!-- ID: DM_REND_RELOADSHADERS -->
Enable/disable shader reloading.
 
'''Hotkey''': {{Controls|LCtrl|F12}}
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Offline shaders</span> ===
 
<!-- ID: DM_REND_OFFLINESHADERS -->
Enable/disable offline shaders.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Scene prep. mode</span> ===
 
<!-- ID: DM_REND_MT_SCENE_PREP -->
Set scene preparation mode.
 
'''Available Options''': Multithreaded, Singlethreaded
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Cmd list mode</span> ===
 
<!-- ID: DM_REND_CMD_LIST_MODE -->
Set command list mode.
 
'''Available Options''': Multithreaded, Singlethreaded
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Log GPU perf diags</span> ===
 
<!-- ID: DM_REND_TXT_DIAG_LOG -->
Log GPU performance diagnostics.
 
'''Available Options''': off, once, permanent
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Log CMD lists</span> ===
 
<!-- ID: DM_REND_LOG_CMD_LISTS -->
Log command lists.
 
'''Available Options''': off, once, permament
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Over-sync barriers (PS5)</span> ===
 
<!-- ID: DM_REND_BARRIERS -->
Set over-sync barriers.
 
'''Available Options''': none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Clear RT with</span> ===
 
<!-- ID: DM_REND_CLEARRT -->
Clear render target with color.
 
'''Available Options''': none, black, white, red, green, blue
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Clear temporal RTs to</span> ===
 
<!-- ID: DM_REND_CLEAR_TEMPORAL_RT -->
Clear temporal render targets.
 
'''Available Options''': none, black, NaN
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">GBuffer</span> ===
 
<!-- ID: DM_REND_GBUFFER -->
Set G-Buffer mode.
 
'''Available Options''': default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">GBuffer decals</span> ===
 
<!-- ID: DM_REND_GBUFFER_DECALS -->
Enable/disable G-Buffer decals.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Decals</span> ===
 
<!-- ID: DM_REND_DECALS -->
Enable/disable decals.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Disable HTILE (PS4&PS5)</span> ===
 
<!-- ID: DM_REND_HTILE_DISABLED -->
Enable/disable HTILE.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Check GPU commands (PS5)</span> ===
 
<!-- ID: DM_REND_CHECK_GPU_COMMANDS -->
Enable/disable checking of GPU commands.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">VSync imm.treshold</span> ===
 
<!-- ID: DM_REND_VSYNC_TRESHOLD -->
Set VSync immediate threshold.
 
'''Available Options''': 0, 10, 20, 30, 40, 50
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">VSync limit</span> ===
 
<!-- ID: DM_REND_VSYNC_LIMIT -->
Set VSync limit.
 
'''Available Options''': default, 20, 30, 40, 60
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">DX12: log trans. barriers</span> ===
 
<!-- ID: DM_REND_LOG_TRANS_BARRIERS -->
Enable/disable logging of DX12 transition barriers.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">DX12: log state commit</span> ===
 
<!-- ID: DM_REND_LOG_STATE_COMMIT -->
Enable/disable logging of DX12 state commits.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">CopyHWDepth use depth</span> ===
 
<!-- ID: DM_REND_COPYHWDEPTH_DEPTH -->
Control if CopyHWDepth should use depth.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">CopyHWDepth filter</span> ===
 
<!-- ID: DM_REND_COPYHWDEPTH_FILTER -->
Set filter mode for CopyHWDepth.
 
'''Available Options''': default, firstSample, min, max
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">CB draw calls min limit</span> ===
 
<!-- ID: DM_REND_PIPELINE_LIMIT_MIN_DCALLS -->
Enable/disable command buffer draw calls minimum limit.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Validate Input (DP)</span> ===
 
<!-- ID: DM_REND_VALIDATE_DP -->
Enable/disable validation of input.
 
'''Available Options''': false, true
 
 
== <span title="Render">System textures</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">IBL</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">log messages</span> ====
 
<!-- ID: DM_REND_IBL_LOG -->
Enable/disable IBL logging.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Env map num</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Refresh</span> ====
 
<!-- ID: DM_REND_IBL_REFRESH -->
Set refresh mode for IBL.
 
'''Available Options''': no, yes, always, disable
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Apply HDRmul</span> ====
 
<!-- ID: DM_REND_IBL_APPLY_HDR -->
Apply or disable HDR multiplier for IBL.
 
'''Available Options''': true, false
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">DFG specular</span> ====
 
<!-- ID: DM_REND_IBL_DFG_SPEC -->
Enable/disable DFG specular for IBL.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">DFG diffuse</span> ====
 
<!-- ID: DM_REND_IBL_DFG_DIFF -->
Enable/disable DFG diffuse for IBL.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Environment</span> ====
 
<!-- ID: DM_REND_IBL_ENV -->
Enable/disable environment for IBL.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">LD specular</span> ====
 
<!-- ID: DM_REND_IBL_LD -->
Enable/disable LD specular for IBL.
 
'''Available Options''': true, false
 
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">LD diffuse</span> ====
 
<!-- ID: DM_REND_IBL_LDDIFF -->
Enable/disable LD diffuse for IBL.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Maximize size</span> ===
 
<!-- ID: DM_REND_DT_FULL -->
Enable/disable Dynamic Texture size maximization.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show shadowmap</span> ===
 
<!-- ID: DM_REND_SHOWSHADOWMAP -->
Display shadowmap.
 
'''Available Options''': disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show combined rainmask</span> ===
 
<!-- ID: DM_REND_SHOW_COMBINED_RAINMASK -->
Display combined rainmask.
 
'''Available Options''': disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show light shadowmap</span> ===
 
<!-- ID: DM_REND_SHOWLIGHTSHADOWMAP -->
Set light shadowmap to show.
 
'''Range Settings''':
* Min: 0
* Max: 36
* Current Value: 0
* Step: 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show cascades</span> ===
 
<!-- ID: DM_REND_SHOWSHADOWMAP_CASCADE -->
Show shadow cascades.
 
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show rain mask</span> ===
 
<!-- ID: DM_REND_SHOWSHADOWMAP_RAIN -->
Show rain mask.
 
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show wetness mask</span> ===
 
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS -->
Show wetness mask.
 
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show custom wetness mask</span> ===
 
<!-- ID: DM_REND_SHOWSHADOWMAP_CUSTOM_WETNESS -->
Show custom wetness mask.
 
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show wetness add mask</span> ===
 
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS_ADD -->
Show wetness add mask.
 
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show depthmap</span> ===
 
<!-- ID: DM_REND_SHOWDEPTHMAP -->
Enable/disable depthmap visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show HW depthmap</span> ===
 
<!-- ID: DM_REND_SHOWHWDEPTHMAP -->
Enable/disable HW depthmap visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Terrain shadow map</span> ===
 
<!-- ID: DM_REND_SHOWTERRSHADOWMAP -->
Show terrain shadow maps.
 
'''Available Options''': none, terrain shadow, shadow raw, shadow volume high, shadow volume low
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Disable SPD</span> ===
 
<!-- ID: DM_REND_DISABLESPD -->
Disable Screen-Space Particle Depth.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show GBuffer</span> ===
 
<!-- ID: DM_REND_SHOWGBUFFER -->
Show G-Buffer channels (normals, roughness, metalness, albedo, AO).
 
'''Available Options''': none, normals, roughness, metalness, albedo, AO
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show GBuffer</span> ===
 
<!-- ID: DM_REND_SHOWGBUFFER -->
Show G-Buffer channels (normals, roughness, metalness).
 
'''Available Options''': none, normals, roughness, metalness
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show volumetric light rays</span> ===
 
<!-- ID: DM_REND_SHOWVOLUMETRICRAYS -->
Enable/disable volumetric light ray visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show reflections</span> ===
 
<!-- ID: DM_REND_SHOWREFL -->
Enable/disable reflection visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show user textures</span> ===
 
<!-- ID: DM_REND_SHOWUTIL -->
Enable/disable user texture visualization.
 
'''Available Options''': disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show virtual lights RT</span> ===
 
<!-- ID: DM_REND_SHOW_VIRTUAL_LIGHTS_RT -->
Enable/disable virtual lights RT visualization.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Render">Textures</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Mipmap bias</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Max mipmap</span> ===
 
<!-- ID: DM_REND_MAXMIPMAP -->
Set maximum mipmap level.
 
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
 
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Defrag</span> ===
 
<!-- ID: DM_REND_FLUSH_DEFRAG -->
Enable/disable defragmentation of texture resources.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Mode</span> ===
 
<!-- ID: DM_REND_FLUSH_DEFRAG_MODE -->
Set mode of defrag.
 
'''Available Options''': auto, once, continuous
 
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Defrag heap</span> ===
 
<!-- ID: DM_REND_FLUSH_DEFRAG_TYPE -->
Set heap for defrag.
 
'''Available Options''': MA heaps, manTextures, manBuffers
 
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Defrag alg</span> ===
 
<!-- ID: DM_REND_FLUSH_DEFRAG_ALG -->
Set algorithm of defrag.
 
'''Available Options''': fast, balanced, full
 
 
== <span title="Render">Scene lighting</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Force PBR light</span> ===
 
<!-- ID: DM_REND_PBR_DEF_LIGHT -->
Force or disable PBR light.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Ambient lighting</span> ===
 
<!-- ID: DM_REND_AMB -->
Enable/disable ambient lighting.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Directional lighting</span> ===
 
<!-- ID: DM_REND_DIR -->
Enable/disable directional lighting.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Diffuse lighting</span> ===
 
<!-- ID: DM_REND_DIFF -->
Enable/disable diffuse lighting.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Specular lighting</span> ===
 
<!-- ID: DM_REND_SPEC -->
Enable/disable specular lighting.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Emission lighting</span> ===
 
<!-- ID: DM_REND_EMISSION -->
Enable/disable emission lighting.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Desaturate Atmosphere (cubemap)</span> ===
 
<!-- ID: DM_REND_DESATURATE_SKY -->
Set desaturation of atmosphere (cubemap).
 
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Remove interiors fog</span> ===
 
<!-- ID: DM_REND_REMOVE_FOG_INTERIORS -->
Remove fog in interiors.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Capture with glob.probe</span> ===
 
<!-- ID: DM_REND_PROBE_GLOBALCAPTURE -->
Enable/disable capturing with global probe.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Negative probe ambient</span> ===
 
<!-- ID: DM_REND_PROBE_NEGAMBIENT -->
Enable/disable negative probe ambient.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">IBL reflection/roughness</span> ===
 
<!-- ID: DM_REND_IBL_REFL_POWER -->
Set IBL reflection/roughness power.
 
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">IBL multiscattering</span> ===
 
<!-- ID: DM_REND_IBL_MULTI -->
Enable/disable IBL multiscattering.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Probe lighting mode</span> ===
 
<!-- ID: DM_REND_PROBE_MODE -->
Enable/disable probe lighting mode.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Object probe LV</span> ===
 
<!-- ID: DM_REND_PROBE_OBJECT_LV -->
Set object probe luminance value.
 
'''Range Settings''':
 
Min: -4
 
Max: 4
 
Current Value: 0
 
Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Show scene LV</span> ===
 
<!-- ID: DM_REND_SHOW_SCENE_LV -->
Show scene luminance.
 
'''Available Options''': none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV auto</span> ===
 
<!-- ID: DM_REND_SHOW_SCENE_LV_AUTO -->
Enable/disable automatic adjustment of scene LV.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">manual LV middle</span> ===
 
<!-- ID: DM_REND_SHOW_SCENE_LV_MIDDLE -->
Set manual luminance value.
Options: -10 20 5 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV +-Range</span> ===
 
<!-- ID: DM_REND_SHOW_SCENE_LV_RANGE -->
Set luminance range.
 
'''Range Settings''':
* Min: 1
* Max: 20
* Current Value: 5
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV watcher</span> ===
 
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCH -->
Set luminance watcher.
 
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0.5
* Step: 0.001
 
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV watcher size</span> ===
 
<!-- 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
 
 
== <span title="Render">Shadows</span> ==
 
=== <span title="Render">Shadows</span> ===
 
<!-- ID: DM_REND_SHADOWS -->
Enable/disable shadows.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Shadows OOF</span> ===
 
<!-- ID: DM_REND_SHADOWS_OOF -->
Enable/disable out of frustum shadows.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Shadows multileaf</span> ===
 
<!-- ID: DM_REND_MLEAF_SHADOWS -->
Enable/disable multileaf shadows.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Particle shadows</span> ===
 
<!-- ID: DM_REND_SHADOWS_PARTICLES -->
Set particle shadows.
 
'''Available Options''': default, per pixel, per vertex, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Particle cascades</span> ===
 
<!-- ID: DM_REND_SHADOW_PARTICLE_CASCADES -->
Set particle shadow cascades.
 
'''Available Options''': default, 1, 2, 3, 4
 
 
== <span title="Render">PP effects</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">DOF Advanced</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Enabled</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_ENABLED -->
Enable/disable advanced depth of field.
 
'''Available Options''': true, false
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Format</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_FORMAT -->
Set the format for advanced depth of field.
 
'''Available Options''': default, R11G11B10F, R16G16B16A16F
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Quality</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_QUALITY -->
Set the quality level for advanced depth of field.
 
'''Available Options''': default, 0, 1, 2, 3
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Rings</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_RINGS -->
Set the number of rings for advanced depth of field.
 
'''Available Options''': default, 3, 4, 5
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Combine FS Blur</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Gather quality</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_GATHER_QUALITY -->
Set gather quality for advanced depth of field.
 
'''Available Options''': default, low, high
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Force dilate rad.</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Debug vis</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Override near blur</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_NEAR_BLUR -->
Enable/disable overriding the near blur value for advanced depth of field.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">near blur</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Override far blur</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FAR_BLUR -->
Enable/disable overriding the far blur value for advanced depth of field.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">far blur</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Override FStop</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FSTOP -->
Enable/disable overriding the FStop value for advanced depth of field.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">FStop</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Override focus dist</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCUS_DISTANCE -->
Enable/disable overriding the focus distance for advanced depth of field.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">focus dist</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Override focal length</span> ====
 
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCAL_LENGTH -->
Enable/disable overriding the focal length for advanced depth of field.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">focal length</span> ====
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Postprocess</span> ===
 
<!-- ID: DM_REND_POSTPROCESS -->
Enable/disable all postprocessing effects.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|P}}
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Rain</span> ===
 
<!-- ID: DM_REND_PP_RAIN -->
Enable/disable rain postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Snow</span> ===
 
<!-- ID: DM_REND_PP_SNOW -->
Enable/disable snow postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Chrom aber</span> ===
 
<!-- ID: DM_REND_PP_CHROMABER -->
Enable/disable chromatic aberration postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Color grading</span> ===
 
<!-- ID: DM_REND_PP_COLORGRADING -->
Enable/disable color grading postprocessing effect.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Colors</span> ===
 
<!-- ID: DM_REND_PP_COLORS -->
Enable/disable color correction postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Depth of field</span> ===
 
<!-- ID: DM_REND_PP_DEPTHOFFIELD -->
Enable/disable standard depth of field postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Physical Depth of field</span> ===
 
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH -->
Enable/disable physical bokeh depth of field postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Force Quality</span> ===
 
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH_QUALITY -->
Set the quality for physical bokeh depth of field.
 
'''Available Options''': default, low, middle, high
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Physical fast Depth of field</span> ===
 
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH -->
Enable/disable fast physical bokeh depth of field postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Force Quality</span> ===
 
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH_QUALITY -->
Set the quality for fast physical bokeh depth of field.
 
'''Available Options''': default, low, middle, high
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Dynamic blur</span> ===
 
<!-- ID: DM_REND_PP_DYNAMICBLUR -->
Enable/disable dynamic blur postprocessing effect.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Film grain</span> ===
 
<!-- ID: DM_REND_PP_FILMGRAIN -->
Enable/disable film grain postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">FXAA</span> ===
 
<!-- ID: DM_REND_PP_FXAA -->
Enable/disable FXAA postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">God rays</span> ===
 
<!-- ID: DM_REND_PP_GODRAYS -->
Enable/disable god rays postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">HBAO</span> ===
 
<!-- ID: DM_REND_PP_HBAO -->
Enable/disable HBAO postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Debug</span> ===
 
<!-- ID: DM_REND_PP_HBAO_DEBUG -->
Enable/disable HBAO debugging visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">DebugFullScreen</span> ===
 
<!-- ID: DM_REND_PP_HBAO_DEBUG_FULLSCREEN -->
Enable/disable HBAO fullscreen debugging visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">NumSteps</span> ===
 
<!-- ID: DM_REND_PP_HBAO_NUM_STEPS -->
Set the number of HBAO steps.
 
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">NumDirections</span> ===
 
<!-- ID: DM_REND_PP_HBAO_NUM_DIRECTIONS -->
Set the number of HBAO directions.
 
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">HDR</span> ===
 
<!-- ID: DM_REND_PP_HDR -->
Enable/disable HDR postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Debug</span> ===
 
<!-- ID: DM_REND_PP_HDR_DEBUG -->
Set HDR debug visualization.
 
'''Available Options''': none, mask, LVBlend
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Bloom</span> ===
 
<!-- ID: DM_REND_PP_HDR_BLOOM -->
Enable/disable bloom effect for HDR.
 
'''Available Options''': enabled, blured, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Bloom CS</span> ===
 
<!-- ID: DM_REND_PP_HDR_BLOOM_COMPUTE -->
Enable/disable bloom compute shader for HDR.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Bloom Upsample</span> ===
 
<!-- ID: DM_REND_PP_HDR_BLOOM_UPSAMPLE_METHOD -->
Select bloom upsample method for HDR.
 
'''Available Options''': before tonemap, in tonemap
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">EV</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Show curves</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Disable autoExp</span> ===
 
<!-- ID: DM_REND_PP_HDR_AUTO -->
Disable auto exposure for HDR.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">New LV adaptation</span> ===
 
<!-- ID: DM_REND_PP_HDR_NEWLV -->
Enable/disable new luminance adaptation for HDR.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">HaightmapAO</span> ===
 
<!-- ID: DM_REND_PP_HEIGHTMAP_AO -->
Enable/disable heightmap based AO postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Gauss filter</span> ===
 
<!-- ID: DM_REND_PP_GAUSSFILTER -->
Enable/disable gaussian blur postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Outlines</span> ===
 
<!-- ID: DM_REND_PP_OUTLINE -->
Enable/disable outline postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Radial blur</span> ===
 
<!-- ID: DM_REND_PP_RADIALBLUR -->
Enable/disable radial blur postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Rot blur</span> ===
 
<!-- ID: DM_REND_PP_ROTBLUR -->
Enable/disable rotation blur postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SMAA</span> ===
 
<!-- ID: DM_REND_PP_SMAA -->
Enable/disable SMAA postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Edge detection method override</span> ===
 
<!-- ID: DM_REND_PP_SMAA_METHOD -->
Set the edge detection method override for SMAA.
 
'''Available Options''': Disabled, Color, Depth, Luma
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Show debug textures</span> ===
 
<!-- ID: DM_REND_PP_SMAA_PASSES -->
Display SMAA debug textures.
 
'''Available Options''': Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSAO</span> ===
 
<!-- ID: DM_REND_PP_SSAO -->
Enable/disable SSAO postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Method</span> ===
 
<!-- ID: DM_REND_PP_SSAO_METHOD -->
Set SSAO method.
 
'''Available Options''': non-linear, linear, mask non-linear, mask linear
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">BlurSteps</span> ===
 
<!-- ID: DM_REND_PP_SSAO_BLUR_STEPS -->
Set blur steps for SSAO.
 
'''Available Options''': default, 0, 1, 2, 3, 4, 5, 6, 7
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSDO</span> ===
 
<!-- ID: DM_REND_PP_SSDO -->
Enable/disable SSDO postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Debug</span> ===
 
<!-- ID: DM_REND_PP_SSDO_DEBUG -->
Enable/disable SSDO debugging visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">DebugFullScreen</span> ===
 
<!-- ID: DM_REND_PP_SSDO_DEBUG_FULLSCREEN -->
Enable/disable SSDO fullscreen debugging visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSR (global)</span> ===
 
<!-- ID: DM_REND_PP_SSR -->
Enable/disable global SSR postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSR (objects only)</span> ===
 
<!-- ID: DM_REND_PP_SSR_OBJECTS -->
Enable/disable object only SSR postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Use FFX SSR</span> ===
 
<!-- ID: DM_REND_PP_SSR_FFX_SSR -->
Enable/disable FFX Screen Space Reflection.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Temporal filtering</span> ===
 
<!-- ID: DM_REND_PP_SSR_TEMPORAL -->
Enable/disable temporal filtering for SSR.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Min fade distance</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Max fade distance</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Behind ambient</span> ===
 
<!-- ID: DM_REND_PP_SSR_CORRECT_RN -->
Correct reflection with ambient.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">UnderWater</span> ===
 
<!-- ID: DM_REND_PP_UW -->
Enable/disable underwater postprocessing effect.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Wet distort</span> ===
 
<!-- ID: DM_REND_PP_WETDISTORT -->
Enable/disable wet distortion postprocessing effect.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Render">Terrain menu</span> ==
 
=== <span title="Render menu">Terrain</span> ===
 
<!-- ID: DM_TERR_TERRAIN -->
Enable/disable terrain rendering.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">LOD mode</span> ===
 
<!-- ID: DM_TERR_FORCE_LOD_MODE -->
Set terrain LOD mode.
 
'''Available Options''': auto, exact lod, frac only
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Force exact LOD</span> ===
 
<!-- ID: DM_TERR_FORCE_LOD -->
Set force exact LOD.
 
'''Range Settings''':
* Min: 1
* Max: 5
* Current Value: 5
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Layers diag mode</span> ===
 
<!-- ID: DM_TERR_LAYERS -->
Set terrain layers diagnostic mode.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|L}}
 
'''Available Options''': disabled, layers, projection
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Show tiles error</span> ===
 
<!-- ID: DM_TERR_SHOW_TILE_ERRORS -->
Enable/disable showing of terrain tile errors.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Tile error modif</span> ===
 
<!-- ID: DM_TERR_TILES_ERROR -->
Set terrain tile error modification.
Options: -10 10 0 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Blocks' bounding boxes</span> ===
 
<!-- ID: DM_TERR_BBOX -->
Enable/disable bounding boxes for terrain blocks.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">MaxLOD blocks' AABB</span> ===
 
<!-- ID: DM_TERR_BBOX_MAXLOD -->
Enable/disable AABBs for max LOD terrain blocks.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Biased blocks' AABB</span> ===
 
<!-- ID: DM_TERR_BBOX_BIAS -->
Enable/disable AABBs for biased terrain blocks.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Tiles' bounding boxes</span> ===
 
<!-- ID: DM_TERR_BBOXTILE -->
Enable/disable bounding boxes for terrain tiles.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Detail texture</span> ===
 
<!-- ID: DM_TERR_STEXTURE -->
Enable/disable terrain detail texture.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|S}}
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Water LOD bias</span> ===
 
<!-- ID: DM_TERR_WATER_LOD_BIAS -->
Set water LOD bias.
 
'''Range Settings''':
* Min: 0
* Max: 1
* Current Value: 0
* Step: 0.001
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Detail texture detail</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Reload only curr. shaders</span> ===
 
<!-- ID: DM_TERR_RELOAD_ONLY_CURRENT_SHADERS -->
Enable/disable reloading of only current terrain shaders.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Use layer cache</span> ===
 
<!-- ID: DM_TERR_LAYERCACHE -->
Enable/disable terrain layer cache.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Terrain render info</span> ===
 
<!-- ID: DM_TERR_INFO -->
Enable/disable terrain render information.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Holes debug vis</span> ===
 
<!-- ID: DM_TERR_HOLES_VIS -->
Enable/disable terrain holes debug visualization.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Disabled block debug vis</span> ===
 
<!-- ID: DM_TERR_DISABLED_BLOCK_VIS -->
Enable/disable visualization of disabled terrain blocks.
 
'''Available Options''': false, true
 
 
== <span title="Render">Grass/Clutter/Obstacles</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Render clutter</span> ===
 
<!-- ID: DM_TERR_CLUTTER_RENDER -->
Set clutter render mode.
 
'''Available Options''': full, prepare only, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Show clutter stats</span> ===
 
<!-- ID: DM_TERR_CLUTTER_STATS -->
Set clutter statistics.
 
'''Available Options''': none, general, detailed
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Reload clutter configs</span> ===
 
<!-- ID: DM_TERR_CLUTTER_RELOAD -->
Enable/disable reloading of clutter configurations.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">3D clutter AABB</span> ===
 
<!-- ID: DM_TERR_CLUTTER_BOX -->
Enable/disable 3D AABBs for clutter.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter LOD debug</span> ===
 
<!-- ID: DM_TERR_CLUTTER_LOD_DBG -->
Enable/disable clutter LOD debugging.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter LOD blend size</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Thinning slope</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter fadeout size</span> ===
 
<!-- ID: DM_TERR_CLUTTER_FADEOUT_REGION -->
Set clutter fadeout size.
 
'''Range Settings''':
* Min: 0
* Max: 30
* Current Value: 15
* Step: 0.1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Shadow casting</span> ===
 
<!-- ID: DM_TERR_CLUTTER_SHADOWS -->
Enable/disable shadow casting for clutter.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter position jitter</span> ===
 
<!-- ID: DM_TERR_CLUTTER_JITTER -->
Set clutter position jitter.
 
'''Range Settings''':
* Min: 0.0
* Max: 1.0
* Current Value: 0.5
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Enable obstacles</span> ===
 
<!-- ID: DM_TERR_GRASSOBSTACLES -->
Enable/disable obstacles on terrain.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Enable clutter mask</span> ===
 
<!-- ID: DM_TERR_CLUTTER_MASK -->
Enable/disable clutter masking.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Show clutter occldrs</span> ===
 
<!-- ID: DM_TERR_CLUTTER_MASK_SHOW_OBJS -->
Enable/disable showing of clutter occluders.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Show obst.map</span> ===
 
<!-- ID: DM_TERR_GRASSOBSTACLES_SHOW -->
Set obstacle map visualization.
 
'''Available Options''': none, runtime, perm. depth, perm. mask
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Force params:</span> ===
 
<!-- ID: DM_TERR_GRASSOBSTACLES_FORCE -->
Enable/disable forcing of obstacle parameters.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">RadiusX</span> ===
 
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSX -->
Set obstacle radius X.
 
'''Range Settings''':
* Min: 0.5
* Max: 5
* Current Value: 1
* Step: 0.1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">RadiusZ</span> ===
 
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSY -->
Set obstacle radius Z.
 
'''Range Settings''':
* Min: 0.5
* Max: 5
* Current Value: 1
* Step: 0.1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Offset</span> ===
 
<!-- ID: DM_TERR_GRASSOBSTACLES_OFFSET -->
Set obstacle offset.
Options: -1.0 1.0 0 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Render grass</span> ===
 
<!-- ID: DM_TERR_GRASS -->
Enable/disable grass rendering.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass log</span> ===
 
<!-- ID: DM_TERR_GRASS_LOG -->
Enable/disable grass logging.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Basic cluster size (10) mul</span> ===
 
<!-- ID: DM_TERR_GRASSCLUSTERSIZE -->
Set grass cluster size multiplier.
 
'''Range Settings''':
* Min: 1.5
* Max: 10
* Current Value: 10
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass distance <50..150></span> ===
 
<!-- ID: DM_TERR_GRASSDETAIL -->
Set grass detail distance.
Options: -1 1 0 0.1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Freeze grass pos</span> ===
 
<!-- ID: DM_TERR_GRASSFREEZE -->
Enable/disable freezing of grass positions.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass clusters' boxes</span> ===
 
<!-- ID: DM_TERR_GRASSBBOX -->
Enable/disable visualization of grass cluster boxes.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Force grass lod</span> ===
 
<!-- ID: DM_TERR_GRASSLOD -->
Set grass LOD level.
 
'''Available Options''': default, 0, 1, 2, 3
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Force grass blend</span> ===
 
<!-- ID: DM_TERR_GRASS_FORCE_BLEND -->
Set grass blend mode.
 
'''Available Options''': default, alphatest, edges, ATOC(if msaa)
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass sort</span> ===
 
<!-- ID: DM_TERR_GRASS_SORT -->
Enable/disable sorting of grass.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">MT rendering</span> ===
 
<!-- ID: DM_TERR_GRASS_MT -->
Enable/disable multi-threaded grass rendering.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">MT caching</span> ===
 
<!-- ID: DM_TERR_GRASS_MT_CACHE -->
Enable/disable multi-threaded grass caching.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass terrain blend</span> ===
 
<!-- ID: DM_TERR_GRASS_LERP -->
Enable/disable grass terrain blending.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">start dist</span> ===
 
<!-- ID: DM_TERR_GRASS_LERP_START -->
Set grass terrain blend start distance.
 
'''Range Settings''':
 
Min: -100
 
Max: 150
 
Current Value: 0
 
Step: 0.1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">end dist</span> ===
 
<!-- ID: DM_TERR_GRASS_LERP_END -->
Set grass terrain blend end distance.
 
'''Range Settings''':
 
Min: -100
 
Max: 150
 
Current Value: 0
 
Step: 0.1
 
 
== <span title="Render">Roads menu</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Roads menu">Enable roads</span> ===
 
<!-- ID: DM_ROADS_ENABLE -->
Enable/disable road rendering.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Render">Materials settings</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Grass/Tree wind</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Materials settings&nbsp;&rarr;&nbsp;Grass/Tree wind">Wind override</span> ====
 
<!-- ID: DM_TERR_GRASS_WINDDEBUG -->
Enable/disable wind override for grass and trees.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Materials settings&nbsp;&rarr;&nbsp;Grass/Tree wind">Grass/tree par override</span> ====
 
<!-- ID: DM_TERR_GRASS_WINDDEBUG_PAR -->
Enable/disable override of parameters for grass and trees.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Enable MultiMat det.mask</span> ===
 
<!-- ID: DM_REND_MAT_MULTIMAT -->
Enable/disable use of multi-material detection mask.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Tree colorization</span> ===
 
<!-- ID: DM_REND_MAT_DISABLE_TREECOL -->
Set tree colorization mode.
 
'''Available Options''': full, color only, disable
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Tree volume fake</span> ===
 
<!-- ID: DM_REND_MAT_TREE_VOLSHADOWFAKE -->
Set tree volume fake mode.
 
'''Available Options''': both, geomOcclElipsoid, elipsoidAO, none
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Tree volume shadow</span> ===
 
<!-- ID: DM_REND_MAT_TREE_VOLSHADOW -->
Set tree volume shadow mode.
 
'''Available Options''': none, geomOcclElipsoid, geomOccl, elipsoidAO
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Override geomOccl distance</span> ===
 
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO -->
Enable/disable overriding of geometric occlusion distance.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Max distance</span> ===
 
<!-- 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
 
 
== <span title="Render">Sky</span> ==
 
=== <span title="Render">Sky</span> ===
 
<!-- ID: DM_REND_SKY -->
Enable/disable sky rendering.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Fog</span> ===
 
<!-- ID: DM_REND_SKY_FOG -->
Enable/disable fog rendering.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Fog in env. map</span> ===
 
<!-- ID: DM_REND_SKY_FOG_ENV_MAP -->
Enable/disable fog in environment map.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Lens Flares</span> ===
 
<!-- ID: DM_REND_LENS -->
Enable/disable lens flares.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Godrays</span> ===
 
<!-- ID: DM_REND_GODRAYS -->
Enable/disable god rays.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show planets</span> ===
 
<!-- ID: DM_REND_SKY_PLANETS -->
Enable/disable rendering of planets.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show stars</span> ===
 
<!-- ID: DM_REND_SKY_STARS -->
Enable/disable rendering of stars.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show real stars constellations</span> ===
 
<!-- ID: DM_REND_SKY_STARS_DEBUG -->
Enable/disable rendering of real star constellations.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show far layer</span> ===
 
<!-- ID: DM_REND_SKY_FARLAYER -->
Enable/disable rendering of far sky layer.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show dynamic layer</span> ===
 
<!-- ID: DM_REND_SKY_DYNLAYER -->
Enable/disable rendering of dynamic sky layer.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Render">Rivers</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rivers">Central flow func</span> ===
 
<!-- ID: DM_CENTRAL_FLOW_FUNC -->
Set the central flow function for rivers.
 
'''Available Options''': sine, polynomial
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rivers">Debug output</span> ===
 
<!-- 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
 
 
== <span title="Render">LightSourcVis</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;LightSourcVis">Blend</span> ===
 
<!-- ID: DM_REND_LIGHTSOURCE_BLEND -->
Set blend mode for light sources.
 
'''Available Options''': default, additive, alphablend, max
 
 
== <span title="Render">Subsurface Scattering</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">SSSSS override params</span> ===
 
<!-- ID: DM_REND_SSSSS_OVERRIDE -->
Enable/disable overriding of SSSSS parameters.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Enabled</span> ===
 
<!-- ID: DM_REND_SSSSS_ENABLED -->
Enable/disable subsurface scattering.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Scale</span> ===
 
<!-- ID: DM_REND_SSSSS_SCALE -->
Set subsurface scattering scale.
 
'''Range Settings''':
* Min: 0
* Max: 4
* Current Value: 1
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Random rotation</span> ===
 
<!-- ID: DM_REND_SSSSS_USE_ROTATION -->
Enable/disable random rotation for subsurface scattering.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Log kernel</span> ===
 
<!-- ID: DM_REND_SSSSS_LOG_KERNEL -->
Enable/disable logging of subsurface scattering kernel.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Use stencil</span> ===
 
<!-- ID: DM_REND_SSSSS_USE_STENCIL -->
Enable/disable stencil buffer for subsurface scattering.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Profile resolve</span> ===
 
<!-- ID: DM_REND_SSSSS_PROFILE_RESOLVE -->
Set profile resolve mode for subsurface scattering.
 
'''Available Options''': default, first, min, max, avg
 
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">SSSSS quality</span> ===
 
<!-- ID: DM_REND_SSSSS_QUALITY -->
Set quality for subsurface scattering.
 
'''Available Options''': default, low, medium, high
 
 
== <span title="Render">Analytic lights</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Disable far lights</span> ===
 
<!-- ID: DM_REND_FARLIGHTS_DISABLE -->
Disable or enable far analytic lights.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Show far lights</span> ===
 
<!-- ID: DM_REND_FARLIGHTS_SHOW -->
Show or hide far analytic lights.
 
'''Available Options''': disabled, show, no clip
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Invert geometry</span> ===
 
<!-- ID: DM_REND_FARLIGHTS_INVERT -->
Enable/disable inverting of geometry.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Enable vol lights</span> ===
 
<!-- ID: DM_REND_VOLLIGHTS_ENABLE -->
Enable/disable volumetric lights.
 
'''Available Options''': enabled, no blend, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Show log</span> ===
 
<!-- ID: DM_REND_FARLIGHTS_LOG -->
Enable/disable logging of far lights.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Farlight intensity</span> ===
 
<!-- ID: DM_REND_FARLIGHTS_INTENSITY -->
Set far light intensity.
Options: -3 20 0 0.1
 
=== <span title="Render">Analytic lights</span> ===
 
<!-- ID: DM_REND_LIGHTS -->
Enable/disable analytic lights.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Lights shadows</span> ===
 
<!-- ID: DM_REND_LIGHTS_SHADOWS -->
Enable/disable analytic lights shadows.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Override limits</span> ===
 
<!-- ID: DM_REND_LIGHTS_SHADOWS_OVERRIDE -->
Enable/disable overriding of light shadow limits.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Memory budget</span> ===
 
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMMEMORY -->
Set memory budget for light shadows.
 
'''Range Settings''':
* Min: 10
* Max: 100
* Current Value: 40
* Step: 2
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Max shadows count</span> ===
 
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMSHADOWS -->
Set max shadow count for lights.
 
'''Range Settings''':
* Min: 4
* Max: 64
* Current Value: 16
* Step: 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Basic tex size</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Aggr. particle lights</span> ===
 
<!-- ID: DM_REND_PARTICLE_LIGHT_AGGR -->
Enable/disable aggregation of particle lights.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Autoshrink part. lights</span> ===
 
<!-- ID: DM_REND_PARTICLE_LIGHT_SHRINK -->
Enable/disable auto shrinking of particle lights.
 
'''Available Options''': true, false
 
 
== <span title="Render">Occlusion Queries</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Occlusion Queries">Benchmark</span> ===
 
<!-- ID: DM_REND_OCCQUERIES_BENCHMARK -->
Enable/disable occlusion queries benchmark.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Occlusion Queries">TestSun</span> ===
 
<!-- ID: DM_REND_OCCQUERIES_TEST_SUN -->
Enable/disable occlusion queries test sun.
 
'''Available Options''': false, true
 
 
== <span title="Render">Snow</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Quantize speed</span> ===
 
<!-- ID: DM_REND_SNOW_QUANTIZE_SPEED -->
Enable/disable quantization of snow speed.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Quantize dir</span> ===
 
<!-- ID: DM_REND_SNOW_QUANTIZE_DIR -->
Enable/disable quantization of snow direction.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Fix dir</span> ===
 
<!-- ID: DM_REND_SNOW_FIX_WIND_DIR -->
Enable/disable fixing of snow wind direction.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Enable logs</span> ===
 
<!-- ID: DM_REND_SNOW_ENABLE_LOGS -->
Enable/disable snow logs.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Use underwater mask</span> ===
 
<!-- ID: DM_REND_SNOW_USE_UNDERWATER_MASK -->
Enable/disable underwater mask for snow.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Macro mask debug</span> ===
 
<!-- ID: DM_REND_SNOW_MACRO_MASK_DEBUG -->
Show macro mask debug for snow.
 
'''Available Options''': disabled, layer 1, layer 2, layer 3
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Override snow</span> ===
 
<!-- ID: DM_REND_SNOW_OVERRIDE -->
Enable/disable overriding snow.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Density</span> ===
 
<!-- ID: DM_REND_SNOW_DENSITY -->
Set snow density.
 
'''Range Settings''':
* Min: 0.0
* Max: 1.0
* Current Value: 1.0
* Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Time coef</span> ===
 
<!-- 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
 
 
== <span title="Render">Deferred Decals</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Deferred Decals">Render</span> ===
 
<!-- ID: DM_REND_DEFDECALS_RENDER -->
Enable/disable rendering of deferred decals.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Deferred Decals">HW depth</span> ===
 
<!-- ID: DM_REND_DEFDECALS_DEPTHBUF -->
Enable/disable HW depth usage for deferred decals.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Deferred Decals">Debug visualization</span> ===
 
<!-- ID: DM_REND_DEFDECALS_DEBUGVIS -->
Enable/disable debugging visualization of deferred decals.
 
'''Available Options''': true, false
 
 
== <span title="Render">Light portals</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Enable light portals</span> ===
 
<!-- ID: DM_VLIGHTS_ENABLE -->
Enable/disable light portals.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Probe blending mode</span> ===
 
<!-- ID: DM_VLIGHTS_ENHANCED_PROBE_BLEND -->
Set probe blending mode for light portals.
 
'''Available Options''': directional, diffuse, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Specular proj. tex.</span> ===
 
<!-- ID: DM_VLIGHTS_PROJ_TEX_SPEC -->
Enable/disable specular projection texture.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Proj. tex. offset fix</span> ===
 
<!-- ID: DM_VLIGHTS_PROJ_TEX_OFFST_FIX -->
Enable/disable projection texture offset fix.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Portal light mode</span> ===
 
<!-- ID: DM_VLIGHTS_LIGHT_MODE -->
Set light mode for light portals.
 
'''Available Options''': none, diffuse+specular, diffuse, specular
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Normalize L by area</span> ===
 
<!-- ID: DM_VLIGHTS_NORMALIZE_AREA_INTENSITY -->
Enable/disable normalization of light by area.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Direct light contrib.</span> ===
 
<!-- ID: DM_VLIGHTS_DIRECT_CONTRIBUTION -->
Enable/disable direct light contribution.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Light volume lerp (m)</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Disable light volumes</span> ===
 
<!-- ID: DM_VLIGHTS_LIGHT_DISABLE_LIGHT_VOLUMES -->
Disable light volumes.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show active subscene</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_ACTIVE_SUBSCENE -->
Show or hide active subscene.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show area rectangles</span> ===
 
<!-- ID: DM_VLIGHTS_DEBUG_AREA_RECT -->
Show or hide area rectangles.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show portal rectangles</span> ===
 
<!-- ID: DM_VLIGHTS_DEBUG_PORTAL_RECT -->
Show or hide portal rectangles.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show light rectangles</span> ===
 
<!-- ID: DM_VLIGHTS_DEBUG_LIGHT_RECT -->
Show or hide light rectangles.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show debug info</span> ===
 
<!-- ID: DM_VLIGHTS_DEBUG_INFO -->
Show light portals debug info.
 
'''Available Options''': none, portals, areas, all
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Virtual light range</span> ===
 
<!-- ID: DM_VLIGHTS_VIRTUAL_LIGHTS_RANGE -->
Set virtual light range.
 
'''Range Settings''':
* Min: 5
* Max: 50
* Current Value: 25
* Step: 0.1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">BSP diag</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_DIAG -->
Enable/disable BSP diagnostics.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Hide mesh</span> ===
 
<!-- ID: DM_VLIGHTS_HIDE_MESH -->
Hide light portal mesh.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show src. geometry</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_BSP_SOURCE_GEOMETRY -->
Show source geometry for light portals.
 
'''Available Options''': disabled, opaque, transparent
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show occupancy grid</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_BSP_GRID -->
Show occupancy grid for light portals.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Freeze camera</span> ===
 
<!-- ID: DM_VLIGHTS_FREEZE_CAMERA -->
Enable/disable freezing of camera for light portals.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show BSP tree</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_BSP -->
Show BSP tree for light portals.
 
'''Available Options''': none, AABB, planes, convex
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Leaf mode</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_LEAF_MODE -->
Set leaf mode for BSP tree debug.
 
'''Available Options''': all, opaque, non-opaque
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">BSP disp. mode</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_MODE -->
Set display mode for BSP debug.
 
'''Available Options''': normal, at depth, active, connectivity
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Wanted depth</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_DEPTH -->
Set wanted depth for BSP debug.
 
'''Range Settings''':
* Min: 0
* Max: 64
* Current Value: 0
* Step: 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show leaf split plane</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_LEAF_SPLIT -->
Show leaf split plane.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show areas</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_BSP_AREAS -->
Show light portal areas.
 
'''Available Options''': none, AABB, convex
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Area disp. mode</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_AREAS_MODE -->
Set display mode for light portal areas.
 
'''Available Options''': all (excl. out), all, single, active
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Area ID</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_AREA -->
Set area ID for light portals.
 
'''Range Settings''':
* Min: 0
* Max: 128
* Current Value: 0
* Step: 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show portals</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_BSP_PORTALS -->
Show light portals.
 
'''Available Options''': none, all, single, per area, active
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Portal ID</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_PORTAL -->
Set portal ID for light portals.
 
'''Range Settings''':
* Min: 0
* Max: 512
* Current Value: 0
* Step: 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Portal disp. mode</span> ===
 
<!-- ID: DM_VLIGHTS_BSP_PORTALS_MODE -->
Set display mode for light portals.
 
'''Available Options''': rect, AABB, rect no clip, AABB no clip
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show portal volumes</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW_BSP_VOLUMES -->
Show light portal volumes.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show virtual lights</span> ===
 
<!-- ID: DM_VLIGHTS_SHOW -->
Show virtual lights.
 
'''Available Options''': disabled, active all, active single
 
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Light disp. mode</span> ===
 
<!-- ID: DM_VLIGHTS_MODE -->
Set display mode for virtual lights.
 
'''Available Options''': rect, rect+cone, rect no clip, rect+cone no clip
 
 
== <span title="Render">Terrain shadows</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Shadow cascades</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain num cascades</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NUM -->
Set number of terrain shadow cascades.
 
'''Available Options''': default, 0, 1, 2
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain near type</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR -->
Set near cascade type for terrain.
 
'''Available Options''': default, movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain near m/px</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain far type</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR -->
Set far cascade type for terrain.
 
'''Available Options''': default, movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain far m/px</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects num cascades</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NUM -->
Set number of object shadow cascades.
 
'''Available Options''': default, 0, 1, 2
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects near type</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR -->
Set near cascade type for objects.
 
'''Available Options''': default, movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects near m/px</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects far type</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR -->
Set far cascade type for objects.
 
'''Available Options''': default, movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects far m/px</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO num cascades</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NUM -->
Set number of AO shadow cascades.
 
'''Available Options''': default, 0, 1, 2
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO near type</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR -->
Set near cascade type for AO.
 
'''Available Options''': default, movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO near m/px</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO far type</span> ====
 
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR -->
Set far cascade type for AO.
 
'''Available Options''': default, movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO far m/px</span> ====
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Objects heightmap</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj. heightmap movable</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MOVABILITY -->
Set object heightmap movability.
 
'''Available Options''': movable, static
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Draw volumetric info</span> ====
 
<!-- ID: DM_TERR_SHADOWS_DEBUG_VOLUMETRIC -->
Draw volumetric debug info.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Draw object heightmap</span> ====
 
<!-- ID: DM_TERR_SHADOWS_DEBUG_VIS_OBJ_HEIGHT -->
Draw object heightmap.
 
'''Available Options''': disabled, set regions, set bits, all bits
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.full upd</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_FULL -->
Enable/disable full object heightmap update.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height. dbg region</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_DEBUG_REGION -->
Enable/disable object heightmap region debug.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.reset</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET -->
Reset object heightmap.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.reset stats</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET_STATS -->
Reset object heightmap statistics.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.print stats</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_PRINT_STATS -->
Print object heightmap statistics.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.use prepare</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_PREPARE -->
Enable/disable prepare for object heightmap.
 
'''Available Options''': true, false
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.use CB</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_CB -->
Enable/disable command buffer for object heightmap.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.max merge</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_MERGE -->
Set maximum merge for object heightmap.
 
'''Available Options''': unlimited, 1, 4, 8, 16
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height. subdiv</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SUBDIV -->
Enable/disable object heightmap subdivision.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height. sync draw</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SYNC_DRAWCALLS -->
Set object heightmap draw call synchronization.
 
'''Available Options''': default, sync, no sync
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj. heightmap tex size</span> ====
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_TEX_SIZE -->
Set object heightmap texture size.
 
'''Available Options''': no override, 1024, 2048, 4096, 8192
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj. heightmap m/pixel</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Min entities per frame</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Max entities per frame</span> ====
 
<!-- 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
 
=== <span title="Render">Terrain shadows</span> ===
 
<!-- ID: DM_TERR_SHADOWS_TERRAIN -->
Set terrain shadows mode.
 
'''Available Options''': default, on (slice), on (full), no update, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Freeze update</span> ===
 
<!-- ID: DM_TERR_SHADOWS_TERRAIN_FREEZE -->
Freeze terrain shadow update.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Quality profile override</span> ===
 
<!-- ID: DM_TERR_SHADOWS_TERRAIN_QUALITY -->
Override terrain shadow quality profile.
 
'''Available Options''': no override, disabled, low, medium, high
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Diag messages</span> ===
 
<!-- ID: DM_TERR_SHADOWS_DEBUG_MSG -->
Enable/disable terrain shadows debug messages.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Texture size</span> ===
 
<!-- ID: DM_TERR_SHADOWS_TEX_SIZE -->
Override terrain shadow texture size.
 
'''Available Options''': no override, 1024, 2048, 4096, 8192
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Blur override</span> ===
 
<!-- ID: DM_TERR_SHADOWS_BLUR -->
Override terrain shadow blur.
 
'''Available Options''': no override, 0, 3, 5, 7, 9
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Hierarchical raytrace</span> ===
 
<!-- ID: DM_TERR_SHADOWS_HIERARCHICAL -->
Enable/disable hierarchical raytrace for terrain shadows.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Force mipmap rebuild</span> ===
 
<!-- ID: DM_TERR_SHADOWS_MIP_REBUILD -->
Enable/disable forcing of mipmap rebuild for terrain shadows.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip1</span> ===
 
<!-- ID: DM_TERR_SHADOWS_HIER_MIP1 -->
Set hierarchical mip 1 level.
 
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip2</span> ===
 
<!-- ID: DM_TERR_SHADOWS_HIER_MIP2 -->
Set hierarchical mip 2 level.
 
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip3</span> ===
 
<!-- ID: DM_TERR_SHADOWS_HIER_MIP3 -->
Set hierarchical mip 3 level.
 
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip4</span> ===
 
<!-- ID: DM_TERR_SHADOWS_HIER_MIP4 -->
Set hierarchical mip 4 level.
 
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Angle bias</span> ===
 
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS_OVERRIDE -->
Enable/disable overriding of angle bias.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Angle bias (deg)</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Height bias</span> ===
 
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS_OVERRIDE -->
Enable/disable overriding of height bias.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Height bias (m)</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Trace bias</span> ===
 
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OVERRIDE -->
Enable/disable overriding of trace bias.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Trace bias</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Trace bias obj</span> ===
 
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_OVERRIDE -->
Enable/disable overriding of object trace bias.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Trace bias obj min</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Trace bias obj max</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Object shadows</span> ===
 
<!-- ID: DM_TERR_SHADOWS_OBJECTS -->
Set object shadows mode.
 
'''Available Options''': default, force off, force on
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Object shadow type</span> ===
 
<!-- ID: DM_TERR_SHADOWS_OBJECTS_SHADOW_TYPE -->
Set object shadow type.
 
'''Available Options''': no override, Physics, Physics+AAB, AAB, AABScaled, Volume
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Occ grid runtime</span> ===
 
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_OCC_GRID_RUNTIME_CREATION -->
Enable/disable runtime creation of occupation grid.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Blend mode</span> ===
 
<!-- ID: DM_TERR_SHADOWS_BLEND -->
Set blend mode for terrain shadows.
 
'''Available Options''': blend, min
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Border size</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Sun move test</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Min pixels per frame</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Max pixels per frame</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Obj shadow blend dist(m)</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Terrain shadow blend dist(m)</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO mode override</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override AO coef</span> ===
 
<!-- ID: DM_TERR_SHADOWS_OVERRIDE_AO_COEF -->
Enable/disable overriding of AO coefficient.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO coef</span> ===
 
<!-- ID: DM_TERR_SHADOWS_AO_COEF -->
Set AO coefficient.
 
'''Range Settings''':
* Min: 0
* Max: 1.0
* Current Value: 0.3
* Step: 0.02
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO radius</span> ===
 
<!-- ID: DM_TERR_SHADOWS_AO_RADIUS -->
Set AO radius.
 
'''Range Settings''':
* Min: 0
* Max: 10.0
* Current Value: 3.0
* Step: 0.2
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO blend distance</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO PP mode</span> ===
 
<!-- ID: DM_TERR_SHADOWS_AO_PP_MODE -->
Set AO post-processing mode.
 
'''Available Options''': default, full res, half res, half res + reconst
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Terr. light angle limit</span> ===
 
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE -->
Set light angle limit for terrain shadows.
 
'''Available Options''': default, user
 
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Limit angle</span> ===
 
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE_VAL -->
Set light limit angle.
 
'''Range Settings''':
* Min: 1
* Max: 60
* Current Value: 15
* Step: 0.1
 
 
== <span title="Render">FSR</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Resolution scale</span> ===
 
<!-- 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%)
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Manual scale</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Use pixel shader</span> ===
 
<!-- ID: DM_REND_FSR_USEPS -->
Enable/disable pixel shader for FSR.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Override FSR settings</span> ===
 
<!-- ID: DM_REND_FSR_OVERRIDE -->
Enable/disable overriding of FSR settings.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR enabled</span> ===
 
<!-- ID: DM_REND_FSR_ENABLED -->
Enable/disable FSR.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR sharpen</span> ===
 
<!-- ID: DM_REND_FSR_SHARPEN_ENABLE -->
Enable/disable FSR sharpening.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR sharpen att.</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR dither</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR RT format</span> ===
 
<!-- ID: DM_REND_FSR_RT_FORMAT -->
Set render target format for FSR.
 
'''Available Options''': default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR mip bias</span> ===
 
<!-- ID: DM_REND_FSR_MIP_BIAS -->
Set mip bias for FSR.
 
'''Available Options''': disabled, automatic, manual
 
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">manual mip bias</span> ===
 
<!-- ID: DM_REND_FSR_MIP_BIAS_VAL -->
Set manual mip bias for FSR.
Options: -4.0 0.0 0.0 0.01
 
 
== <span title="Render">CAS</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">Shader</span> ===
 
<!-- ID: DM_REND_CAS_SHADER -->
Set shader type for CAS.
 
'''Available Options''': default, force PS, force CS
 
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">Override CAS settings</span> ===
 
<!-- ID: DM_REND_CAS_OVERRIDE -->
Enable/disable overriding of CAS settings.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">enabled</span> ===
 
<!-- ID: DM_REND_CAS_ENABLEDEnable/disable CAS. -->
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">sharpness</span> ===
 
<!-- ID: DM_REND_CAS_SHARPNESS -->
Set CAS sharpness.
 
'''Range Settings''':
* Min: 0.0
* Max: 1.0
* Current Value: 0.8
* Step: 0.01
 
 
== <span title="Render">Rain</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Wetness</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Override wetness</span> ====
 
<!-- ID: DM_REND_RAIN_OVERRIDE_WETNESS -->
Enable/disable overriding of rain wetness.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain">Wetness</span> ====
 
<!-- ID: DM_REND_RAIN_WETNESS -->
Set rain wetness.
 
'''Range Settings''':
* Min: 0.0
* Max: 1.0
* Current Value: 0.0
* Step: 0.01
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Flood cracks</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Flood puddles</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Tree scale</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Wetness simulation</span> ====
 
<!-- ID: DM_REND_RAIN_WETNESS_SIMULATION -->
Enable/disable wetness simulation.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Simulation value</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Override wetness render params</span> ====
 
<!-- ID: DM_REND_RAIN_WETNESS_OVERRIDE_RENDER -->
Enable/disable overriding of wetness render params.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Wind</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Override rain wind</span> ====
 
<!-- ID: DM_REND_RAIN_OVERRIDE_WIND -->
Enable/disable overriding of rain wind.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Mask operator</span> ====
 
<!-- ID: DM_REND_RAIN_WIND_MASK_OPERATOR -->
Set mask operator for rain wind.
 
'''Available Options''': add, mul
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Override splash wind</span> ====
 
<!-- ID: DM_REND_RAIN_SPLASHES_OVERRIDE_WIND -->
Enable/disable overriding of splash wind.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Mask operator</span> ====
 
<!-- ID: DM_REND_RAIN_SPLASHES_WIND_MASK_OPERATOR -->
Set mask operator for splash wind.
 
'''Available Options''': add, mul
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Downsample</span> ===
 
<!-- ID: DM_REND_RAIN_COLOR_DOWNSAMPLE -->
Set rain color downsample method.
 
'''Available Options''': default, simple, blur, none
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Blend method</span> ===
 
<!-- ID: DM_REND_RAIN_BLEND_METHOD -->
Set rain blend method.
 
'''Available Options''': default, standard, noRefraction
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Diag refr. tex</span> ===
 
<!-- ID: DM_REND_RAIN_DIAG_REFRACTION_TEX -->
Enable/disable rain refraction texture diagnostic.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Stop time</span> ===
 
<!-- ID: DM_REND_RAIN_STOP_TIME -->
Enable/disable stopping of rain simulation time.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Use underwater mask</span> ===
 
<!-- ID: DM_REND_RAIN_USE_UNDERWATER_MASK -->
Enable/disable underwater mask for rain.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override rain density</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY -->
Enable/disable overriding of rain density.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Rain density</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override direction</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_DIR -->
Enable/disable overriding of rain direction.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override dirX</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRX -->
Set rain direction X.
Options: -1.0 1.0 0.0 0.05
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override dirY</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRY -->
Set rain direction Y.
Options: -1.0 1.0 -1.0 0.05
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override dirZ</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRZ -->
Set rain direction Z.
Options: -1.0 1.0 0.0 0.05
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Distant noise mask debug</span> ===
 
<!-- ID: DM_REND_RAIN_DISTANT_NOISE_MASK_DEBUG -->
Enable/disable rain distant noise mask debug.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override ripple tex size</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES_TEX_SIZE -->
Override rain ripple texture size.
 
'''Available Options''': default, 128, 256, 512, 1024
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Sliding drops obj space</span> ===
 
<!-- ID: DM_REND_RAIN_SLIDING_DROPS_USE_OBJ_SPACE -->
Enable/disable sliding drops object space.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override ripples</span> ===
 
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES -->
Enable/disable overriding of rain ripples.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples count min</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples count max</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples size min</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples size max</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples height min</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples height max</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples speed</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples damping</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples normal strength</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples reset</span> ===
 
<!-- ID: DM_REND_RAIN_RIPPLES_RESET -->
Enable/disable resetting of rain ripples.
 
'''Available Options''': false, true
 
 
== <span title="Render">Shore Wetness</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wetness enabled</span> ===
 
<!-- ID: DM_REND_SHORE_WETNESS_ENABLED -->
Enable/disable shore wetness.
 
'''Available Options''': default, enable, disable
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wetness override</span> ===
 
<!-- ID: DM_REND_SHORE_WETNESS_OVERRIDE -->
Enable/disable overriding of shore wetness.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet height above</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet fade above</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet height below</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet fade below</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet fade coef</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet rough fade start</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet rough fade size</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet rough coef</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wetness enabled</span> ===
 
<!-- ID: DM_REND_RIVER_WETNESS_ENABLED -->
Enable/disable river wetness.
 
'''Available Options''': default, enable, disable
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wetness override</span> ===
 
<!-- ID: DM_REND_RIVER_WETNESS_OVERRIDE -->
Enable/disable overriding of river wetness.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet height above</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet fade above</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet height below</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet fade below</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet fade coef</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet rough coef</span> ===
 
<!-- 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
 
 
== <span title="Render">LensFlares</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Debug render</span> ===
 
<!-- ID: DM_REND_LENSFLARE_DEBUG_RENDER -->
Enable/disable lens flare debug rendering.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">HalfRes render</span> ===
 
<!-- ID: DM_REND_LENSFLARE_HALF_RES -->
Set half resolution render for lens flares.
 
'''Available Options''': no override, false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Force flare dirlight</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_DIRLIGHT -->
Set force flare dirlight.
Options: -1 100 -1 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Force flare pointlight</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_POINTLIGHT -->
Set force flare pointlight.
Options: -1 100 -1 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Force flare spotlight</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_SPOTLIGHT -->
Set force flare spotlight.
Options: -1 100 -1 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Override flare set</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_SET -->
Override lens flare set.
 
'''Available Options''': no override, none, 1st person, 3rd person
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Override offset spot</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT -->
Enable/disable overriding of offset spot for lens flares.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Offset spot</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT_VAL -->
Set offset spot for lens flares.
Options: -2 2 0 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Override offset point</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT -->
Enable/disable overriding of offset point for lens flares.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Offset point</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT_VAL -->
Set offset point for lens flares.
Options: -2 2 0 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Use new occl.system</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_OCCLUSION_SYSTEM -->
Set new occlusion system for lens flares.
 
'''Available Options''': no override, false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Use intens.occ.for all</span> ===
 
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_USE_INTENSITY_OCCLUSION_FOR_ALL -->
Enable/disable intensity occlusion for all lens flares.
 
'''Available Options''': no override, false, true
 
 
== <span title="Render">Ocean & Water</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Shore</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Shore enabled</span> ====
 
<!-- ID: DM_OCEAN_SHORE_ENABLED -->
Enable/disable shore rendering.
 
'''Available Options''': true, false
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Debug visualize</span> ====
 
<!-- 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
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Debug displacement</span> ====
 
<!-- ID: DM_OCEAN_SHORE_DEBUG_DISPLACEMENT -->
Enable/disable shore displacement debugging.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Debug height</span> ====
 
<!-- ID: DM_OCEAN_SHORE_DEBUG_HEIGHT -->
Show shore height debug.
 
'''Available Options''': none, final, shore, final+shore
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Use height lerp</span> ====
 
<!-- ID: DM_OCEAN_SHORE_HEIGHT_LERP -->
Enable/disable height lerp for shore.
 
'''Available Options''': false, true
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Force live preview each frame</span> ====
 
<!-- ID: DM_OCEAN_SHORE_FORCE_LIVE_PREVIEW -->
Enable/disable forcing live preview for shore.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">WaterErase</span> ===
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;WaterErase">Water erase enabled</span> ====
 
<!-- ID: DM_REND_WATER_ERASE_ENABLED -->
Enable/disable water erase.
 
'''Available Options''': true, false
 
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;WaterErase">Debug visualize</span> ====
 
<!-- ID: DM_REND_WATER_ERASE_DEBUG_VIS -->
Show water erase debug visualization.
 
'''Available Options''': disabled, front faces, back faces, front & back
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Ocean render</span> ===
 
<!-- ID: DM_REND_OCEAN -->
Set ocean render mode.
 
'''Available Options''': enabled, disable simulation, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Show ocean tex</span> ===
 
<!-- ID: DM_REND_OCEAN_SHOWTEX -->
Display ocean texture.
 
'''Available Options''': disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Tex size</span> ===
 
<!-- ID: DM_REND_OCEAN_SHOWTEX_SIZE -->
Set ocean debug texture size.
 
'''Available Options''': 1, 2, 3, 4, 0.25, 0.33, 0.5
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Water bodies</span> ===
 
<!-- ID: DM_REND_WATERBODIES -->
Show water bodies.
 
'''Available Options''': invisible, camera, all
 
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Ocean foam</span> ===
 
<!-- ID: DM_REND_OCEAN_FOAM -->
Set ocean foam mode.
 
'''Available Options''': enabled, mask, foam
 
 
== <span title="Render">Atmosphere</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show Sky LUTs</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHOW_SKYLUTS -->
Enable/disable showing of sky LUTs.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show CameraVolume</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME -->
Enable/disable showing of CameraVolume.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">FullScreen</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME_FULLSCREEN -->
Enable/disable fullscreen view for CameraVolume.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Haze source</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_HAZE_MODE -->
Set haze source for atmosphere.
 
'''Available Options''': User(CloudsCycle), Atmosphere, GlobalProbe
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Enable a.fog shadows</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHADOWS_ANALYTICAL_FOG -->
Enable/disable analytical fog shadows.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Use SkyAmbient tex.</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_AMBIENT_TEX -->
Enable/disable use of sky ambient texture.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Probe fake</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_PROBEAMBIENT_TEX -->
Set probe ambient for atmosphere.
 
'''Available Options''': probe lut, sky lut, original
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Overcast fix.</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_OVERCAST_FIX -->
Set overcast fix mode for atmosphere.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Original lighting</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_ORIGINAL -->
Set original lighting mode for atmosphere.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Final output brightness mod.</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_OUTPUT_MOD -->
Enable/disable final brightness modification for atmosphere.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show Fog Debug.</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHOW_FOG_DEBUG -->
Enable/disable fog debugging visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show constellations</span> ===
 
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CONSTELLATIONS -->
Enable/disable rendering of constellations.
 
'''Available Options''': false, true
 
 
== <span title="Render">Volumetric Clouds</span> ==
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Use New</span> ===
 
<!-- ID: DM_REND_CLOUDS_USE_NEW -->
Use the new volumetric cloud system.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Render clouds</span> ===
 
<!-- ID: DM_REND_CLOUDS -->
Enable/disable volumetric cloud rendering.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Render Mode</span> ===
 
<!-- ID: DM_REND_CLOUDS_RENDER_MODE -->
Set volumetric cloud render mode.
 
'''Available Options''': Quarter, Full, Experimental
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Output Optimization</span> ===
 
<!-- ID: DM_REND_CLOUDS_OUTPUT_OPTIMIZATION -->
Set volumetric cloud output optimization.
 
'''Available Options''': default, none, vertexShader, CPU
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show Output Optim Diag</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHOW_OUTPUT_OPTIM_DIAG -->
Show output optimization diagnostic for clouds.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Apply cycle values</span> ===
 
<!-- ID: DM_WEATHER_APPLY_CLOUD_VALUES -->
Apply cycle values for clouds.
 
'''Available Options''': true, false
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Sky light mode</span> ===
 
<!-- ID: DM_REND_CLOUDS_AMBIENT_TYPE -->
Set sky light mode for clouds.
 
'''Available Options''': Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Disable direct light</span> ===
 
<!-- ID: DM_REND_CLOUDS_DISABLE_DIRECT_LIGHT -->
Disable direct light for clouds.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Enable occlusion map</span> ===
 
<!-- ID: DM_REND_CLOUDS_OCCL_MAP -->
Enable/disable occlusion map for clouds.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Disable wind</span> ===
 
<!-- ID: DM_REND_CLOUDS_DISABLE_WIND -->
Enable/disable wind for clouds.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Stop wind</span> ===
 
<!-- ID: DM_REND_CLOUDS_STOP_WIND -->
Stop wind for clouds.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show cloud lighting</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHOW_CLOUD_LIGHTING -->
Show or hide cloud lighting visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Force noise recompute</span> ===
 
<!-- ID: DM_REND_CLOUDS_FORCE_NOISE_RECOMPUTE -->
Force recomputation of cloud noise.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show detail noise</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHOW_DETAIL_NOISE -->
Enable/disable detail noise visualization for clouds.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show noise tiling</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show noise tiling</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
Set noise tiling visualization for clouds (base, middle, detail).
 
'''Available Options''': disabled, base, middle, detail
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show height detail noise</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHOW_HEIGHT_DETAIL_TEX -->
Enable/disable height detail noise texture visualization.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Detail noise resolution</span> ===
 
<!-- ID: DM_REND_CLOUDS_DETAIL_NOISE_RESOLUTION -->
Set resolution of detail noise for clouds.
 
'''Available Options''': default, 16, 32, 64, 128, 256, 512
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Weather map resolution</span> ===
 
<!-- ID: DM_REND_CLOUDS_WEATHER_MAP_RESOLUTION -->
Set weather map resolution for clouds.
 
'''Available Options''': default, 256, 512, 1024, 2048
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Temporal multiplier</span> ===
 
<!-- ID: DM_REND_CLOUDS_TEMPORAL_MULTIPLIER -->
Set temporal multiplier for clouds.
 
'''Range Settings''':
 
Min: 0
 
Max: 5
 
Current Value: 0.0
 
Step: 0.01
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Max. Num. samples</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">HeightMin</span> ===
 
<!-- ID: DM_REND_CLOUDS_HEIGHT_MIN -->
Set minimum height for clouds.
 
'''Range Settings''':
 
Min: 0
 
Max: 20000
 
Current Value: 0.0
 
Step: 10.0
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show shadowmap</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHOW_SHADOWMAP -->
Enable/disable showing of shadow map for clouds.
 
'''Available Options''': disabled, enabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Shadowmap resolution</span> ===
 
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_RESOLUTION -->
Set shadow map resolution for clouds.
 
'''Range Settings''':
 
Min: 0
 
Max: 256
 
Current Value: 0
 
Step: 1
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Shadowmap dispatches p. frame</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Debug shape</span> ===
 
<!-- ID: DM_REND_CLOUDS_DEBUG_SHAPE -->
Set debug shape visualization for clouds.
 
'''Available Options''': none, cylinders, spheres
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">haze value</span> ===
 
<!-- 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
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Enable dist. fog</span> ===
 
<!-- ID: DM_REND_CLOUDS_ENABLE_DIST_FOG -->
Enable/disable distance fog for clouds.
 
'''Available Options''': enabled, disabled
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">dist. fog range</span> ===
 
<!-- ID: DM_REND_CLOUDS_DIST_FOG_RANGE -->
Set distance fog range for clouds.
 
'''Range Settings''':
 
Min: 0
 
Max: 400000
 
Current Value: 65000
 
Step: 1000
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">debug detail noise weights</span> ===
 
<!-- ID: DM_REND_CLOUDS_DEBUG_MAIN_SHAPE_NOISE_WEIGHT -->
Enable/disable main shape noise weights debug.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">disable noise(middle,micro)</span> ===
 
<!-- ID: DM_REND_CLOUDS_DISABLE_NOISE -->
Enable/disable noise (middle, micro) for clouds.
 
'''Available Options''': false, true
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">offet X</span> ===
 
<!-- ID: DM_REND_CLOUDS_OFFSET_X -->
Set offset X for clouds.
 
'''Range Settings''':
 
Min: 0
 
Max: 1000000
 
Current Value: 0
 
Step: 10
 
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">offet Z</span> ===
 
<!-- ID: DM_REND_CLOUDS_OFFSET_Z -->
Set offset Z for clouds.
 
'''Range Settings''':
 
Min: 0
 
Max: 1000000
 
Current Value: 0
 
Step: 10
 
 
== <span title="Render">No render</span> ==
 
<!-- ID: DM_REND_NORENDER -->
Disable rendering.
 
'''Available Options''': false, true
 
 
== <span title="Render">Shape instancing</span> ==
 
<!-- ID: DM_REND_SHAPE_INSTANCING -->
Enable/disable shape instancing.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Render">Render debug mode</span> ==
 
<!-- ID: DM_REND_SPECIAL_MODE -->
Set render debug mode.
 
'''Hotkey''': {{Controls|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
 
 
== <span title="Render">Widgets</span> ==
 
<!-- ID: DM_REND_WIDGETS -->
Set widget rendering mode.
 
'''Available Options''': on, onlyRT, off
 
 
== <span title="Render">Active GPU wait</span> ==
 
<!-- ID: DM_REND_ACTIVE_GPU_WAIT -->
Enable/disable active GPU wait.
 
'''Available Options''': false, true
 
 
== <span title="Render">Allocator stats</span> ==
 
<!-- ID: DM_REND_ALLOCATOR_STAT -->
Set allocator statistics display.
 
'''Available Options''': none, show, dump
 
 
== <span title="Render">Show VRAM resources</span> ==
 
<!-- ID: DM_REND_RESOURCES -->
Enable/disable showing of VRAM resources.
 
'''Available Options''': false, true
 
 
= <span title="Scene">Scene</span> =
 
 
== <span title="Scene">Filter</span> ==
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Filter">MeshObject</span> ===
 
<!-- ID: DM_SCENE_FILTER_MESH -->
Enable/disable MeshObject filter.
 
'''Available Options''': enabled, disabled
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Filter">Particle</span> ===
 
<!-- ID: DM_SCENE_FILTER_PARTICLE -->
Enable/disable Particle filter.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Scene">Occluders</span> ==
 
=== <span title="Scene">Occluders</span> ===
 
<!-- ID: DM_SCENE_OCCLUDERS -->
Enable/disable occluders.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Occlude entities</span> ===
 
<!-- ID: DM_SCENE_OCCLUDERS_ENTS -->
Enable/disable occluding of entities.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Show active occluders</span> ===
 
<!-- ID: DM_SCENE_OCCLUDERS_ACTIVE -->
Show or hide active occluders.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Show occluded</span> ===
 
<!-- ID: DM_SCENE_OCCLUDERS_OCCLUDED -->
Show or hide occluded objects.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Show occluder volumes</span> ===
 
<!-- ID: DM_SCENE_OCCLUDERS_VOL -->
Show or hide occluder volumes.
 
'''Available Options''': false, true
 
 
== <span title="Scene">Terrain Occlusion</span> ==
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Terrain occlusion culling</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULLING -->
Enable/disable terrain occlusion culling.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Occlusion mode</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_MODE -->
Set terrain occlusion mode.
 
'''Available Options''': Voxelization, Hybridvoxel
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull dynamic objects</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_DYNAMIC -->
Enable/disable culling of dynamic objects.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull individual objects</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_INDIVIDUAL_OBJECTS -->
Enable/disable culling of individual objects.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull entity lists</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_ENTLIST -->
Enable/disable culling of entity lists.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull kd-tree leafs</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_LEAF -->
Enable/disable culling of kd-tree leafs.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull terrain</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_TERRAIN -->
Enable/disable culling of terrain.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull kd-tree nodes</span> ===
 
<!-- ID: DM_TERR_OCCLUSION_CULL_NODE -->
Enable/disable culling of kd-tree nodes.
 
'''Available Options''': true, false
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion"># voxel render jobs</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_NR_REND_JOBS -->
Set number of voxel render jobs.
 
'''Range Settings''':
* Min: 1
* Max: 8
* Current Value: 8
* Step: 1
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show depth texture</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_REND_TEXTURE -->
Enable/disable depth texture visualization.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show FOV deb shapes</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_REND_FOV_DEBUGSHAPES -->
Enable/disable showing of FOV debug shapes.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel height scale</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_HEIGHT_SCALE -->
Set voxel height scale.
 
'''Range Settings''':
* Min: 0.25
* Max: 32
* Current Value: 1
* Step: 0.01
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel depth LOD step</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_LOD -->
Set voxel depth LOD step.
 
'''Range Settings''':
* Min: 0.01
* Max: 10
* Current Value: 0.25
* Step: 0.01
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Depth buffer fraction</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_BUFFER_FRACTION -->
Set depth buffer fraction.
 
'''Range Settings''':
* Min: 1
* Max: 100
* Current Value: 16
* Step: 1
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel near plane</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_NEAR_PLANE -->
Set voxel near plane.
 
'''Range Settings''':
* Min: 1
* Max: 100
* Current Value: 20
* Step: 1
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Override far plane</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OVERRIDE_FAR_PLANE -->
Enable/disable overriding of far plane.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel far plane</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_FAR_PLANE -->
Set voxel far plane.
 
'''Range Settings''':
* Min: 1
* Max: 5000
* Current Value: 2000
* Step: 50
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show AAB of occluded</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_REND_BB -->
Show AAB of occluded objects.
 
'''Available Options''': None, Occluded, Visible, All
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel occlusion check</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_CHECK_METHOD -->
Set voxel occlusion check method.
 
'''Available Options''': Hi-Z, Full-Z raster
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Rasterize AABB</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_AABB -->
Enable/disable rasterization of AABBs.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show rasterized AABB</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_TEXTURE -->
Enable/disable showing of rasterized AABBs.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Draw silhouette edges</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_OCC_DRAW_SILHOUETTE_EDGES -->
Enable/disable drawing of silhouette edges.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull beyond frustum edges</span> ===
 
<!-- ID: DM_TERR_VOXELDEPTH_CULL_BEYOND_FRUSTUM_EDGES -->
Enable/disable culling beyond frustum edges.
 
'''Available Options''': false, true
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion"># frames reuse voxel buffer</span> ===
 
<!-- 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
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Raster size threshold</span> ===
 
<!-- ID: DM_TERR_HYBRID_OCC_AABB_SIZE_THRESHOLD -->
Set raster size threshold.
 
'''Range Settings''':
* Min: 0
* Max: 1024
* Current Value: 64
* Step: 2
 
 
== <span title="Scene">Render world</span> ==
 
<!-- ID: DM_RENDER_WORLD -->
Enable/disable world rendering.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Scene">Force vertical FOV</span> ==
 
<!-- 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
 
 
== <span title="Scene">Render world env</span> ==
 
<!-- ID: DM_RENDER_WORLD_ENVMAP -->
Enable/disable rendering of world environment.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Scene">Show clips</span> ==
 
<!-- ID: DM_SCENE_SHOW_CLIPS -->
Show or hide scene clips.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Scene">LOD multiplier</span> ==
 
<!-- 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
 
 
== <span title="Scene">Size multiplier</span> ==
 
<!-- 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
 
 
== <span title="Scene">Override object far plane</span> ==
 
<!-- ID: DM_SCENE_OBJECTSFARPLANE -->
Set object far plane override.
 
'''Range Settings''':
* Min: 0
* Max: 50000
* Current Value: 0
* Step: 100
 
 
== <span title="Scene">Force clear visent</span> ==
 
<!-- ID: DM_SCENE_CLEAR_VISIBLE -->
Force clear of visible entities.
 
'''Available Options''': false, true
 
 
== <span title="Scene">Render world ents</span> ==
 
<!-- ID: DM_RENDER_WORLD_ENT -->
Enable/disable rendering of world entities.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Scene">Render world leafs</span> ==
 
<!-- ID: DM_RENDER_WORLD_LEAF -->
Enable/disable rendering of world leafs.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Scene">RenderEnts</span> ==
 
<!-- ID: REND_ENTS -->
Enable/disable entities rendering.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Scene">Fast way</span> ==
 
<!-- ID: DM_REND_FASTWAY -->
Enable/disable fast rendering path.
 
'''Available Options''': false, true
 
 
== <span title="Scene">Show light</span> ==
 
<!-- ID: DM_SCENE_SHOW_GLOBAL_LIGHT -->
Set global light to show.
Options: -1 32 -1 1
 
 
== <span title="Scene">Show active PPs</span> ==
 
<!-- ID: DM_SCENE_SHOW_PPs -->
Show or hide active post processes.
 
'''Available Options''': false, true
 
 
== <span title="Scene">Cube map size</span> ==
 
<!-- ID: DM_SCENE_CAPTURE_CUBEMAP_SIZE -->
Set cubemap size.
 
'''Available Options''': 32, 16, 32, 64, 128, 256, 512, 1024
 
 
== <span title="Scene">Capture cube map</span> ==
 
<!-- ID: DM_SCENE_CAPTURE_CUBEMAP -->
Capture cube map.
 
'''Available Options''': no, capture, capture&insert
 
 
== <span title="Scene">Override far plane</span> ==
 
<!-- ID: DM_SCENE_FARPLANE -->
Set far plane override.
 
'''Range Settings''':
* Min: 0
* Max: 50000
* Current Value: 0
* Step: 100
 
 
== <span title="Scene">Force linear depth</span> ==
 
<!-- ID: DM_SCENE_OVERRIDE_LINDEPTH -->
Enable/disable forcing of linear depth.
 
'''Available Options''': false, true
 
 
== <span title="Scene">Linear depth</span> ==
 
<!-- ID: DM_SCENE_LINDEPTH -->
Set linear depth.
 
'''Range Settings''':
* Min: 50
* Max: 5000
* Current Value: 250
* Step: 10
 
 
== <span title="Scene">Visualize groups</span> ==
 
<!-- ID: VISUALIZE_GROUPS -->
Enable/disable group visualization.
 
'''Available Options''': false, true
 
 
== <span title="Scene">Colorize objects LODs</span> ==
 
<!-- ID: DM_OBJECTS_LODS -->
Colorize objects by LOD.
 
'''Available Options''': disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7
 
 
= <span title="World">World</span> =
 
 
== <span title="World">Animation</span> ==
 
<!-- ID: ANIM_DISABLE_APPLYPOSE -->
Enable/disable apply pose in animation.
 
'''Available Options''': true, false
 
 
== <span title="World">Streaming</span> ==
 
<!-- ID: DM_PROCESS_STREAMING -->
Enable/disable world streaming.
 
'''Available Options''': true, false
 
 
== <span title="World">Trace stresstest</span> ==
 
<!-- ID: DM_TRACE_STRESSTEST -->
Set trace stress test mode.
 
'''Available Options''': none, nearest, any, all, nearestVis, anyVis, allVis
 
 
== <span title="World">Query stresstest</span> ==
 
<!-- ID: DM_QUERY_STRESSTEST -->
Enable/disable query stress test.
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Update stresstest</span> ==
 
<!-- ID: DM_UPDATE_STRESSTEST -->
Enable/disable update stress test.
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Update MT stresstest</span> ==
 
<!-- ID: DM_UPDATE_MT_STRESSTEST -->
Enable/disable multithreaded update stress test.
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Show scene tree</span> ==
 
<!-- ID: DM_SHOW_TREE -->
Show scene tree.
 
'''Available Options''': None, KDTree, QuadTree
 
 
== <span title="World">Show entity bounds</span> ==
 
<!-- ID: DM_SHOW_ENT_BOUNDS -->
Show or hide entity bounds.
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Async traces</span> ==
 
<!-- ID: DM_ASYNC_TRACE -->
Enable/disable asynchronous traces.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">Async queries</span> ==
 
<!-- ID: DM_ASYNC_QUERY -->
Enable/disable asynchronous queries.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">Use quadtree</span> ==
 
<!-- ID: DM_USE_TREE -->
Enable/disable quadtree usage.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">Show AABB</span> ==
 
<!-- ID: DM_SHOW_AABB -->
Show AABB (Axis-Aligned Bounding Box). When you enable "Show AABB" in the Diag Menu, the engine will render these bounding boxes around objects, making them visible to help with debugging. This can be extremely useful for:
 
* Verifying collision boundaries
* Checking if physics objects have appropriate bounds
* Debugging spatial issues with entities
* Understanding why certain objects might be colliding unexpectedly
 
'''Hotkey''': {{Controls|LAlt|Num5}}
 
'''Available Options''': disabled, real, quantized, rendered
 
== <span title="World">Show multileaf ents.</span> ==
 
<!-- ID: DM_SHOW_MULTILEAF -->
Show or hide multileaf entities.
 
'''Available Options''': disabled, all, single, multi
 
 
== <span title="World">Show active</span> ==
 
<!-- ID: DM_SHOW_ACTIVE -->
Show or hide active entities.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">Show bones</span> ==
 
<!-- ID: DM_SHOW_BONES -->
Show or hide bones.
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Show wind emitters</span> ==
 
<!-- ID: DM_SHOW_WIND -->
Show or hide wind emitters.
 
'''Hotkey''': {{Controls|LCtrl|Num8}}
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Disable wind</span> ==
 
<!-- ID: DM_DISABLE_WIND -->
Disable wind.
 
'''Hotkey''': {{Controls|LCtrl|Num9}}
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">Game update</span> ==
 
<!-- ID: DM_GAMEUPDATE -->
Enable/disable game update.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">MT entity sim</span> ==
 
<!-- ID: DM_MT_UPDATE -->
Enable/disable multithreaded entity simulation.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">MT entity update</span> ==
 
<!-- ID: DM_MT_ENT_UPDATE -->
Enable/disable multithreaded entity update.
 
'''Available Options''': enabled, disabled
 
 
== <span title="World">Entity diag</span> ==
 
<!-- ID: DM_WORLD_ENTITY_DIAG -->
Enable/disable entity diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="World">Entity hierarchy changes</span> ==
 
<!-- ID: DM_ENTITY_HIERACHYCHANGE_DIAG -->
Enable/disable entity hierarchy change diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="World">Debug prefabs</span> ==
 
<!-- ID: DM_DEBUG_PREFABS -->
Enable/disable debug prefabs.
 
'''Available Options''': disabled, enabled
 
 
== <span title="World">New skeleton</span> ==
 
<!-- ID: NEW_SKELETON -->
Enable/disable new skeleton.
 
'''Available Options''': false, true
 
 
== <span title="World">JobManager Callstack</span> ==
 
<!-- ID: DM_DIAG_JOBMANAGER -->
Set JobManager callstack logging mode.
 
'''Available Options''': off, ext, all
 
 
== <span title="World">JobManager Print CS</span> ==
 
<!-- ID: DM_DIAG_JOBMANAGER_PRINT -->
Set JobManager print callstack mode.
 
'''Available Options''': off, once, always
 
 
== <span title="World">Ambient Life</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AMBIENT_LIFE -->
Enable/disable ambient life.
 
'''Available Options''': false, true
 
 
= <span title="Animation">Animation</span> =
 
 
== <span title="Animation">Enable debugger</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ENABLEDEBUGGER -->
Enable/disable animation debugger.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Animation">Root motion always enabled</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ROOTMOTION_ALWAYS -->
Enable/disable root motion always enabled.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Force animation LOD</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_FORCE_LOD -->
Set force animation LOD.
Options: -1 4 -1 1
 
 
== <span title="Animation">Show transforms before IK</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_BEFORE_IK -->
Enable/disable showing of transforms before IK.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Show transforms after IK</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_AFTER_IK -->
Enable/disable showing of transforms after IK.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Show IK offsets</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_OFFSETS -->
Enable/disable showing of IK offsets.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Show IK solver details</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_SOLVER_DETAILS -->
Enable/disable showing of IK solver details.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Show procedural solver details</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_PROCEDURAL -->
Enable/disable showing of procedural solver details.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Show cached MS transforms</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_MODEL_SPACE_CACHE -->
Enable/disable showing of model space cache.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Show RBF details</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_RBF_DETAILS -->
Enable/disable showing of RBF details.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Record animations</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING -->
Enable/disable animation recording.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Record local player</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING_ENTITIES -->
Set animation recording entities mode.
 
'''Available Options''': Only characters, All entities
 
 
== <span title="Animation">Animation traffic</span> ==
 
<!-- ID: ENF_DIAG_ANIMSYS_TRAFFIC -->
Enable/disable animation traffic logging.
 
'''Available Options''': false, true
 
 
== <span title="Animation">Min IK blend time</span> ==
 
<!-- 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
 
 
= <span title="Physics">Physics</span> =
 
 
== <span title="Physics">Settings</span> ==
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Settings">Update rate</span> ===
 
<!-- ID: DM_PHYSICS_UPDATE_RATE -->
Set physics update rate.
 
'''Range Settings''':
 
Min: 20
 
Max: 1000
 
Current Value: 60
 
Step: 10
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Settings">Max fixed steps</span> ===
 
<!-- ID: DM_PHYSICS_MAX_STEPS -->
Set maximum fixed steps for physics.
 
'''Range Settings''':
 
Min: 1
 
Max: 60
 
Current Value: 10
 
Step: 1
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Settings">Apply</span> ===
 
<!-- ID: DM_PHYSICS_CHANGE_SETTINGS -->
Enable/disable physics settings apply.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Physics">Bullet</span> ==
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Max. Collider Distance</span> ===
 
<!-- ID: DM_BULLET_COLLIDER_RANGE -->
Set maximum distance for Bullet collider.
 
'''Available Options''': 0, 1, 2, 5, 10, 20, 50, 100, 200, 500
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet shape</span> ===
 
<!-- ID: DM_BULLET_DRAW_SHAPE -->
Enable/disable drawing of Bullet shape.
 
'''Available Options''': enabled, disabled
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet wireframe</span> ===
 
<!-- ID: DM_BULLET_DRAW_SHAPE_WIREFRAME -->
Enable/disable drawing of Bullet shape wireframe.
 
'''Available Options''': enabled, disabled
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet shape AABB</span> ===
 
<!-- ID: DM_BULLET_DRAW_AABB -->
Enable/disable drawing of Bullet shape AABB.
 
'''Available Options''': disabled, enabled
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw obj center of mass</span> ===
 
<!-- ID: DM_BULLET_DRAW_COM -->
Enable/disable drawing of object center of mass.
 
'''Available Options''': disabled, enabled
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet contacts</span> ===
 
<!-- ID: DM_BULLET_DRAW_CONTACT -->
Enable/disable drawing of Bullet contacts.
 
'''Available Options''': enabled, disabled
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Force sleep Bullet</span> ===
 
<!-- ID: DM_BULLET_FORCE_SLEEP -->
Enable/disable forcing of Bullet to sleep.
 
'''Available Options''': disabled, enabled
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Profile Bullet</span> ===
 
<!-- ID: DM_BULLET_PROFILE -->
Set threshold for Bullet profiling.
 
'''Available Options''': disabled, >1ms, >5ms, >10ms, >20ms, >50ms
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Bullet MT</span> ===
 
<!-- ID: DM_BULLET_MT -->
Enable/disable multithreaded Bullet simulation.
 
'''Available Options''': true, false
 
 
== <span title="Physics">Dump contacts on server</span> ==
 
<!-- ID: GAME_PHYSICS_DUMP_CONTACTS -->
Enable/disable server side physics contacts dump.
 
'''Available Options''': false, true
 
 
== <span title="Physics">Show bodies</span> ==
 
<!-- ID: DM_PHYSICS_SHOW_BODIES -->
Show or hide physics bodies. Visible colliders can be controlled with Show layer
 
 
 
'''Hotkey''': {{Controls|LAlt|Num6}}
 
'''Available Options''': disabled, flat-mesh, transp-mesh, flat+mesh, transp+mesh
 
 
== <span title="Physics">Show layer</span> ==
 
<!-- 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
 
[[File:armareforger-diag-menu-show-layers-firegeo.jpg|600x600px]]
* '''View geometry''' - used by AIs, acts as solid wall
 
[[File:armareforger-diag-menu-show-layers-viewgeo.jpg|600x600px]]
* '''Foliage''' - used by AIs, slows down detection time (tree crowns, bushes)
 
[[File:armareforger-diag-menu-show-layers-foliage.jpg|600x600px]]
* '''Interaction layer''' - used by UserAction together with fire geometry, when fire geometry is not enough for pleasant user action experience (used on stuff like wire fence doors)
 
[[File:armareforger-diag-menu-show-layers-interaction-1.jpg|300x300px]][[File:armareforger-diag-menu-show-layers-interaction-2.jpg|300x300px]]
* '''Mine layer''' - mines and objects that are meant to collide with mines, such as wheels of vehicles
 
[[File:armareforger-diag-menu-show-layers-mine.jpg|597x597px]]
* '''Char collider''' - used for collision between character and terrain
 
[[File:armareforger-diag-menu-show-layers-character.jpg|600x600px]]
* '''Vehicle simple''' - used for collision between body of the car and non-characters
 
[[File:armareforger-diag-menu-show-layers-vehicle-simple.jpg|600x600px]]
 
'''Available Options''': [[Arma Reforger:Collision Layer#Layers Setup|''See Collision Layer page for all options'']]
 
 
== <span title="Physics">Show collider type</span> ==
 
<!-- 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
 
 
== <span title="Physics">Show simulation state</span> ==
 
<!-- ID: DM_PHYSICS_SHOW_SIMULATION_STATE -->
Show physics bodies by simulation state.
 
'''Available Options''': col+sim, none, collision, simulation, all
 
 
== <span title="Physics">Show body type</span> ==
 
<!-- ID: DM_PHYSICS_SHOW_BODY_TYPE -->
Show physics bodies by body type.
 
'''Available Options''': all, static, dynamic, kinematic
 
 
== <span title="Physics">Color by</span> ==
 
<!-- ID: DM_PHYSICS_COLOR_MODE -->
Set physics bodies color mode.
 
'''Available Options''': collider type, activation state, body type, by entity
 
 
== <span title="Physics">Show COM</span> ==
 
<!-- ID: DM_PHYSICS_SHOW_COM -->
Show or hide physics center of mass.
 
'''Available Options''': false, true
 
 
== <span title="Physics">Simulation</span> ==
 
<!-- ID: DM_PHYSICS_SIMULATION -->
Enable/disable physics simulation.
 
'''Hotkey''': {{Controls|LCtrl|Num7}}
 
'''Available Options''': enabled, disabled
 
 
== <span title="Physics">Dump non-static bodies</span> ==
 
<!-- ID: DM_PHYSICS_DUMP_ACTIVE_BODIES -->
Enable/disable dumping of non-static physics bodies.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Physics">Dump contacts</span> ==
 
<!-- ID: DM_PHYSICS_DUMP_CONTACTS -->
Enable/disable dumping of physics contacts.
 
'''Available Options''': false, true
 
 
== <span title="Physics">Show stats</span> ==
 
<!-- ID: DM_PHYSICS_STATS -->
Set physics statistics display mode.
 
'''Available Options''': disabled, basic, detailed, all
 
 
== <span title="Physics">Show Bullet</span> ==
 
<!-- ID: DM_PHYSICS_SHOW_BULLET -->
Enable/disable showing of Bullet physics debug.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Physics">Scripts</span> ==
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Scripts">Show interior bounding box</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_INTERIOR_BOUNDING_BOX -->
Show or hide interior bounding box.
 
'''Available Options''': false, true
 
=== <span title="Physics&nbsp;&rarr;&nbsp;Scripts">Show helper trace</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_PHYSICS_HELPER_TRACE -->
Show or hide physics helper trace.
 
'''Available Options''': false, true
 
 
= <span title="Game">Game</span> =
 
 
== <span title="Game">Weather</span> ==
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Force weather update (WB edit mode)</span> ===
 
<!-- ID: DM_WEATHER_DIAG_FORCE -->
Enable/disable forcing of weather update.
 
'''Available Options''': false, true
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Debug time</span> ===
 
<!-- ID: DM_WEATHER_DEBUG_TIME -->
Enable/disable weather debug time.
 
'''Available Options''': disabled, enabled
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">time</span> ===
 
<!-- ID: DM_WEATHER_DEBUG_TIME_VALUE -->
Set weather debug time.
 
'''Range Settings''':
 
Min: 0
 
Max: 1
 
Current Value: 0.0
 
Step: 0.0001
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Show diag.</span> ===
 
<!-- ID: DM_WEATHER_DIAG -->
Show or hide weather diagnostics.
 
'''Available Options''': false, true
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Show diag. values</span> ===
 
<!-- ID: DM_WEATHER_DIAG_VALUES -->
Show or hide weather diagnostic values.
 
'''Available Options''': false, true
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Override wet speeds</span> ===
 
<!-- ID: DM_WEATHER_OVERRIDE_WETNESS_SPEEDS -->
Enable/disable overriding wetness speeds.
 
'''Available Options''': false, true
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Wetting speed</span> ===
 
<!-- ID: DM_WEATHER_CURRENT_WETTING_SPEED -->
Set current wetting speed.
 
'''Range Settings''':
* Min: 0
* Max: 100
* Current Value: 1.0
* Step: 0.1
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Drying speed</span> ===
 
<!-- ID: DM_WEATHER_CURRENT_DRYING_SPEED -->
Set current drying speed.
 
'''Range Settings''':
* Min: 0
* Max: 100
* Current Value: 1.0
* Step: 0.1
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Override states</span> ===
 
<!-- ID: DM_WEATHER_OVERRIDE_STATES -->
Enable/disable overriding weather states.
 
'''Available Options''': false, true
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- State source</span> ===
 
<!-- ID: DM_WEATHER_CURRENT_STATE_SOURCE -->
Set current weather state source.
 
'''Range Settings''':
* Min: 0
* Max: 10
* Current Value: 0
* Step: 1
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- State destination</span> ===
 
<!-- ID: DM_WEATHER_CURRENT_STATE_DEST -->
Set current weather state destination.
 
'''Range Settings''':
* Min: 0
* Max: 10
* Current Value: 0
* Step: 1
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Override variants</span> ===
 
<!-- ID: DM_WEATHER_OVERRIDE_VARIANTS -->
Enable/disable overriding weather variants.
 
'''Available Options''': false, true
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Variant source</span> ===
 
<!-- ID: DM_WEATHER_CURRENT_VARIANT_SOURCE -->
Set current weather variant source.
 
'''Range Settings''':
* Min: 0
* Max: 10
* Current Value: 0
* Step: 1
 
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Variant destination</span> ===
 
<!-- ID: DM_WEATHER_CURRENT_VARIANT_DEST -->
Set current weather variant destination.
 
'''Range Settings''':
* Min: 0
* Max: 10
* Current Value: 0
* Step: 1
 
 
== <span title="Game">Dialogue</span> ==
 
=== <span title="Game&nbsp;&rarr;&nbsp;Dialogue">Demo</span> ===
 
<!-- ID: DIALOG_DIAG_DEMO -->
Enable/disable dialogue demo mode.
 
'''Available Options''': false, true
 
 
== <span title="Game">Superscreenshot to file</span> ==
 
<!-- ID: DM_STATS_SCREENSHOT_SUPERFILE -->
Save super screenshot to file.
 
'''Hotkey''': {{Controls|LCtrl|LShift|F7}}
 
'''Available Options''': false, true
 
 
== <span title="Game">Screenshot to clipboard</span> ==
 
<!-- ID: DM_STATS_SCREENSHOT_CLIPBOARD -->
Save screenshot to clipboard.
 
'''Hotkey''': {{Controls|LShift|F7}}
 
'''Available Options''': false, true
 
 
== <span title="Game">Screenshot to file</span> ==
 
<!-- ID: DM_STATS_SCREENSHOT_FILE -->
Save screenshot to file.
 
'''Hotkey''': {{Controls|LCtrl|F7}}
 
'''Available Options''': false, true
 
 
== <span title="Game">Deployable SpawnPoints</span> ==
 
=== <span title="Game&nbsp;&rarr;&nbsp;Deployable SpawnPoints">Show Exclusion Zones</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_DEPLOYABLE_SPAWNPOINTS_ENABLE_DIAG -->
Show or hide deployable spawn points exclusion zones.
 
'''Available Options''': false, true
 
 
== <span title="Game">Voting</span> ==
 
=== <span title="Game&nbsp;&rarr;&nbsp;Voting">Enable All Vote Types</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_VOTING_ENABLE_ALL -->
Enable/disable all vote types.
 
'''Available Options''': false, true
 
 
== <span title="Game">Show bounds overlap target info</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_BOUNDS_OVERLAP_PREFAB -->
Show or hide bounds overlap target info.
 
'''Available Options''': false, true
 
 
== <span title="Game">Show cursor target info</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_CURSOR_TARGET_PREFAB -->
Show or hide cursor target info containing information about prefab you are looking at and its full path to find it in the Workbench
 
[[File:armareforger-diag-menu-show-layers-cursor-target-info.jpg|600x600px]]
 
'''Available Options''': false, true
 
 
== <span title="Game">Copy view link</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_COPY_ENF_VIEW_LINK -->
Create [[Arma Reforger:Workbench Links#World Editor|World Editor view link]] using hotkey (LCtrl+LShift+L).
 
'''Hotkey''': {{Controls|LCtrl|LShift|L}}
 
'''Available Options''': false, true
 
 
= <span title="Sounds">Sounds</span> =
 
 
== <span title="Sounds">Audio Debug Context</span> ==
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Audio Debug Context">Template Debug Context</span> ===
 
<!-- ID: DM_TEMPLATE_DEBUG_CONTEXT -->
Select audio debug context.
 
'''Available Options''':
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Audio Debug Context">Signal info</span> ===
 
<!-- ID: DM_TEMPLATE_CTX_SIGNALS -->
Enable/disable showing of signal info.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Audio Debug Context">Samples</span> ===
 
<!-- ID: DM_TEMPLATE_CTX_SAMPLES -->
Enable/disable showing of audio samples.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">VON</span> ==
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Play recorder VON</span> ===
 
<!-- ID: DM_VON_DIRECT_PLAY -->
Enable/disable playing of recorded VON.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Replace VON with 440Hz</span> ===
 
<!-- ID: DM_VON_TONE_PLAY -->
Enable/disable replacement of VON with 440Hz tone.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Bypass loudness</span> ===
 
<!-- ID: DM_VON_LOUDNESS -->
Enable/disable loudness bypass for VON.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Log starving</span> ===
 
<!-- ID: DM_VON_LOG_STARVING -->
Enable/disable logging of VON starving.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Sound World</span> ==
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound World">Sound map</span> ===
 
<!-- ID: DM_SW_SOUND_MAP_TYPE -->
Set sound map type.
 
'''Available Options''': none, terrain, water
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound World">Sound map range</span> ===
 
<!-- ID: DM_SW_SOUND_MAP_RANGE -->
Set sound map range.
 
'''Range Settings''':
 
Min: 25
 
Max: 250
 
Current Value: 50
 
Step: 25
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound World">Sound map create</span> ===
 
<!-- ID: DM_SW_SOUND_MAP_CREATE -->
Set sound map creation mode.
 
'''Available Options''': none, create, create+save
 
 
== <span title="Sounds">Sound Geometry</span> ==
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Sound Geometry Map</span> ===
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Shadowed</span> ====
 
<!-- ID: DM_SNDGEO_SHADOWED -->
Enable/disable showing of shadowed areas.
 
'''Available Options''': false, true
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Visible</span> ====
 
<!-- ID: DM_SNDGEO_VISIBLE -->
Enable/disable showing of visible areas.
 
'''Available Options''': false, true
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Obstacle</span> ====
 
<!-- ID: DM_SNDGEO_OBSTICLE -->
Enable/disable showing of obstacles.
 
'''Available Options''': false, true
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Edge</span> ====
 
<!-- ID: DM_SNDGEO_EDGE -->
Enable/disable showing of edges.
 
'''Available Options''': false, true
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Diffract</span> ====
 
<!-- ID: DM_SNDGEO_DIFFRACT -->
Enable/disable showing of diffraction.
 
'''Available Options''': false, true
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Tile Type</span> ====
 
<!-- ID: DM_SNDGEO_TILETYPE -->
Set tile type display for sound geometry.
 
'''Available Options''': Square, Value
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Sample Visibility</span> ====
 
<!-- ID: DM_SNDGEO_SAMPLE -->
Enable/disable showing of sound sample visibility.
 
'''Available Options''': false, true
 
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Set Sample Pos</span> ====
 
<!-- ID: DM_SNDGEO_SAMPLE_POS -->
Enable/disable setting of sound sample position.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Enable Diag</span> ===
 
<!-- ID: DM_SNDGEO_ENABLE -->
Enable/disable sound geometry diagnostics.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">System Info</span> ===
 
<!-- ID: DM_SNDGEO_SYSTEM_INFO -->
Enable/disable showing of sound geometry system info.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Interior Cache Info</span> ===
 
<!-- ID: DM_SNDGEO_INTERIOR_CACHE -->
Enable/disable showing of sound geometry interior cache info.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Show Update Range</span> ===
 
<!-- ID: DM_SNDGEO_UPDATE_RANGE -->
Enable/disable showing of sound geometry update range.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Object Info</span> ===
 
<!-- ID: DM_SNDGEO_OBJS -->
Enable/disable showing of sound geometry object info.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Show Building Portals</span> ===
 
<!-- ID: DM_SNDGEO_PORTALS -->
Show building portals.
 
'''Available Options''': none, all, single, per area, active
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Show Buildings Rect</span> ===
 
<!-- ID: DM_SNDGEO_BUILDINGS -->
Show or hide buildings rectangles.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Hide Building Mesh</span> ===
 
<!-- ID: DM_SNDGEO_HIDE_MESH -->
Hide building mesh.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Obstruction Pos</span> ===
 
<!-- ID: DM_SNDGEO_OBS_POS -->
Enable/disable obstruction position debug.
 
'''Available Options''': disabled, enabled
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Freeze Positions</span> ===
 
<!-- ID: DM_SNDGEO_FREEZE_POSITIONS -->
Enable/disable freezing of positions for sound geometry.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Sounds">Interior Handler</span> ==
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">InteriorHandler</span> ===
 
<!-- ID: DM_INTERIOR -->
Select interior handler debug.
 
'''Available Options''':
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">Old interior detection</span> ===
 
<!-- ID: GAME_DIAG_USE_INTERIOR_TRACES -->
Enable/disable old interior detection.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">Enable Debug</span> ===
 
<!-- ID: GAME_DIAG_INTERIOR_HANDLER -->
Enable/disable interior handler debug.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">Queries</span> ===
 
<!-- ID: GAME_DIAG_INTERIOR_QUERY -->
Enable/disable interior queries debug.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">SoundMap</span> ==
 
=== <span title="Sounds">SoundMap</span> ===
 
<!-- ID: DM_SOUNDMAP -->
Select sound map debug.
 
'''Available Options''':
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Show values</span> ===
 
<!-- ID: DM_SHOW_VALUES -->
Enable/disable showing of sound map values.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Draw Regions</span> ===
 
<!-- ID: DM_DRAW_SOUNDMAP -->
Enable/disable drawing of sound map regions.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Layer to draw</span> ===
 
<!-- ID: DM_SMAP_LAYER_DRAW -->
Select sound map layer to draw.
 
'''Available Options''': Terrain, Coast, Freshwater
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Show memory allocated</span> ===
 
<!-- ID: DM_SOUNDMAP_MEMORY -->
Enable/disable showing of sound map memory allocated.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Force generation</span> ===
 
<!-- ID: DM_FORCE_SOUNDMAP_GENERATION -->
Enable/disable forcing of sound map generation.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Force default SoundMap</span> ===
 
<!-- ID: DM_FORCE_DEFAULT_SOUNDMAP -->
Enable/disable forcing of default sound map.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Chimera Sounds</span> ==
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Chimera Sounds">Signals Debug</span> ===
 
<!-- ID: GAME_DIAG_SS_SIGNALS -->
Enable/disable chimera sound signals debug.
 
'''Available Options''': false, true
 
=== <span title="Sounds&nbsp;&rarr;&nbsp;Chimera Sounds">Signals Debug by Entity</span> ===
 
<!-- ID: GAME_DIAG_SS_SIGNALSBYENTITY -->
Enable/disable chimera sound signals debug by entity.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Ambients</span> ==
 
<!-- ID: GAME_DIAG_AMBIENTS -->
Set ambients debug mode.
 
'''Available Options''': None, River, Coast, Lake
 
 
== <span title="Sounds">Freeze cam position</span> ==
 
<!-- ID: GAME_DIAG_AMBIENTS_FREEZE -->
Enable/disable freezing of camera position for ambients debug.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Debug Com.Sound</span> ==
 
<!-- ID: GAME_DIAG_COMMUNICATION_DEBUG -->
Enable/disable communication sound debug.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">MM - debug info</span> ==
 
<!-- ID: DM_MUSIC_MANAGER_DEBUGINFO -->
Enable/disable music manager debug info.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Debug RadioBroadcast</span> ==
 
<!-- ID: GAME_DIAG_RADIO_BROADCAST -->
Enable/disable radio broadcast debug.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Show invalid event</span> ==
 
<!-- ID: GAME_DIAG_UNKNOWN_EVENT -->
Enable/disable showing of invalid sound events.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Show system info</span> ==
 
<!-- ID: DM_SOUND_SYSTEM_INFO -->
Set sound system info display.
 
'''Available Options''': none, generic, cmds, alloc
 
 
== <span title="Sounds">Resources</span> ==
 
<!-- ID: DM_SOUND_RESOURCES -->
Set sound resources display.
 
'''Available Options''': none, all, events
 
 
== <span title="Sounds">Show categories</span> ==
 
<!-- ID: DM_SOUND_SHOW_CATEGORIES -->
Enable/disable showing of sound categories.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Show sounds</span> ==
 
<!-- ID: DM_SOUND_SHOW_PLAYING -->
Enable/disable showing of playing sounds.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Show sounds 3D</span> ==
 
<!-- ID: DM_SOUND_SHOW_PLAYING_3D -->
Set 3D sound visualization.
 
'''Available Options''': none, all, waiting, playing, fading
 
 
== <span title="Sounds">Log source info</span> ==
 
<!-- ID: DM_SOUND_SOURCE_INFO -->
Enable/disable logging of sound source info.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Com debug</span> ==
 
<!-- ID: DM_SOUND_DEBUG_COM -->
Enable/disable communication debug.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Enable ITD</span> ==
 
<!-- ID: DM_SOUND_ITD -->
Enable/disable ITD.
 
'''Available Options''': true, false
 
 
== <span title="Sounds">Play recorded VON</span> ==
 
<!-- ID: DM_SOUND_VON_DIRECT_PLAY -->
Enable/disable playing of recorded VON.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Print Melee Surface</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_PRINT_MELEESURFACE -->
Enable/disable printing of melee surface.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Reload AmbientSounds Conf</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RELOAD_AMBIENT_SOUNDS_CONFIGS -->
Enable/disable reloading of ambient sound configurations.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Random Ambient Sounds</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RANDOM_POSITIONAL_SOUNDS -->
Enable/disable random positional ambient sounds.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Show MPD Impulse Values</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_MPDESTRUCTION_SHOW_IMPULSEVALUES -->
Enable/disable showing of MPD impulse values.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Sound Manager</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_SOUND_MANAGER -->
Enable/disable sound manager debug.
 
'''Available Options''': false, true
 
 
== <span title="Sounds">Global Variables</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_GLOBAL_VARIABLES -->
Enable/disable sound global variables debug.
 
'''Available Options''': false, true
 
 
= <span title="Particles">Particles</span> =
 
 
== <span title="Particles">Disable particle render</span> ==
 
<!-- ID: DM_PARTICLE_DISABLE_RENDER -->
Enable/disable particle rendering.
 
'''Available Options''': false, true
 
 
== <span title="Particles">Disable particle update</span> ==
 
<!-- ID: DM_PARTICLE_DISABLE_UPDATE -->
Enable/disable particle update.
 
'''Available Options''': false, true
 
 
== <span title="Particles">Show particle FX LOD</span> ==
 
<!-- ID: DM_PARTICLE_SHOW_LOD -->
Enable/disable showing of particle FX LOD.
 
'''Available Options''': disabled, enabled
 
 
== <span title="Particles">Show 3D rotation spaces</span> ==
 
<!-- 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
 
 
== <span title="Particles">Overdraw optimization</span> ==
 
<!-- ID: DM_PARTICLE_OPTIM -->
Set overdraw optimization mode.
 
'''Available Options''': off, overhead (prerender), overhead (complete), on
 
 
== <span title="Particles">Render</span> ==
 
<!-- ID: DM_PARTICLE_OPTIM_BG -->
Set particle render mode.
 
'''Available Options''': full, background only, no background
 
 
== <span title="Particles">Depth write mode</span> ==
 
<!-- ID: DM_PARTICLE_OPTIM_DEPTH_WRITE -->
Set particle depth write mode.
 
'''Available Options''': full-screen tri, particle draw
 
 
== <span title="Particles">Prerender mask</span> ==
 
<!-- ID: DM_PARTICLE_OPTIM_MASK -->
Set particle prerender mask mode.
 
'''Available Options''': on, off, overhead
 
 
== <span title="Particles">Copy from main RT</span> ==
 
<!-- ID: DM_PARTICLE_MASK_FROM_MAIN_RT -->
Enable/disable copying frommain render target.
 
'''Available Options''': enabled, disabled
 
 
== <span title="Particles">Show internal texture</span> ==
 
<!-- ID: DM_PARTICLE_OPTIM_TEX -->
Show particle internal texture.
 
'''Available Options''': none, depth ranges, alpha pre, alpha full
 
 
== <span title="Particles">Show Particle Contacts</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_CONTACT_COMPONENT -->
Enable/disable showing of particle contacts.
 
'''Available Options''': false, true
 
 
= <span title="Input">Input</span> =
 
 
== <span title="Input">Sink Input</span> ==
 
<!-- ID: ENF_DIAG_SINK_INPUT -->
Enable/disable sink input.
 
'''Available Options''': false, true
 
 
== <span title="Input">Debug Contexts</span> ==
 
<!-- ID: ENF_DIAG_DEBUG_INPUT_CONTEXTS -->
Set input context debug mode.
 
'''Available Options''': disabled, active, all
 
 
== <span title="Input">Show Cursor</span> ==
 
<!-- ID: ENF_DIAG_INPUT_SHOW_CURSOR -->
Enable/disable showing of input cursor.
 
'''Available Options''': false, true
 
 
= <span title="UI">UI</span> =
 
 
== <span title="UI">Disable Loc</span> ==
 
<!-- ID: ENF_DIAG_DISABLE_LOCALIZATION -->
Enable/disable localization.
 
'''Available Options''': false, true
 
 
== <span title="UI">Show UI Diag</span> ==
 
<!-- ID: ENF_UI_DIAG -->
Enable/disable UI diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="UI">Log Construction</span> ==
 
<!-- ID: ENF_DIAG_LOG_CONSTRUCTION -->
Enable/disable logging of UI construction.
 
'''Available Options''': false, true
 
 
== <span title="UI">refactored</span> ==
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Override config</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CONFIG_DEBUG -->
Override radial menu config.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Close on open</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_RELEASE_OPEN -->
Close radial menu on open.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Perform on close</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_PERFORM_ON_CLOSE -->
Perform action on radial menu close.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Close on perform</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_PERFORM -->
Close radial menu on perform.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Delect in center</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DESELECT_IN_CENTER -->
Deselect radial menu in center.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Large size</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_USE_LARGE_SIZE -->
Use large size for radial menu.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Override size</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE_ENABLE -->
Override radial menu custom size.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Sustom size</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE -->
Set custom radial menu size.
 
'''Range Settings''':
 
Min: 100
 
Max: 1000
 
Current Value: 100
 
Step: 1
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Entries setup</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT_ENABLE -->
Enable/disable custom entry count for radial menu.
 
'''Available Options''': true")", false, true
 
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Entries</span> ===
 
<!-- 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
 
 
== <span title="UI">Close All Menus</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_CLOSE_ALL_MENUS -->
Close all menus.
 
'''Available Options''': false, true
 
 
== <span title="UI">Open Main Menu</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_OPEN_MAIN_MENU -->
Open main menu.
 
'''Available Options''': false, true
 
 
== <span title="UI">Log widgets under cursor</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_LOG_UNDER_CURSOR -->
Enable/disable logging of widgets under cursor.
 
'''Available Options''': false, true
 
 
== <span title="UI">Ignore hint persistency</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_HINT_IGNORE_SHOWN -->
Enable/disable ignoring of hint persistency.
 
'''Available Options''': false, true
 
 
== <span title="UI">Enable map debug menu</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_MAP_DEBUG_OPTIONS -->
Enable/disable map debug menu.
 
'''Available Options''': false, true
 
 
== <span title="UI">Show all settings</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_SHOW_ALL_SETTINGS -->
Enable/disable showing of all UI settings.
 
'''Available Options''': false, true
 
 
= <span title="AI">AI</span> =
 
 
== <span title="AI">Performance</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">Show IsAIActivated</span> ===
 
<!-- ID: AI_DIAG_ACTIVE_AI -->
Enable/disable showing of IsAIActivated flag.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">AILib counters</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AI_COUNTERS -->
Enable/disable AI library counters.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">Load balancing</span> ===
 
<!-- ID: ailib::AILIB_LOAD_BALANCING -->
Enable/disable AI load balancing.
 
'''Available Options''': true, false
 
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">Forced AI simulation LOD</span> ===
 
<!-- ID: ailib::AILIB_FORCED_LOD -->
Set forced AI simulation LOD.
 
'''Range Settings''':
 
Min: -1
 
Max: 10
 
Current Value: -1
 
Step: 1
 
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">BT holder</span> ===
 
<!-- ID: ailib::AILIB_DIAG_BT_HOLDER -->
Enable/disable BT holder debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">AI Limits</span> ===
 
<!-- ID: ailib::AILIB_DIAG_LIMITS -->
Enable/disable AI limits debug.
 
'''Available Options''': false, true
 
 
== <span title="AI">Navmesh</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Show NavMesh</span> ===
 
<!-- ID: DM_NM -->
Enable/disable showing of NavMesh.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Generate without navlinks</span> ===
 
<!-- ID: DM_GENERATE_NAVMESH_WITH_NAVLINKS -->
Enable/disable generation of NavMesh without navlinks.
 
'''Available Options''': true, false
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Show links between polygons</span> ===
 
<!-- ID: DM_POLY_LINKS -->
Enable/disable showing of links between polygons.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Navlinks Validation</span> ===
 
<!-- ID: DM_NAVLINKS -->
Enable/disable Navlinks validation.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Navlink Active Direction</span> ===
 
<!-- ID: DM_NAVLINKS_ACTIVE_DIRECTION -->
Enable/disable showing of Navlink active direction.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Show Navmesh Project Index</span> ===
 
<!-- ID: DM_NAVMESH_FILE_TO_SHOW -->
Set Navmesh project index to show.
 
'''Range Settings''':
* Min: 0
* Max: 1000
* Current Value: 0
* Step: 1
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Ignore area costs</span> ===
 
<!-- ID: DM_EQUAL_PATH_WEIGHTS -->
Enable/disable ignoring of area costs for pathfinding.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Path smoothing (on/off)</span> ===
 
<!-- ID: DM_PATH_SMOOTHING -->
Set path smoothing mode.
 
'''Available Options''': default, on, off
 
 
== <span title="AI">Movement</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Path</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PATH -->
Enable/disable path debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Path index</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_CURRENTPATHINDEX -->
Enable/disable showing of current path index.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Obstacle Avoidance diag</span> ===
 
<!-- ID: ailib::AILIB_DIAG_OBSTACLE_AVOIDANCE -->
Enable/disable obstacle avoidance debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Current Navlink</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_NAVLINK -->
Enable/disable showing of current Navlink.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Request parameters</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_REQUESTPARAMS -->
Enable/disable showing of request parameters.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Movement parameters</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MOVEPARAMS -->
Enable/disable showing of movement parameters.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Request Target</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_FINALPOSITION -->
Enable/disable showing of request target.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Movement Target</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_POS -->
Enable/disable showing of movement target.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Orientation Target</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_ORIENT -->
Enable/disable showing of orientation target.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Formation offsets</span> ===
 
<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION -->
Set formation offsets debug mode.
 
'''Available Options''': off, projected, default, both
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Formation Center</span> ===
 
<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION_CENTER -->
Enable/disable showing of formation center.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Move Handlers</span> ===
 
<!-- ID: ailib::AILIB_DIAG_GROUP_HANDLERS -->
Enable/disable showing of move handlers.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Stuck Teleport</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_STUCK -->
Enable/disable teleport if stuck.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Out of Navmesh Teleport</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_OUT_OF_NAVMESH -->
Enable/disable teleport if out of NavMesh.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Memory</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MEMORY -->
Enable/disable showing of movement memory.
 
'''Available Options''': false, true
 
 
== <span title="AI">Pathfinding</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Debug of AStar</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ASTAR_DEBUG -->
Enable/disable AStar debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Make a step of AStar</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ASTAR_STEP -->
Step AStar pathfinding.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|V}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Pathfinding component</span> ===
 
<!-- ID: ailib::AILIB_DIAG_PATHFINDING_COMPONENT -->
Enable/disable pathfinding component debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Road network</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK -->
Set road network debug mode.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|N}}
 
'''Available Options''': off, active, roads, children, bridges, offRoad, links, all
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Show Road Width</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_WIDTHS -->
Enable/disable showing of road widths.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|W}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Road network component</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK_SINGLE_COMPONENT -->
Set road network component debug.
 
'''Range Settings''':
 
Min: -1
 
Max: 300
 
Current Value: -1
 
Step: 1
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Road Id</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ROAD_ID -->
Enable/disable showing of road IDs.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|I}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">RoadPart Min Max Id</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ROADPART_MINMAX -->
Enable/disable showing of road part min max ids.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Pathfinding errors</span> ===
 
<!-- ID: ailib::AILIB_DIAG_ENABLE_PATHFINDING_ERRORS -->
Enable/disable reporting of pathfinding errors.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Link on bridge Id</span> ===
 
<!-- ID: ailib::AILIB_DIAG_LINK_ON_BRIDGE -->
Set link on bridge ID.
 
'''Range Settings''':
 
Min: 0
 
Max: 1000
 
Current Value: 0
 
Step: 1
 
 
== <span title="AI">Aiming</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Aiming component</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT -->
Enable/disable aiming component debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Aiming component PID</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_PID -->
Enable/disable aiming component PID debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Head aiming component</span> ===
 
<!-- ID: ailib::AILIB_DIAG_HEAD_AIMING_COMPONENT -->
Enable/disable head aiming component debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Use aim at version of ai aiming</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_AIM_AT -->
Enable/disable usage of aim at version of AI aiming.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Show target aimpoint</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_AIMPOINT -->
Show or hide target aimpoint.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Show target projected size</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_PROJECTED_SIZE -->
Show or hide projected target size.
 
'''Available Options''': false, true
 
 
== <span title="AI">AI Navigator</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;AI Navigator">Enabled</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_SHOW -->
Enable/disable AI navigator debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AI Navigator">Previous agent</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_PREV -->
Select previous AI navigator agent.
 
'''Hotkey''': {{Controls|RCtrl|RShift|9}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AI Navigator">Next agent</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_NEXT -->
Select next AI navigator agent.
 
'''Hotkey''': {{Controls|RCtrl|RShift|0}}
 
'''Available Options''': false, true
 
 
== <span title="AI">Driving</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Show character detection</span> ===
 
<!-- ID: AI_DIAG_MOVEMENT_CHARACTER_DETECTION -->
Enable/disable character detection debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Vehicle driving diag</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE -->
Enable/disable vehicle driving diagnostics.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">AI Forbid Reversing</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING -->
Enable/disable AI reversing.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">AI No Steer Adjustments</span> ===
 
<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING_ADJUSTMENTS -->
Enable/disable AI steering adjustments.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Curve Circumference</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_CURVE -->
Enable/disable curve circumference debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">PID Display</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PID_DISPLAY -->
Enable/disable PID debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Show avoidance</span> ===
 
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_AVOIDANCE -->
Enable/disable vehicle avoidance debug.
 
'''Available Options''': false, true
 
 
== <span title="AI">Perception</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception targets</span> ===
 
<!-- ID: AI_DIAG_PERCEPTION_TARGETS -->
Enable/disable perception targets debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception sensors eyes</span> ===
 
<!-- ID: AI_DIAG_PERCEPTION_SENSORS_VISUAL -->
Enable/disable perception sensors eyes debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception sensors ears</span> ===
 
<!-- ID: AI_DIAG_PERCEPTION_SENSORS_SOUND -->
Enable/disable perception sensors ears debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception recognition</span> ===
 
<!-- ID: AI_DIAG_PERCEPTION_RECOGNITION_FACTORS -->
Enable/disable perception recognition factors debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Cached perceiveble positions</span> ===
 
<!-- ID: AI_DIAG_PERCEPTION_CACHED_AIM_POINT_POS -->
Enable/disable showing of cached perceived positions.
 
'''Available Options''': false, true
 
 
== <span title="AI">Animals</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Show animals debug info</span> ===
 
<!-- ID: AI_DIAG_ANIMALS_DEBUG_ON -->
Enable/disable animals debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Manager to debug</span> ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_SELECTOR -->
Select animal manager to debug.
 
'''Available Options''': None, Birds
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Show current Animal positions</span> ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_SHOW_ANIMAL_POSITIONS -->
Enable/disable showing of current animal positions.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Draw tile boundaries</span> ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_TILE_BOUNDARIES -->
Enable/disable drawing of animal tile boundaries.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Draw Animal despawn range</span> ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_LIMITS -->
Enable/disable drawing of animal despawn range.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Draw Animal to Animal minimum spawn range</span> ===
 
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_TO_ANIMAL_LIMITS -->
Enable/disable drawing of animal to animal minimum spawn range.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Turn correction debug</span> ===
 
<!-- ID: AI_DIAG_ANIMALS_TURN_CORRECTION_DEBUG -->
Enable/disable turn correction debug.
 
'''Available Options''': false, true
 
 
== <span title="AI">POV Pathfinder</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Extend of querry box</span> ===
 
<!-- ID: POV_DIAG_EXTEND -->
Set extend of query box.
 
'''Range Settings''':
 
Min: 1
 
Max: 20
 
Current Value: 10
 
Step: 1
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Number of iterations</span> ===
 
<!-- ID: POV_DIAG_ITERATIONS -->
Set number of iterations.
 
'''Range Settings''':
 
Min: 1
 
Max: 10
 
Current Value: 5
 
Step: 1
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Fail on hitting origin</span> ===
 
<!-- ID: POV_DIAG_FAIL_ON_HIT_POS -->
Enable/disable pathfinding failure on hitting origin.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Set start position</span> ===
 
<!-- ID: POV_DIAG_PATH_START_POS -->
Set pathfinder start position.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|Num0}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Set end position</span> ===
 
<!-- ID: POV_DIAG_PATH_END_POS -->
Set pathfinder end position.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|Num1}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Run pathfinder</span> ===
 
<!-- ID: POV_DIAG_PATH_RUN -->
Run pathfinder.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|Num3}}
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Generate Graph</span> ===
 
<!-- ID: POV_DIAG_PATH_GENERATE -->
Generate pathfinder graph.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|Num2}}
 
'''Available Options''': false, true
 
 
== <span title="AI">Show Cover Query</span> ==
 
<!-- ID: AI_DIAG_COVER_QUERY -->
Enable/disable showing of cover query.
 
'''Available Options''': false, true
 
 
== <span title="AI">Disable AI damage</span> ==
 
<!-- ID: ailib::AILIB_DIAG_CHEAT_DISABLE_AI_DAMAGE -->
Set AI damage mode.
 
'''Available Options''': Cheat disabled, Force invulnerable, Force vulnerable
 
 
== <span title="AI">Disable AI actions</span> ==
 
<!-- ID: ailib::AILIB_DIAG_DISABLE_PROCESSING_ACTIONS -->
Enable/disable AI action processing.
 
'''Hotkey''': {{Controls|LCtrl|LAlt|F9}}
 
'''Available Options''': false, true
 
 
== <span title="AI">Smart actions usage</span> ==
 
<!-- ID: ailib::AILIB_DIAG_SMART_ACTIONS -->
Enable/disable smart actions debug.
 
'''Available Options''': false, true
 
 
== <span title="AI">Group members</span> ==
 
<!-- ID: ailib::AILIB_DIAG_GROUP -->
Enable/disable showing of AI group members.
 
'''Available Options''': false, true
 
 
== <span title="AI">Waypoints</span> ==
 
<!-- ID: ailib::AILIB_DIAG_WAYPOINTS -->
Set waypoint visualization.
 
'''Available Options''': off, cylinder, sphere
 
 
== <span title="AI">AI Units</span> ==
 
<!-- ID: ailib::AILIB_DIAG_UNITS -->
Enable/disable AI units debug.
 
'''Available Options''': false, true
 
 
== <span title="AI">Messages</span> ==
 
<!-- ID: ailib::AILIB_DIAG_MESSAGES -->
Enable/disable AI messages debug.
 
'''Available Options''': false, true
 
 
== <span title="AI">Show target AI context</span> ==
 
<!-- ID: ailib::AILIB_DIAG_SHOW_AI_CONTEXT -->
Enable/disable showing of target AI context.
 
'''Available Options''': false, true
 
 
== <span title="AI">AIScript</span> ==
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">AI Debug Category</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_CATEGORY -->
Set AI debug category.
 
'''Available Options''': MISSING CATALOGS!
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Set BT Breakpoint</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SET_BT_BREAKPOINT -->
Enable/disable BT breakpoint.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print debug from BTs</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_DEBUG -->
Enable/disable printing of debug from BTs.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print init of groups</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_GROUP_INFO -->
Enable/disable printing of group init info.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show fireteams</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_FIRETEAMS -->
Enable/disable showing of fireteams.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show subgroups</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SUBGROUPS -->
Enable/disable showing of subgroups.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show target clusters</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_TARGET_CLUSTERS -->
Enable/disable showing of target clusters.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print stats for aiming</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_SHOT_STATISTICS -->
Enable/disable printing of aiming statistics.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print new activity</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_ACTIVITY -->
Enable/disable printing of new AI activity.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show debug shapes from BTs</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_DEBUG_SHAPES -->
Enable/disable showing of debug shapes from BTs.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show fiendly in aim</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_FRIENDLY_IN_AIM -->
Enable/disable showing of friendly units in aim.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show target last seen</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_LASTSEEN -->
Enable/disable showing of target last seen position.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Select fixed AIAgent</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SELECT_FIXED_AGENT -->
Enable/disable selection of fixed AI agent.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Debug cover search</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_COVERS -->
Enable/disable cover search debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show Comms Handlers</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_COMMS_HANDLERS -->
Enable/disable showing of comms handlers.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show perception panel</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_PERCEPTION_PANEL -->
Enable/disable showing of perception panel.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show grenade positions</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_POSITIONS -->
Enable/disable showing of grenade positions.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show suppression debug</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SUPPRESS_DEBUG -->
Enable/disable showing of suppression debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show illum flares positions</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_ILLUM_FLARES_POSITIONS -->
Enable/disable showing of illum flares positions.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show aim leading debug</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_AIM_LEAD_DEBUG -->
Enable/disable showing of aim leading debug.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show sector threat filter</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SECTOR_THREAT_FILTER -->
Enable/disable showing of sector threat filter.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show search and destroy points of interest</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SEARCH_AND_DESTROY -->
Enable/disable showing of search and destroy points of interest.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show Send Message Menu</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SEND_MESSAGE -->
Enable/disable showing of send message menu.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Open Debug Panel</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_OPEN_DEBUG_PANEL -->
Enable/disable opening of AI debug panel.
 
'''Available Options''': false, true
 
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show Grenade Trace</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_TRACE -->
Enable/disable showing of grenade trace.
 
'''Available Options''': false, true
 
 
= <span title="Systems">Systems</span> =
 
 
== <span title="Systems">DynSim Distance Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_DYNSIM_DISTANCE -->
Enable/disable Dynamic Simulation distance diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">DynSim Visibility Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_DYNSIM_VISIBILIITY -->
Enable/disable Dynamic Simulation visibility diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">ProcAnim Registration Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_PROCANIM_REGISTRATION -->
Enable/disable procedural animation registration diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">HandleControls Registration Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_HANDLECONTROLS_REGISTRATION -->
Enable/disable handle controls registration diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">NwkMovement Registration Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_NWKMOVEMENT_REGISTRATION -->
Enable/disable network movement registration diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">Sound Registration Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_SOUND_REGISTRATION -->
Enable/disable sound registration diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">Backend Diag</span> ==
 
<!-- ID: GAME_SYSTEMS_BACKEND -->
Enable/disable backend diagnostics.
 
'''Available Options''': false, true
 
 
== <span title="Systems">AnimKeyFrame Fake Time</span> ==
 
<!-- 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
 
 
== <span title="Systems">Systems diag</span> ==
 
<!-- ID: DM_SYSTEMS_DIAG -->
Set systems diagnostics display.
 
'''Available Options''': none, basic, full
 
 
== <span title="Systems">Show diag system stats</span> ==
 
<!-- ID: DM_SYSTEMS_DIAG_SYSTEM -->
Enable/disable showing of system statistics.
 
'''Available Options''': false, true
 
 
= <span title="Platform">Platform</span> =
 
 
== <span title="Platform">PlayStation Network matches</span> ==
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Show match status</span> ===
 
<!-- ID: DIAG_MATCH_STATUS -->
Enable/disable showing of match status.
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Create dummy match</span> ===
 
<!-- ID: DIAG_MATCH_CREATE -->
Enable/disable creation of dummy match.
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Start match</span> ===
 
<!-- ID: DIAG_MATCH_START -->
Enable/disable start of match.
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Cancel match</span> ===
 
<!-- ID: DIAG_MATCH_CANCEL -->
Enable/disable cancelation of match.
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Finish match (submit result)</span> ===
 
<!-- ID: DIAG_MATCH_FINISH -->
Enable/disable finishing of match (submit result).
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">*Join match (dummy player)</span> ===
 
<!-- ID: DIAG_MATCH_JOIN -->
Enable/disable joining of match (dummy player).
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">*Leave match (dummy player)</span> ===
 
<!-- ID: DIAG_MATCH_LEAVE -->
Enable/disable leaving of match (dummy player).
 
'''Available Options''': false, true
 
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Add player via update (dummy player)</span> ===
 
<!-- ID: DIAG_MATCH_UPDATE -->
Enable/disable adding of player via update (dummy player).
 
'''Available Options''': false, true
 
 
== <span title="Platform">Pick user</span> ==
 
<!-- ID: DIAG_PICK_USER -->
Enable/disable picking of user.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Simulate Sign-out</span> ==
 
<!-- ID: DIAG_USER_SIGNOUT -->
Simulate user sign out.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Obtain save data</span> ==
 
<!-- ID: PLATFORM_SAVE_DATA_OBTAIN -->
Obtain save data.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Commit save data</span> ==
 
<!-- ID: PLATFORM_SAVE_DATA_COMMIT -->
Commit save data.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Open URL</span> ==
 
<!-- ID: PLATFORM_OPEN_BROWSER -->
Open URL in browser.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Change user name</span> ==
 
<!-- ID: PLATFORM_CHANGE_NAME -->
Change user name.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Show local player profile</span> ==
 
<!-- ID: PLATFORM_SHOW_USER_PROFILE -->
Show local player profile.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Request & log privileges</span> ==
 
<!-- ID: PLATFORM_LOG_PRIVILEGES_BATCH -->
Request and log privileges.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: Text comm</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_TEXT -->
Revoke text communication privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: Voice comm</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_VOICE -->
Revoke voice communication privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: Multiplayer</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_MP -->
Revoke multiplayer privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: Lobby</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_LOBBY -->
Revoke lobby privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: UGC</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_UGC -->
Revoke UGC privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: Shared sessions</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SESSIONS -->
Revoke shared sessions privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Revoke privilege: Social network sharing</span> ==
 
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SOCIAL_SHARING -->
Revoke social network sharing privilege.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Accept dummy invitation</span> ==
 
<!-- ID: PLATFORM_DUMMY_INVITE_TEST -->
Accept dummy invitation.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Invite using platform GUI</span> ==
 
<!-- ID: PLATFORM_INVOKE_INVITE -->
Invite using platform GUI.
 
'''Available Options''': false, true
 
 
== <span title="Platform">Log list of achievements</span> ==
 
<!-- ID: PLATFORM_ACHIEVEMENTS_LIST -->
Log list of achievements.
 
'''Available Options''': false, true
 
 
= <span title="Serialization">Serialization</span> =
 
 
== <span title="Serialization">Enable log reports</span> ==
 
<!-- ID: DIAG_SERIALIZATION_LOGS -->
Enable/disable serialization log reports.
 
'''Available Options''': none, errors, all
 
 
= <span title="Manual Camera">Manual Camera</span> =
 
 
== <span title="Manual Camera">Show debug menu</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_DEBUG -->
Enable/disable manual camera debug menu.
 
'''Available Options''': false, true
 
 
== <span title="Manual Camera">Control player</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_CONTROL_PLAYER -->
Enable/disable control player using manual camera. Option is only available when {{Link|#Debug manual camera}} is enabled
 
'''Available Options''': false, true
 
== <span title="Manual Camera">Speed boost up debug</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_SPEED_BOOST_UP -->
Enable/disable manual camera speed boost debug.
 
'''Available Options''': false, true
 
 
== <span title="Manual Camera">Paste view link</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_VIEW_LINK -->
Paste view link using hotkey (LShift+LAlt+L).
 
'''Hotkey''': {{Controls|LShift|LAlt|L}}
 
'''Available Options''': false, true
 
 
== <span title="Manual Camera">Unlimited Movement</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_UNLIMITED -->
Enable/disable unlimited manual camera movement.
 
'''Available Options''': false, true
 
 
= <span title="Editor">Editor</span> =
 
 
== <span title="Editor">Is Opened</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_IS_OPENED -->
Enable/disable editor opened flag debug.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Can Open</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_OPEN -->
Enable/disable editor can open flag debug.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Can Close</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_CLOSE -->
Enable/disable editor can close flag debug.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Show Debug</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SHOW_DEBUG -->
Enable/disable editor debug.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Force Limited</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_FORCE_LIMITED -->
Enable/disable forcing of limited editor.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Log Async Load</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_ASYNC_LOAD_DEBUG -->
Enable/disable logging of async loading for editor.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Show Screenshot</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SAVE_PHOTO_SCREENSHOT_SHOW -->
Enable/disable showing of screenshot for editor.
 
'''Available Options''': false, true
 
 
== <span title="Editor">Simulated Network Delay</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_NETWORK_DELAY -->
Set simulated network delay.
 
'''Range Settings''':
* Min: 0
* Max: 1000
* Current Value: 0
* Step: 100
 
 
= <span title="GameMode">GameMode</span> =
 
 
== <span title="GameMode">Game Mode</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_MODE -->
Enable/disable showing of game mode debug.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Show kill log</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_KILLED_LOG -->
Enable/disable showing of kill log.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Respawn Component</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_DIAG -->
Enable/disable respawn component debug.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Respawn Time Measures</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_TIME -->
Enable/disable respawn time measurement debug.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Respawn Timer</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_TIMER_COMPONENT -->
Enable/disable respawn timer component debug.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Scoring System</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCORING_SYSTEM -->
Enable/disable showing of scoring system debug.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Player Factions</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_FACTION_DIAG -->
Enable/disable showing of player factions debug.
 
'''Available Options''': false, true
 
 
== <span title="GameMode">Player Loadouts</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_LOADOUT_DIAG -->
Enable/disable showing of player loadouts debug.
 
'''Available Options''': false, true
 
 
= <span title="Conflict">Conflict</span> =
 
 
== <span title="Conflict">Instant composition spawning</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_INSTANT_BUILDING -->
Enable/disable instant composition spawning.
 
'''Available Options''': false, true
 
 
== <span title="Conflict">Promotion</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_UP -->
Promotes player to higher rank.
 
'''Available Options''': false, true
 
 
== <span title="Conflict">Demotion</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_DOWN -->
Demotes player to lower rank
 
'''Available Options''': false, true
 
 
= <span title="Singleplayer">Singleplayer</span> =
 
 
== <span title="Singleplayer">Disable Game Over</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_SINGLEPLAYER_DISABLE_GAMEOVER -->
Enable/disable game over.
 
'''Available Options''': false, true
 
 
= <span title="Tutorial">Tutorial</span> =
 
 
== <span title="Tutorial">Course locations</span> ==
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">OBSTACLE COURSE</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_OBSTACLE -->
Enable obstacle course location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">FIRING RANGE</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRING -->
Enable firing range location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">COMBAT ENGINEERING</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_ENGINEERING -->
Enable combat engineering location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">SEIZING</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SEIZING -->
Enable seizing location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">FIRST AID</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_AID -->
Enable first aid location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">DRIVING</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_DRIVING -->
Enable driving location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">NAVIGATION</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_NAVIGATION -->
Enable navigation location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">HELICOPTER PILOTING</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_HELICOPTERS -->
Enable helicopter piloting location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">SPECIAL WEAPONS</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SPECIAL -->
Enable special weapons location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">LONG-DISTANCE SHOOTING</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LONGRANGE -->
Enable long range shooting location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">FIRE SUPPORT COURSE</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRESUPPORT -->
Enable fire support course location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">SQUAD LEADERSHIP</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LEADERSHIP -->
Enable squad leadership location.
 
'''Available Options''': false, true
 
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">VEHICLE MAINTENANCE</span> ===
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_MAINTENANCE -->
Enable vehicle maintenance location.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Disable course reqs</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DISABLE_COURSE_REQUIREMENTS -->
Enable/disable tutorial course requirements.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Skip intro sequence</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SKIP_INTRO -->
Enable/disable skip intro sequence.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Regenerate course tasks</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_REGENERATE_TASKS -->
Enable/disable regeneration of course tasks.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Skip AI Driving</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_SKIP_AI_DRIVING -->
Enable/disable skipping AI driving.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Finish current stage</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_FINISH_STAGE -->
Enable/disable finishing of current stage.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Move to waypoint</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_MOVE_TO_WP -->
Enable/disable moving to waypoint.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Set evening time</span> ==
 
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SET_EVENING_TIME -->
Enable/disable setting evening time.
 
'''Available Options''': false, true
 
 
== <span title="Tutorial">Dump stages into log</span> ==


* > {{Link|#Projectiles}}
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DUMP_STAGES_INTO_LOG -->
* Show actions states
Enable/disable dumping of stages into log.
* Perception targets
* Perception sensors
* Perception luminosity
* Gridmap diags
* Show explosion debug
* Show player active event''s''
* Show target active event''s''
* Show aim directions
* Particles manager
* Factions
* Contacts
* Smooth steering in vehic''le''
* FOV override
* Time and Weather Diag
* Player permissions
* Log GameEntity events (s''imple)''
* Log shooting queues
* Log SlotInfo
* > {{Link|#Signals}}
* > {{Link|#Hit Zones}}
* > {{Link|#Game materials}}
* > {{Link|#Weapons}}
* > {{Link|#User Actions}}
* > {{Link|#Radio}}
* > {{Link|#Chat}}
* > {{Link|#Inventory}}
* > {{Link|#Loadout}}
* > {{Link|#Lights}}
* > {{Link|#Camera}}
* > {{Link|#Animations}}
* > {{Link|#Serialization}}
* > {{Link|#Network}}
* > {{Link|#Turrets}}
* Use traces for possible ''volume data''
* Show world volumes colle''ction''
* Enable Decal Slots
* > {{Link|#HitReg}}


=== Projectiles ===
'''Available Options''': false, true
=== Signals ===
=== Hit Zones ===
=== Game materials ===
=== Weapons ===
=== User Actions ===
=== Radio ===
=== Chat ===
=== Inventory ===
=== Loadout ===
=== Lights ===
=== Camera ===
=== Animations ===
=== Serialization ===
=== Network ===
=== Turrets ===
=== HitReg ===




== Animals ==
== <span title="Tutorial">Finish all courses</span> ==


(Almost) empty for no animals are present in {{armaR}}.
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_FINISH_EVERYTHING -->
Enable/disable finishing of all courses.


* Turn correction debug
'''Available Options''': false, true




== Cheats ==
== <span title="Tutorial">Draw Area Restrictions</span> ==


* Disable player damage {{Controls|Ctrl|Alt|F1}}
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DRAW_AREA_RESTRICTIONS -->
* Teleport {{Controls|Ctrl|Alt|F2}}
Enable/disable drawing of area restrictions.
* Infinite ammo {{Controls|Ctrl|Alt|F3}}
* Infinite bullets {{Controls|Ctrl|Alt|F4}}
* Commit suicide {{Controls|Ctrl|Alt|F5}}
* Execute characters in fr {{Controls|Ctrl|Alt|F6}}
* DTime multiplier
* DTime multiplier value


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


== Platform ==


* Pick user
= <span title="ScenarioFramework">ScenarioFramework</span> =
* Obtain save data
* Commit save data
* Open URL
* Change user name
* Request & log privileges
* Revoke privilege: Text c(hat?)
* Revoke privilege: Voice (chat?)
* Revoke privilege: Multiplayer (?)
* Revoke privilege: Lobby
* Revoke privilege: UGC
* Revoke privilege: Shared (?)
* Revoke privilege: Social (Media?)




== AI ==
== <span title="ScenarioFramework">Tasks</span> ==


* > {{Link|#Performance}}
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_TASKS -->
* > {{Link|#Navmesh}}
Enable/disable scenario framework tasks debug.
* > {{Link|#Movement}}
* > {{Link|#Pathfinding}}
* > {{Link|#Aiming}}
* > {{Link|#AI Navigator}}
* > {{Link|#Driving}}
* Disable AI actions {{Controls|Ctrl|Alt|F9}}
* Smart actions usage
* Group members
* Waypoionts
* AI Units
* Orders
* Show target AI context


=== Performance ===
'''Available Options''': false, true
=== Navmesh ===
=== Movement ===
=== Pathfinding ===
=== Aiming ===
=== AI Navigator ===
=== Driving ===




== Vehicles ==
== <span title="ScenarioFramework">Registered Areas</span> ==


* Show Controller Diags
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_REGISTERED_AREAS -->
* > {{Link|#Compartments}}
Enable/disable scenario framework registered areas debug.
* Solver
* Enable debugger trace
* Show stats
* Show vehicle debug
* Player vehicle only
* Show CoM
* Show inertia
* Show forcecs
* Show engine
* Show raycast
* Show suspension
* Show swaybar
* Show wheels
* Show bones
* Show slope
* Test raycast
* Reset vehicle {{Controls|Ctrl|Alt|R}}
* wheel drag set
* Wheel drag value


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




== Systems ==
== <span title="ScenarioFramework">Debug Areas</span> ==


* DynSim Distance Diag
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_DEBUG_AREAS -->
* DynSim Visibility Diag
Enable/disable scenario framework debug areas.
* ProcAnim Registration Di''ag''
* HandleControls Registrat''ion Diag''
* NwkMovement Registration'' Diag''
* Sound Registration Diag
* Systems diag


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


== Character ==


* Interpolation enabled
== <span title="ScenarioFramework">Layer Inspector</span> ==
* Animation LOD
* Animation layer
* Aiming direction
* Head aiming direction
* Heading angle
* Entity transform
* AnimPhysAgent transform
* Foot down anim event
* Animation events
* Animation tags
* Climb command physics te''st''
* Show current ladder
* Input actions
* Lock view horizontal
* Lock view vertical
* Disable Inertia
* Disable Inertia exponent''ial''
* Show additive handler ta''sks''
* Stamina
* Disable animation from v''elocity''
* Disable new climb height''s''
* Enable new passive weapo''n mode (sling)''
* Disable anim driven {{sic|icre''mental}} turn''
* Disable hit reaction
* Enable feet IK
* Show player identity
* AnimPhysAgent dump
* Skip simulation points p(?)
* Show simulation points


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LAYER_INSPECTOR -->
Enable/disable scenario framework layer inspector.


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


* ECS archetypes
* ECS registered types
* ECS type matching
* ECS deleted entities


== <span title="ScenarioFramework">Action Inspector</span> ==


== Statistics ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_ACTION_INSPECTOR -->
Enable/disable scenario framework action inspector.


* Log prefab spawn
'''Available Options''': false, true
* FPS {{Controls|Ctrl|Num1}}
* General {{Controls|Ctrl|Num2}}
* Shape stats
* MeshObject stats
* Decal stats
* Entity simul.stats
* Entity mem.stats
* EntityComp mem.stats
* Stats page
* Resource memory stats
* Texture memory stats
* Slow script
* Verbose script Print
* Script profiler
* Script prof. external
* Test mem-stress
* Flush memory
* Flush audio
* Memory validation
* Dump render resources
* Counters {{Controls|Ctrl|Num3}}
* Profiler {{Controls|Ctrl|Num4}}
* > {{Link|#Profiler setting}}
* Slow down
* Limit FPS
* Widget statistics
* Widget hierarchy to log (?)
* Widget update to log
* Loaded particle FX
* Dump resources
* Flush resources


=== Profiler setting ===


== <span title="ScenarioFramework">Logic Inspector</span> ==


== Render ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LOGIC_INSPECTOR -->
Enable/disable scenario framework logic inspector.


* No render
'''Available Options''': false, true
* Shape instancing
* Render debug mode
* Widgets
* Cmd list mode
* Active GPU wait
* > {{Link|#RT}}
* > {{Link|#Various}}
* > {{Link|#System textures}}
* > {{Link|#Textures}}
* > {{Link|#Scene lighting}}
* > {{Link|#Shadows}}
* > {{Link|#PP effects}}
* > {{Link|#Terrain menu}}
* > {{Link|#Grass/Clutter/Obstacles}}
* > {{Link|#Roads menu}}
* > {{Link|#Materials settings}}
* > {{Link|#Sky}}
* > {{Link|#Ocean}}
* > {{Link|#Rivers}}
* > {{Link|#Texture streaming}}
* > {{Link|#Volumetric Clouds}}
* > {{Link|#Atmosphere}}
* > {{Link|#Subsurface Scattering}}
* > {{Link|#FSR}}
* > {{Link|#Rain}}
* > {{Link|#Shore Wetness}}
* > {{Link|#LensFlares}}
* > {{Link|#Deferred Decals}}
* > {{Link|#LightSourcVis}}
* > {{Link|#Terrain shadows}}
* > {{Link|#Clustering}}
* > {{Link|#Occlusion Queries}}
* > {{Link|#Analytic lights}}
* Allocator stats
* Show VRAM resources


=== RT ===
=== Various ===
=== System textures ===
=== Textures ===
=== Scene lighting ===
=== Shadows ===
=== PP effects ===
=== Terrain menu ===
=== Grass/Clutter/Obstacles ===
=== Roads menu ===
=== Materials settings ===
=== Sky ===
=== Ocean ===
=== Rivers ===
=== Texture streaming ===
=== Volumetric Clouds ===
=== Atmosphere ===
=== Subsurface Scattering ===
=== FSR ===
=== Rain ===
=== Shore Wetness ===
=== LensFlares ===
=== Deferred Decals ===
=== LightSourcVis ===
=== Terrain shadows ===
=== Clustering ===
=== Occlusion Queries ===
=== Analytic lights ===


== <span title="ScenarioFramework">Plugin Inspector</span> ==


== Scene ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_PLUGIN_INSPECTOR -->
Enable/disable scenario framework plugin inspector.


* Show clips
'''Available Options''': false, true
* > {{Link|#Filter}}
* LOD multiplier
* Size multiplier
* Show light
* Cube map size
* Capture cube map
* Force vertical FOV
* Override far plane
* Override object far plan(?)
* > {{Link|#Particles}}
* > {{Link|#Light portals}}
* Render world
* Grouped render
* Colorize objects LODs
* Render world ents
* Render world {{sic|leafs}}
* Fast way
* > {{Link|#Occluders}}
* RenderEnts
* Render world env
* Force linear depth
* &nbsp;&nbsp;Linear depth


=== Filter ===
=== Particles ===
=== Light portals ===
=== Occluders ===


== <span title="ScenarioFramework">Condition Inspector</span> ==


== World ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_CONDITION_INSPECTOR -->
Enable/disable scenario framework condition inspector.


* JobManager Callstack
'''Available Options''': false, true
* JobManager Print CS
* Debug prefabs
* Show AABB {{Controls|Alt|Num5}}
* Show scene tree
* Show entity bounds
* Show active
* Show bones
* Show wind emitters {{Controls|Ctrl|Num8}}
* Disable wind {{Controls|Ctrl|Num9}}
* Game update
* MT entity sim
* MT entity update
* Entity diag
* Entity hierarchy changes(?)
* New skeleton
* Trace stresstest
* Query stresstest
* Update stresstest
* Async traces
* Async queries
* Use quadtree
* Animation




== Animation ==
= <span title="Tasks">Tasks</span> =


* Enable debugger
* Root motion always enabl(?)
* Show transforms before I(?)
* Show transforms after IK(?)
* Show IK offsets
* Show IK solver details
* Show RBF details
* Record animations
* Record local player


== <span title="Tasks">Execute tasks</span> ==


== Physics ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_EXECUTE_TASKS -->
Enable/disable execution of tasks.


* Prequery
'''Available Options''': true, false
* Show bodies
* Show layer
* Show collider type
* Show simulation state
* Show COM
* Simulation
* Dump active bodies
* Dump contacts
* Show stats
* Show Bullet
* > {{Link|#Bullet}}


=== Bullet ===


== Game ==
== <span title="Tasks">Print all tasks</span> ==


* Force fog at camera
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_ALL_TASKS -->
* Override fog
Enable/disable printing of all tasks.
* &nbsp;Distance density
* &nbsp;Height density
* &nbsp;Distance offset
* &nbsp;Height bias
* Compressed format in WB (?)
* Superscreenshot to file (?) {{Controls|Ctrl|Shift|F7}}
* Screenshot to clipboard {{Controls|Shift|F7}}
* Screenshot to file {{Controls|Ctrl|F7}}
* > {{Link|#Weather}}


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




== Sounds ==
= <span title="Radial Menu">Radial Menu</span> =


* Coast line debug
* Ambients
* Freeze cam position
* Debug Com.Sound
* Music manager enabled
* MM - debug info
* MM - enable logs
* MM - enable user input
* Early reflections
* > {{Link|#SoundMap}}
* --------------------------------
* > {{Link|#SoundSystem}}
* Log max ranges
* Show system info
* Resources
* Show categories
* Show sounds
* Show sounds 3D
* Log source info
* Filter sounds
* > {{Link|#Audio Debug Context}}
* Play recorded VON
* Enable ITD


=== SoundMap ===
== <span title="Radial Menu">Enable diagnostics</span> ==
=== SoundSystem ===
=== Audio Debug Context ===


== Systems ==
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DIAGNOSTICS -->
Enable/disable radial menu diagnostics.


* Job workers enabled
'''Available Options''': false, true
* Cause assert
* Cause crash
* Cause crash async
* Cause CRT aboard
* Cause CRT abort async
* Corrupt malloc
* Corrupt new
* Corrupt MM
* Corrupt MM async




== UI ==
== <span title="Radial Menu">Enable logging</span> ==


* Log Construction
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_LOGGING -->
* Disable Loc
Enable/disable radial menu logging.


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


== Replication ==


* Stats
{{Sticky|{{Feature|informative|It is possible to hover over debug setting titles in this page to see their access path in the Debug Menu.}}|bottom}}
* Reset peaks
* Replication logging
* Connection logging
* Replicator logging
* Finalize
* Disconnect
* Virtual connections
* Singlethreaded
* Flush trace (local)
* Flush trace (server)
* Crash server
* Stall local
* Stall remote




{{GameCategory|armaR|Modding|Official Tools}}
{{GameCategory|armaR|Modding|Official Tools}}

Latest revision as of 14:54, 22 August 2025

General Use

The Diag Menu is a menu listing many options used to debug game scripting and assets. It is available in Workbench in any 3D viewport (e.g world or model preview).

armareforger debugmenu-main.png
Usage
  • To open the Diag Menu, press ⊞ Win + Alt in any 3D viewport
    • The Ctrl + ⊞ Win shortcut conflicts with Windows 11's shortcut
  • To enter a sub-menu, press
  • To leave a sub-menu, press
  • To change a value, use and .
Hints
  • Home - jump to root menu
  • Insert - reset to default just for options in actual menu
  • Del - reset to default for all options
  • ⇧ Shift + / - faster movement through the menu
  • F1 - save current options to user profile
  • F2 - load options from user profile


It is possible to read & save Diagnostic Menu options from different location via diagMenu startup parameter.


Hotkeys List

List of all diag hotkeys
Header Hotkey
Disable player damage Ctrl + Alt + F1
Teleport Ctrl + Alt + F2
Infinite ammo Ctrl + Alt + F3
Infinite bullets Ctrl + Alt + F4
Commit suicide Ctrl + Alt + F5
Execute characters in front Ctrl + Alt + F6
Debug manual camera Ctrl + Alt + C
Reset vehicle Ctrl + Alt + R
Teleport up Ctrl + Alt + T
FPS Ctrl + NUM 1
General Ctrl + NUM 2
Counters Ctrl + NUM 3
Reload shaders Ctrl + F12
Postprocess Ctrl + Alt + P
Layers diag mode Ctrl + Alt + L
Detail texture Ctrl + Alt + S
Render debug mode RCtrl + AltGr + W
Show AABB Alt + NUM 5
Show wind emitters Ctrl + NUM 8
Disable wind Ctrl + NUM 9
Show bodies Alt + NUM 6
Simulation Ctrl + NUM 7
Superscreenshot to file Ctrl + ⇧ Shift + F7
Screenshot to clipboard ⇧ Shift + F7
Screenshot to file Ctrl + F7
Copy view link Ctrl + ⇧ Shift + L
Make a step of AStar Ctrl + Alt + V
Road network Ctrl + Alt + N
Show Road Width Ctrl + Alt + W
Road Id Ctrl + Alt + I
Previous agent RCtrl + RShift ⇧ + 9
Next agent RCtrl + RShift ⇧ + 0
Set start position Ctrl + Alt + NUM 0
Set end position Ctrl + Alt + NUM 1
Run pathfinder Ctrl + Alt + NUM 3
Generate Graph Ctrl + Alt + NUM 2
Disable AI actions Ctrl + Alt + F9
Paste view link ⇧ Shift + Alt + L


Modding

See DiagMenu.c for DiagMenu API information.

enum TAG_EMyModDiagMenu { ModMenu = 0, ModMenu_DEBUG, ModMenu_SHOW, ModMenu_LOG, }
// init script, needs to run only once // DiagMenu.RegisterMenu(int id, string name, string parent) DiagMenu.RegisterMenu(TAG_EMyModDiagMenu.ModMenu, "CategoryName", ""); { // RegisterBool(int id, string shortcut, string name, string parent, bool reverse = false) DiagMenu.RegisterBool(TAG_EMyModDiagMenu.ModMenu_DEBUG, "", "Do debug", "CategoryName"); DiagMenu.RegisterBool(TAG_EMyModDiagMenu.ModMenu_SHOW, "", "Show stuff", "CategoryName"); DiagMenu.RegisterBool(TAG_EMyModDiagMenu.ModMenu_LOG, "", "Log stuff", "CategoryName"); }
// somewhere needed if (DiagMenu.GetBool(TAG_EMyModDiagMenu.ModMenu_DEBUG)) { Print("Debug entered through Diag menu"); /* ... */ }


GameCode

Damage

Hit Zones

Show hit zone memory

Enable/disable showing of hit zone memory.

Available Options: false, true

Show hit zones

Enable/disable showing of hit zones.

armareforger-diag-menu-show-hitzones-1.jpg

When a zone is damaged, underlying fire geometry is also drawn

armareforger-diag-menu-hitzones-2.jpg

Available Options: false, true

Log damage on hit zones

Enable/disable logging of damage on hit zones.

Available Options: false, true

Log Rpl registration

Enable/disable logging of Rpl registration.

Available Options: false, true

Destruction

Damage all on init

Enable/disable damage all on init.

Available Options: false, true

Enable Logging

Enable/disable logging of destruction.

Available Options: false, true

Enable layout logging

Enable/disable logging of destruction layout.

Available Options: false, true

Rotate permanent debris 90deg

Enable/disable rotating permanent debris.

Available Options: false, true

Snap to ground (debris)

Enable/disable snapping of debris to ground.

Available Options: false, true

Allow broken prefabs spawning

Enable/disable spawning of broken prefabs.

Available Options: false, true

Enable destruction diag

Enable/disable destruction diagnostics.

Available Options: false, true

Type of damage info

Set type of damage info. 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

Set damage effect info type. Information about states like Bleeding, Tourniquets, Saline bags, Morphine, and Health/Resilience/Blood is listed in this diag

Available Options: off, Persistent, Damage History, both

Visualize weapon blast

Set weapon blast visualization mode.

Available Options: disabled, hit, all, posDebug, onlyMainBlast, onlyRicochet


Achievements

Achievements display

Enable/disable achievements display.

Available Options: false, true

Dump achievement memory data

Enable/disable dumping of achievement memory data.

Available Options: false, true

Request achievement platform data

Enable/disable request for platform achievement data.

Available Options: false, true

Unlock ACH_COMBAT_HYGIENE

Unlock ACH_COMBAT_HYGIENE.

Available Options: false, true

+50 STAT_ENEMIES_NEUTRALIZED

Increase STAT_ENEMIES_NEUTRALIZED by 50.

Available Options: false, true


Particle

Particles manager

Enable/disable particles manager debug.

Available Options: false, true

Distance particle effect

Enable/disable distance particle effect.

Available Options: enabled, disabled


Signals

Show current SignalsManagerComponent

Show or hide current SignalsManagerComponent.

Available Options: false, true

Log received

Enable/disable logging of received signals.

Available Options: false, true

Log sent

Enable/disable logging of sent signals.

Available Options: false, true

Log signal changes

Set logging mode for signal changes.

Available Options: off, all, 0.5, 1, 10, 100

Signals to dump

Set signals to dump.

Available Options: SP, MP, all

Dump signals

Enable/disable dumping of signals.

Available Options: false, true


Game materials

Cursor

Shows information about materials being used on collider which is under the cursor. It shows also thickness of the collider. By default it using all Collision Layers.

Available Options: false, true

Projectile

Restricts game materials check to Projectile layer. Can be used to check fire geometry

Available Options: false, true


Weapons

Deployment

Debug deploying

Enable/disable debugging of weapon deployment.

Available Options: false, true

IK diag

Enable/disable IK diagnostics for weapon deployment.

Available Options: false, true

Aim speed diag

Enable/disable aim speed diagnostics for weapon deployment.

Available Options: false, true

Animation diag

Enable/disable animation diagnostics for weapon deployment.

Available Options: false, true

Weapon collision diag

Enable/disable weapon collision diagnostics for deployment.

Available Options: false, true

Disable Prone deployment

Enable/disable prone deployment for weapons.

Available Options: false, true

Disable post-phys hand pose

Enable/disable post physics hand pose for weapon.

Available Options: false, true

ADS limits diag

Enable/disable ADS limits debug.

Available Options: false, true

Deploying height

Set deploying height.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0.3
  • Step: 0.01

Max dist wpn-shoulder

Set max distance between weapon and shoulder.

Range Settings:

  • Min: 0
  • Max: 90
  • Current Value: 15
  • Step: 0.05

Disable prone movement

Enable/disable movement while prone deployment.

Available Options: true, false

Prone deployment heigh limit

Set prone deployment height limit.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0.15
  • Step: 0.01

Show sights points

Enable/disable showing of weapon sight points.

Available Options: false, true

Disable aim modifiers

Enable/disable aim modifiers for weapons.

Available Options: false, true

Disable character aim modifiers

Enable/disable character aim modifiers for weapons.

Available Options: false, true

Disable weapon offset

Enable/disable weapon offset.

Available Options: false, true

Enable sway diagnostics

Enable/disable sway diagnostics.

Available Options: false, true

Disable movement based sway

Enable/disable movement based sway.

Available Options: false, true

Weapon obstruction

Enable/disable weapon obstruction debug. Diag shows various data related to obstruction like i.e. current obstruction status of controlled character.

It is also possible to change Weapon Move back offset with this diag.

When debug is activated additional spheres will be rendered with following color coding:

• Green  →  Starting or unobstructed points.

• Red  →  Obstructed or fully blocked locations

• Orange  →  Static reference points for offset calculations.

armareforger-diag-menu-weapon-obstruction.gif


When character is moving, either pink or red orbs are visible - those are obstruction predictions orbs. When no obstruction is predicted their color is pink.

armareforger-diag-menu-weapon-obstruction-prediction.gif


To prevent flashing behavior of debug windows it is necessary to Limit FPS below 20 frames.


Available Options: false, true

Weapon handling

Enable/disable weapon handling debug.

Available Options: false, true

Weapon IK

Enable/disable weapon IK debug.

Available Options: false, true

Enable casing endpoints

Enable/disable casing endpoints debug.

Available Options: false, true

Disable partial lower

Enable/disable partial lower disable.

Available Options: false, true

Force zeroing anim value

Set force zeroing animation value.

Range Settings:

  • Min: -0.001
  • Max: 1
  • Current Value: -0.001
  • Step: 0.001

Force Recoil Type

Set force recoil type.

Range Settings:

  • Min: 0
  • Max: 3
  • Current Value: 0
  • Step: 1

Roll comp. weight

Set roll compensation weight.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.01

Roll comp. gizmo diag

Enable/disable roll compensation gizmo debug.

Available Options: false, true

Correct zeroing data by ZeroGenerator

Enable/disable zeroing data correction.

Available Options: false, true

Adjustable magnification input scaling info

Enable/disable adjustable magnification scaling info.

Available Options: false, true

Adjustable magnification input scaling value

Set adjustable magnification input scaling value.

Range Settings:

  • Min: -1.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Show Collimator Debug

Enable/disable collimator debug.

Available Options: false, true

Show Attachment Debug

Enable/disable attachment debug.

Available Options: false, true

TestAimModifier

Reset aim mod

Reset aim modifier.

Available Options: false, true

Toggle 2D optics

Toggle 2D optics usage.

Available Options: false, true

Show optics diag

Show or hide optics diagnostics.

Available Options: false, true

Show PIP settings diag

Show or hide PIP settings diagnostics.

Available Options: false, true


User Actions

Log actions

Enable/disable logging of user actions.

Available Options: false, true

Context position

Enable/disable context position debug.

Available Options: false, true

Context visibility angle

Enable/disable context visibility angle debug.

Available Options: false, true

Draw diags for select ent only

Enable/disable drawing of diags for selected entity only.

Available Options: false, true

Context gizmo scale

Set context gizmo scale.

Range Settings:

  • Min: 0
  • Max: 5
  • Current Value: 0.3
  • Step: 0.05

Context name scale

Set context name scale.

Range Settings:

  • Min: 0
  • Max: 50
  • Current Value: 10
  • Step: 1

Show context radius gizmo

Enable/disable showing of context radius gizmo.

Available Options: false, true

Enable handler diag

Enable/disable user action handler diagnostics.

Available Options: false, true

Forcedisable Interactions

Enable/disable forcing of interactions.

Available Options: false, true

Enable adv. handler diag

Enable/disable advanced user action handler diagnostics.

Available Options: false, true

Use distance to line

Enable/disable using distance to line for interaction.

Available Options: false, true

Fix square distance

Enable/disable fixing of square distance.

Available Options: false, true

Use predicate cache

Enable/disable predicate cache usage.

Available Options: true, false

Script listeners

Enable/disable script listeners.

Available Options: true, false

SetActionEnabled_S ON

Enable/disable setting of action enable on client.

Available Options: true, false

New interaction method

Enable/disable new interaction method.

Available Options: true, false

Skip action duration

Enable/disable skipping of interaction duration.

Available Options: false, true


Gamepad

Show active effects

Enable/disable showing of active gamepad effects.

Available Options: false, true

Gyro Speed Sensitivity Yaw

Set gyro speed sensitivity yaw.

Range Settings:

  • Min: -100.0
  • Max: 100.0
  • Current Value: 0.0
  • Step: 0.01

Gyro Speed Sensitivity Pitch

Set gyro speed sensitivity pitch.

Range Settings:

  • Min: -20.0
  • Max: 20.0
  • Current Value: 0.0
  • Step: 0.01

Gyro Speed Sensitivity Roll

Set gyro speed sensitivity roll.

Range Settings:

  • Min: -20.0
  • Max: 20.0
  • Current Value: 0.0
  • Step: 0.01


Track-IR

Enable TrackIR freelook

Enable/disable TrackIR freelook.

Available Options: true, false

Enable TrackIR leaning

Enable/disable TrackIR leaning.

Available Options: true, false


Radio

Transmissions diag

Enable/disable radio transmissions diagnostics.

Available Options: false, true

Show radio ranges

Enable/disable showing of radio ranges.

Available Options: false, true

Force transmit

Enable/disable forcing of VON transmission.

Available Options: false, true

Disable audio filters

Enable/disable audio filters for VON.

Available Options: false, true


Chat

Log client chat messages

Enable/disable logging of client chat messages.

Available Options: false, true

Show chat diag

Show or hide chat diagnostics.

Available Options: false, true

Disable chat

Enable/disable chat.

Available Options: false, true


Time

Pause world time

Enable/disable pausing of world time.

Available Options: false, true


Electricity

Set state (SP & MP)

Enable/disable setting of electricity state.

Available Options: false, true

Delete nearest pole (SP ONLY)

Enable/disable deleting of nearest electricity pole.

Available Options: false, true

Disable nearest pole edges (SP ONLY)

Enable/disable disabling of nearest electricity pole edges.

Available Options: false, true

Switch connection of nearest poles (SP ONLY)

Enable/disable switching of nearest electricity poles connection.

Available Options: false, true


Inventory

Dump storages content

Enable/disable dumping of inventory storage content.

Available Options: false, true

Show inventory items

Enable/disable showing of inventory items.

Available Options: false, true

Log inventory changes

Enable/disable logging of inventory changes.

Available Options: false, true

Log visibility changes

Enable/disable logging of inventory visibility changes.

Available Options: false, true

Show volume info

Enable/disable showing of inventory volume info.

Available Options: false, true

Debug vicinity

Enable/disable vicinity debug.

Available Options: false, true

Show attributes debug

Enable/disable showing of inventory attributes debug.

Available Options: false, true

Enable item placement in WB

Enable/disable item placement in workbench.

Available Options: false, true

Enable hand slot

Enable/disable hand slot.

Available Options: false, true


Loadout

Show clothes

Enable/disable showing of loadout clothes.

Available Options: false, true

Show slots

Enable/disable showing of loadout slots.

Available Options: false, true

Unwear all

Unwear all loadout items.

Available Options: false, true

Show only me

Enable/disable showing of only player loadout.

Available Options: false, true

Show only lines without text

Enable/disable showing of only lines without text.

Available Options: false, true


Lights

Light positions

Enable/disable showing of light positions.

Available Options: false, true


Camera

Show camera position

Enable/disable showing of camera position.

Available Options: false, true


Animations

Show animated items bones

Enable/disable showing of animated items bones.

Available Options: false, true


Network

Network Movement

Movement

Set network movement debug mode.

Available Options: none, in, out

Movement simulation

Enable/disable network movement simulation debug.

Available Options: false, true

Display Selection

Enable/disable network movement display selection.

Available Options: false, true

NwkMovement Selection

Set network movement selection.

Range Settings:

  • Min: 0
  • Max: 512
  • Current Value: 0
  • Step: 1

Display buffer state

Enable/disable network movement display buffer state.

Available Options: false, true

Execution mode

Enable/disable network movement execution mode.

Available Options: false, true

Phys Simulation

Enable/disable network movement physics simulation.

Available Options: false, true

Nwk Updates

Enable/disable network movement network updates.

Available Options: false, true

Network Streaming

Override Distance

Enable/disable overriding of streaming distance.

Available Options: false, true

Stream In Grid Distance [#]

Set stream in grid distance.

Range Settings:

  • Min: 1
  • Max: 10
  • Current Value: 4
  • Step: 1

Vehicle Grid Distance [#]

Set vehicle grid distance.

Range Settings:

  • Min: 1
  • Max: 10
  • Current Value: 2
  • Step: 1

Character Grid Distance [#]

Set character grid distance.

Range Settings:

  • Min: 1
  • Max: 10
  • Current Value: 3
  • Step: 1

RPL scheduler

Server side RPL scheduler

Items

Enable/disable basic RPL scheduler debug.

Available Options: false, true

Item Hierarchy Moves

Enable/disable RPL scheduler item hierarchy moves debug.

Available Options: false, true

Items Streamed In

Enable/disable RPL scheduler streamed in debug.

Available Options: false, true

Items Streamed Out

Enable/disable RPL scheduler streamed out debug.

Available Options: false, true

Items bumpped

Enable/disable RPL scheduler bumpped items debug.

Available Options: false, true

Spatial map

Enable/disable RPL scheduler spatial map debug.

Available Options: false, true

Moving list

Enable/disable RPL scheduler moving list debug.

Available Options: false, true

Disabled ref count

Enable/disable RPL scheduler disabled reference count debug.

Available Options: false, true

Observers

Enable/disable RPL scheduler observers debug.

Available Options: false, true

Budgeting

Enable/disable RPL scheduler budgeting debug.

Available Options: false, true

Ownership

Enable/disable RPL scheduler ownership debug.

Available Options: false, true

Display Observers

Enable/disable display of observers.

Available Options: false, true

Virtual Player Id

Enable/disable virtual player ID debug.

Available Options: false, true

Spatial Map of Player Id

Set spatial map of player ID.

Range Settings:

  • Min: 0
  • Max: 192
  • Current Value: -1
  • Step: 1

Virtual Player X pos

Set virtual player X position.

Range Settings:

  • Min: 0
  • Max: 13000
  • Current Value: 0
  • Step: 100

Virtual Player Y pos

Set virtual player Y position.

Range Settings:

  • Min: 0
  • Max: 13000
  • Current Value: 0
  • Step: 100

Spatial layer

Set spatial layer.

Available Options: statics, dynamics, char+veh

Spatial type

Set spatial type.

Available Options: stationary+moving, stationary, moving

Network range

Set network range.

Range Settings:

  • Min: 1
  • Max: 50
  • Current Value: 2
  • Step: 1

Global streaming budget

Set global streaming budget.

Range Settings:

  • Min: 100
  • Max: 50000
  • Current Value: 500
  • Step: 50

Staggering budget

Set staggering budget.

Range Settings:

  • Min: 1
  • Max: 10201
  • Current Value: 1
  • Step: 1

Open streams delta

Set open streams delta.

Range Settings:

  • Min: 1
  • Max: 1000
  • Current Value: 1
  • Step: 1

Trouble causer

Enable/disable trouble causer debug.

Available Options: false, true

Streaming trouble causer rate

Set streaming trouble causer rate.

Range Settings:

  • Min: 1
  • Max: 60
  • Current Value: 0
  • Step: 1

Server FPS

Enable/disable network server FPS display.

Available Options: false, true

Damage synchronization

Enable/disable network damage synchronization debug.

Available Options: false, true

Lobby diagnostics

Enable/disable network lobby diagnostics.

Available Options: false, true

Connection diag

Enable/disable network connection diagnostics.

Available Options: false, true

Log ownership changes

Enable/disable logging of network ownership changes.

Available Options: false, true

Validate loaded prefabs

Enable/disable validation of loaded prefabs.

Available Options: false, true

Server admin

Enable/disable server admin mode.

Available Options: disabled, enabled

RPC MT jobs

Enable/disable RPC multithreaded jobs.

Available Options: true, false

Loading prefabs

Enable/disable prefabs loading debug.

Available Options: false, true


Social Component

Show

Enable/disable client social component debug.

Available Options: false, true

Restrictions override

Set restriction override mode for social component.

Available Options: None, Force-Restriction, Force-Unrestricted

Player to restrict

Set player to restrict.

Available Options: First-Found, Last-Found

Send update

Enable/disable sending of social component update.

Available Options: false, true

Block Me

Enable/disable blocking of current player.

Available Options: false, true

Unblock Me

Enable/disable unblocking of current player.

Available Options: false, true

Update block list

Enable/disable updating of block list.

Available Options: false, true


Turrets

Turret armory

Enable/disable turret armory debug.

Available Options: false, true

Disable turret modifiers

Enable/disable aim modifiers for turrets.

Available Options: false, true


HitReg

Draw Compensated Shots

Set draw mode for compensated shots.

Available Options: none, missed, all

Drawn Shots

Set amount of drawn shots.

Range Settings:

  • Min: 1
  • Max: 20
  • Current Value: 5
  • Step: 1

Draw Trajectories

Enable/disable drawing of trajectories.

Available Options: false, true

Draw Collider Histories

Set drawing mode for collider histories.

Available Options: none, all, included, excluded

Use RTT (Old Method)

Enable/disable using old RTT method.

Available Options: false, true

Show Graphs

Enable/disable showing of hit registration graphs.

Available Options: false, true


Projectiles

Proj. override

Mass

Projectile mass override

Available Options: default, 0.0001, 0.0005, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1

Muzzle velocity

Projectile muzzle velocity override

Available Options: default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000

Air drag coef

Projectile air drag coefficient override

Available Options: default, 0.001, 0.0005, 0.0001, 0.00005, 0.00001, 0.000005, 0.000001, 0.0000005, 0.0000001, 0.00000005, 0.00000001

Proj. test

Run

Projectile test run

Available Options: disabled, enabled

Type

Projectile test type

Available Options: camera, general, firefight, pen-test

Repeat

Projectile test repeat mode

Available Options: once, counter, unlimited

Repeat count

Set projectile test repeat count.

Range Settings:

Min: 5

Max: 100

Current Value: 5

Step: 5

Repeat freq.

Projectile test repeat frequency

Available Options: 1, 2, 5, 10, 30, 60

Proj. count

Set projectile test shot count.

Range Settings:

Min: 10

Max: 100

Current Value: 10

Step: 10

Pen. type

Projectile penetration test type

Available Options: disc, sphere, box

Matrix type

Projectile test matrix type

Available Options: actual, saved

Matrix save

Projectile test matrix save

Available Options: disabled, enabled

Projectile

Projectile test projectile type

Available Options: bullet, rpg

Kill timer

Projectile test kill timer

Available Options: 0, 1, 2, 5

Kill

Projectile test kill switch

Available Options: disabled, enabled

Proj. tests

Show plot

Projectile test show plot

Available Options: disabled, enabled

Plot type

Projectile test plot type

Available Options: 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist

Gauss param

Set projectile test gauss parameter.

Range Settings:

Min: 0

Max: 5

Current Value: 0

Step: 0.1

Proj. settings

Max concurrent debug lines

Maximum amount of trajectories that are shown at once Defalut value: 16 (can be changed to up 1024 trajectories)

Available Options: 128, 8, 16, 32, 64, 256, 512, 1024

Version

Projectile version

Available Options: default, experimental

Proj. ballistics

Print Hit Info

Projectile print hit info

Available Options: false, true

Show shell trajectory

Show projectile trajectory in 3D space, name of the flying prefab, impact points and also additional projectile data in top left corner (including projectile speed, data from prefab and impact data)

Color of the trace represents speed of the projectile, while green represents 100% of projectile initial speed and red represents speeds close to 0. armareforger-diag-menu-projectile-shell-trajectory.png

Available Options: false, true

Show stats

Shows statistics regarding current, largest & total amount of different type of projectiles: Shells, Missiles & Grenades

armareforger-diag-menu-projectile-show-stats.png

Available Options: false, true

Show predicted shell trajectory

Show prediction of projectile trajectory. You can still follow bullet path by observing where textbox with prefab name is located.

armareforger-diag-menu-projectile-predicted-trajectory.png

Available Options: false, true

Shell name

Controls whether shell name is visible next to projectile prefab.

armareforger-diag-menu-projectile-shell-name.png

Available Options: true, false

Player shell only

Controls if projectile diag should be applied to only player fired projectiles

Available Options: false, true

Visibility

How many projectiles should be visible

Available Options: all, 128, 64, 32, 16, 8, 4, 2, 1

Persistence

Controls how long trajectory is visible after projectile destruction. By default it is set to 15 seconds

Available Options: 15s, 30s, 60s, 120s, permanent, 0s, 5s

Clear trajectories

Works as a toggle.

When activated, it clears world from all debug trajectories

Available Options: disabled, enabled

Info visible

Controls infobox visibility

Available Options: true, false

Info persistence

Controls how long infobox in top left corner is visible after projectile destruction. By default it is set to 0 seconds

Available Options: 0s, 5s, 15s, permanent

Info segment length

Interval at which speed data in infobox is measured and persisted.

Available Options: 100, 200, 500, 25, 50

Hide info

Projectile hide info box

Available Options: disabled, enabled

Dump data

Doesn't work in retail version of the game

Available Options: disabled, enabled

Special case

Projectile special case

Available Options: none, north, up, down, drop

Deflection

Controls whether projectiles have a chance to deflect from surface.

Available Options: true, false

Penetration

Controls whether projectiles is able to penetrate other objects.

Available Options: true, false

Deviation

Controls whether projectiles randomly deviates after penetration.

Available Options: true, false

Gravity

Controls whether projectiles is affected by gravity.

Available Options: true, false

Decals

Controls whether projectiles are leaving impact decals

Available Options: true, false

Decals advanced

Projectile advanced decals

Available Options: true, false

Decals use diameter

Projectile decals use diameter

Available Options: false, true

Override material

Projectile material override

Available Options: true, false

Bullet time

Reduces speed to 0.01 when projectile is fired. Time doesn't restore to normal speed unless DTime Multiplier in Cheats is turned off manually.

Available Options: false, true

Grenade simulation

Grenade simulation mode

Available Options: true, false


Show actions states

Enable/disable showing of actions states.

Available Options: false, true


Gridmap diags

Enable/disable gridmap diagnostics.

Available Options: false, true


Show explosion debug

Enable/disable showing of explosion debug.

armareforger-diag-menu-explosive-damage.jpg

When an explosion occurs, "traces" (singular: "trace") are visual lines that represent the paths to each hitzone. These traces provide diagnostic feedback about whether damage was dealt or blocked. Here's how the trace system works

  • Red Sphere :
    • Represents the explosion's current damage radius .
    • The transparency of the sphere changes based on the explosion's size:
      • Less transparent (solid) : Indicates larger, more impactful explosions.
      • More transparent (faded) : Indicates smaller, less significant explosions.
  • Red: Normal explosion
  • Yellow Sphere:
    • Impulse explosion
  • Dark Yellow Sphere
    • Fragmentation explosion
    • Helps distinguish explosions of varying magnitudes and reduces visual clutter in overlapping scenarios.
  • Blue Lines :
    • Represent unblocked traces , indicating successful paths from the explosion’s origin where damage was applied to targets.
  • Red Lines :
    • Not visible in this image but would represent blocked traces , showing paths where damage was obstructed (e.g., by terrain or obstacles).
  • Additionally, each hitzone (a specific area of the target) is represented by a sphere at its location:
    • Blue Sphere : Indicates a hitzone that successfully took damage (unblocked).
    • Red Sphere : Indicates a hitzone where damage was blocked and not applied.

Available Options: false, true


Show player events

Enable/disable showing of player events.

Available Options: false, true


Show target events

Enable/disable showing of target events.

Available Options: false, true


Show aim directions

Enable/disable showing of aim directions.

Available Options: false, true


Factions

Enable/disable showing of factions debug.

Available Options: false, true


Contacts

Enable/disable showing of contacts debug.

Available Options: false, true


Smooth steering in vehicle

Enable/disable smooth steering for vehicles.

Available Options: false, true


Character acceleration in vehicle

Set character acceleration debug in vehicle.

Available Options: acceleration, gforce


FOV override

Set field of view override.

Range Settings:

Min: 0.0

Max: 89.9

Current Value: 0.0

Step: 0.1


Time and Weather Diag

Enable/disable time and weather diagnostics.

Available Options: false, true


Enable better interpolation

Enable/disable better interpolation.

Available Options: true, false


Log GameEntity events

Enable/disable logging of GameEntity events.

Available Options: false, true


Log GameEntity events (simple)

Enable/disable logging of GameEntity events (simple).

Available Options: false, true


Log shooting queues

Enable/disable logging of shooting queues.

Available Options: false, true


Log SlotInfo

Set SlotInfo logging mode.

Available Options: off, attached, detached, both


Door ColTest

Enable/disable door collision test.

Available Options: false, true


Use traces for possible volume data

Enable/disable traces for volume data.

Available Options: false, true


Show world volumes collection

Enable/disable showing of world volumes collection.

Available Options: false, true


Enable Decal Slots

Enable/disable decal slots.

Available Options: false, true


Game state diag

Enable/disable game state diagnostics.

Available Options: false, true


Force fog at camera

Force fog at camera.

Available Options: false, true


Override fog

Override fog.

Available Options: false, true


Height bias

Set height bias.

Range Settings:

Min: -500

Max: 500

Current Value: 0

Step: 5


Groups

Enable groups diag

Enable/disable groups diagnostics.

Available Options: false, true


Show input manager

Set input manager debug mode.

Available Options: disabled, active, all


Log player damage

Enable/disable logging of player damage.

Available Options: false, true

Cheats

Disable player damage

Enables god mod. Has an instant effect on a currently controlled character that persists on that character even after switching to GM or a different character

Hotkey: Ctrl + Alt + F1

Available Options: Cheat disabled, Force invulnerable, Force vulnerable


Teleport

Teleport player.

Hotkey: Ctrl + Alt + F2

Available Options: false, true


Infinite ammo

Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1

Hotkey: Ctrl + Alt + F3

Available Options: false, true


Infinite bullets

Enable/disable infinite bullets. The bullet in the chamber is never consumed, which means only first bullet in magazine array will be only used (cannot be used for testing mixed mags for instance)

Hotkey: Ctrl + Alt + F4

Available Options: false, true


Commit suicide

Commit suicide.

Hotkey: Ctrl + Alt + F5

Available Options: false, true


Execute characters in front

Execute characters in front.

Hotkey: Ctrl + Alt + F6

Available Options: false, true


DTime multiplier

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

Set delta time multiplier value.

Range Settings:

Min: 0.01

Max: 20

Current Value: 1.0

Step: 0.01


Debug manual camera

Enable/disable free manual camera. While the "Debug camera" (aka "Free camera" or "Freecam") is active, you can use the spacebar to teleport your character under the cursor

Hotkey: Ctrl + Alt + C

Available Options: false, true


ECS

ECS archetypes

Enable/disable ECS archetypes debug.

Available Options: false, true


ECS registered types

Enable/disable ECS registered types debug.

Available Options: false, true


ECS type matching

Enable/disable ECS type matching debug.

Available Options: false, true


ECS deleted entities

Enable/disable ECS deleted entities debug.

Available Options: false, true


Character

Character physics

Prequery

Enable/disable character physics prequery.

Available Options: enabled, disabled

Use idle character optimization

Enable/disable idle character physics optimization.

Available Options: enabled, disabled

Show charcter info

Enable/disable showing of character collision info.

Available Options: disabled, enabled

Always apply collision

Enable/disable always applying character collision.

Available Options: disabled, enabled

Ground offset diag

Enable/disable showing of ground offset.

Available Options: disabled, enabled

Draw character mode

Set draw mode for character physics debug.

Available Options: None, Everything, Collision, Movement Path, Surface, Prequery


Enable desync detection

Enable/disable desync detection.

Available Options: false, true


Show desync detection window

Enable/disable desync detection window.

Available Options: false, true


Interpolation enabled

Enable/disable character interpolation.

Available Options: true, false


Animation LOD

Set animation LOD.

Range Settings:

Min: -1

Max: 3

Current Value: -1

Step: 1


Aiming direction

Enable/disable showing of aiming direction.

Available Options: false, true


Head aiming direction

Enable/disable showing of head aiming direction.

Available Options: false, true


Heading angle

Enable/disable showing of heading angle.

Available Options: false, true


Surface slope

Enable/disable showing of surface slope.

Available Options: false, true


Entity transform

Enable/disable showing of entity transform.

Available Options: false, true


AnimPhysAgent transform

Enable/disable showing of animation physics agent transform.

Available Options: false, true


Foot down anim event

Enable/disable showing of foot down animation event.

Available Options: false, true


Animation events

Enable/disable showing of animation events.

Available Options: false, true


Animation tags

Enable/disable showing of animation tags.

Available Options: false, true


Climb command physics test

Enable/disable climb command physics test.

Available Options: false, true


Show current ladder

Enable/disable showing of current ladder.

Available Options: false, true


Input actions

Enable/disable showing of input actions.

Available Options: false, true


Lock view horizontal

Enable/disable locking of view horizontal.

Available Options: false, true


Lock view vertical

Enable/disable locking of view vertical.

Available Options: false, true


Disable Inertia

Enable/disable character inertia.

Available Options: false, true


Disable Inertia exponential

Enable/disable character exponential inertia.

Available Options: false, true


Show additive handler tasks

Enable/disable showing of active additive tasks.

Available Options: false, true


Stamina

Enable/disable showing of character stamina.

Available Options: false, true


Disable animation from velocity

Enable/disable animation from velocity.

Available Options: false, true


Enable new passive weapon mode (sling)

Enable/disable new passive weapon mode (sling).

Available Options: false, true


Disable anim driven icremental turns

Enable/disable anim driven incremental turns.

Available Options: false, true


Disable hit reaction

Enable/disable hit reaction.

Available Options: false, true


Enable ragdoll debug (melee attack to toggle)

Enable/disable ragdoll debug (melee attack to toggle).

Available Options: false, true


Enable feet IK

Enable/disable feet IK.

Available Options: false, true


Show player identity

Enable/disable showing of player identity.

Available Options: false, true


Show inspection diag

Enable/disable showing of inspection debug.

Available Options: false, true


Show drowning / water level diag

Enable/disable showing of drowning/water level debug.

Available Options: false, true


Inspection keeps orientation

Enable/disable keeping orientation during inspection.

Available Options: false, true


Prone root motion transl

Enable/disable root motion translation for prone turns.

Available Options: false, true


Toggle unconsciousness

Enable/disable toggling of character unconsciousness.

Available Options: false, true


Forced unconsciousness pose

Set forced unconsciousness pose.

Range Settings:

Min: -1

Max: 5

Current Value: -1

Step: 1


Show Frustum

Enable/disable showing of frustum.

Available Options: false, true


Disable velocity DTime

Enable/disable velocity delta time.

Available Options: false, true


Enable turret overriding logging

Enable/disable turret overriding logging.

Available Options: false, true


Skip simulation points prequery

Enable/disable skip simulation points prequery.

Available Options: false, true


Show simulation points

Enable/disable showing of simulation points.

Available Options: false, true


Cycle Debug View

Set character debug view cycle.

Range Settings:

Min: 0

Max: 8

Current Value: 0

Step: 1


Draw Camera Collision Solver

Enable/disable drawing of camera collision solver.

Available Options: false, true


Enable Debug UI

Enable/disable character debug UI.

Available Options: false, true


Disable Banking

Enable/disable character banking.

Available Options: false, true


Enable transform info

Enable/disable character transformation info.

Available Options: false, true


Disable recoil cam shake

Enable/disable recoil camera shake.

Available Options: false, true


Disable additional cam shake

Enable/disable additional camera shake.

Available Options: false, true


Show shake diag

Enable/disable showing of camera shake test window.

Available Options: false, true


Inspection LookAt

Enable/disable inspection look at.

Available Options: false, true


ADS Camera

Set ADS camera mode.

Range Settings:

Min: 0

Max: 3

Current Value: 0

Step: 1


Deal damage debug

Enable/disable damage debug for character.

Available Options: false, true


Show Perceived Faction

Enable/disable showing of perceived faction.

Available Options: false, true


AimModifier Debug

Enable/disable aim modifier debug.

Available Options: false, true


Vehicles

Helicopter

Draw trajectory

Enable/disable drawing of helicopter trajectory.

Available Options: false, true

Draw velocity

Set helicopter velocity visualization mode.

Available Options: none, resultant, res+local, res+world

Draw HUD

Enable/disable helicopter HUD debug.

Available Options: false, true

Toggle autohover

Enable/disable helicopter autohover.

Available Options: disabled, enabled

Collective

Set helicopter collective debug mode.

Available Options: localYOffset, default, localY, worldY, direct

Flight limits

Enable/disable helicopter flight limits debug.

Available Options: false, true

Yaw/Roll

Set helicopter stick mode.

Available Options: LS/RS, RS/LS


Tracked

TrackSim

Enable/disable Track simulation.

Available Options: true, false

Draw tracks

Enable/disable drawing of tracks.

Available Options: false, true

Track dynamic

Enable/disable track dynamic.

Available Options: true, false

Track gravity

Enable/disable track gravity.

Available Options: true, false

Reset tracks

Enable/disable resetting of tracks.

Available Options: disabled, enabled


Vehicle Networking and Reconciliation

Determinism testing

Record Moves

Enable/disable recording of vehicle moves.

Available Options: false, true

Clear Record

Clear recorded vehicle moves.

Available Options: false, true

(F)Replay Full

Enable/disable full replay of vehicle moves from full state.

Available Options: false, true

(I)Replay Full

Enable/disable full replay of vehicle moves from init state.

Available Options: false, true

(F)Replay Unconstrained

Enable/disable unconstrained replay of vehicle moves from full state.

Available Options: false, true

(I)Replay Unconstrained

Enable/disable unconstrained replay of vehicle moves from init state.

Available Options: false, true

(U)Replay until Move

Set number of unconstrained replays.

Range Settings:

Min: 0

Max: 4096

Current Value: 0

Step: 1

Num of Instances

Set number of vehicle instances.

Range Settings:

Min: 1

Max: 100

Current Value: 1

Step: 1

X axis spread

Set X axis spread for vehicle instances.

Range Settings:

Min: 0

Max: 100

Current Value: 0

Step: 1

Z axis spread

Set Z axis spread for vehicle instances.

Range Settings:

Min: 0

Max: 100

Current Value: 0

Step: 1

Num of Columns(X)

Set number of columns for vehicle instances.

Range Settings:

Min: 0

Max: 100

Current Value: 0

Step: 1

Draw recorded paths

Set draw mode for recorded vehicle paths.

Available Options: Off, Client, Server, FullSim(W), FullSim(I), Uncon(W), Uncon(I), All

SimState to CSV

Export simulation state to CSV.

Available Options: false, true

WS of (U) to CSV

Export unconstrained simulation state to CSV.

Available Options: false, true

InitState to CSV

Export initialization state to CSV.

Available Options: false, true

Prediction options

C: Disable Correction

Enable/disable client side vehicle correction.

Available Options: false, true

C: Disable Prediction

Enable/disable client side vehicle prediction.

Available Options: false, true

C: (T)Prediction Allowance

Set client side vehicle prediction distance allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 25

Step: 1

C: (T)Prediction offset

Set client side vehicle prediction offset.

Range Settings:

Min: 0

Max: 1000

Current Value: 150

Step: 1

C: Lerping options

C: Debug Lerping

Enable/disable client side vehicle lerping debug.

Available Options: false, true

C: Lerping Allowance

Set client side vehicle lerping allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 1000

Step: 1

C: Lerping Distance Percentage

Set client side vehicle distance lerping percentage.

Range Settings:

Min: 0

Max: 100

Current Value: 35

Step: 1

C: Lerping Angle Percentage

Set client side vehicle angle lerping percentage.

Range Settings:

Min: 0

Max: 100

Current Value: 50

Step: 1

C: Allowance options

S: Enable allowance

Enable/disable server side vehicle allowance.

Available Options: false, true

S: Speed Scaled Allowance

Enable/disable speed scaling for server side vehicle allowance.

Available Options: true, false

S: Distance Allowance

Set server side vehicle distance allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 300

Step: 1

S: Angle Allowance

Set server side vehicle angle allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 3

Step: 1

S: Angular Velocity Allowance

Set server side vehicle angular velocity allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 25

Step: 1

S: Linear Velocity Allowance

Set server side vehicle linear velocity allowance.

Range Settings:

Min: 0

Max: 1000

Current Value: 30

Step: 1

Server Car Overrides

S: Override KMH

Enable/disable server side KMH override.

Available Options: false, true

S: -||- close to 0

Enable/disable server side KMH override close to zero.

Available Options: false, true

S: Override STEERING

Enable/disable server side steering override.

Available Options: false, true

S: Override THROTTLE

Enable/disable server side throttle override.

Available Options: false, true

S: Override BRAKE

Enable/disable server side brake override.

Available Options: false, true

S: Override GEAR

Enable/disable server side gear override.

Available Options: false, true

S: Override CLUTCH

Enable/disable server side clutch override.

Available Options: false, true

Vehicle type

Set vehicle type.

Available Options: Wheeled, Helicopter

Heli prefab selection

Select helicopter prefab.

Available Options: Mi8, UH1

Show vehicle id

Enable/disable showing of vehicle ID.

Available Options: false, true

Vehicle selection

Set vehicle selection.

Range Settings:

Min: 0

Max: 512

Current Value: 0

Step: 1

S: Input/Output Diags

Set input/output diagnostic mode.

Available Options: Off, Sim Out, Sim In, Controller, All

Debug path correction

Enable/disable path correction debug.

Available Options: false, true

Debug history

Enable/disable network history debug.

Available Options: false, true

Debug engine flags

Enable/disable engine inputs debug.

Available Options: false, true

Draw Phys Comp Debug

Enable/disable drawing of physics component debug.

Available Options: false, true

C: Resend rate

Set client side vehicle resend rate.

Range Settings:

Min: 1

Max: 5

Current Value: 2

Step: 1

S: Replay delay

Set server side vehicle replay delay.

Range Settings:

Min: 0

Max: 300

Current Value: 2

Step: 1

S: Max Rtt allowed

Set server side vehicle max RTT allowed.

Range Settings:

Min: 0

Max: 300

Current Value: 60

Step: 1


Compartments

Compartment positions

Enable/disable showing of compartment positions.

Available Options: false, true

Show entry points

Enable/disable showing of compartment entry points.

Available Options: false, true

Show accessibility

Enable/disable showing of compartment accessibility.

Available Options: false, true

Show get out prediction

Enable/disable showing of get out prediction.

Available Options: false, true

Show character obstruction trace during get out

Enable/disable showing of character obstruction trace during get out.

Available Options: false, true


MT simulation

Enable/disable multithreaded vehicle simulation.

Available Options: true, false


Show Controller Diags

Enable/disable showing of vehicle controller diagnostics.

Available Options: false, true


Show Compartment Events Diags

Enable/disable showing of vehicle compartment events diagnostics.

Available Options: false, true


Show stats

Enable/disable showing of vehicle statistics.

Available Options: false, true


Show vehicle debug

Enable/disable showing of vehicle debug.

Available Options: false, true


Player vehicle only

Enable/disable showing of player vehicle only.

Available Options: true, false


Show CoM

Enable/disable showing of vehicle center of mass.

Available Options: false, true


Show inertia

Enable/disable showing of vehicle inertia.

Available Options: false, true


Show forces

Enable/disable showing of vehicle forces.

Available Options: false, true


Show engine

Enable/disable showing of vehicle engine.

Available Options: false, true


Show contacts

Enable/disable showing of vehicle contacts.

Available Options: false, true


Show raycast

Enable/disable showing of vehicle raycast.

Available Options: false, true


Show suspension

Enable/disable showing of vehicle suspension.

Available Options: false, true


Show swaybar

Enable/disable showing of vehicle swaybar.

Available Options: false, true


Show wheels

Enable/disable showing of vehicle wheels.

Available Options: false, true


Show bones

Enable/disable showing of vehicle bones.

Available Options: false, true


Show slope

Enable/disable showing of vehicle slope.

Available Options: false, true


Test raycast

Enable/disable testing of raycast.

Available Options: false, true


Reset vehicle

Reset vehicle.

Hotkey: Ctrl + Alt + R

Available Options: disabled, enabled


Teleport up

Teleport vehicle up.

Hotkey: Ctrl + Alt + T

Available Options: disabled, enabled


Wheel drag set

Enable/disable overriding of wheel drag.

Available Options: false, true


Wheel drag value

Set wheel drag value.

Range Settings:

Min: 0

Max: 1

Current Value: 0

Step: 0.05


Disable freelook

Enable/disable freelook for vehicles.

Available Options: false, true


Enable debugger trace

Enable/disable debugger trace for vehicles.

Available Options: false, true


wheel drag set

Enable/disable overriding of wheel drag (duplicate).

Available Options: false, true


Fuel consumption

Enable/disable fuel consumption debug.

Available Options: false, true


Visualize push force

Enable/disable visualization of push force.

Available Options: false, true


Show dust materials

Enable/disable showing of vehicle dust materials.

Available Options: false, true


Statistics

FPS

Display FPS statistics.

Hotkey: Ctrl + NUM 1

Available Options: none, basic, detailed, average


General

Display general statistics.

Hotkey: Ctrl + NUM 2

Available Options: disable, basic, detailed, all


Shape stats

Enable/disable shape statistics.

Available Options: disabled, enabled


MeshObject stats

Display mesh object statistics.

Available Options: none, count, mesh, faces, verts


Decal stats

Display decal statistics.

Available Options: none, all


Resource memory stats

Display resource memory statistics.

Available Options: none, memory, age


Texture memory stats

Display texture memory statistics.

Available Options: none, memory, age


Slow script

Set threshold for slow scripts log.

Available Options: off, 1ms, 2ms, 5ms, 10ms


Verbose script Print

Enable/disable verbose script prints.

Available Options: false, true


Script profiler

Enable/disable script profiler.

Available Options: off, frame, average


Script prof. external

Enable/disable external script profiler.

Available Options: false, true


Test mem-stress

Enable/disable memory stress testing.

Available Options: off, once, periodic


Flush memory

Enable/disable memory flushing.

Available Options: disabled, enabled


Flush audio

Enable/disable audio flushing.

Available Options: disabled, enabled


Memory validation

Enable/disable memory validation.

Available Options: none, on, off


Dump render resources

Enable/disable dumping of render resources.

Available Options: disabled, enabled


Counters

Enable/disable performance counters.

Hotkey: Ctrl + NUM 3

Available Options: disabled, enabled


Slow down

Slow down the game.

Available Options: off, 1ms, 5ms, 10ms, 20ms, 50ms, 100ms


Limit FPS

Limit the game's FPS.

Available Options: off, 120, 60, 40, 30, 20, 10, 5, 2


Widget statistics

Enable/disable widget statistics.

Available Options: false, true


Widget hierarchy to log

Log widget hierarchy.

Available Options: off, once


Widget update to log

Log widget updates.

Available Options: none, hierarchy, time


Loaded particle FX

Enable/disable loaded particle FX statistics.

Available Options: false, true


Resource category stats

Enable/disable resource category statistics.

Available Options: disabled, enabled


Dump resources

Toggle. Dumps all resources.

Available Options: disabled, enabled


Log prefab spawn

Log prefab spawning.

Available Options: off, non-instant, all


Data Collection

Enable debug menu

Enable/disable data collection debug menu.

Available Options: false, true


Render

RT

Main RT format

Override main render target format.

Available Options: no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F

Main RT MSAA

Override main render target MSAA settings.

Available Options: no override, none, 2x, 4x, 8x

Force custom resolve

Force custom resolve for render target.

Available Options: false, true

Use resolved RT for PPs

Control post-processing RT usage.

Available Options: default, disabled, enabled


Various

Reload shaders

Enable/disable shader reloading.

Hotkey: Ctrl + F12

Available Options: disabled, enabled

Offline shaders

Enable/disable offline shaders.

Available Options: disabled, enabled

Scene prep. mode

Set scene preparation mode.

Available Options: Multithreaded, Singlethreaded

Cmd list mode

Set command list mode.

Available Options: Multithreaded, Singlethreaded

Log GPU perf diags

Log GPU performance diagnostics.

Available Options: off, once, permanent

Log CMD lists

Log command lists.

Available Options: off, once, permament

Over-sync barriers (PS5)

Set over-sync barriers.

Available Options: none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer

Clear RT with

Clear render target with color.

Available Options: none, black, white, red, green, blue

Clear temporal RTs to

Clear temporal render targets.

Available Options: none, black, NaN

GBuffer

Set G-Buffer mode.

Available Options: default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull

GBuffer decals

Enable/disable G-Buffer decals.

Available Options: false, true

Decals

Enable/disable decals.

Available Options: true, false

Disable HTILE (PS4&PS5)

Enable/disable HTILE.

Available Options: false, true

Check GPU commands (PS5)

Enable/disable checking of GPU commands.

Available Options: false, true

VSync imm.treshold

Set VSync immediate threshold.

Available Options: 0, 10, 20, 30, 40, 50

VSync limit

Set VSync limit.

Available Options: default, 20, 30, 40, 60

DX12: log trans. barriers

Enable/disable logging of DX12 transition barriers.

Available Options: false, true

DX12: log state commit

Enable/disable logging of DX12 state commits.

Available Options: false, true

CopyHWDepth use depth

Control if CopyHWDepth should use depth.

Available Options: true, false

CopyHWDepth filter

Set filter mode for CopyHWDepth.

Available Options: default, firstSample, min, max

CB draw calls min limit

Enable/disable command buffer draw calls minimum limit.

Available Options: true, false

Validate Input (DP)

Enable/disable validation of input.

Available Options: false, true


System textures

IBL

log messages

Enable/disable IBL logging.

Available Options: false, true

Env map num

Select which environment map to display.

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

Refresh

Set refresh mode for IBL.

Available Options: no, yes, always, disable

Apply HDRmul

Apply or disable HDR multiplier for IBL.

Available Options: true, false

DFG specular

Enable/disable DFG specular for IBL.

Available Options: false, true

DFG diffuse

Enable/disable DFG diffuse for IBL.

Available Options: false, true

Environment

Enable/disable environment for IBL.

Available Options: false, true

LD specular

Enable/disable LD specular for IBL.

Available Options: true, false

LD diffuse

Enable/disable LD diffuse for IBL.

Available Options: false, true

Maximize size

Enable/disable Dynamic Texture size maximization.

Available Options: false, true

Show shadowmap

Display shadowmap.

Available Options: disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd

Show combined rainmask

Display combined rainmask.

Available Options: disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate

Show light shadowmap

Set light shadowmap to show.

Range Settings:

  • Min: 0
  • Max: 36
  • Current Value: 0
  • Step: 1

Show cascades

Show shadow cascades.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show rain mask

Show rain mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show wetness mask

Show wetness mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show custom wetness mask

Show custom wetness mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show wetness add mask

Show wetness add mask.

Available Options: disable, cascade 1, cascade 2, cascade 3, cascade 4

Show depthmap

Enable/disable depthmap visualization.

Available Options: disabled, enabled

Show HW depthmap

Enable/disable HW depthmap visualization.

Available Options: disabled, enabled

Terrain shadow map

Show terrain shadow maps.

Available Options: none, terrain shadow, shadow raw, shadow volume high, shadow volume low

Disable SPD

Disable Screen-Space Particle Depth.

Available Options: false, true

Show GBuffer

Show G-Buffer channels (normals, roughness, metalness, albedo, AO).

Available Options: none, normals, roughness, metalness, albedo, AO

Show GBuffer

Show G-Buffer channels (normals, roughness, metalness).

Available Options: none, normals, roughness, metalness

Show volumetric light rays

Enable/disable volumetric light ray visualization.

Available Options: disabled, enabled

Show reflections

Enable/disable reflection visualization.

Available Options: disabled, enabled

Show user textures

Enable/disable user texture visualization.

Available Options: disabled

Show virtual lights RT

Enable/disable virtual lights RT visualization.

Available Options: disabled, enabled


Textures

Mipmap bias

Set mipmap bias.

Available Options: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, -0.75, 0.5, -0.25

Max mipmap

Set maximum mipmap level.

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

Defrag

Enable/disable defragmentation of texture resources.

Available Options: true, false

Mode

Set mode of defrag.

Available Options: auto, once, continuous

Defrag heap

Set heap for defrag.

Available Options: MA heaps, manTextures, manBuffers

Defrag alg

Set algorithm of defrag.

Available Options: fast, balanced, full


Scene lighting

Force PBR light

Force or disable PBR light.

Available Options: false, true

Ambient lighting

Enable/disable ambient lighting.

Available Options: true, false

Directional lighting

Enable/disable directional lighting.

Available Options: true, false

Diffuse lighting

Enable/disable diffuse lighting.

Available Options: true, false

Specular lighting

Enable/disable specular lighting.

Available Options: true, false

Emission lighting

Enable/disable emission lighting.

Available Options: true, false

Desaturate Atmosphere (cubemap)

Set desaturation of atmosphere (cubemap).

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.01

Remove interiors fog

Remove fog in interiors.

Available Options: true, false

Capture with glob.probe

Enable/disable capturing with global probe.

Available Options: false, true

Negative probe ambient

Enable/disable negative probe ambient.

Available Options: false, true

IBL reflection/roughness

Set IBL reflection/roughness power.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.01

IBL multiscattering

Enable/disable IBL multiscattering.

Available Options: true, false

Probe lighting mode

Enable/disable probe lighting mode.

Available Options: false, true

Object probe LV

Set object probe luminance value.

Range Settings:

Min: -4

Max: 4

Current Value: 0

Step: 0.01

Show scene LV

Show scene luminance.

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

LV auto

Enable/disable automatic adjustment of scene LV.

Available Options: true, false

manual LV middle

Set manual luminance value. Options: -10 20 5 0.01

LV +-Range

Set luminance range.

Range Settings:

  • Min: 1
  • Max: 20
  • Current Value: 5
  • Step: 0.01

LV watcher

Set luminance watcher.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0.5
  • Step: 0.001

LV watcher size

Set luminance watcher size.

Range Settings:

  • Min: 0
  • Max: 0.2
  • Current Value: 0.025
  • Step: 0.001


Shadows

Shadows

Enable/disable shadows.

Available Options: true, false

Shadows OOF

Enable/disable out of frustum shadows.

Available Options: true, false

Shadows multileaf

Enable/disable multileaf shadows.

Available Options: true, false

Particle shadows

Set particle shadows.

Available Options: default, per pixel, per vertex, disabled

Particle cascades

Set particle shadow cascades.

Available Options: default, 1, 2, 3, 4


PP effects

DOF Advanced

Enabled

Enable/disable advanced depth of field.

Available Options: true, false

Format

Set the format for advanced depth of field.

Available Options: default, R11G11B10F, R16G16B16A16F

Quality

Set the quality level for advanced depth of field.

Available Options: default, 0, 1, 2, 3

Rings

Set the number of rings for advanced depth of field.

Available Options: default, 3, 4, 5

Combine FS Blur

Set mode to combine full screen blur for advanced depth of field.

Available Options: default, enabled, disabled

Gather quality

Set gather quality for advanced depth of field.

Available Options: default, low, high

Force dilate rad.

Set force dilate radius for advanced depth of field.

Range Settings:

  • Min: 0
  • Max: 16
  • Current Value: 0
  • Step: 1

Debug vis

Set debug visualization mode for advanced depth of field.

Available Options: disabled, fields, gather, combine, bg col, bg alpha, fg col, fg alpha, fill col, fill alpha

Override near blur

Enable/disable overriding the near blur value for advanced depth of field.

Available Options: false, true

near blur

Set near blur value for advanced depth of field. Options: -0.0001 0.04 0.02 0.001

Override far blur

Enable/disable overriding the far blur value for advanced depth of field.

Available Options: false, true

far blur

Set far blur value for advanced depth of field. Options: -0.0001 0.04 0.02 0.001

Override FStop

Enable/disable overriding the FStop value for advanced depth of field.

Available Options: false, true

FStop

Set FStop value for advanced depth of field.

Range Settings:

  • Min: 0.1
  • Max: 32
  • Current Value: 2.0
  • Step: 0.1

Override focus dist

Enable/disable overriding the focus distance for advanced depth of field.

Available Options: false, true

focus dist

Set focus distance for advanced depth of field.

Range Settings:

  • Min: 0.0
  • Max: 100
  • Current Value: 2.0
  • Step: 0.1

Override focal length

Enable/disable overriding the focal length for advanced depth of field.

Available Options: false, true

focal length

Set focal length for advanced depth of field.

Range Settings:

  • Min: 0.01
  • Max: 1
  • Current Value: 0.05
  • Step: 0.01

Postprocess

Enable/disable all postprocessing effects.

Hotkey: Ctrl + Alt + P

Available Options: enabled, disabled

Rain

Enable/disable rain postprocessing effect.

Available Options: enabled, disabled

Snow

Enable/disable snow postprocessing effect.

Available Options: enabled, disabled

Chrom aber

Enable/disable chromatic aberration postprocessing effect.

Available Options: enabled, disabled

Color grading

Enable/disable color grading postprocessing effect.

Available Options: disabled, enabled

Colors

Enable/disable color correction postprocessing effect.

Available Options: enabled, disabled

Depth of field

Enable/disable standard depth of field postprocessing effect.

Available Options: enabled, disabled

Physical Depth of field

Enable/disable physical bokeh depth of field postprocessing effect.

Available Options: enabled, disabled

Force Quality

Set the quality for physical bokeh depth of field.

Available Options: default, low, middle, high

Physical fast Depth of field

Enable/disable fast physical bokeh depth of field postprocessing effect.

Available Options: enabled, disabled

Force Quality

Set the quality for fast physical bokeh depth of field.

Available Options: default, low, middle, high

Dynamic blur

Enable/disable dynamic blur postprocessing effect.

Available Options: disabled, enabled

Film grain

Enable/disable film grain postprocessing effect.

Available Options: enabled, disabled

FXAA

Enable/disable FXAA postprocessing effect.

Available Options: enabled, disabled

God rays

Enable/disable god rays postprocessing effect.

Available Options: enabled, disabled

HBAO

Enable/disable HBAO postprocessing effect.

Available Options: enabled, disabled

Debug

Enable/disable HBAO debugging visualization.

Available Options: disabled, enabled

DebugFullScreen

Enable/disable HBAO fullscreen debugging visualization.

Available Options: disabled, enabled

NumSteps

Set the number of HBAO steps.

Available Options: default, 1, 2, 3, 4, 5, 6, 7, 8

NumDirections

Set the number of HBAO directions.

Available Options: default, 1, 2, 3, 4, 5, 6, 7, 8

HDR

Enable/disable HDR postprocessing effect.

Available Options: enabled, disabled

Debug

Set HDR debug visualization.

Available Options: none, mask, LVBlend

Bloom

Enable/disable bloom effect for HDR.

Available Options: enabled, blured, disabled

Bloom CS

Enable/disable bloom compute shader for HDR.

Available Options: false, true

Bloom Upsample

Select bloom upsample method for HDR.

Available Options: before tonemap, in tonemap

EV

Set HDR exposure value.

Range Settings:

Min: -10.0

Max: 10.0

Current Value: 0.0

Step: 0.1

Show curves

Show HDR curves.

Available Options: disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic

Disable autoExp

Disable auto exposure for HDR.

Available Options: false, true

New LV adaptation

Enable/disable new luminance adaptation for HDR.

Available Options: false, true

HaightmapAO

Enable/disable heightmap based AO postprocessing effect.

Available Options: enabled, disabled

Gauss filter

Enable/disable gaussian blur postprocessing effect.

Available Options: enabled, disabled

Outlines

Enable/disable outline postprocessing effect.

Available Options: enabled, disabled

Radial blur

Enable/disable radial blur postprocessing effect.

Available Options: enabled, disabled

Rot blur

Enable/disable rotation blur postprocessing effect.

Available Options: enabled, disabled

SMAA

Enable/disable SMAA postprocessing effect.

Available Options: enabled, disabled

Edge detection method override

Set the edge detection method override for SMAA.

Available Options: Disabled, Color, Depth, Luma

Show debug textures

Display SMAA debug textures.

Available Options: Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation

SSAO

Enable/disable SSAO postprocessing effect.

Available Options: enabled, disabled

Method

Set SSAO method.

Available Options: non-linear, linear, mask non-linear, mask linear

BlurSteps

Set blur steps for SSAO.

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

SSDO

Enable/disable SSDO postprocessing effect.

Available Options: enabled, disabled

Debug

Enable/disable SSDO debugging visualization.

Available Options: disabled, enabled

DebugFullScreen

Enable/disable SSDO fullscreen debugging visualization.

Available Options: disabled, enabled

SSR (global)

Enable/disable global SSR postprocessing effect.

Available Options: enabled, disabled

SSR (objects only)

Enable/disable object only SSR postprocessing effect.

Available Options: enabled, disabled

Use FFX SSR

Enable/disable FFX Screen Space Reflection.

Available Options: enabled, disabled

Temporal filtering

Enable/disable temporal filtering for SSR.

Available Options: enabled, disabled

Min fade distance

Set minimum fade distance for SSR.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 0.5
  • Step: 0.01

Max fade distance

Set maximum fade distance for SSR.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 2
  • Step: 0.01

Behind ambient

Correct reflection with ambient.

Available Options: disabled, enabled

UnderWater

Enable/disable underwater postprocessing effect.

Available Options: enabled, disabled

Wet distort

Enable/disable wet distortion postprocessing effect.

Available Options: enabled, disabled


Terrain menu

Terrain

Enable/disable terrain rendering.

Available Options: enabled, disabled

LOD mode

Set terrain LOD mode.

Available Options: auto, exact lod, frac only

Force exact LOD

Set force exact LOD.

Range Settings:

  • Min: 1
  • Max: 5
  • Current Value: 5
  • Step: 0.01

Layers diag mode

Set terrain layers diagnostic mode.

Hotkey: Ctrl + Alt + L

Available Options: disabled, layers, projection

Show tiles error

Enable/disable showing of terrain tile errors.

Available Options: false, true

Tile error modif

Set terrain tile error modification. Options: -10 10 0 0.01

Blocks' bounding boxes

Enable/disable bounding boxes for terrain blocks.

Available Options: disabled, enabled

MaxLOD blocks' AABB

Enable/disable AABBs for max LOD terrain blocks.

Available Options: disabled, enabled

Biased blocks' AABB

Enable/disable AABBs for biased terrain blocks.

Available Options: disabled, enabled

Tiles' bounding boxes

Enable/disable bounding boxes for terrain tiles.

Available Options: disabled, enabled

Detail texture

Enable/disable terrain detail texture.

Hotkey: Ctrl + Alt + S

Available Options: enabled, disabled

Water LOD bias

Set water LOD bias.

Range Settings:

  • Min: 0
  • Max: 1
  • Current Value: 0
  • Step: 0.001

Detail texture detail

Set terrain detail texture level.

Available Options: normal, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10

Reload only curr. shaders

Enable/disable reloading of only current terrain shaders.

Available Options: false, true

Use layer cache

Enable/disable terrain layer cache.

Available Options: true, false

Terrain render info

Enable/disable terrain render information.

Available Options: false, true

Holes debug vis

Enable/disable terrain holes debug visualization.

Available Options: false, true

Disabled block debug vis

Enable/disable visualization of disabled terrain blocks.

Available Options: false, true


Grass/Clutter/Obstacles

Render clutter

Set clutter render mode.

Available Options: full, prepare only, disabled

Show clutter stats

Set clutter statistics.

Available Options: none, general, detailed

Reload clutter configs

Enable/disable reloading of clutter configurations.

Available Options: disabled, enabled

3D clutter AABB

Enable/disable 3D AABBs for clutter.

Available Options: disabled, enabled

Clutter LOD debug

Enable/disable clutter LOD debugging.

Available Options: disabled, enabled

Clutter LOD blend size

Set clutter LOD blend size.

Range Settings:

  • Min: 0.0
  • Max: 5.0
  • Current Value: 1.5
  • Step: 0.1

Thinning slope

Set clutter thinning slope.

Range Settings:

  • Min: 0.01
  • Max: 1.0
  • Current Value: 0.25
  • Step: 0.01

Clutter fadeout size

Set clutter fadeout size.

Range Settings:

  • Min: 0
  • Max: 30
  • Current Value: 15
  • Step: 0.1

Shadow casting

Enable/disable shadow casting for clutter.

Available Options: enabled, disabled

Clutter position jitter

Set clutter position jitter.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.5
  • Step: 0.01

Enable obstacles

Enable/disable obstacles on terrain.

Available Options: true, false

Enable clutter mask

Enable/disable clutter masking.

Available Options: true, false

Show clutter occldrs

Enable/disable showing of clutter occluders.

Available Options: false, true

Show obst.map

Set obstacle map visualization.

Available Options: none, runtime, perm. depth, perm. mask

Force params:

Enable/disable forcing of obstacle parameters.

Available Options: false, true

RadiusX

Set obstacle radius X.

Range Settings:

  • Min: 0.5
  • Max: 5
  • Current Value: 1
  • Step: 0.1

RadiusZ

Set obstacle radius Z.

Range Settings:

  • Min: 0.5
  • Max: 5
  • Current Value: 1
  • Step: 0.1

Offset

Set obstacle offset. Options: -1.0 1.0 0 0.01

Render grass

Enable/disable grass rendering.

Available Options: enabled, disabled

Grass log

Enable/disable grass logging.

Available Options: false, true

Basic cluster size (10) mul

Set grass cluster size multiplier.

Range Settings:

  • Min: 1.5
  • Max: 10
  • Current Value: 10
  • Step: 0.01

Grass distance <50..150>

Set grass detail distance. Options: -1 1 0 0.1

Freeze grass pos

Enable/disable freezing of grass positions.

Available Options: disabled, enabled

Grass clusters' boxes

Enable/disable visualization of grass cluster boxes.

Available Options: disabled, enabled

Force grass lod

Set grass LOD level.

Available Options: default, 0, 1, 2, 3

Force grass blend

Set grass blend mode.

Available Options: default, alphatest, edges, ATOC(if msaa)

Grass sort

Enable/disable sorting of grass.

Available Options: true, false

MT rendering

Enable/disable multi-threaded grass rendering.

Available Options: true, false

MT caching

Enable/disable multi-threaded grass caching.

Available Options: true, false

Grass terrain blend

Enable/disable grass terrain blending.

Available Options: false, true

start dist

Set grass terrain blend start distance.

Range Settings:

Min: -100

Max: 150

Current Value: 0

Step: 0.1

end dist

Set grass terrain blend end distance.

Range Settings:

Min: -100

Max: 150

Current Value: 0

Step: 0.1


Roads menu

Enable roads

Enable/disable road rendering.

Available Options: enabled, disabled


Materials settings

Grass/Tree wind

Wind override

Enable/disable wind override for grass and trees.

Available Options: false, true

Grass/tree par override

Enable/disable override of parameters for grass and trees.

Available Options: false, true

Enable MultiMat det.mask

Enable/disable use of multi-material detection mask.

Available Options: false, true

Tree colorization

Set tree colorization mode.

Available Options: full, color only, disable

Tree volume fake

Set tree volume fake mode.

Available Options: both, geomOcclElipsoid, elipsoidAO, none

Tree volume shadow

Set tree volume shadow mode.

Available Options: none, geomOcclElipsoid, geomOccl, elipsoidAO

Override geomOccl distance

Enable/disable overriding of geometric occlusion distance.

Available Options: false, true

Max distance

Set max distance for geometric occlusion.

Range Settings:

  • Min: 0
  • Max: 250
  • Current Value: 100
  • Step: 1


Sky

Sky

Enable/disable sky rendering.

Available Options: enabled, disabled

Fog

Enable/disable fog rendering.

Available Options: enabled, disabled

Fog in env. map

Enable/disable fog in environment map.

Available Options: enabled, disabled

Lens Flares

Enable/disable lens flares.

Available Options: enabled, disabled

Godrays

Enable/disable god rays.

Available Options: enabled, disabled

Show planets

Enable/disable rendering of planets.

Available Options: enabled, disabled

Show stars

Enable/disable rendering of stars.

Available Options: enabled, disabled

Show real stars constellations

Enable/disable rendering of real star constellations.

Available Options: enabled, disabled

Show far layer

Enable/disable rendering of far sky layer.

Available Options: enabled, disabled

Show dynamic layer

Enable/disable rendering of dynamic sky layer.

Available Options: enabled, disabled


Rivers

Central flow func

Set the central flow function for rivers.

Available Options: sine, polynomial

Debug output

Display debug information of river flow.

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


LightSourcVis

Blend

Set blend mode for light sources.

Available Options: default, additive, alphablend, max


Subsurface Scattering

SSSSS override params

Enable/disable overriding of SSSSS parameters.

Available Options: false, true

Enabled

Enable/disable subsurface scattering.

Available Options: false, true

Scale

Set subsurface scattering scale.

Range Settings:

  • Min: 0
  • Max: 4
  • Current Value: 1
  • Step: 0.01

Random rotation

Enable/disable random rotation for subsurface scattering.

Available Options: false, true

Log kernel

Enable/disable logging of subsurface scattering kernel.

Available Options: false, true

Use stencil

Enable/disable stencil buffer for subsurface scattering.

Available Options: true, false

Profile resolve

Set profile resolve mode for subsurface scattering.

Available Options: default, first, min, max, avg

SSSSS quality

Set quality for subsurface scattering.

Available Options: default, low, medium, high


Analytic lights

Disable far lights

Disable or enable far analytic lights.

Available Options: false, true

Show far lights

Show or hide far analytic lights.

Available Options: disabled, show, no clip

Invert geometry

Enable/disable inverting of geometry.

Available Options: false, true

Enable vol lights

Enable/disable volumetric lights.

Available Options: enabled, no blend, disabled

Show log

Enable/disable logging of far lights.

Available Options: false, true

Farlight intensity

Set far light intensity. Options: -3 20 0 0.1

Analytic lights

Enable/disable analytic lights.

Available Options: true, false

Lights shadows

Enable/disable analytic lights shadows.

Available Options: true, false

Override limits

Enable/disable overriding of light shadow limits.

Available Options: false, true

Memory budget

Set memory budget for light shadows.

Range Settings:

  • Min: 10
  • Max: 100
  • Current Value: 40
  • Step: 2

Max shadows count

Set max shadow count for lights.

Range Settings:

  • Min: 4
  • Max: 64
  • Current Value: 16
  • Step: 1

Basic tex size

Set basic texture size for lights shadows.

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

Aggr. particle lights

Enable/disable aggregation of particle lights.

Available Options: true, false

Autoshrink part. lights

Enable/disable auto shrinking of particle lights.

Available Options: true, false


Occlusion Queries

Benchmark

Enable/disable occlusion queries benchmark.

Available Options: false, true

TestSun

Enable/disable occlusion queries test sun.

Available Options: false, true


Snow

Quantize speed

Enable/disable quantization of snow speed.

Available Options: true, false

Quantize dir

Enable/disable quantization of snow direction.

Available Options: true, false

Fix dir

Enable/disable fixing of snow wind direction.

Available Options: false, true

Enable logs

Enable/disable snow logs.

Available Options: false, true

Use underwater mask

Enable/disable underwater mask for snow.

Available Options: true, false

Macro mask debug

Show macro mask debug for snow.

Available Options: disabled, layer 1, layer 2, layer 3

Override snow

Enable/disable overriding snow.

Available Options: false, true

Density

Set snow density.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 1.0
  • Step: 0.01

Time coef

Set snow time coefficient.

Range Settings:

  • Min: 0.0
  • Max: 10.0
  • Current Value: 1.0
  • Step: 0.01


Deferred Decals

Render

Enable/disable rendering of deferred decals.

Available Options: true, false

HW depth

Enable/disable HW depth usage for deferred decals.

Available Options: true, false

Debug visualization

Enable/disable debugging visualization of deferred decals.

Available Options: true, false


Light portals

Enable light portals

Enable/disable light portals.

Available Options: enabled, disabled

Probe blending mode

Set probe blending mode for light portals.

Available Options: directional, diffuse, disabled

Specular proj. tex.

Enable/disable specular projection texture.

Available Options: disabled, enabled

Proj. tex. offset fix

Enable/disable projection texture offset fix.

Available Options: disabled, enabled

Portal light mode

Set light mode for light portals.

Available Options: none, diffuse+specular, diffuse, specular

Normalize L by area

Enable/disable normalization of light by area.

Available Options: disabled, enabled

Direct light contrib.

Enable/disable direct light contribution.

Available Options: disabled, enabled

Light volume lerp (m)

Set light volume lerp.

Available Options: 0.00001, 0.0001, 0.001, 0.01, 0.05, 0.1, 0.15, 0.2, 0.25, 0.3, 0.5, 0.75, 1.0

Disable light volumes

Disable light volumes.

Available Options: false, true

Show active subscene

Show or hide active subscene.

Available Options: disabled, enabled

Show area rectangles

Show or hide area rectangles.

Available Options: disabled, enabled

Show portal rectangles

Show or hide portal rectangles.

Available Options: disabled, enabled

Show light rectangles

Show or hide light rectangles.

Available Options: disabled, enabled

Show debug info

Show light portals debug info.

Available Options: none, portals, areas, all

Virtual light range

Set virtual light range.

Range Settings:

  • Min: 5
  • Max: 50
  • Current Value: 25
  • Step: 0.1

BSP diag

Enable/disable BSP diagnostics.

Available Options: disabled, enabled

Hide mesh

Hide light portal mesh.

Available Options: disabled, enabled

Show src. geometry

Show source geometry for light portals.

Available Options: disabled, opaque, transparent

Show occupancy grid

Show occupancy grid for light portals.

Available Options: disabled, enabled

Freeze camera

Enable/disable freezing of camera for light portals.

Available Options: disabled, enabled

Show BSP tree

Show BSP tree for light portals.

Available Options: none, AABB, planes, convex

Leaf mode

Set leaf mode for BSP tree debug.

Available Options: all, opaque, non-opaque

BSP disp. mode

Set display mode for BSP debug.

Available Options: normal, at depth, active, connectivity

Wanted depth

Set wanted depth for BSP debug.

Range Settings:

  • Min: 0
  • Max: 64
  • Current Value: 0
  • Step: 1

Show leaf split plane

Show leaf split plane.

Available Options: disabled, enabled

Show areas

Show light portal areas.

Available Options: none, AABB, convex

Area disp. mode

Set display mode for light portal areas.

Available Options: all (excl. out), all, single, active

Area ID

Set area ID for light portals.

Range Settings:

  • Min: 0
  • Max: 128
  • Current Value: 0
  • Step: 1

Show portals

Show light portals.

Available Options: none, all, single, per area, active

Portal ID

Set portal ID for light portals.

Range Settings:

  • Min: 0
  • Max: 512
  • Current Value: 0
  • Step: 1

Portal disp. mode

Set display mode for light portals.

Available Options: rect, AABB, rect no clip, AABB no clip

Show portal volumes

Show light portal volumes.

Available Options: disabled, enabled

Show virtual lights

Show virtual lights.

Available Options: disabled, active all, active single

Light disp. mode

Set display mode for virtual lights.

Available Options: rect, rect+cone, rect no clip, rect+cone no clip


Terrain shadows

Shadow cascades

Terrain num cascades

Set number of terrain shadow cascades.

Available Options: default, 0, 1, 2

Terrain near type

Set near cascade type for terrain.

Available Options: default, movable, static

Terrain near m/px

Set near cascade meters per pixel for terrain.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Terrain far type

Set far cascade type for terrain.

Available Options: default, movable, static

Terrain far m/px

Set far cascade meters per pixel for terrain.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Objects num cascades

Set number of object shadow cascades.

Available Options: default, 0, 1, 2

Objects near type

Set near cascade type for objects.

Available Options: default, movable, static

Objects near m/px

Set near cascade meters per pixel for objects.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Objects far type

Set far cascade type for objects.

Available Options: default, movable, static

Objects far m/px

Set far cascade meters per pixel for objects.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

AO num cascades

Set number of AO shadow cascades.

Available Options: default, 0, 1, 2

AO near type

Set near cascade type for AO.

Available Options: default, movable, static

AO near m/px

Set near cascade meters per pixel for AO.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

AO far type

Set far cascade type for AO.

Available Options: default, movable, static

AO far m/px

Set far cascade meters per pixel for AO.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Objects heightmap

Obj. heightmap movable

Set object heightmap movability.

Available Options: movable, static

Draw volumetric info

Draw volumetric debug info.

Available Options: false, true

Draw object heightmap

Draw object heightmap.

Available Options: disabled, set regions, set bits, all bits

Obj.height.full upd

Enable/disable full object heightmap update.

Available Options: false, true

Obj.height. dbg region

Enable/disable object heightmap region debug.

Available Options: false, true

Obj.height.reset

Reset object heightmap.

Available Options: false, true

Obj.height.reset stats

Reset object heightmap statistics.

Available Options: false, true

Obj.height.print stats

Print object heightmap statistics.

Available Options: false, true

Obj.height.use prepare

Enable/disable prepare for object heightmap.

Available Options: true, false

Obj.height.use CB

Enable/disable command buffer for object heightmap.

Available Options: false, true

Obj.height.max merge

Set maximum merge for object heightmap.

Available Options: unlimited, 1, 4, 8, 16

Obj.height. subdiv

Enable/disable object heightmap subdivision.

Available Options: false, true

Obj.height. sync draw

Set object heightmap draw call synchronization.

Available Options: default, sync, no sync

Obj. heightmap tex size

Set object heightmap texture size.

Available Options: no override, 1024, 2048, 4096, 8192

Obj. heightmap m/pixel

Set object heightmap meters per pixel.

Available Options: default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8

Min entities per frame

Set min entities per frame for heightmap.

Available Options: default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited

Max entities per frame

Set max entities per frame for heightmap.

Available Options: default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited

Terrain shadows

Set terrain shadows mode.

Available Options: default, on (slice), on (full), no update, disabled

Freeze update

Freeze terrain shadow update.

Available Options: false, true

Quality profile override

Override terrain shadow quality profile.

Available Options: no override, disabled, low, medium, high

Diag messages

Enable/disable terrain shadows debug messages.

Available Options: false, true

Texture size

Override terrain shadow texture size.

Available Options: no override, 1024, 2048, 4096, 8192

Blur override

Override terrain shadow blur.

Available Options: no override, 0, 3, 5, 7, 9

Hierarchical raytrace

Enable/disable hierarchical raytrace for terrain shadows.

Available Options: true, false

Force mipmap rebuild

Enable/disable forcing of mipmap rebuild for terrain shadows.

Available Options: false, true

Herarchical mip1

Set hierarchical mip 1 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Herarchical mip2

Set hierarchical mip 2 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Herarchical mip3

Set hierarchical mip 3 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Herarchical mip4

Set hierarchical mip 4 level.

Available Options: default, none, 0, 1, 2, 3, 4, 5, 6

Override Angle bias

Enable/disable overriding of angle bias.

Available Options: false, true

Angle bias (deg)

Set angle bias for terrain shadows.

Range Settings:

Min: -10

Max: 10

Current Value: -0.5

Step: 0.1

Override Height bias

Enable/disable overriding of height bias.

Available Options: false, true

Height bias (m)

Set height bias for terrain shadows.

Range Settings:

Min: 0

Max: 10

Current Value: 0.5

Step: 0.1

Override Trace bias

Enable/disable overriding of trace bias.

Available Options: false, true

Trace bias

Set trace bias for terrain shadows.

Range Settings:

Min: 0

Max: 10

Current Value: 0.0

Step: 0.1

Override Trace bias obj

Enable/disable overriding of object trace bias.

Available Options: false, true

Trace bias obj min

Set object trace bias minimum.

Range Settings:

Min: 0

Max: 10

Current Value: 0.1

Step: 0.1

Trace bias obj max

Set object trace bias maximum.

Range Settings:

Min: 0

Max: 10

Current Value: 1.5

Step: 0.1

Object shadows

Set object shadows mode.

Available Options: default, force off, force on

Object shadow type

Set object shadow type.

Available Options: no override, Physics, Physics+AAB, AAB, AABScaled, Volume

Occ grid runtime

Enable/disable runtime creation of occupation grid.

Available Options: false, true

Blend mode

Set blend mode for terrain shadows.

Available Options: blend, min

Border size

Set border size for terrain shadows.

Available Options: default, 0, 0.05, 0.1, 0.15, 0.2, 0.3, 0.4, 0.5

Sun move test

Set sun move test mode.

Available Options: off, fwd slow, fwd medium, bwd fast, bwd slow, bwd medium, bwd fast

Min pixels per frame

Set min pixels per frame for terrain shadows.

Available Options: default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited

Max pixels per frame

Set max pixels per frame for terrain shadows.

Available Options: default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited

Obj shadow blend dist(m)

Set object shadow blend distance.

Range Settings:

Min: 0

Max: 20

Current Value: 10.0

Step: 0.1

Terrain shadow blend dist(m)

Set terrain shadow blend distance.

Range Settings:

Min: 0

Max: 20

Current Value: 3.0

Step: 0.1

AO mode override

Set AO mode override for terrain shadows.

Available Options: no override, disabled, PP half, PP mixed, PP full, force precomputed, presomputed+runtime, force runtime

Override AO coef

Enable/disable overriding of AO coefficient.

Available Options: false, true

AO coef

Set AO coefficient.

Range Settings:

  • Min: 0
  • Max: 1.0
  • Current Value: 0.3
  • Step: 0.02

AO radius

Set AO radius.

Range Settings:

  • Min: 0
  • Max: 10.0
  • Current Value: 3.0
  • Step: 0.2

AO blend distance

Set AO blend distance.

Range Settings:

  • Min: 0
  • Max: 10.0
  • Current Value: 5.0
  • Step: 0.2

AO PP mode

Set AO post-processing mode.

Available Options: default, full res, half res, half res + reconst

Terr. light angle limit

Set light angle limit for terrain shadows.

Available Options: default, user

Limit angle

Set light limit angle.

Range Settings:

  • Min: 1
  • Max: 60
  • Current Value: 15
  • Step: 0.1


FSR

Resolution scale

Set resolution scale for FSR.

Available Options: default, manual, 100%, FSR Ultra (77%), FSR Quality (67%), FSR Balanced (59%), FSR Perf (50%)

Manual scale

Set manual scale for FSR.

Range Settings:

  • Min: 0.1
  • Max: 2.0
  • Current Value: 1.0
  • Step: 0.01

Use pixel shader

Enable/disable pixel shader for FSR.

Available Options: false, true

Override FSR settings

Enable/disable overriding of FSR settings.

Available Options: false, true

FSR enabled

Enable/disable FSR.

Available Options: false, true

FSR sharpen

Enable/disable FSR sharpening.

Available Options: true, false

FSR sharpen att.

Set FSR sharpen amount.

Range Settings:

  • Min: 0.0
  • Max: 2.0
  • Current Value: 0.5
  • Step: 0.01

FSR dither

Set FSR dither amount.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 1.0
  • Step: 0.01

FSR RT format

Set render target format for FSR.

Available Options: default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F

FSR mip bias

Set mip bias for FSR.

Available Options: disabled, automatic, manual

manual mip bias

Set manual mip bias for FSR. Options: -4.0 0.0 0.0 0.01


CAS

Shader

Set shader type for CAS.

Available Options: default, force PS, force CS

Override CAS settings

Enable/disable overriding of CAS settings.

Available Options: false, true

enabled

Available Options: false, true

sharpness

Set CAS sharpness.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.8
  • Step: 0.01


Rain

Wetness

Override wetness

Enable/disable overriding of rain wetness.

Available Options: false, true

Wetness

Set rain wetness.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Flood cracks

Set rain flood level for cracks.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Flood puddles

Set rain flood level for puddles.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Tree scale

Set rain tree scale.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.01

Wetness simulation

Enable/disable wetness simulation.

Available Options: false, true

Simulation value

Set wetness simulation value.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.002

Override wetness render params

Enable/disable overriding of wetness render params.

Available Options: false, true

Wind

Override rain wind

Enable/disable overriding of rain wind.

Available Options: false, true

Mask operator

Set mask operator for rain wind.

Available Options: add, mul

Override splash wind

Enable/disable overriding of splash wind.

Available Options: false, true

Mask operator

Set mask operator for splash wind.

Available Options: add, mul

Downsample

Set rain color downsample method.

Available Options: default, simple, blur, none

Blend method

Set rain blend method.

Available Options: default, standard, noRefraction

Diag refr. tex

Enable/disable rain refraction texture diagnostic.

Available Options: false, true

Stop time

Enable/disable stopping of rain simulation time.

Available Options: false, true

Use underwater mask

Enable/disable underwater mask for rain.

Available Options: true, false

Override rain density

Enable/disable overriding of rain density.

Available Options: false, true

Rain density

Set rain density.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.0
  • Step: 0.02

Override direction

Enable/disable overriding of rain direction.

Available Options: false, true

Override dirX

Set rain direction X. Options: -1.0 1.0 0.0 0.05

Override dirY

Set rain direction Y. Options: -1.0 1.0 -1.0 0.05

Override dirZ

Set rain direction Z. Options: -1.0 1.0 0.0 0.05

Distant noise mask debug

Enable/disable rain distant noise mask debug.

Available Options: false, true

Override ripple tex size

Override rain ripple texture size.

Available Options: default, 128, 256, 512, 1024

Sliding drops obj space

Enable/disable sliding drops object space.

Available Options: false, true

Override ripples

Enable/disable overriding of rain ripples.

Available Options: false, true

Ripples count min

Set rain ripples count minimum.

Range Settings:

  • Min: 1.0
  • Max: 100.0
  • Current Value: 10.0
  • Step: 1.0

Ripples count max

Set rain ripples count maximum.

Range Settings:

  • Min: 1.0
  • Max: 100.0
  • Current Value: 50.0
  • Step: 1.0

Ripples size min

Set rain ripples size minimum.

Range Settings:

  • Min: 1.0
  • Max: 20.0
  • Current Value: 1.0
  • Step: 1.0

Ripples size max

Set rain ripples size maximum.

Range Settings:

  • Min: 1.0
  • Max: 20.0
  • Current Value: 5.0
  • Step: 1.0

Ripples height min

Set rain ripples height minimum.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 0.5
  • Step: 0.01

Ripples height max

Set rain ripples height maximum.

Range Settings:

  • Min: 0.0
  • Max: 1.0
  • Current Value: 1.0
  • Step: 0.01

Ripples speed

Set rain ripples speed.

Range Settings:

  • Min: 1.0
  • Max: 2000.0
  • Current Value: 500.0
  • Step: 10.0

Ripples damping

Set rain ripples damping.

Range Settings:

  • Min: 0.01
  • Max: 1.0
  • Current Value: 0.04
  • Step: 0.01

Ripples normal strength

Set rain ripples normal strength.

Range Settings:

  • Min: 0.1
  • Max: 20.0
  • Current Value: 8.0
  • Step: 0.1

Ripples reset

Enable/disable resetting of rain ripples.

Available Options: false, true


Shore Wetness

Shore wetness enabled

Enable/disable shore wetness.

Available Options: default, enable, disable

Shore wetness override

Enable/disable overriding of shore wetness.

Available Options: false, true

Shore wet height above

Set shore wet height above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet fade above

Set shore wet fade above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet height below

Set shore wet height below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet fade below

Set shore wet fade below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

Shore wet fade coef

Set shore wet fade coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

Shore wet rough fade start

Set shore wet rough fade start.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.0

Step: 0.01

Shore wet rough fade size

Set shore wet rough fade size.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

Shore wet rough coef

Set shore wet rough coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

River wetness enabled

Enable/disable river wetness.

Available Options: default, enable, disable

River wetness override

Enable/disable overriding of river wetness.

Available Options: false, true

River wet height above

Set river wet height above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet fade above

Set river wet fade above.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet height below

Set river wet height below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet fade below

Set river wet fade below.

Range Settings:

Min: 0.0

Max: 10.0

Current Value: 0.5

Step: 0.01

River wet fade coef

Set river wet fade coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01

River wet rough coef

Set river wet rough coefficient.

Range Settings:

Min: 0.001

Max: 10.0

Current Value: 1.0

Step: 0.01


LensFlares

Debug render

Enable/disable lens flare debug rendering.

Available Options: false, true

HalfRes render

Set half resolution render for lens flares.

Available Options: no override, false, true

Force flare dirlight

Set force flare dirlight. Options: -1 100 -1 1

Force flare pointlight

Set force flare pointlight. Options: -1 100 -1 1

Force flare spotlight

Set force flare spotlight. Options: -1 100 -1 1

Override flare set

Override lens flare set.

Available Options: no override, none, 1st person, 3rd person

Override offset spot

Enable/disable overriding of offset spot for lens flares.

Available Options: false, true

Offset spot

Set offset spot for lens flares. Options: -2 2 0 0.01

Override offset point

Enable/disable overriding of offset point for lens flares.

Available Options: false, true

Offset point

Set offset point for lens flares. Options: -2 2 0 0.01

Use new occl.system

Set new occlusion system for lens flares.

Available Options: no override, false, true

Use intens.occ.for all

Enable/disable intensity occlusion for all lens flares.

Available Options: no override, false, true


Ocean & Water

Shore

Shore enabled

Enable/disable shore rendering.

Available Options: true, false

Debug visualize

Show debug visualization of shore.

Available Options: disabled, waves, DF distance, DF direction, DF near, peaks tex, noise onShore, noise foam start, noise foam, damp wave, damp peak, damp depth, on shore coef, custom foam, mask

Debug displacement

Enable/disable shore displacement debugging.

Available Options: false, true

Debug height

Show shore height debug.

Available Options: none, final, shore, final+shore

Use height lerp

Enable/disable height lerp for shore.

Available Options: false, true

Force live preview each frame

Enable/disable forcing live preview for shore.

Available Options: false, true

WaterErase

Water erase enabled

Enable/disable water erase.

Available Options: true, false

Debug visualize

Show water erase debug visualization.

Available Options: disabled, front faces, back faces, front & back

Ocean render

Set ocean render mode.

Available Options: enabled, disable simulation, disabled

Show ocean tex

Display ocean texture.

Available Options: disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth

Tex size

Set ocean debug texture size.

Available Options: 1, 2, 3, 4, 0.25, 0.33, 0.5

Water bodies

Show water bodies.

Available Options: invisible, camera, all

Ocean foam

Set ocean foam mode.

Available Options: enabled, mask, foam


Atmosphere

Show Sky LUTs

Enable/disable showing of sky LUTs.

Available Options: false, true

Show CameraVolume

Enable/disable showing of CameraVolume.

Available Options: false, true

FullScreen

Enable/disable fullscreen view for CameraVolume.

Available Options: false, true

Haze source

Set haze source for atmosphere.

Available Options: User(CloudsCycle), Atmosphere, GlobalProbe

Enable a.fog shadows

Enable/disable analytical fog shadows.

Available Options: false, true

Use SkyAmbient tex.

Enable/disable use of sky ambient texture.

Available Options: true, false

Probe fake

Set probe ambient for atmosphere.

Available Options: probe lut, sky lut, original

Overcast fix.

Set overcast fix mode for atmosphere.

Available Options: enabled, disabled

Original lighting

Set original lighting mode for atmosphere.

Available Options: enabled, disabled

Final output brightness mod.

Enable/disable final brightness modification for atmosphere.

Available Options: disabled, enabled

Show Fog Debug.

Enable/disable fog debugging visualization.

Available Options: disabled, enabled

Show constellations

Enable/disable rendering of constellations.

Available Options: false, true


Volumetric Clouds

Use New

Use the new volumetric cloud system.

Available Options: false, true

Render clouds

Enable/disable volumetric cloud rendering.

Available Options: enabled, disabled

Render Mode

Set volumetric cloud render mode.

Available Options: Quarter, Full, Experimental

Output Optimization

Set volumetric cloud output optimization.

Available Options: default, none, vertexShader, CPU

Show Output Optim Diag

Show output optimization diagnostic for clouds.

Available Options: false, true

Apply cycle values

Apply cycle values for clouds.

Available Options: true, false

Sky light mode

Set sky light mode for clouds.

Available Options: Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)

Disable direct light

Disable direct light for clouds.

Available Options: false, true

Enable occlusion map

Enable/disable occlusion map for clouds.

Available Options: enabled, disabled

Disable wind

Enable/disable wind for clouds.

Available Options: false, true

Stop wind

Stop wind for clouds.

Available Options: false, true

Show cloud lighting

Show or hide cloud lighting visualization.

Available Options: disabled, enabled

Force noise recompute

Force recomputation of cloud noise.

Available Options: disabled, enabled

Show detail noise

Enable/disable detail noise visualization for clouds.

Available Options: disabled, enabled

Show noise tiling

Set noise tiling visualization for clouds.

Available Options: disabled, base, middle, detail, newBase_R, newBase_G, newBase_B, newBase_A, newDetail_R, newDetail_G, newDetail_B, newDetail_A

Show noise tiling

Set noise tiling visualization for clouds (base, middle, detail).

Available Options: disabled, base, middle, detail

Show height detail noise

Enable/disable height detail noise texture visualization.

Available Options: disabled, enabled

Detail noise resolution

Set resolution of detail noise for clouds.

Available Options: default, 16, 32, 64, 128, 256, 512

Weather map resolution

Set weather map resolution for clouds.

Available Options: default, 256, 512, 1024, 2048

Temporal multiplier

Set temporal multiplier for clouds.

Range Settings:

Min: 0

Max: 5

Current Value: 0.0

Step: 0.01

Max. Num. samples

Set max number of samples for clouds.

Range Settings:

Min: 0

Max: 256

Current Value: 0.0

Step: 1.0

HeightMin

Set minimum height for clouds.

Range Settings:

Min: 0

Max: 20000

Current Value: 0.0

Step: 10.0

Show shadowmap

Enable/disable showing of shadow map for clouds.

Available Options: disabled, enabled

Shadowmap resolution

Set shadow map resolution for clouds.

Range Settings:

Min: 0

Max: 256

Current Value: 0

Step: 1

Shadowmap dispatches p. frame

Set shadow map dispatches per frame for clouds.

Range Settings:

Min: 0

Max: 4

Current Value: 0

Step: 1

Debug shape

Set debug shape visualization for clouds.

Available Options: none, cylinders, spheres

haze value

Set haze value for clouds.

Range Settings:

Min: 0.0001

Max: 0.1

Current Value: 0.018

Step: 0.001

Enable dist. fog

Enable/disable distance fog for clouds.

Available Options: enabled, disabled

dist. fog range

Set distance fog range for clouds.

Range Settings:

Min: 0

Max: 400000

Current Value: 65000

Step: 1000

debug detail noise weights

Enable/disable main shape noise weights debug.

Available Options: false, true

disable noise(middle,micro)

Enable/disable noise (middle, micro) for clouds.

Available Options: false, true

offet X

Set offset X for clouds.

Range Settings:

Min: 0

Max: 1000000

Current Value: 0

Step: 10

offet Z

Set offset Z for clouds.

Range Settings:

Min: 0

Max: 1000000

Current Value: 0

Step: 10


No render

Disable rendering.

Available Options: false, true


Shape instancing

Enable/disable shape instancing.

Available Options: enabled, disabled


Render debug mode

Set render debug mode.

Hotkey: RCtrl + AltGr + W

Available Options: none, wire, wire only, ovedraw, overdrawZ, albedo, world norm, roughness, rough.scene, metalness, mask, ao, vert.color, sss, detail light, diffuse, iblDiffuse, reflection, iblReflection, full diffuse, full reflection, emissive, albedo lin, wetness, porosity, vertex norms, vfx, global layer


Widgets

Set widget rendering mode.

Available Options: on, onlyRT, off


Active GPU wait

Enable/disable active GPU wait.

Available Options: false, true


Allocator stats

Set allocator statistics display.

Available Options: none, show, dump


Show VRAM resources

Enable/disable showing of VRAM resources.

Available Options: false, true


Scene

Filter

MeshObject

Enable/disable MeshObject filter.

Available Options: enabled, disabled

Particle

Enable/disable Particle filter.

Available Options: enabled, disabled


Occluders

Occluders

Enable/disable occluders.

Available Options: true, false

Occlude entities

Enable/disable occluding of entities.

Available Options: true, false

Show active occluders

Show or hide active occluders.

Available Options: false, true

Show occluded

Show or hide occluded objects.

Available Options: false, true

Show occluder volumes

Show or hide occluder volumes.

Available Options: false, true


Terrain Occlusion

Terrain occlusion culling

Enable/disable terrain occlusion culling.

Available Options: true, false

Occlusion mode

Set terrain occlusion mode.

Available Options: Voxelization, Hybridvoxel

Cull dynamic objects

Enable/disable culling of dynamic objects.

Available Options: true, false

Cull individual objects

Enable/disable culling of individual objects.

Available Options: true, false

Cull entity lists

Enable/disable culling of entity lists.

Available Options: true, false

Cull kd-tree leafs

Enable/disable culling of kd-tree leafs.

Available Options: false, true

Cull terrain

Enable/disable culling of terrain.

Available Options: false, true

Cull kd-tree nodes

Enable/disable culling of kd-tree nodes.

Available Options: true, false

# voxel render jobs

Set number of voxel render jobs.

Range Settings:

  • Min: 1
  • Max: 8
  • Current Value: 8
  • Step: 1

Show depth texture

Enable/disable depth texture visualization.

Available Options: false, true

Show FOV deb shapes

Enable/disable showing of FOV debug shapes.

Available Options: false, true

Voxel height scale

Set voxel height scale.

Range Settings:

  • Min: 0.25
  • Max: 32
  • Current Value: 1
  • Step: 0.01

Voxel depth LOD step

Set voxel depth LOD step.

Range Settings:

  • Min: 0.01
  • Max: 10
  • Current Value: 0.25
  • Step: 0.01

Depth buffer fraction

Set depth buffer fraction.

Range Settings:

  • Min: 1
  • Max: 100
  • Current Value: 16
  • Step: 1

Voxel near plane

Set voxel near plane.

Range Settings:

  • Min: 1
  • Max: 100
  • Current Value: 20
  • Step: 1

Override far plane

Enable/disable overriding of far plane.

Available Options: false, true

Voxel far plane

Set voxel far plane.

Range Settings:

  • Min: 1
  • Max: 5000
  • Current Value: 2000
  • Step: 50

Show AAB of occluded

Show AAB of occluded objects.

Available Options: None, Occluded, Visible, All

Voxel occlusion check

Set voxel occlusion check method.

Available Options: Hi-Z, Full-Z raster

Rasterize AABB

Enable/disable rasterization of AABBs.

Available Options: false, true

Show rasterized AABB

Enable/disable showing of rasterized AABBs.

Available Options: false, true

Draw silhouette edges

Enable/disable drawing of silhouette edges.

Available Options: false, true

Cull beyond frustum edges

Enable/disable culling beyond frustum edges.

Available Options: false, true

# frames reuse voxel buffer

Set number of frames to reuse voxel buffer.

Range Settings:

  • Min: 0
  • Max: 60
  • Current Value: 0
  • Step: 1

Raster size threshold

Set raster size threshold.

Range Settings:

  • Min: 0
  • Max: 1024
  • Current Value: 64
  • Step: 2


Render world

Enable/disable world rendering.

Available Options: enabled, disabled


Force vertical FOV

Force vertical field of view.

Available Options: default, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 120, 2.5f, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55


Render world env

Enable/disable rendering of world environment.

Available Options: enabled, disabled


Show clips

Show or hide scene clips.

Available Options: disabled, enabled


LOD multiplier

Set LOD multiplier.

Available Options: 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5


Size multiplier

Set size multiplier.

Available Options: 1, 1.5, 2, 3, 4, 5, 10, 0.001, 0.01, 0.1, 0.25, 0.5


Override object far plane

Set object far plane override.

Range Settings:

  • Min: 0
  • Max: 50000
  • Current Value: 0
  • Step: 100


Force clear visent

Force clear of visible entities.

Available Options: false, true


Render world ents

Enable/disable rendering of world entities.

Available Options: enabled, disabled


Render world leafs

Enable/disable rendering of world leafs.

Available Options: enabled, disabled


RenderEnts

Enable/disable entities rendering.

Available Options: enabled, disabled


Fast way

Enable/disable fast rendering path.

Available Options: false, true


Show light

Set global light to show. Options: -1 32 -1 1


Show active PPs

Show or hide active post processes.

Available Options: false, true


Cube map size

Set cubemap size.

Available Options: 32, 16, 32, 64, 128, 256, 512, 1024


Capture cube map

Capture cube map.

Available Options: no, capture, capture&insert


Override far plane

Set far plane override.

Range Settings:

  • Min: 0
  • Max: 50000
  • Current Value: 0
  • Step: 100


Force linear depth

Enable/disable forcing of linear depth.

Available Options: false, true


Linear depth

Set linear depth.

Range Settings:

  • Min: 50
  • Max: 5000
  • Current Value: 250
  • Step: 10


Visualize groups

Enable/disable group visualization.

Available Options: false, true


Colorize objects LODs

Colorize objects by LOD.

Available Options: disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7


World

Animation

Enable/disable apply pose in animation.

Available Options: true, false


Streaming

Enable/disable world streaming.

Available Options: true, false


Trace stresstest

Set trace stress test mode.

Available Options: none, nearest, any, all, nearestVis, anyVis, allVis


Query stresstest

Enable/disable query stress test.

Available Options: disabled, enabled


Update stresstest

Enable/disable update stress test.

Available Options: disabled, enabled


Update MT stresstest

Enable/disable multithreaded update stress test.

Available Options: disabled, enabled


Show scene tree

Show scene tree.

Available Options: None, KDTree, QuadTree


Show entity bounds

Show or hide entity bounds.

Available Options: disabled, enabled


Async traces

Enable/disable asynchronous traces.

Available Options: enabled, disabled


Async queries

Enable/disable asynchronous queries.

Available Options: enabled, disabled


Use quadtree

Enable/disable quadtree usage.

Available Options: enabled, disabled


Show AABB

Show AABB (Axis-Aligned Bounding Box). When you enable "Show AABB" in the Diag Menu, the engine will render these bounding boxes around objects, making them visible to help with debugging. This can be extremely useful for:

  • Verifying collision boundaries
  • Checking if physics objects have appropriate bounds
  • Debugging spatial issues with entities
  • Understanding why certain objects might be colliding unexpectedly

Hotkey: Alt + NUM 5

Available Options: disabled, real, quantized, rendered

Show multileaf ents.

Show or hide multileaf entities.

Available Options: disabled, all, single, multi


Show active

Show or hide active entities.

Available Options: enabled, disabled


Show bones

Show or hide bones.

Available Options: disabled, enabled


Show wind emitters

Show or hide wind emitters.

Hotkey: Ctrl + NUM 8

Available Options: disabled, enabled


Disable wind

Disable wind.

Hotkey: Ctrl + NUM 9

Available Options: disabled, enabled


Game update

Enable/disable game update.

Available Options: enabled, disabled


MT entity sim

Enable/disable multithreaded entity simulation.

Available Options: enabled, disabled


MT entity update

Enable/disable multithreaded entity update.

Available Options: enabled, disabled


Entity diag

Enable/disable entity diagnostics.

Available Options: false, true


Entity hierarchy changes

Enable/disable entity hierarchy change diagnostics.

Available Options: false, true


Debug prefabs

Enable/disable debug prefabs.

Available Options: disabled, enabled


New skeleton

Enable/disable new skeleton.

Available Options: false, true


JobManager Callstack

Set JobManager callstack logging mode.

Available Options: off, ext, all


JobManager Print CS

Set JobManager print callstack mode.

Available Options: off, once, always


Ambient Life

Enable/disable ambient life.

Available Options: false, true


Animation

Enable debugger

Enable/disable animation debugger.

Available Options: disabled, enabled


Root motion always enabled

Enable/disable root motion always enabled.

Available Options: false, true


Force animation LOD

Set force animation LOD. Options: -1 4 -1 1


Show transforms before IK

Enable/disable showing of transforms before IK.

Available Options: false, true


Show transforms after IK

Enable/disable showing of transforms after IK.

Available Options: false, true


Show IK offsets

Enable/disable showing of IK offsets.

Available Options: false, true


Show IK solver details

Enable/disable showing of IK solver details.

Available Options: false, true


Show procedural solver details

Enable/disable showing of procedural solver details.

Available Options: false, true


Show cached MS transforms

Enable/disable showing of model space cache.

Available Options: false, true


Show RBF details

Enable/disable showing of RBF details.

Available Options: false, true


Record animations

Enable/disable animation recording.

Available Options: false, true


Record local player

Set animation recording entities mode.

Available Options: Only characters, All entities


Animation traffic

Enable/disable animation traffic logging.

Available Options: false, true


Min IK blend time

Set minimum IK blend time.

Range Settings:

  • Min: 0.01
  • Max: 1
  • Current Value: 0.01
  • Step: 0.01


Physics

Settings

Update rate

Set physics update rate.

Range Settings:

Min: 20

Max: 1000

Current Value: 60

Step: 10

Max fixed steps

Set maximum fixed steps for physics.

Range Settings:

Min: 1

Max: 60

Current Value: 10

Step: 1

Apply

Enable/disable physics settings apply.

Available Options: disabled, enabled


Bullet

Max. Collider Distance

Set maximum distance for Bullet collider.

Available Options: 0, 1, 2, 5, 10, 20, 50, 100, 200, 500

Draw Bullet shape

Enable/disable drawing of Bullet shape.

Available Options: enabled, disabled

Draw Bullet wireframe

Enable/disable drawing of Bullet shape wireframe.

Available Options: enabled, disabled

Draw Bullet shape AABB

Enable/disable drawing of Bullet shape AABB.

Available Options: disabled, enabled

Draw obj center of mass

Enable/disable drawing of object center of mass.

Available Options: disabled, enabled

Draw Bullet contacts

Enable/disable drawing of Bullet contacts.

Available Options: enabled, disabled

Force sleep Bullet

Enable/disable forcing of Bullet to sleep.

Available Options: disabled, enabled

Profile Bullet

Set threshold for Bullet profiling.

Available Options: disabled, >1ms, >5ms, >10ms, >20ms, >50ms

Bullet MT

Enable/disable multithreaded Bullet simulation.

Available Options: true, false


Dump contacts on server

Enable/disable server side physics contacts dump.

Available Options: false, true


Show bodies

Show or hide physics bodies. Visible colliders can be controlled with Show layer


Hotkey: Alt + NUM 6

Available Options: disabled, flat-mesh, transp-mesh, flat+mesh, transp+mesh


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

armareforger-diag-menu-show-layers-firegeo.jpg

  • View geometry - used by AIs, acts as solid wall

armareforger-diag-menu-show-layers-viewgeo.jpg

  • Foliage - used by AIs, slows down detection time (tree crowns, bushes)

armareforger-diag-menu-show-layers-foliage.jpg

  • Interaction layer - used by UserAction together with fire geometry, when fire geometry is not enough for pleasant user action experience (used on stuff like wire fence doors)

armareforger-diag-menu-show-layers-interaction-1.jpgarmareforger-diag-menu-show-layers-interaction-2.jpg

  • Mine layer - mines and objects that are meant to collide with mines, such as wheels of vehicles

armareforger-diag-menu-show-layers-mine.jpg

  • Char collider - used for collision between character and terrain

armareforger-diag-menu-show-layers-character.jpg

  • Vehicle simple - used for collision between body of the car and non-characters

armareforger-diag-menu-show-layers-vehicle-simple.jpg

Available Options: See Collision Layer page for all options


Show collider type

Show physics bodies by collider type. See collider shape pargraph on FBX Import page

Available Options: all, sphere, box, capsule, cylinder, convex, trimesh


Show simulation state

Show physics bodies by simulation state.

Available Options: col+sim, none, collision, simulation, all


Show body type

Show physics bodies by body type.

Available Options: all, static, dynamic, kinematic


Color by

Set physics bodies color mode.

Available Options: collider type, activation state, body type, by entity


Show COM

Show or hide physics center of mass.

Available Options: false, true


Simulation

Enable/disable physics simulation.

Hotkey: Ctrl + NUM 7

Available Options: enabled, disabled


Dump non-static bodies

Enable/disable dumping of non-static physics bodies.

Available Options: disabled, enabled


Dump contacts

Enable/disable dumping of physics contacts.

Available Options: false, true


Show stats

Set physics statistics display mode.

Available Options: disabled, basic, detailed, all


Show Bullet

Enable/disable showing of Bullet physics debug.

Available Options: disabled, enabled


Scripts

Show interior bounding box

Show or hide interior bounding box.

Available Options: false, true

Show helper trace

Show or hide physics helper trace.

Available Options: false, true


Game

Weather

Force weather update (WB edit mode)

Enable/disable forcing of weather update.

Available Options: false, true

Debug time

Enable/disable weather debug time.

Available Options: disabled, enabled

time

Set weather debug time.

Range Settings:

Min: 0

Max: 1

Current Value: 0.0

Step: 0.0001

Show diag.

Show or hide weather diagnostics.

Available Options: false, true

Show diag. values

Show or hide weather diagnostic values.

Available Options: false, true

Override wet speeds

Enable/disable overriding wetness speeds.

Available Options: false, true

- Wetting speed

Set current wetting speed.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 1.0
  • Step: 0.1

- Drying speed

Set current drying speed.

Range Settings:

  • Min: 0
  • Max: 100
  • Current Value: 1.0
  • Step: 0.1

Override states

Enable/disable overriding weather states.

Available Options: false, true

- State source

Set current weather state source.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

- State destination

Set current weather state destination.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

Override variants

Enable/disable overriding weather variants.

Available Options: false, true

- Variant source

Set current weather variant source.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1

- Variant destination

Set current weather variant destination.

Range Settings:

  • Min: 0
  • Max: 10
  • Current Value: 0
  • Step: 1


Dialogue

Demo

Enable/disable dialogue demo mode.

Available Options: false, true


Superscreenshot to file

Save super screenshot to file.

Hotkey: Ctrl + ⇧ Shift + F7

Available Options: false, true


Screenshot to clipboard

Save screenshot to clipboard.

Hotkey: ⇧ Shift + F7

Available Options: false, true


Screenshot to file

Save screenshot to file.

Hotkey: Ctrl + F7

Available Options: false, true


Deployable SpawnPoints

Show Exclusion Zones

Show or hide deployable spawn points exclusion zones.

Available Options: false, true


Voting

Enable All Vote Types

Enable/disable all vote types.

Available Options: false, true


Show bounds overlap target info

Show or hide bounds overlap target info.

Available Options: false, true


Show cursor target info

Show or hide cursor target info containing information about prefab you are looking at and its full path to find it in the Workbench

armareforger-diag-menu-show-layers-cursor-target-info.jpg

Available Options: false, true


Copy view link

Create World Editor view link using hotkey (LCtrl+LShift+L).

Hotkey: Ctrl + ⇧ Shift + L

Available Options: false, true


Sounds

Audio Debug Context

Template Debug Context

Select audio debug context.

Available Options:

Signal info

Enable/disable showing of signal info.

Available Options: false, true

Samples

Enable/disable showing of audio samples.

Available Options: false, true


VON

Play recorder VON

Enable/disable playing of recorded VON.

Available Options: false, true

Replace VON with 440Hz

Enable/disable replacement of VON with 440Hz tone.

Available Options: false, true

Bypass loudness

Enable/disable loudness bypass for VON.

Available Options: false, true

Log starving

Enable/disable logging of VON starving.

Available Options: false, true


Sound World

Sound map

Set sound map type.

Available Options: none, terrain, water

Sound map range

Set sound map range.

Range Settings:

Min: 25

Max: 250

Current Value: 50

Step: 25

Sound map create

Set sound map creation mode.

Available Options: none, create, create+save


Sound Geometry

Sound Geometry Map

Shadowed

Enable/disable showing of shadowed areas.

Available Options: false, true

Visible

Enable/disable showing of visible areas.

Available Options: false, true

Obstacle

Enable/disable showing of obstacles.

Available Options: false, true

Edge

Enable/disable showing of edges.

Available Options: false, true

Diffract

Enable/disable showing of diffraction.

Available Options: false, true

Tile Type

Set tile type display for sound geometry.

Available Options: Square, Value

Sample Visibility

Enable/disable showing of sound sample visibility.

Available Options: false, true

Set Sample Pos

Enable/disable setting of sound sample position.

Available Options: false, true

Enable Diag

Enable/disable sound geometry diagnostics.

Available Options: disabled, enabled

System Info

Enable/disable showing of sound geometry system info.

Available Options: disabled, enabled

Interior Cache Info

Enable/disable showing of sound geometry interior cache info.

Available Options: disabled, enabled

Show Update Range

Enable/disable showing of sound geometry update range.

Available Options: disabled, enabled

Object Info

Enable/disable showing of sound geometry object info.

Available Options: disabled, enabled

Show Building Portals

Show building portals.

Available Options: none, all, single, per area, active

Show Buildings Rect

Show or hide buildings rectangles.

Available Options: disabled, enabled

Hide Building Mesh

Hide building mesh.

Available Options: disabled, enabled

Obstruction Pos

Enable/disable obstruction position debug.

Available Options: disabled, enabled

Freeze Positions

Enable/disable freezing of positions for sound geometry.

Available Options: disabled, enabled


Interior Handler

InteriorHandler

Select interior handler debug.

Available Options:

Old interior detection

Enable/disable old interior detection.

Available Options: false, true

Enable Debug

Enable/disable interior handler debug.

Available Options: false, true

Queries

Enable/disable interior queries debug.

Available Options: false, true


SoundMap

SoundMap

Select sound map debug.

Available Options:

Show values

Enable/disable showing of sound map values.

Available Options: false, true

Draw Regions

Enable/disable drawing of sound map regions.

Available Options: false, true

Layer to draw

Select sound map layer to draw.

Available Options: Terrain, Coast, Freshwater

Show memory allocated

Enable/disable showing of sound map memory allocated.

Available Options: false, true

Force generation

Enable/disable forcing of sound map generation.

Available Options: false, true

Force default SoundMap

Enable/disable forcing of default sound map.

Available Options: false, true


Chimera Sounds

Signals Debug

Enable/disable chimera sound signals debug.

Available Options: false, true

Signals Debug by Entity

Enable/disable chimera sound signals debug by entity.

Available Options: false, true


Ambients

Set ambients debug mode.

Available Options: None, River, Coast, Lake


Freeze cam position

Enable/disable freezing of camera position for ambients debug.

Available Options: false, true


Debug Com.Sound

Enable/disable communication sound debug.

Available Options: false, true


MM - debug info

Enable/disable music manager debug info.

Available Options: false, true


Debug RadioBroadcast

Enable/disable radio broadcast debug.

Available Options: false, true


Show invalid event

Enable/disable showing of invalid sound events.

Available Options: false, true


Show system info

Set sound system info display.

Available Options: none, generic, cmds, alloc


Resources

Set sound resources display.

Available Options: none, all, events


Show categories

Enable/disable showing of sound categories.

Available Options: false, true


Show sounds

Enable/disable showing of playing sounds.

Available Options: false, true


Show sounds 3D

Set 3D sound visualization.

Available Options: none, all, waiting, playing, fading


Log source info

Enable/disable logging of sound source info.

Available Options: false, true


Com debug

Enable/disable communication debug.

Available Options: false, true


Enable ITD

Enable/disable ITD.

Available Options: true, false


Play recorded VON

Enable/disable playing of recorded VON.

Available Options: false, true


Print Melee Surface

Enable/disable printing of melee surface.

Available Options: false, true


Reload AmbientSounds Conf

Enable/disable reloading of ambient sound configurations.

Available Options: false, true


Random Ambient Sounds

Enable/disable random positional ambient sounds.

Available Options: false, true


Show MPD Impulse Values

Enable/disable showing of MPD impulse values.

Available Options: false, true


Sound Manager

Enable/disable sound manager debug.

Available Options: false, true


Global Variables

Enable/disable sound global variables debug.

Available Options: false, true


Particles

Disable particle render

Enable/disable particle rendering.

Available Options: false, true


Disable particle update

Enable/disable particle update.

Available Options: false, true


Show particle FX LOD

Enable/disable showing of particle FX LOD.

Available Options: disabled, enabled


Show 3D rotation spaces

Set scale for showing of particle rotation spaces.

Available Options: off, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0


Overdraw optimization

Set overdraw optimization mode.

Available Options: off, overhead (prerender), overhead (complete), on


Render

Set particle render mode.

Available Options: full, background only, no background


Depth write mode

Set particle depth write mode.

Available Options: full-screen tri, particle draw


Prerender mask

Set particle prerender mask mode.

Available Options: on, off, overhead


Copy from main RT

Enable/disable copying frommain render target.

Available Options: enabled, disabled


Show internal texture

Show particle internal texture.

Available Options: none, depth ranges, alpha pre, alpha full


Show Particle Contacts

Enable/disable showing of particle contacts.

Available Options: false, true


Input

Sink Input

Enable/disable sink input.

Available Options: false, true


Debug Contexts

Set input context debug mode.

Available Options: disabled, active, all


Show Cursor

Enable/disable showing of input cursor.

Available Options: false, true


UI

Disable Loc

Enable/disable localization.

Available Options: false, true


Show UI Diag

Enable/disable UI diagnostics.

Available Options: false, true


Log Construction

Enable/disable logging of UI construction.

Available Options: false, true


refactored

Override config

Override radial menu config.

Available Options: true")", false, true

Close on open

Close radial menu on open.

Available Options: true")", false, true

Perform on close

Perform action on radial menu close.

Available Options: true")", false, true

Close on perform

Close radial menu on perform.

Available Options: true")", false, true

Delect in center

Deselect radial menu in center.

Available Options: true")", false, true

Large size

Use large size for radial menu.

Available Options: true")", false, true

Override size

Override radial menu custom size.

Available Options: true")", false, true

Sustom size

Set custom radial menu size.

Range Settings:

Min: 100

Max: 1000

Current Value: 100

Step: 1

Entries setup

Enable/disable custom entry count for radial menu.

Available Options: true")", false, true

Entries

Set custom entry count for radial menu.

Range Settings:

Min: 2

Max: 32

Current Value: 2

Step: 1


Close All Menus

Close all menus.

Available Options: false, true


Open Main Menu

Open main menu.

Available Options: false, true


Log widgets under cursor

Enable/disable logging of widgets under cursor.

Available Options: false, true


Ignore hint persistency

Enable/disable ignoring of hint persistency.

Available Options: false, true


Enable map debug menu

Enable/disable map debug menu.

Available Options: false, true


Show all settings

Enable/disable showing of all UI settings.

Available Options: false, true


AI

Performance

Show IsAIActivated

Enable/disable showing of IsAIActivated flag.

Available Options: false, true

AILib counters

Enable/disable AI library counters.

Available Options: false, true

Load balancing

Enable/disable AI load balancing.

Available Options: true, false

Forced AI simulation LOD

Set forced AI simulation LOD.

Range Settings:

Min: -1

Max: 10

Current Value: -1

Step: 1

BT holder

Enable/disable BT holder debug.

Available Options: false, true

AI Limits

Enable/disable AI limits debug.

Available Options: false, true


Navmesh

Show NavMesh

Enable/disable showing of NavMesh.

Available Options: false, true

Generate without navlinks

Enable/disable generation of NavMesh without navlinks.

Available Options: true, false

Show links between polygons

Enable/disable showing of links between polygons.

Available Options: false, true

Navlinks Validation

Enable/disable Navlinks validation.

Available Options: false, true

Navlink Active Direction

Enable/disable showing of Navlink active direction.

Available Options: false, true

Show Navmesh Project Index

Set Navmesh project index to show.

Range Settings:

  • Min: 0
  • Max: 1000
  • Current Value: 0
  • Step: 1

Ignore area costs

Enable/disable ignoring of area costs for pathfinding.

Available Options: false, true

Path smoothing (on/off)

Set path smoothing mode.

Available Options: default, on, off


Movement

Path

Enable/disable path debug.

Available Options: false, true

Path index

Enable/disable showing of current path index.

Available Options: false, true

Obstacle Avoidance diag

Enable/disable obstacle avoidance debug.

Available Options: false, true

Current Navlink

Enable/disable showing of current Navlink.

Available Options: false, true

Request parameters

Enable/disable showing of request parameters.

Available Options: false, true

Movement parameters

Enable/disable showing of movement parameters.

Available Options: false, true

Request Target

Enable/disable showing of request target.

Available Options: false, true

Movement Target

Enable/disable showing of movement target.

Available Options: false, true

Orientation Target

Enable/disable showing of orientation target.

Available Options: false, true

Formation offsets

Set formation offsets debug mode.

Available Options: off, projected, default, both

Formation Center

Enable/disable showing of formation center.

Available Options: false, true

Move Handlers

Enable/disable showing of move handlers.

Available Options: false, true

Stuck Teleport

Enable/disable teleport if stuck.

Available Options: false, true

Out of Navmesh Teleport

Enable/disable teleport if out of NavMesh.

Available Options: false, true

Memory

Enable/disable showing of movement memory.

Available Options: false, true


Pathfinding

Debug of AStar

Enable/disable AStar debug.

Available Options: false, true

Make a step of AStar

Step AStar pathfinding.

Hotkey: Ctrl + Alt + V

Available Options: false, true

Pathfinding component

Enable/disable pathfinding component debug.

Available Options: false, true

Road network

Set road network debug mode.

Hotkey: Ctrl + Alt + N

Available Options: off, active, roads, children, bridges, offRoad, links, all

Show Road Width

Enable/disable showing of road widths.

Hotkey: Ctrl + Alt + W

Available Options: false, true

Road network component

Set road network component debug.

Range Settings:

Min: -1

Max: 300

Current Value: -1

Step: 1

Road Id

Enable/disable showing of road IDs.

Hotkey: Ctrl + Alt + I

Available Options: false, true

RoadPart Min Max Id

Enable/disable showing of road part min max ids.

Available Options: false, true

Pathfinding errors

Enable/disable reporting of pathfinding errors.

Available Options: false, true

Link on bridge Id

Set link on bridge ID.

Range Settings:

Min: 0

Max: 1000

Current Value: 0

Step: 1


Aiming

Aiming component

Enable/disable aiming component debug.

Available Options: false, true

Aiming component PID

Enable/disable aiming component PID debug.

Available Options: false, true

Head aiming component

Enable/disable head aiming component debug.

Available Options: false, true

Use aim at version of ai aiming

Enable/disable usage of aim at version of AI aiming.

Available Options: false, true

Show target aimpoint

Show or hide target aimpoint.

Available Options: false, true

Show target projected size

Show or hide projected target size.

Available Options: false, true


AI Navigator

Enabled

Enable/disable AI navigator debug.

Available Options: false, true

Previous agent

Select previous AI navigator agent.

Hotkey: RCtrl + RShift ⇧ + 9

Available Options: false, true

Next agent

Select next AI navigator agent.

Hotkey: RCtrl + RShift ⇧ + 0

Available Options: false, true


Driving

Show character detection

Enable/disable character detection debug.

Available Options: false, true

Vehicle driving diag

Enable/disable vehicle driving diagnostics.

Available Options: false, true

AI Forbid Reversing

Enable/disable AI reversing.

Available Options: false, true

AI No Steer Adjustments

Enable/disable AI steering adjustments.

Available Options: false, true

Curve Circumference

Enable/disable curve circumference debug.

Available Options: false, true

PID Display

Enable/disable PID debug.

Available Options: false, true

Show avoidance

Enable/disable vehicle avoidance debug.

Available Options: false, true


Perception

Perception targets

Enable/disable perception targets debug.

Available Options: false, true

Perception sensors eyes

Enable/disable perception sensors eyes debug.

Available Options: false, true

Perception sensors ears

Enable/disable perception sensors ears debug.

Available Options: false, true

Perception recognition

Enable/disable perception recognition factors debug.

Available Options: false, true

Cached perceiveble positions

Enable/disable showing of cached perceived positions.

Available Options: false, true


Animals

Show animals debug info

Enable/disable animals debug.

Available Options: false, true

Manager to debug

Select animal manager to debug.

Available Options: None, Birds

Show current Animal positions

Enable/disable showing of current animal positions.

Available Options: false, true

Draw tile boundaries

Enable/disable drawing of animal tile boundaries.

Available Options: false, true

Draw Animal despawn range

Enable/disable drawing of animal despawn range.

Available Options: false, true

Draw Animal to Animal minimum spawn range

Enable/disable drawing of animal to animal minimum spawn range.

Available Options: false, true

Turn correction debug

Enable/disable turn correction debug.

Available Options: false, true


POV Pathfinder

Extend of querry box

Set extend of query box.

Range Settings:

Min: 1

Max: 20

Current Value: 10

Step: 1

Number of iterations

Set number of iterations.

Range Settings:

Min: 1

Max: 10

Current Value: 5

Step: 1

Fail on hitting origin

Enable/disable pathfinding failure on hitting origin.

Available Options: false, true

Set start position

Set pathfinder start position.

Hotkey: Ctrl + Alt + NUM 0

Available Options: false, true

Set end position

Set pathfinder end position.

Hotkey: Ctrl + Alt + NUM 1

Available Options: false, true

Run pathfinder

Run pathfinder.

Hotkey: Ctrl + Alt + NUM 3

Available Options: false, true

Generate Graph

Generate pathfinder graph.

Hotkey: Ctrl + Alt + NUM 2

Available Options: false, true


Show Cover Query

Enable/disable showing of cover query.

Available Options: false, true


Disable AI damage

Set AI damage mode.

Available Options: Cheat disabled, Force invulnerable, Force vulnerable


Disable AI actions

Enable/disable AI action processing.

Hotkey: Ctrl + Alt + F9

Available Options: false, true


Smart actions usage

Enable/disable smart actions debug.

Available Options: false, true


Group members

Enable/disable showing of AI group members.

Available Options: false, true


Waypoints

Set waypoint visualization.

Available Options: off, cylinder, sphere


AI Units

Enable/disable AI units debug.

Available Options: false, true


Messages

Enable/disable AI messages debug.

Available Options: false, true


Show target AI context

Enable/disable showing of target AI context.

Available Options: false, true


AIScript

AI Debug Category

Set AI debug category.

Available Options: MISSING CATALOGS!

Set BT Breakpoint

Enable/disable BT breakpoint.

Available Options: false, true

Print debug from BTs

Enable/disable printing of debug from BTs.

Available Options: false, true

Print init of groups

Enable/disable printing of group init info.

Available Options: false, true

Show fireteams

Enable/disable showing of fireteams.

Available Options: false, true

Show subgroups

Enable/disable showing of subgroups.

Available Options: false, true

Show target clusters

Enable/disable showing of target clusters.

Available Options: false, true

Print stats for aiming

Enable/disable printing of aiming statistics.

Available Options: false, true

Print new activity

Enable/disable printing of new AI activity.

Available Options: false, true

Show debug shapes from BTs

Enable/disable showing of debug shapes from BTs.

Available Options: false, true

Show fiendly in aim

Enable/disable showing of friendly units in aim.

Available Options: false, true

Show target last seen

Enable/disable showing of target last seen position.

Available Options: false, true

Select fixed AIAgent

Enable/disable selection of fixed AI agent.

Available Options: false, true

Debug cover search

Enable/disable cover search debug.

Available Options: false, true

Show Comms Handlers

Enable/disable showing of comms handlers.

Available Options: false, true

Show perception panel

Enable/disable showing of perception panel.

Available Options: false, true

Show grenade positions

Enable/disable showing of grenade positions.

Available Options: false, true

Show suppression debug

Enable/disable showing of suppression debug.

Available Options: false, true

Show illum flares positions

Enable/disable showing of illum flares positions.

Available Options: false, true

Show aim leading debug

Enable/disable showing of aim leading debug.

Available Options: false, true

Show sector threat filter

Enable/disable showing of sector threat filter.

Available Options: false, true

Show search and destroy points of interest

Enable/disable showing of search and destroy points of interest.

Available Options: false, true

Show Send Message Menu

Enable/disable showing of send message menu.

Available Options: false, true

Open Debug Panel

Enable/disable opening of AI debug panel.

Available Options: false, true

Show Grenade Trace

Enable/disable showing of grenade trace.

Available Options: false, true


Systems

DynSim Distance Diag

Enable/disable Dynamic Simulation distance diagnostics.

Available Options: false, true


DynSim Visibility Diag

Enable/disable Dynamic Simulation visibility diagnostics.

Available Options: false, true


ProcAnim Registration Diag

Enable/disable procedural animation registration diagnostics.

Available Options: false, true


HandleControls Registration Diag

Enable/disable handle controls registration diagnostics.

Available Options: false, true


NwkMovement Registration Diag

Enable/disable network movement registration diagnostics.

Available Options: false, true


Sound Registration Diag

Enable/disable sound registration diagnostics.

Available Options: false, true


Backend Diag

Enable/disable backend diagnostics.

Available Options: false, true


AnimKeyFrame Fake Time

Set animation keyframe fake time.

Range Settings:

Min: 0

Max: 1.0

Current Value: 0.0

Step: 0.05


Systems diag

Set systems diagnostics display.

Available Options: none, basic, full


Show diag system stats

Enable/disable showing of system statistics.

Available Options: false, true


Platform

PlayStation Network matches

Show match status

Enable/disable showing of match status.

Available Options: false, true

Create dummy match

Enable/disable creation of dummy match.

Available Options: false, true

Start match

Enable/disable start of match.

Available Options: false, true

Cancel match

Enable/disable cancelation of match.

Available Options: false, true

Finish match (submit result)

Enable/disable finishing of match (submit result).

Available Options: false, true

*Join match (dummy player)

Enable/disable joining of match (dummy player).

Available Options: false, true

*Leave match (dummy player)

Enable/disable leaving of match (dummy player).

Available Options: false, true

Add player via update (dummy player)

Enable/disable adding of player via update (dummy player).

Available Options: false, true


Pick user

Enable/disable picking of user.

Available Options: false, true


Simulate Sign-out

Simulate user sign out.

Available Options: false, true


Obtain save data

Obtain save data.

Available Options: false, true


Commit save data

Commit save data.

Available Options: false, true


Open URL

Open URL in browser.

Available Options: false, true


Change user name

Change user name.

Available Options: false, true


Show local player profile

Show local player profile.

Available Options: false, true


Request & log privileges

Request and log privileges.

Available Options: false, true


Revoke privilege: Text comm

Revoke text communication privilege.

Available Options: false, true


Revoke privilege: Voice comm

Revoke voice communication privilege.

Available Options: false, true


Revoke privilege: Multiplayer

Revoke multiplayer privilege.

Available Options: false, true


Revoke privilege: Lobby

Revoke lobby privilege.

Available Options: false, true


Revoke privilege: UGC

Revoke UGC privilege.

Available Options: false, true


Revoke privilege: Shared sessions

Revoke shared sessions privilege.

Available Options: false, true


Revoke privilege: Social network sharing

Revoke social network sharing privilege.

Available Options: false, true


Accept dummy invitation

Accept dummy invitation.

Available Options: false, true


Invite using platform GUI

Invite using platform GUI.

Available Options: false, true


Log list of achievements

Log list of achievements.

Available Options: false, true


Serialization

Enable log reports

Enable/disable serialization log reports.

Available Options: none, errors, all


Manual Camera

Show debug menu

Enable/disable manual camera debug menu.

Available Options: false, true


Control player

Enable/disable control player using manual camera. Option is only available when Debug manual camera is enabled

Available Options: false, true

Speed boost up debug

Enable/disable manual camera speed boost debug.

Available Options: false, true


Paste view link

Paste view link using hotkey (LShift+LAlt+L).

Hotkey: ⇧ Shift + Alt + L

Available Options: false, true


Unlimited Movement

Enable/disable unlimited manual camera movement.

Available Options: false, true


Editor

Is Opened

Enable/disable editor opened flag debug.

Available Options: false, true


Can Open

Enable/disable editor can open flag debug.

Available Options: false, true


Can Close

Enable/disable editor can close flag debug.

Available Options: false, true


Show Debug

Enable/disable editor debug.

Available Options: false, true


Force Limited

Enable/disable forcing of limited editor.

Available Options: false, true


Log Async Load

Enable/disable logging of async loading for editor.

Available Options: false, true


Show Screenshot

Enable/disable showing of screenshot for editor.

Available Options: false, true


Simulated Network Delay

Set simulated network delay.

Range Settings:

  • Min: 0
  • Max: 1000
  • Current Value: 0
  • Step: 100


GameMode

Game Mode

Enable/disable showing of game mode debug.

Available Options: false, true


Show kill log

Enable/disable showing of kill log.

Available Options: false, true


Respawn Component

Enable/disable respawn component debug.

Available Options: false, true


Respawn Time Measures

Enable/disable respawn time measurement debug.

Available Options: false, true


Respawn Timer

Enable/disable respawn timer component debug.

Available Options: false, true


Scoring System

Enable/disable showing of scoring system debug.

Available Options: false, true


Player Factions

Enable/disable showing of player factions debug.

Available Options: false, true


Player Loadouts

Enable/disable showing of player loadouts debug.

Available Options: false, true


Conflict

Instant composition spawning

Enable/disable instant composition spawning.

Available Options: false, true


Promotion

Promotes player to higher rank.

Available Options: false, true


Demotion

Demotes player to lower rank

Available Options: false, true


Singleplayer

Disable Game Over

Enable/disable game over.

Available Options: false, true


Tutorial

Course locations

OBSTACLE COURSE

Enable obstacle course location.

Available Options: false, true

FIRING RANGE

Enable firing range location.

Available Options: false, true

COMBAT ENGINEERING

Enable combat engineering location.

Available Options: false, true

SEIZING

Enable seizing location.

Available Options: false, true

FIRST AID

Enable first aid location.

Available Options: false, true

DRIVING

Enable driving location.

Available Options: false, true

NAVIGATION

Enable navigation location.

Available Options: false, true

HELICOPTER PILOTING

Enable helicopter piloting location.

Available Options: false, true

SPECIAL WEAPONS

Enable special weapons location.

Available Options: false, true

LONG-DISTANCE SHOOTING

Enable long range shooting location.

Available Options: false, true

FIRE SUPPORT COURSE

Enable fire support course location.

Available Options: false, true

SQUAD LEADERSHIP

Enable squad leadership location.

Available Options: false, true

VEHICLE MAINTENANCE

Enable vehicle maintenance location.

Available Options: false, true


Disable course reqs

Enable/disable tutorial course requirements.

Available Options: false, true


Skip intro sequence

Enable/disable skip intro sequence.

Available Options: false, true


Regenerate course tasks

Enable/disable regeneration of course tasks.

Available Options: false, true


Skip AI Driving

Enable/disable skipping AI driving.

Available Options: false, true


Finish current stage

Enable/disable finishing of current stage.

Available Options: false, true


Move to waypoint

Enable/disable moving to waypoint.

Available Options: false, true


Set evening time

Enable/disable setting evening time.

Available Options: false, true


Dump stages into log

Enable/disable dumping of stages into log.

Available Options: false, true


Finish all courses

Enable/disable finishing of all courses.

Available Options: false, true


Draw Area Restrictions

Enable/disable drawing of area restrictions.

Available Options: false, true


ScenarioFramework

Tasks

Enable/disable scenario framework tasks debug.

Available Options: false, true


Registered Areas

Enable/disable scenario framework registered areas debug.

Available Options: false, true


Debug Areas

Enable/disable scenario framework debug areas.

Available Options: false, true


Layer Inspector

Enable/disable scenario framework layer inspector.

Available Options: false, true


Action Inspector

Enable/disable scenario framework action inspector.

Available Options: false, true


Logic Inspector

Enable/disable scenario framework logic inspector.

Available Options: false, true


Plugin Inspector

Enable/disable scenario framework plugin inspector.

Available Options: false, true


Condition Inspector

Enable/disable scenario framework condition inspector.

Available Options: false, true


Tasks

Execute tasks

Enable/disable execution of tasks.

Available Options: true, false


Print all tasks

Enable/disable printing of all tasks.

Available Options: false, true


Radial Menu

Enable diagnostics

Enable/disable radial menu diagnostics.

Available Options: false, true


Enable logging

Enable/disable radial menu logging.

Available Options: false, true


It is possible to hover over debug setting titles in this page to see their access path in the Debug Menu.