Diag Menu – Arma Reforger

From Bohemia Interactive Community
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= General Use =
= General Use =
<!--
<!--
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- do NOT remove IDs in HTML comments!
- do NOT remove IDs in HTML comments!
- your manual changes may be lost on the next update!
- your manual changes may be lost on the next update!
- do not forget to update miniTOC when an H2 title is added!
-->
 
--><div style="display: flex"><!-- flex start -->
<div style="flex-grow: 1"><!-- scrolling div start -->
The Diag Menu is a menu listing many options used to debug game scripting and assets. It is available in {{GameCategory|armaR|Modding|Official Tools|text= Workbench}} in any 3D viewport (e.g world or model preview).
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).


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* To open the Diag Menu, press {{Controls|Win|Alt}} in any 3D viewport
* To open the Diag Menu, press {{Controls|Win|Alt}} in any 3D viewport
** The {{Controls|Ctrl|Win}} shortcut conflicts with Windows 11's shortcut
** The {{Controls|Ctrl|Win}} shortcut conflicts with Windows 11's shortcut
* To enter a sub-menu, press {{Controls|right}}
* To enter a sub-menu, press {{Controls|Right}}
* To leave a sub-menu, press {{Controls|backspace}}
* To leave a sub-menu, press {{Controls|Backspace}}
* To change a value, use {{Controls|left}} and {{Controls|right}}.
* To change a value, use {{Controls|Left}} and {{Controls|Right}}.
{{!}}
{{!}}
; Hints
; Hints
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! Header !! Hotkey
! Header !! Hotkey
|-
|-
| [[#Disable_player_damage|Disable player damage]] || {{Controls|lctrl|lalt|f1}}
| {{Link|#Disable player damage}} || {{Controls|LCtrl|LAlt|F1}}
|-
|-
| [[#Teleport|Teleport]] || {{Controls|lctrl|lalt|f2}}
| {{Link|#Teleport}} || {{Controls|LCtrl|LAlt|F2}}
|-
|-
| [[#Infinite_ammo|Infinite ammo]] || {{Controls|lctrl|lalt|f3}}
| {{Link|#Infinite ammo}} || {{Controls|LCtrl|LAlt|F3}}
|-
|-
| [[#Infinite_bullets|Infinite bullets]] || {{Controls|lctrl|lalt|f4}}
| {{Link|#Infinite bullets}} || {{Controls|LCtrl|LAlt|F4}}
|-
|-
| [[#Commit_suicide|Commit suicide]] || {{Controls|lctrl|lalt|f5}}
| {{Link|#Commit suicide}} || {{Controls|LCtrl|LAlt|F5}}
|-
|-
| [[#Execute_characters_in_front|Execute characters in front]] || {{Controls|lctrl|lalt|f6}}
| {{Link|#Execute characters in front}} || {{Controls|LCtrl|LAlt|F6}}
|-
|-
| [[#Debug_manual_camera|Debug manual camera]] || {{Controls|lctrl|lalt|c}}
| {{Link|#Debug manual camera}} || {{Controls|LCtrl|LAlt|C}}
|-
|-
| [[#Reset_vehicle|Reset vehicle]] || {{Controls|lctrl|lalt|r}}
| {{Link|#Reset vehicle}} || {{Controls|LCtrl|LAlt|R}}
|-
|-
| [[#Teleport_up|Teleport up]] || {{Controls|lctrl|lalt|t}}
| {{Link|#Teleport up}} || {{Controls|LCtrl|LAlt|T}}
|-
|-
| [[#FPS|FPS]] || {{Controls|lctrl|num1}}
| {{Link|#FPS}} || {{Controls|LCtrl|Num1}}
|-
|-
| [[#General|General]] || {{Controls|lctrl|num2}}
| {{Link|#General}} || {{Controls|LCtrl|Num2}}
|-
|-
| [[#Counters|Counters]] || {{Controls|lctrl|num3}}
| {{Link|#Counters}} || {{Controls|LCtrl|Num3}}
|-
|-
| [[#Reload_shaders|Reload shaders]] || {{Controls|lctrl|f12}}
| {{Link|#Reload shaders}} || {{Controls|LCtrl|F12}}
|-
|-
| [[#Postprocess|Postprocess]] || {{Controls|lctrl|lalt|p}}
| {{Link|#Postprocess}} || {{Controls|LCtrl|LAlt|P}}
|-
|-
| [[#Layers_diag_mode|Layers diag mode]] || {{Controls|lctrl|lalt|l}}
| {{Link|#Layers diag mode}} || {{Controls|LCtrl|LAlt|L}}
|-
|-
| [[#Detail_texture|Detail texture]] || {{Controls|lctrl|lalt|s}}
| {{Link|#Detail texture}} || {{Controls|LCtrl|LAlt|S}}
|-
|-
| [[#Render_debug_mode|Render debug mode]] || {{Controls|rctrl|ralt|w}}
| {{Link|#Render debug mode}} || {{Controls|RCtrl|RAlt|W}}
|-
|-
| [[#Show_AABB|Show AABB]] || {{Controls|lalt|num5}}
| {{Link|#Show AABB}} || {{Controls|LAlt|Num5}}
|-
|-
| [[#Show_wind_emitters|Show wind emitters]] || {{Controls|lctrl|num8}}
| {{Link|#Show wind emitters}} || {{Controls|LCtrl|Num8}}
|-
|-
| [[#Disable_wind|Disable wind]] || {{Controls|lctrl|num9}}
| {{Link|#Disable wind}} || {{Controls|LCtrl|Num9}}
|-
|-
| [[#Show_bodies|Show bodies]] || {{Controls|lalt|num6}}
| {{Link|#Show bodies}} || {{Controls|LAlt|Num6}}
|-
|-
| [[#Simulation|Simulation]] || {{Controls|lctrl|num7}}
| {{Link|#Simulation}} || {{Controls|LCtrl|Num7}}
|-
|-
| [[#Superscreenshot_to_file|Superscreenshot to file]] || {{Controls|lctrl|lshift|f7}}
| {{Link|#Superscreenshot to file}} || {{Controls|LCtrl|LShift|F7}}
|-
|-
| [[#Screenshot_to_clipboard|Screenshot to clipboard]] || {{Controls|lshift|f7}}
| {{Link|#Screenshot to clipboard}} || {{Controls|LShift|F7}}
|-
|-
| [[#Screenshot_to_file|Screenshot to file]] || {{Controls|lctrl|f7}}
| {{Link|#Screenshot to file}} || {{Controls|LCtrl|F7}}
|-
|-
| [[#Copy_view_link|Copy view link]] || {{Controls|lctrl|lshift|l}}
| {{Link|#Copy view link}} || {{Controls|LCtrl|LShift|L}}
|-
|-
| [[#Make_a_step_of_AStar|Make a step of AStar]] || {{Controls|lctrl|lalt|v}}
| {{Link|#Make a step of AStar}} || {{Controls|LCtrl|LAlt|V}}
|-
|-
| [[#Road_network|Road network]] || {{Controls|lctrl|lalt|n}}
| {{Link|#Road network}} || {{Controls|LCtrl|LAlt|N}}
|-
|-
| [[#Show_Road_Width|Show Road Width]] || {{Controls|lctrl|lalt|w}}
| {{Link|#Show Road Width}} || {{Controls|LCtrl|LAlt|W}}
|-
|-
| [[#Road_Id|Road Id]] || {{Controls|lctrl|lalt|i}}
| {{Link|#Road Id}} || {{Controls|LCtrl|LAlt|I}}
|-
|-
| [[#Previous_agent|Previous agent]] || {{Controls|rctrl|rshift|9}}
| {{Link|#Previous agent}} || {{Controls|RCtrl|RShift|9}}
|-
|-
| [[#Next_agent|Next agent]] || {{Controls|rctrl|rshift|0}}
| {{Link|#Next agent}} || {{Controls|RCtrl|RShift|0}}
|-
|-
| [[#Set_start_position|Set start position]] || {{Controls|lctrl|lalt|num0}}
| {{Link|#Set start position}} || {{Controls|LCtrl|LAlt|Num0}}
|-
|-
| [[#Set_end_position|Set end position]] || {{Controls|lctrl|lalt|num1}}
| {{Link|#Set end position}} || {{Controls|LCtrl|LAlt|Num1}}
|-
|-
| [[#Run_pathfinder|Run pathfinder]] || {{Controls|lctrl|lalt|num3}}
| {{Link|#Run pathfinder}} || {{Controls|LCtrl|LAlt|Num3}}
|-
|-
| [[#Generate_Graph|Generate Graph]] || {{Controls|lctrl|lalt|num2}}
| {{Link|#Generate Graph}} || {{Controls|LCtrl|LAlt|Num2}}
|-
|-
| [[#Disable_AI_actions|Disable AI actions]] || {{Controls|lctrl|lalt|f9}}
| {{Link|#Disable AI actions}} || {{Controls|LCtrl|LAlt|F9}}
|-
|-
| [[#Paste_view_link|Paste view link]] || {{Controls|lshift|lalt|l}}
| {{Link|#Paste view link}} || {{Controls|LShift|LAlt|L}}
|}
|}


== Modding ==
== Modding ==
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}
}
</enforce>
</enforce>
= GameCode =
== Damage ==


=== Hit Zones ===


==== Show hit zone memory ====
= <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 -->
<!-- ID: DM_HITZONE_MEMORY -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Show hit zones ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Show hit zones</span> ====


<!-- ID: GAME_DIAG_SHOW_HITZONES -->
<!-- ID: GAME_DIAG_SHOW_HITZONES -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Log damage on hit zones ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Log damage on hit zones</span> ====


<!-- ID: GAME_DIAG_LOG_HITZONES -->
<!-- ID: GAME_DIAG_LOG_HITZONES -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Log Rpl registration ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Hit Zones">Log Rpl registration</span> ====


<!-- ID: GAME_DIAG_RPLNODES_LOGGING -->
<!-- ID: GAME_DIAG_RPLNODES_LOGGING -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Destruction ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Destruction</span> ===


==== Damage all on init ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Damage all on init</span> ====


<!-- ID: GAME_DIAG_DAMAGE_ALL_ON_INIT -->
<!-- ID: GAME_DIAG_DAMAGE_ALL_ON_INIT -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Enable Logging ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Enable Logging</span> ====


<!-- ID: GAME_DIAG_LOG_DESTRUCTION -->
<!-- ID: GAME_DIAG_LOG_DESTRUCTION -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Enable layout logging ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Enable layout logging</span> ====


<!-- ID: GAME_DIAG_LOG_DESTRUCTION_LAYOUT -->
<!-- ID: GAME_DIAG_LOG_DESTRUCTION_LAYOUT -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Rotate permanent debris 90deg ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Rotate permanent debris 90deg</span> ====


<!-- ID: GD_DESTRUCTION_ROTATE_DEBRIS -->
<!-- ID: GD_DESTRUCTION_ROTATE_DEBRIS -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Snap to ground (debris) ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Snap to ground (debris)</span> ====


<!-- ID: GD_DESTRUCTION_ENABLE_SNAP_TO_GROUND -->
<!-- ID: GD_DESTRUCTION_ENABLE_SNAP_TO_GROUND -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Allow broken prefabs spawning ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Allow broken prefabs spawning</span> ====


<!-- ID: GD_SPAWN_BROKEN_PREFABS -->
<!-- ID: GD_SPAWN_BROKEN_PREFABS -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Enable destruction diag ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Damage&nbsp;&rarr;&nbsp;Destruction">Enable destruction diag</span> ====


<!-- ID: SCR_DebugMenuID.DEBUGUI_DESTRUCTION_ENABLE_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_DESTRUCTION_ENABLE_DIAG -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Type of damage info ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Type of damage info</span> ===


<!-- ID: GAME_DIAG_DAMAGE_INFO_TYPE -->
<!-- ID: GAME_DIAG_DAMAGE_INFO_TYPE -->
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'''Available Options''': off, trace, self, both
'''Available Options''': off, trace, self, both


=== DamageEffect info ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">DamageEffect info</span> ===


<!-- ID: GAME_DIAG_DAMAGE_EFFECTS_INFO_TYPE -->
<!-- ID: GAME_DIAG_DAMAGE_EFFECTS_INFO_TYPE -->
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'''Available Options''': off, Persistent, Damage History, both
'''Available Options''': off, Persistent, Damage History, both


=== Visualize weapon blast ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Damage">Visualize weapon blast</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_BLAST -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_BLAST -->
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== Achievements ==
== <span title="GameCode">Achievements</span> ==


=== Achievements display ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Achievements display</span> ===


<!-- ID: GAME_DIAG_ACHIEVEMENTS_DISPLAY -->
<!-- ID: GAME_DIAG_ACHIEVEMENTS_DISPLAY -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Dump achievement memory data ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Dump achievement memory data</span> ===


<!-- ID: GAME_DIAG_ACHIEVEMENTS_GET -->
<!-- ID: GAME_DIAG_ACHIEVEMENTS_GET -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Request achievement platform data ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Request achievement platform data</span> ===


<!-- ID: GAME_DIAG_ACHIEVEMENTS_REQUEST -->
<!-- ID: GAME_DIAG_ACHIEVEMENTS_REQUEST -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Unlock ACH_COMBAT_HYGIENE ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">Unlock ACH_COMBAT_HYGIENE</span> ===


<!-- ID: GAME_DIAG_UNLOCK_ACHIEVEMENT_0 -->
<!-- ID: GAME_DIAG_UNLOCK_ACHIEVEMENT_0 -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== +50 STAT_ENEMIES_NEUTRALIZED ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Achievements">+50 STAT_ENEMIES_NEUTRALIZED</span> ===


<!-- ID: GAME_DIAG_INCR_STAT_1 -->
<!-- ID: GAME_DIAG_INCR_STAT_1 -->
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== Particle ==
== <span title="GameCode">Particle</span> ==


=== Particles manager ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Particle">Particles manager</span> ===


<!-- ID: GAME_DIAG_PARTICLES -->
<!-- ID: GAME_DIAG_PARTICLES -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Distance particle effect ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Particle">Distance particle effect</span> ===


<!-- ID: GAME_DIAG_PARTICLES_DISTANCE_SYSTEM -->
<!-- ID: GAME_DIAG_PARTICLES_DISTANCE_SYSTEM -->
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== Signals ==
== <span title="GameCode">Signals</span> ==


=== Show current SignalsManagerComponent ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Show current SignalsManagerComponent</span> ===


<!-- ID: GAME_DIAG_SIGNALS_CURR -->
<!-- ID: GAME_DIAG_SIGNALS_CURR -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Log received ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Log received</span> ===


<!-- ID: GAME_DIAG_SIGNALS_RECV -->
<!-- ID: GAME_DIAG_SIGNALS_RECV -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Log sent ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Log sent</span> ===


<!-- ID: GAME_DIAG_SIGNALS_SENT -->
<!-- ID: GAME_DIAG_SIGNALS_SENT -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Log signal changes ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Log signal changes</span> ===


<!-- ID: GAME_DIAG_SIGNALS_CHANGES -->
<!-- ID: GAME_DIAG_SIGNALS_CHANGES -->
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'''Available Options''': off, all, 0.5, 1, 10, 100
'''Available Options''': off, all, 0.5, 1, 10, 100


=== Signals to dump ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Signals to dump</span> ===


<!-- ID: GAME_DIAG_SIGNALS_TO_DUMP -->
<!-- ID: GAME_DIAG_SIGNALS_TO_DUMP -->
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'''Available Options''': SP, MP, all
'''Available Options''': SP, MP, all


=== Dump signals ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Signals">Dump signals</span> ===


<!-- ID: GAME_DIAG_SIGNALS_DUMP -->
<!-- ID: GAME_DIAG_SIGNALS_DUMP -->
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== Game materials ==
== <span title="GameCode">Game materials</span> ==


=== Cursor ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Game materials">Cursor</span> ===


<!-- ID: GAME_DIAG_MATERIALS_CURSOR -->
<!-- ID: GAME_DIAG_MATERIALS_CURSOR -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Projectile ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Game materials">Projectile</span> ===


<!-- ID: GAME_DIAG_MATERIALS_PROJECTILE -->
<!-- ID: GAME_DIAG_MATERIALS_PROJECTILE -->
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== Weapons ==
== <span title="GameCode">Weapons</span> ==


=== Deployment ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Deployment</span> ===


==== Debug deploying ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Debug deploying</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEBUG -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEBUG -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== IK diag ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">IK diag</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_IK -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_IK -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Aim speed diag ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Aim speed diag</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_AIM_SPEED -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_AIM_SPEED -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Animation diag ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Animation diag</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ANIM -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ANIM -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Weapon collision diag ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Weapon collision diag</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_WEAPON_COLLISION -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_WEAPON_COLLISION -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Disable Prone deployment ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Disable Prone deployment</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_PRONE -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_PRONE -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Disable post-phys hand pose ====
==== <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 -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISABLE_POSTPHYS_IK -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== ADS limits diag ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">ADS limits diag</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ADS_LIMITS -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_ADS_LIMITS -->
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'''Available Options''': false, true
'''Available Options''': false, true


==== Deploying height ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Deploying height</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEPLOY_HEIGHT -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DEPLOY_HEIGHT -->
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* Step: 0.01
* Step: 0.01


==== Max dist wpn-shoulder ====
==== <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 -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_DISTANCE_OFFSET_FROM_SHOULDER -->
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* Step: 0.05
* Step: 0.05


==== Disable prone movement ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;Deployment">Disable prone movement</span> ====


<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DISABLE_MOVEMENT -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DISABLE_MOVEMENT -->
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'''Available Options''': true, false
'''Available Options''': true, false


==== Prone deployment heigh limit ====
==== <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 -->
<!-- ID: GAME_DIAG_WEAPONS_DEPLOYMENT_PRONE_DEPLOY_HEIGHT_LIMIT -->
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* Step: 0.01
* Step: 0.01


=== Show sights points ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show sights points</span> ===


<!-- ID: GAME_DIAG_WEAPONS_SHOW_SIGHTS_POINTS -->
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SIGHTS_POINTS -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Disable aim modifiers ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable aim modifiers</span> ===


<!-- ID: GAME_DIAG_WEAPONS_DISABLE_AIM_MODIFIERS -->
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_AIM_MODIFIERS -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Disable character aim modifiers ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable character aim modifiers</span> ===


<!-- ID: GAME_DIAG_WEAPONS_DISABLE_CHARACTER_AIM_MODIFIERS -->
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_CHARACTER_AIM_MODIFIERS -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Disable weapon offset ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable weapon offset</span> ===


<!-- ID: GAME_DIAG_WEAPONS_DISABLE_WEAPON_OFFSET -->
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_WEAPON_OFFSET -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Enable sway diagnostics ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Enable sway diagnostics</span> ===


<!-- ID: GAME_DIAG_WEAPONS_SHOW_SWAY_DIAG -->
<!-- ID: GAME_DIAG_WEAPONS_SHOW_SWAY_DIAG -->
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'''Available Options''': false, true
'''Available Options''': false, true


=== Disable movement based sway ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable movement based sway</span> ===


<!-- ID: GAME_DIAG_WEAPONS_DISABLE_MOVEMENT_SWAY -->
<!-- ID: GAME_DIAG_WEAPONS_DISABLE_MOVEMENT_SWAY -->
Line 529: Line 530:
'''Available Options''': false, true
'''Available Options''': false, true


=== Weapon obstruction ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Weapon obstruction</span> ===


<!-- ID: GAME_DIAG_WEAPONS_OBSTRUCTION -->
<!-- ID: GAME_DIAG_WEAPONS_OBSTRUCTION -->
Enable/disable weapon obstruction debug.
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
'''Available Options''': false, true


=== Weapon handling ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Weapon handling</span> ===


<!-- ID: GAME_DIAG_WEAPONS_HANDLING -->
<!-- ID: GAME_DIAG_WEAPONS_HANDLING -->
Line 543: Line 566:
'''Available Options''': false, true
'''Available Options''': false, true


=== Weapon IK ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Weapon IK</span> ===


<!-- ID: GAME_DIAG_WEAPONS_IK -->
<!-- ID: GAME_DIAG_WEAPONS_IK -->
Line 550: Line 573:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable casing endpoints ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Enable casing endpoints</span> ===


<!-- ID: GAME_DIAG_WEAPONS_ENABLE_CASING_ENDPOINTS -->
<!-- ID: GAME_DIAG_WEAPONS_ENABLE_CASING_ENDPOINTS -->
Line 557: Line 580:
'''Available Options''': false, true
'''Available Options''': false, true


=== Disable partial lower ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Disable partial lower</span> ===


<!-- ID: GAME_DIAG_WEAPONS_FORCE_DISABLE_PARTIAL_LOWER -->
<!-- ID: GAME_DIAG_WEAPONS_FORCE_DISABLE_PARTIAL_LOWER -->
Line 564: Line 587:
'''Available Options''': false, true
'''Available Options''': false, true


=== Force zeroing anim value ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Force zeroing anim value</span> ===


<!-- ID: GAME_DIAG_WEAPONS_FORCE_ZEROING_ANIM_VALUE -->
<!-- ID: GAME_DIAG_WEAPONS_FORCE_ZEROING_ANIM_VALUE -->
Line 575: Line 598:
* Step: 0.001
* Step: 0.001


=== Force Recoil Type ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Force Recoil Type</span> ===


<!-- ID: GAME_DIAG_WEAPONS_FILTER_RECOIL_TYPE -->
<!-- ID: GAME_DIAG_WEAPONS_FILTER_RECOIL_TYPE -->
Line 586: Line 609:
* Step: 1
* Step: 1


=== Roll comp. weight ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Roll comp. weight</span> ===


<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_WEIGHT -->
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_WEIGHT -->
Line 597: Line 620:
* Step: 0.01
* Step: 0.01


=== Roll comp. gizmo diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Roll comp. gizmo diag</span> ===


<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_GIZMOS -->
<!-- ID: GAME_DIAG_WEAPONS_ROLL_COMPENSATION_GIZMOS -->
Line 604: Line 627:
'''Available Options''': false, true
'''Available Options''': false, true


=== Correct zeroing data by ZeroGenerator ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Correct zeroing data by ZeroGenerator</span> ===


<!-- ID: GAME_DIAG_WEAPONS_ADJUST_ZERO -->
<!-- ID: GAME_DIAG_WEAPONS_ADJUST_ZERO -->
Line 611: Line 634:
'''Available Options''': false, true
'''Available Options''': false, true


=== Adjustable magnification input scaling info ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Adjustable magnification input scaling info</span> ===


<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_INFO -->
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_INFO -->
Line 618: Line 641:
'''Available Options''': false, true
'''Available Options''': false, true


=== Adjustable magnification input scaling value ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Adjustable magnification input scaling value</span> ===


<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_SCALE -->
<!-- ID: GAME_DIAG_WEAPONS_ADJUSTABLE_MAG_INPUT_SCALE -->
Line 629: Line 652:
* Step: 0.01
* Step: 0.01


=== Show Collimator Debug ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show Collimator Debug</span> ===


<!-- ID: GAME_MENU_WEAPON_COLLIMATOR_SIGHT -->
<!-- ID: GAME_MENU_WEAPON_COLLIMATOR_SIGHT -->
Line 636: Line 659:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show Attachment Debug ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show Attachment Debug</span> ===


<!-- ID: GAME_MENU_WEAPON_ATTACHMENTS -->
<!-- ID: GAME_MENU_WEAPON_ATTACHMENTS -->
Line 643: Line 666:
'''Available Options''': false, true
'''Available Options''': false, true


=== TestAimModifier ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">TestAimModifier</span> ===


==== Reset aim mod ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons&nbsp;&rarr;&nbsp;TestAimModifier">Reset aim mod</span> ====


<!-- ID: SCR_DebugMenuID.DEBUGUI_AIMMODIFIER_RESET -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AIMMODIFIER_RESET -->
Line 652: Line 675:
'''Available Options''': false, true
'''Available Options''': false, true


=== Toggle 2D optics ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Toggle 2D optics</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS_USE_2D -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS_USE_2D -->
Line 659: Line 682:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show optics diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show optics diag</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_OPTICS -->
Line 666: Line 689:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show PIP settings diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Weapons">Show PIP settings diag</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_PIP_SIGHTS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_PIP_SIGHTS -->
Line 674: Line 697:




== User Actions ==
== <span title="GameCode">User Actions</span> ==


=== Log actions ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Log actions</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_LOG -->
<!-- ID: GAME_DIAG_USER_ACTION_LOG -->
Line 683: Line 706:
'''Available Options''': false, true
'''Available Options''': false, true


=== Context position ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context position</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_POSITION -->
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_POSITION -->
Line 690: Line 713:
'''Available Options''': false, true
'''Available Options''': false, true


=== Context visibility angle ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context visibility angle</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_VISIBILITY_ANGLE -->
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_VISIBILITY_ANGLE -->
Line 697: Line 720:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw diags for select ent only ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Draw diags for select ent only</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_DRAWDIAG_SELECTONLY -->
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_DRAWDIAG_SELECTONLY -->
Line 704: Line 727:
'''Available Options''': false, true
'''Available Options''': false, true


=== Context gizmo scale ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context gizmo scale</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_GIZMO_SIZE -->
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_GIZMO_SIZE -->
Line 715: Line 738:
* Step: 0.05
* Step: 0.05


=== Context name scale ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Context name scale</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_NAME_SIZE -->
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_NAME_SIZE -->
Line 726: Line 749:
* Step: 1
* Step: 1


=== Show context radius gizmo ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Show context radius gizmo</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_RADIUS_GIZMO -->
<!-- ID: GAME_DIAG_USER_ACTION_CONTEXT_RADIUS_GIZMO -->
Line 733: Line 756:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable handler diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Enable handler diag</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG -->
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG -->
Line 740: Line 763:
'''Available Options''': false, true
'''Available Options''': false, true


=== Forcedisable Interactions ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Forcedisable Interactions</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FORCEDISABLE -->
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FORCEDISABLE -->
Line 747: Line 770:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable adv. handler diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Enable adv. handler diag</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG_ADVANCED -->
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_DIAG_ADVANCED -->
Line 754: Line 777:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use distance to line ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Use distance to line</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_USE_LINE_DISTANCE -->
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_USE_LINE_DISTANCE -->
Line 761: Line 784:
'''Available Options''': false, true
'''Available Options''': false, true


=== Fix square distance ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Fix square distance</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FIX_SQUARE_DISTANCE -->
<!-- ID: GAME_DIAG_USER_ACTION_INTERACTION_HANDLER_FIX_SQUARE_DISTANCE -->
Line 768: Line 791:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use predicate cache ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Use predicate cache</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_PREDICATE_CACHE -->
<!-- ID: GAME_DIAG_USER_ACTION_PREDICATE_CACHE -->
Line 775: Line 798:
'''Available Options''': true, false
'''Available Options''': true, false


=== Script listeners ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Script listeners</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_SCRIPT_LISTENER -->
<!-- ID: GAME_DIAG_USER_ACTION_SCRIPT_LISTENER -->
Line 782: Line 805:
'''Available Options''': true, false
'''Available Options''': true, false


=== SetActionEnabled_S ON ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">SetActionEnabled_S ON</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_SETACTIONENABLED_S -->
<!-- ID: GAME_DIAG_USER_ACTION_SETACTIONENABLED_S -->
Line 789: Line 812:
'''Available Options''': true, false
'''Available Options''': true, false


=== New interaction method ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">New interaction method</span> ===


<!-- ID: GAME_DIAG_USER_ACTION_NEW_INTERACTION_METHOD -->
<!-- ID: GAME_DIAG_USER_ACTION_NEW_INTERACTION_METHOD -->
Line 796: Line 819:
'''Available Options''': true, false
'''Available Options''': true, false


=== Skip action duration ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;User Actions">Skip action duration</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_INTERACTION_SKIP_DURATION -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_INTERACTION_SKIP_DURATION -->
Line 804: Line 827:




== Gamepad ==
== <span title="GameCode">Gamepad</span> ==


=== Show active effects ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Show active effects</span> ===


<!-- ID: GAME_DIAG_GAMEPAD_ACTIVE_EFFECTS -->
<!-- ID: GAME_DIAG_GAMEPAD_ACTIVE_EFFECTS -->
Line 813: Line 836:
'''Available Options''': false, true
'''Available Options''': false, true


=== Gyro Speed Sensitivity Yaw ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Gyro Speed Sensitivity Yaw</span> ===


<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_YAW -->
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_YAW -->
Line 824: Line 847:
* Step: 0.01
* Step: 0.01


=== Gyro Speed Sensitivity Pitch ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Gyro Speed Sensitivity Pitch</span> ===


<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_PITCH -->
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_PITCH -->
Line 835: Line 858:
* Step: 0.01
* Step: 0.01


=== Gyro Speed Sensitivity Roll ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Gamepad">Gyro Speed Sensitivity Roll</span> ===


<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_ROLL -->
<!-- ID: GAME_DIAG_GAMEPAD_GYRO_SENSITIVITY_ROLL -->
Line 847: Line 870:




== Track-IR ==
== <span title="GameCode">Track-IR</span> ==


=== Enable TrackIR freelook ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Track-IR">Enable TrackIR freelook</span> ===


<!-- ID: GAME_DIAG_TRACKIR_ENABLE -->
<!-- ID: GAME_DIAG_TRACKIR_ENABLE -->
Line 856: Line 879:
'''Available Options''': true, false
'''Available Options''': true, false


=== Enable TrackIR leaning ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Track-IR">Enable TrackIR leaning</span> ===


<!-- ID: GAME_DIAG_TRACKIR_ENABLE_LEANING -->
<!-- ID: GAME_DIAG_TRACKIR_ENABLE_LEANING -->
Line 864: Line 887:




== Radio ==
== <span title="GameCode">Radio</span> ==


=== Transmissions diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Transmissions diag</span> ===


<!-- ID: GAME_DIAG_RADIO_TRANSMISSIONS -->
<!-- ID: GAME_DIAG_RADIO_TRANSMISSIONS -->
Line 873: Line 896:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show radio ranges ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Show radio ranges</span> ===


<!-- ID: GAME_DIAG_RADIO_RANGE -->
<!-- ID: GAME_DIAG_RADIO_RANGE -->
Line 880: Line 903:
'''Available Options''': false, true
'''Available Options''': false, true


=== Force transmit ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Force transmit</span> ===


<!-- ID: GAME_DIAG_RADIO_VON_TRANSMIT -->
<!-- ID: GAME_DIAG_RADIO_VON_TRANSMIT -->
Line 887: Line 910:
'''Available Options''': false, true
'''Available Options''': false, true


=== Disable audio filters ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Radio">Disable audio filters</span> ===


<!-- ID: GAME_DIAG_RADIO_VON_RAW -->
<!-- ID: GAME_DIAG_RADIO_VON_RAW -->
Line 895: Line 918:




== Chat ==
== <span title="GameCode">Chat</span> ==


=== Log client chat messages ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Chat">Log client chat messages</span> ===


<!-- ID: GAME_DIAG_LOG_CHAT -->
<!-- ID: GAME_DIAG_LOG_CHAT -->
Line 904: Line 927:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show chat diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Chat">Show chat diag</span> ===


<!-- ID: GAME_DIAG_CHAT -->
<!-- ID: GAME_DIAG_CHAT -->
Line 911: Line 934:
'''Available Options''': false, true
'''Available Options''': false, true


=== Disable chat ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Chat">Disable chat</span> ===


<!-- ID: GAME_DIAG_DISABLE_CHAT -->
<!-- ID: GAME_DIAG_DISABLE_CHAT -->
Line 919: Line 942:




== Time ==
== <span title="GameCode">Time</span> ==


=== Pause world time ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Time">Pause world time</span> ===


<!-- ID: GAME_DIAG_TIME_PAUSE_TIME -->
<!-- ID: GAME_DIAG_TIME_PAUSE_TIME -->
Line 929: Line 952:




== Electricity ==
== <span title="GameCode">Electricity</span> ==


=== Set state (SP & MP) ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Set state (SP & MP)</span> ===


<!-- ID: GAME_DIAG_ELECTRICITY_SET_STATE_FALSE -->
<!-- ID: GAME_DIAG_ELECTRICITY_SET_STATE_FALSE -->
Line 938: Line 961:
'''Available Options''': false, true
'''Available Options''': false, true


=== Delete nearest pole (SP ONLY) ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Delete nearest pole (SP ONLY)</span> ===


<!-- ID: GAME_DIAG_ELECTRICITY_DELETE_NEAREST_POLE -->
<!-- ID: GAME_DIAG_ELECTRICITY_DELETE_NEAREST_POLE -->
Line 945: Line 968:
'''Available Options''': false, true
'''Available Options''': false, true


=== Disable nearest pole edges (SP ONLY) ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Disable nearest pole edges (SP ONLY)</span> ===


<!-- ID: GAME_DIAG_ELECTRICITY_DISABLE_NEAREST_POLE_EDGES -->
<!-- ID: GAME_DIAG_ELECTRICITY_DISABLE_NEAREST_POLE_EDGES -->
Line 952: Line 975:
'''Available Options''': false, true
'''Available Options''': false, true


=== Switch connection of nearest poles (SP ONLY) ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Electricity">Switch connection of nearest poles (SP ONLY)</span> ===


<!-- ID: GAME_DIAG_ELECTRICITY_SWITCH_CONNECTION_OF_NEAREST_POLES -->
<!-- ID: GAME_DIAG_ELECTRICITY_SWITCH_CONNECTION_OF_NEAREST_POLES -->
Line 960: Line 983:




== Inventory ==
== <span title="GameCode">Inventory</span> ==


=== Dump storages content ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Dump storages content</span> ===


<!-- ID: GAME_DIAG_INVENTORY_DUMP_STORAGE_CONTENT -->
<!-- ID: GAME_DIAG_INVENTORY_DUMP_STORAGE_CONTENT -->
Line 969: Line 992:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show inventory items ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Show inventory items</span> ===


<!-- ID: GAME_DIAG_INVENTORY_SHOW_ITEMS -->
<!-- ID: GAME_DIAG_INVENTORY_SHOW_ITEMS -->
Line 976: Line 999:
'''Available Options''': false, true
'''Available Options''': false, true


=== Log inventory changes ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Log inventory changes</span> ===


<!-- ID: GAME_DIAG_INVENTORY_LOG_CHANGE -->
<!-- ID: GAME_DIAG_INVENTORY_LOG_CHANGE -->
Line 983: Line 1,006:
'''Available Options''': false, true
'''Available Options''': false, true


=== Log visibility changes ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Log visibility changes</span> ===


<!-- ID: GAME_DIAG_INVENTORY_LOG_VISIBILITY -->
<!-- ID: GAME_DIAG_INVENTORY_LOG_VISIBILITY -->
Line 990: Line 1,013:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show volume info ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Show volume info</span> ===


<!-- ID: GAME_DIAG_INVENTORY_SHOW_VOLUME_INFO -->
<!-- ID: GAME_DIAG_INVENTORY_SHOW_VOLUME_INFO -->
Line 997: Line 1,020:
'''Available Options''': false, true
'''Available Options''': false, true


=== Debug vicinity ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Debug vicinity</span> ===


<!-- ID: GAME_DIAG_INVENTORY_VICINITY_DEBUG -->
<!-- ID: GAME_DIAG_INVENTORY_VICINITY_DEBUG -->
Line 1,004: Line 1,027:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show attributes debug ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Show attributes debug</span> ===


<!-- ID: GAME_DIAG_INVENTORY_ATTRIBUTES_DEBUG -->
<!-- ID: GAME_DIAG_INVENTORY_ATTRIBUTES_DEBUG -->
Line 1,011: Line 1,034:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable item placement in WB ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Enable item placement in WB</span> ===


<!-- ID: GAME_DIAG_INVENTORY_ITEM_PLACEMENT -->
<!-- ID: GAME_DIAG_INVENTORY_ITEM_PLACEMENT -->
Line 1,018: Line 1,041:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable hand slot ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Inventory">Enable hand slot</span> ===


<!-- ID: GAME_DIAG_INVENTORY_HAND_SLOT -->
<!-- ID: GAME_DIAG_INVENTORY_HAND_SLOT -->
Line 1,026: Line 1,049:




== Loadout ==
== <span title="GameCode">Loadout</span> ==


=== Show clothes ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show clothes</span> ===


<!-- ID: GAME_DIAG_LOADOUT_SHOW_CLOTHES -->
<!-- ID: GAME_DIAG_LOADOUT_SHOW_CLOTHES -->
Line 1,035: Line 1,058:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show slots ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show slots</span> ===


<!-- ID: GAME_DIAG_LOADOUT_SHOW_SLOTS -->
<!-- ID: GAME_DIAG_LOADOUT_SHOW_SLOTS -->
Line 1,042: Line 1,065:
'''Available Options''': false, true
'''Available Options''': false, true


=== Unwear all ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Unwear all</span> ===


<!-- ID: GAME_DIAG_LOADOUT_UNWEAR_ALL -->
<!-- ID: GAME_DIAG_LOADOUT_UNWEAR_ALL -->
Line 1,049: Line 1,072:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show only me ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show only me</span> ===


<!-- ID: GAME_DIAG_LOADOUT_PLAYER_ONLY -->
<!-- ID: GAME_DIAG_LOADOUT_PLAYER_ONLY -->
Line 1,056: Line 1,079:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show only lines without text ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Loadout">Show only lines without text</span> ===


<!-- ID: GAME_DIAG_LOADOUT_LINES_ONLY -->
<!-- ID: GAME_DIAG_LOADOUT_LINES_ONLY -->
Line 1,064: Line 1,087:




== Lights ==
== <span title="GameCode">Lights</span> ==


=== Light positions ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Lights">Light positions</span> ===


<!-- ID: GAME_DIAG_LIGHT_POSITION -->
<!-- ID: GAME_DIAG_LIGHT_POSITION -->
Line 1,074: Line 1,097:




== Camera ==
== <span title="GameCode">Camera</span> ==


=== Show camera position ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Camera">Show camera position</span> ===


<!-- ID: GAME_DIAG_CAMERA_POSITION -->
<!-- ID: GAME_DIAG_CAMERA_POSITION -->
Line 1,084: Line 1,107:




== Animations ==
== <span title="GameCode">Animations</span> ==


=== Show animated items bones ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Animations">Show animated items bones</span> ===


<!-- ID: GAME_DIAG_ANIM_ITEM_BONES -->
<!-- ID: GAME_DIAG_ANIM_ITEM_BONES -->
Line 1,094: Line 1,117:




== Network ==
== <span title="GameCode">Network</span> ==


=== Network Movement ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Network Movement</span> ===


==== Movement ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Movement</span> ====


<!-- ID: GAME_DIAG_NETWORK_MOVEMENT -->
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT -->
Line 1,105: Line 1,128:
'''Available Options''': none, in, out
'''Available Options''': none, in, out


==== Movement simulation ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Movement simulation</span> ====


<!-- ID: GAME_DIAG_NETWORK_MOVEMENT_SIM -->
<!-- ID: GAME_DIAG_NETWORK_MOVEMENT_SIM -->
Line 1,112: Line 1,135:
'''Available Options''': false, true
'''Available Options''': false, true


==== Display Selection ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Display Selection</span> ====


<!-- ID: GAME_DIAG_NETWORK_DISPLAY_SELECTION -->
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_SELECTION -->
Line 1,119: Line 1,142:
'''Available Options''': false, true
'''Available Options''': false, true


==== NwkMovement Selection ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">NwkMovement Selection</span> ====


<!-- ID: GAME_DIAG_NETWORK_SELECTION -->
<!-- ID: GAME_DIAG_NETWORK_SELECTION -->
Line 1,130: Line 1,153:
* Step: 1
* Step: 1


==== Display buffer state ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Display buffer state</span> ====


<!-- ID: GAME_DIAG_NETWORK_DISPLAY_BUFFER -->
<!-- ID: GAME_DIAG_NETWORK_DISPLAY_BUFFER -->
Line 1,137: Line 1,160:
'''Available Options''': false, true
'''Available Options''': false, true


==== Execution mode ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Execution mode</span> ====


<!-- ID: GAME_DIAG_NETWORK_EXECUTION -->
<!-- ID: GAME_DIAG_NETWORK_EXECUTION -->
Line 1,144: Line 1,167:
'''Available Options''': false, true
'''Available Options''': false, true


==== Phys Simulation ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Phys Simulation</span> ====


<!-- ID: GAME_DIAG_NETWORK_SIMULATION -->
<!-- ID: GAME_DIAG_NETWORK_SIMULATION -->
Line 1,151: Line 1,174:
'''Available Options''': false, true
'''Available Options''': false, true


==== Nwk Updates ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Movement">Nwk Updates</span> ====


<!-- ID: GAME_DIAG_NETWORK_NWK_UPDATE -->
<!-- ID: GAME_DIAG_NETWORK_NWK_UPDATE -->
Line 1,158: Line 1,181:
'''Available Options''': false, true
'''Available Options''': false, true


=== Network Streaming ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Network Streaming</span> ===


==== Override Distance ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Override Distance</span> ====


<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_OVERRIDE -->
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_OVERRIDE -->
Line 1,167: Line 1,190:
'''Available Options''': false, true
'''Available Options''': false, true


==== Stream In Grid Distance [#] ====
==== <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 -->
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_GRID_STREAMIN -->
Line 1,178: Line 1,201:
* Step: 1
* Step: 1


==== Vehicle Grid Distance [#] ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Vehicle Grid Distance [#]</span> ====


<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_VEHICLES -->
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_VEHICLES -->
Line 1,189: Line 1,212:
* Step: 1
* Step: 1


==== Character Grid Distance [#] ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;Network Streaming">Character Grid Distance [#]</span> ====


<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_CHARACTER -->
<!-- ID: GAME_DIAG_NETWORK_STREAMING_DISTANCE_CHARACTER -->
Line 1,200: Line 1,223:
* Step: 1
* Step: 1


=== RPL scheduler ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">RPL scheduler</span> ===


==== Server side RPL scheduler ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Server side RPL scheduler</span> ====
===== Items =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_BASIC -->
Line 1,210: Line 1,233:
'''Available Options''': false, true
'''Available Options''': false, true


===== Item Hierarchy Moves =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_ITEM_MOVES -->
Line 1,217: Line 1,240:
'''Available Options''': false, true
'''Available Options''': false, true


===== Items Streamed In =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMIN -->
Line 1,224: Line 1,247:
'''Available Options''': false, true
'''Available Options''': false, true


===== Items Streamed Out =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_STREAMOUT -->
Line 1,231: Line 1,254:
'''Available Options''': false, true
'''Available Options''': false, true


===== Items bumpped =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_CONNECTIONS_BUMP -->
Line 1,238: Line 1,261:
'''Available Options''': false, true
'''Available Options''': false, true


===== Spatial map =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_SPATIAL_MAP -->
Line 1,245: Line 1,268:
'''Available Options''': false, true
'''Available Options''': false, true


===== Moving list =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_MOVING_LIST -->
Line 1,252: Line 1,275:
'''Available Options''': false, true
'''Available Options''': false, true


===== Disabled ref count =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_DISABLED_REF_COUNT -->
Line 1,259: Line 1,282:
'''Available Options''': false, true
'''Available Options''': false, true


===== Observers =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_OBSERVERS -->
Line 1,266: Line 1,289:
'''Available Options''': false, true
'''Available Options''': false, true


===== Budgeting =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_BUDGETING -->
Line 1,273: Line 1,296:
'''Available Options''': false, true
'''Available Options''': false, true


===== Ownership =====
===== <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 -->
<!-- ID: GAME_DIAG_RPLSCHEDULER_OWNERSHIP -->
Line 1,280: Line 1,303:
'''Available Options''': false, true
'''Available Options''': false, true


==== Display Observers ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Display Observers</span> ====


<!-- ID: GAME_DIAG_DISPLAY_OBSERVERS -->
<!-- ID: GAME_DIAG_DISPLAY_OBSERVERS -->
Line 1,287: Line 1,310:
'''Available Options''': false, true
'''Available Options''': false, true


==== Virtual Player Id ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Virtual Player Id</span> ====


<!-- ID: GAME_DIAG_VIRTUAL_SELECTION_VALUE -->
<!-- ID: GAME_DIAG_VIRTUAL_SELECTION_VALUE -->
Line 1,294: Line 1,317:
'''Available Options''': false, true
'''Available Options''': false, true


==== Spatial Map of Player Id ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Spatial Map of Player Id</span> ====


<!-- ID: GAME_DIAG_PLAYER_SELECTION_VALUE -->
<!-- ID: GAME_DIAG_PLAYER_SELECTION_VALUE -->
Line 1,305: Line 1,328:
* Step: 1
* Step: 1


==== Virtual Player X pos ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Virtual Player X pos</span> ====


<!-- ID: GAME_DIAG_VIRTUAL_POS_X_VALUE -->
<!-- ID: GAME_DIAG_VIRTUAL_POS_X_VALUE -->
Line 1,316: Line 1,339:
* Step: 100
* Step: 100


==== Virtual Player Y pos ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Virtual Player Y pos</span> ====


<!-- ID: GAME_DIAG_VIRTUAL_POS_Y_VALUE -->
<!-- ID: GAME_DIAG_VIRTUAL_POS_Y_VALUE -->
Line 1,327: Line 1,350:
* Step: 100
* Step: 100


==== Spatial layer ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Spatial layer</span> ====


<!-- ID: GAME_DIAG_SPATIAL_LAYER_VALUE -->
<!-- ID: GAME_DIAG_SPATIAL_LAYER_VALUE -->
Line 1,334: Line 1,357:
'''Available Options''': statics, dynamics, char+veh
'''Available Options''': statics, dynamics, char+veh


==== Spatial type ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Spatial type</span> ====


<!-- ID: GAME_DIAG_SPATIAL_TYPE_VALUE -->
<!-- ID: GAME_DIAG_SPATIAL_TYPE_VALUE -->
Line 1,341: Line 1,364:
'''Available Options''': stationary+moving, stationary, moving
'''Available Options''': stationary+moving, stationary, moving


==== Network range ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Network range</span> ====


<!-- ID: GAME_DIAG_NDS_VALUE -->
<!-- ID: GAME_DIAG_NDS_VALUE -->
Line 1,352: Line 1,375:
* Step: 1
* Step: 1


==== Global streaming budget ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Global streaming budget</span> ====


<!-- ID: GAME_DIAG_STREAMING_BUDGET -->
<!-- ID: GAME_DIAG_STREAMING_BUDGET -->
Line 1,363: Line 1,386:
* Step: 50
* Step: 50


==== Staggering budget ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Staggering budget</span> ====


<!-- ID: GAME_DIAG_STAGGERING_BUDGET -->
<!-- ID: GAME_DIAG_STAGGERING_BUDGET -->
Line 1,374: Line 1,397:
* Step: 1
* Step: 1


==== Open streams delta ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Open streams delta</span> ====


<!-- ID: GAME_DIAG_OPEN_STREAMS_DELTA -->
<!-- ID: GAME_DIAG_OPEN_STREAMS_DELTA -->
Line 1,385: Line 1,408:
* Step: 1
* Step: 1


==== Trouble causer ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Trouble causer</span> ====


<!-- ID: GAME_DIAG_TROUBLE_CAUSER -->
<!-- ID: GAME_DIAG_TROUBLE_CAUSER -->
Line 1,392: Line 1,415:
'''Available Options''': false, true
'''Available Options''': false, true


==== Streaming trouble causer rate ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Network&nbsp;&rarr;&nbsp;RPL scheduler">Streaming trouble causer rate</span> ====


<!-- ID: GAME_DIAG_TROUBLE_CAUSER_VALUE -->
<!-- ID: GAME_DIAG_TROUBLE_CAUSER_VALUE -->
Line 1,403: Line 1,426:
* Step: 1
* Step: 1


=== Server FPS ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Server FPS</span> ===


<!-- ID: GAME_DIAG_NETWORK_SERVERFPS -->
<!-- ID: GAME_DIAG_NETWORK_SERVERFPS -->
Line 1,410: Line 1,433:
'''Available Options''': false, true
'''Available Options''': false, true


=== Damage synchronization ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Damage synchronization</span> ===


<!-- ID: GAME_DIAG_NETWORK_DAMAGE -->
<!-- ID: GAME_DIAG_NETWORK_DAMAGE -->
Line 1,417: Line 1,440:
'''Available Options''': false, true
'''Available Options''': false, true


=== Lobby diagnostics ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Lobby diagnostics</span> ===


<!-- ID: GAME_DIAG_NETWORK_LOBBY -->
<!-- ID: GAME_DIAG_NETWORK_LOBBY -->
Line 1,424: Line 1,447:
'''Available Options''': false, true
'''Available Options''': false, true


=== Connection diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Connection diag</span> ===


<!-- ID: GAME_DIAG_CONNECTION_DIAG -->
<!-- ID: GAME_DIAG_CONNECTION_DIAG -->
Line 1,431: Line 1,454:
'''Available Options''': false, true
'''Available Options''': false, true


=== Log ownership changes ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Log ownership changes</span> ===


<!-- ID: GAME_DIAG_NETWORK_OWNERSHIP_CHANGES -->
<!-- ID: GAME_DIAG_NETWORK_OWNERSHIP_CHANGES -->
Line 1,438: Line 1,461:
'''Available Options''': false, true
'''Available Options''': false, true


=== Validate loaded prefabs ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Validate loaded prefabs</span> ===


<!-- ID: GAME_DIAG_NETWORK_VALIDATE_PREFABS -->
<!-- ID: GAME_DIAG_NETWORK_VALIDATE_PREFABS -->
Line 1,445: Line 1,468:
'''Available Options''': false, true
'''Available Options''': false, true


=== Server admin ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Server admin</span> ===


<!-- ID: GAME_DIAG_SERVER_ADMIN -->
<!-- ID: GAME_DIAG_SERVER_ADMIN -->
Line 1,452: Line 1,475:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== RPC MT jobs ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">RPC MT jobs</span> ===


<!-- ID: GAME_DIAG_RPC_JOBS -->
<!-- ID: GAME_DIAG_RPC_JOBS -->
Line 1,459: Line 1,482:
'''Available Options''': true, false
'''Available Options''': true, false


=== Loading prefabs ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Network">Loading prefabs</span> ===


<!-- ID: GAME_DIAG_LOADING_PREFABS -->
<!-- ID: GAME_DIAG_LOADING_PREFABS -->
Line 1,467: Line 1,490:




== Social Component ==
== <span title="GameCode">Social Component</span> ==


=== Show ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Show</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_SHOW -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_SHOW -->
Line 1,476: Line 1,499:
'''Available Options''': false, true
'''Available Options''': false, true


=== Restrictions override ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Restrictions override</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_OVERRIDE -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_OVERRIDE -->
Line 1,483: Line 1,506:
'''Available Options''': None, Force-Restriction, Force-Unrestricted
'''Available Options''': None, Force-Restriction, Force-Unrestricted


=== Player to restrict ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Player to restrict</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_PLAYER -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_PLAYER -->
Line 1,490: Line 1,513:
'''Available Options''': First-Found, Last-Found
'''Available Options''': First-Found, Last-Found


=== Send update ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Send update</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UPDATE -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UPDATE -->
Line 1,497: Line 1,520:
'''Available Options''': false, true
'''Available Options''': false, true


=== Block Me ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Block Me</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKME -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKME -->
Line 1,504: Line 1,527:
'''Available Options''': false, true
'''Available Options''': false, true


=== Unblock Me ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Unblock Me</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UNBLOCKME -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_UNBLOCKME -->
Line 1,511: Line 1,534:
'''Available Options''': false, true
'''Available Options''': false, true


=== Update block list ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Social Component">Update block list</span> ===


<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKLIST_UPDATE -->
<!-- ID: GAME_DIAG_CLIENT_SOCIAL_COMPONENT_BLOCKLIST_UPDATE -->
Line 1,519: Line 1,542:




== Turrets ==
== <span title="GameCode">Turrets</span> ==


=== Turret armory ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Turrets">Turret armory</span> ===


<!-- ID: GAME_DIAG_TURRET_ARMORY -->
<!-- ID: GAME_DIAG_TURRET_ARMORY -->
Line 1,528: Line 1,551:
'''Available Options''': false, true
'''Available Options''': false, true


=== Disable turret modifiers ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Turrets">Disable turret modifiers</span> ===


<!-- ID: GAME_DIAG_TURRETS_DISABLE_AIM_MODIFIERS -->
<!-- ID: GAME_DIAG_TURRETS_DISABLE_AIM_MODIFIERS -->
Line 1,536: Line 1,559:




== HitReg ==
== <span title="GameCode">HitReg</span> ==


=== Draw Compensated Shots ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Draw Compensated Shots</span> ===


<!-- ID: DM_HITREG_DRAW_COMPENSATED_SHOTS -->
<!-- ID: DM_HITREG_DRAW_COMPENSATED_SHOTS -->
Line 1,545: Line 1,568:
'''Available Options''': none, missed, all
'''Available Options''': none, missed, all


=== Drawn Shots ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Drawn Shots</span> ===


<!-- ID: DM_HITREG_COMPENSATED_SHOTS_COUNT -->
<!-- ID: DM_HITREG_COMPENSATED_SHOTS_COUNT -->
Line 1,556: Line 1,579:
* Step: 1
* Step: 1


=== Draw Trajectories ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Draw Trajectories</span> ===


<!-- ID: DM_HITREG_COMPENSATED_DRAW_TRAJECTORIES -->
<!-- ID: DM_HITREG_COMPENSATED_DRAW_TRAJECTORIES -->
Line 1,563: Line 1,586:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw Collider Histories ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Draw Collider Histories</span> ===


<!-- ID: DM_COLLIDER_HISTORY_DRAW_SHAPES -->
<!-- ID: DM_COLLIDER_HISTORY_DRAW_SHAPES -->
Line 1,570: Line 1,593:
'''Available Options''': none, all, included, excluded
'''Available Options''': none, all, included, excluded


=== Use RTT (Old Method) ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Use RTT (Old Method)</span> ===


<!-- ID: DM_HITREG_USE_RPL_RTT -->
<!-- ID: DM_HITREG_USE_RPL_RTT -->
Line 1,577: Line 1,600:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show Graphs ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;HitReg">Show Graphs</span> ===


<!-- ID: DM_HITREG_GRAPHS -->
<!-- ID: DM_HITREG_GRAPHS -->
Line 1,585: Line 1,608:




== Projectiles ==
== <span title="GameCode">Projectiles</span> ==


=== Proj. override ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. override</span> ===


==== Mass ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. override">Mass</span> ====


<!-- ID: DM_PROJ_SHELL_OVERRIDE_MASS -->
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MASS -->
Line 1,596: Line 1,619:
'''Available Options''': default, 0.0001, 0.0005, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1
'''Available Options''': default, 0.0001, 0.0005, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1


==== Muzzle velocity ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. override">Muzzle velocity</span> ====


<!-- ID: DM_PROJ_SHELL_OVERRIDE_MUZZLE_VELOCITY -->
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MUZZLE_VELOCITY -->
Line 1,603: Line 1,626:
'''Available Options''': default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000
'''Available Options''': default, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000


==== Air drag coef ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. override">Air drag coef</span> ====


<!-- ID: DM_PROJ_SHELL_OVERRIDE_AIR_DRAG_COEF -->
<!-- ID: DM_PROJ_SHELL_OVERRIDE_AIR_DRAG_COEF -->
Line 1,610: Line 1,633:
'''Available Options''': default, 0.001, 0.0005, 0.0001, 0.00005, 0.00001, 0.000005, 0.000001, 0.0000005, 0.0000001, 0.00000005, 0.00000001
'''Available Options''': 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 ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. test</span> ===


==== Run ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Run</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_RUN -->
<!-- ID: DM_PROJ_SHELL_TEST_RUN -->
Line 1,619: Line 1,642:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


==== Type ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Type</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_TYPE -->
<!-- ID: DM_PROJ_SHELL_TEST_TYPE -->
Line 1,626: Line 1,649:
'''Available Options''': camera, general, firefight, pen-test
'''Available Options''': camera, general, firefight, pen-test


==== Repeat ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Repeat</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_REPEAT -->
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT -->
Line 1,633: Line 1,656:
'''Available Options''': once, counter, unlimited
'''Available Options''': once, counter, unlimited


==== Repeat count ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Repeat count</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_COUNT -->
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_COUNT -->
Line 1,648: Line 1,671:
Step: 5
Step: 5


==== Repeat freq. ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Repeat freq.</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_FREQ -->
<!-- ID: DM_PROJ_SHELL_TEST_REPEAT_FREQ -->
Line 1,655: Line 1,678:
'''Available Options''': 1, 2, 5, 10, 30, 60
'''Available Options''': 1, 2, 5, 10, 30, 60


==== Proj. count ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Proj. count</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_SHOT_COUNT -->
<!-- ID: DM_PROJ_SHELL_TEST_SHOT_COUNT -->
Line 1,670: Line 1,693:
Step: 10
Step: 10


==== Pen. type ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Pen. type</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_PEN_TYPE -->
<!-- ID: DM_PROJ_SHELL_TEST_PEN_TYPE -->
Line 1,677: Line 1,700:
'''Available Options''': disc, sphere, box
'''Available Options''': disc, sphere, box


==== Matrix type ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Matrix type</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_MAT_TYPE -->
<!-- ID: DM_PROJ_SHELL_TEST_MAT_TYPE -->
Line 1,684: Line 1,707:
'''Available Options''': actual, saved
'''Available Options''': actual, saved


==== Matrix save ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Matrix save</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_MAT_SAVE -->
<!-- ID: DM_PROJ_SHELL_TEST_MAT_SAVE -->
Line 1,691: Line 1,714:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


==== Projectile ====
==== <span title="GameCodes&nbsp;&rarr;&nbsp;Proj. test">Projectile</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_PROJECTILE -->
<!-- ID: DM_PROJ_SHELL_TEST_PROJECTILE -->
Line 1,698: Line 1,721:
'''Available Options''': bullet, rpg
'''Available Options''': bullet, rpg


==== Kill timer ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Kill timer</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_KILL_TIMER -->
<!-- ID: DM_PROJ_SHELL_TEST_KILL_TIMER -->
Line 1,705: Line 1,728:
'''Available Options''': 0, 1, 2, 5
'''Available Options''': 0, 1, 2, 5


==== Kill ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. test">Kill</span> ====


<!-- ID: DM_PROJ_SHELL_TEST_KILL -->
<!-- ID: DM_PROJ_SHELL_TEST_KILL -->
Line 1,712: Line 1,735:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Proj. tests ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. tests</span> ===


==== Show plot ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. tests">Show plot</span> ====


<!-- ID: DM_PROJ_SHELL_SHOW_PLOT -->
<!-- ID: DM_PROJ_SHELL_SHOW_PLOT -->
Line 1,721: Line 1,744:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


==== Plot type ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. tests">Plot type</span> ====


<!-- ID: DM_PROJ_SHELL_PLOT_TYPE -->
<!-- ID: DM_PROJ_SHELL_PLOT_TYPE -->
Line 1,728: Line 1,751:
'''Available Options''': 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist
'''Available Options''': 1dscatter, 2dscatter, 1dhistogram, 2dhistogram, defl_scatter, defl_hist


==== Gauss param ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. tests">Gauss param</span> ====


<!-- ID: DM_PROJ_SHELL_GAUSS_PARAM -->
<!-- ID: DM_PROJ_SHELL_GAUSS_PARAM -->
Line 1,743: Line 1,766:
Step: 0.1
Step: 0.1


=== Proj. settings ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. settings</span> ===


==== Max concurrent debug lines ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. settings">Max concurrent debug lines</span> ====


<!-- ID: DM_PROJ_SHELL_CAPACITY -->
<!-- ID: DM_PROJ_SHELL_CAPACITY -->
Line 1,753: Line 1,776:
'''Available Options''': 128, 8, 16, 32, 64, 256, 512, 1024
'''Available Options''': 128, 8, 16, 32, 64, 256, 512, 1024


==== Version ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. settings">Version</span> ====


<!-- ID: DM_PROJ_SHELL_VERSION -->
<!-- ID: DM_PROJ_SHELL_VERSION -->
Line 1,760: Line 1,783:
'''Available Options''': default, experimental
'''Available Options''': default, experimental


=== Proj. ballistics ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Proj. ballistics</span> ===


==== Print Hit Info ====
==== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles&nbsp;&rarr;&nbsp;Proj. ballistics">Print Hit Info</span> ====


<!-- ID: DM_PROJ_BALLISTICS_PRINT_HIT_INFO -->
<!-- ID: DM_PROJ_BALLISTICS_PRINT_HIT_INFO -->
Line 1,769: Line 1,792:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show shell trajectory ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Show shell trajectory</span> ===


<!-- ID: DM_PROJ_SHELL_TRAJECTORY -->
<!-- ID: DM_PROJ_SHELL_TRAJECTORY -->
Line 1,779: Line 1,802:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show stats ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Show stats</span> ===


<!-- ID: DM_PROJ_SHELL_STATS -->
<!-- ID: DM_PROJ_SHELL_STATS -->
Line 1,788: Line 1,811:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show predicted shell trajectory ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Show predicted shell trajectory</span> ===


<!-- ID: DM_PROJ_SHELL_TRAJECTORY_PREDICTED -->
<!-- ID: DM_PROJ_SHELL_TRAJECTORY_PREDICTED -->
Line 1,797: Line 1,820:
'''Available Options''': false, true
'''Available Options''': false, true


=== Shell name ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Shell name</span> ===


<!-- ID: DM_PROJ_SHELL_SHOW_NAME -->
<!-- ID: DM_PROJ_SHELL_SHOW_NAME -->
Line 1,806: Line 1,829:
'''Available Options''': true, false
'''Available Options''': true, false


=== Player shell only ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Player shell only</span> ===


<!-- ID: DM_PROJ_SHELL_PLAYER_ONLY -->
<!-- ID: DM_PROJ_SHELL_PLAYER_ONLY -->
Line 1,813: Line 1,836:
'''Available Options''': false, true
'''Available Options''': false, true


=== Visibility ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Visibility</span> ===


<!-- ID: DM_PROJ_SHELL_VISIBILITY -->
<!-- ID: DM_PROJ_SHELL_VISIBILITY -->
Line 1,820: Line 1,843:
'''Available Options''': all, 128, 64, 32, 16, 8, 4, 2, 1
'''Available Options''': all, 128, 64, 32, 16, 8, 4, 2, 1


=== Persistence ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Persistence</span> ===


<!-- ID: DM_PROJ_SHELL_PERSISTENCE -->
<!-- ID: DM_PROJ_SHELL_PERSISTENCE -->
Line 1,827: Line 1,850:
'''Available Options''': 15s, 30s, 60s, 120s, permanent, 0s, 5s
'''Available Options''': 15s, 30s, 60s, 120s, permanent, 0s, 5s


=== Clear trajectories ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Clear trajectories</span> ===


<!-- ID: DM_PROJ_SHELL_CLEAR -->
<!-- ID: DM_PROJ_SHELL_CLEAR -->
Line 1,836: Line 1,859:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Info visible ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Info visible</span> ===


<!-- ID: DM_PROJ_SHELL_INFO_VISIBLE -->
<!-- ID: DM_PROJ_SHELL_INFO_VISIBLE -->
Line 1,843: Line 1,866:
'''Available Options''': true, false
'''Available Options''': true, false


=== Info persistence ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Info persistence</span> ===


<!-- ID: DM_PROJ_SHELL_INFO_PERSISTENCE -->
<!-- ID: DM_PROJ_SHELL_INFO_PERSISTENCE -->
Line 1,850: Line 1,873:
'''Available Options''': 0s, 5s, 15s, permanent
'''Available Options''': 0s, 5s, 15s, permanent


=== Info segment length ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Info segment length</span> ===


<!-- ID: DM_PROJ_SHELL_INFO_SEGMENT_LENGTH -->
<!-- ID: DM_PROJ_SHELL_INFO_SEGMENT_LENGTH -->
Line 1,861: Line 1,884:
'''Available Options''': 100, 200, 500, 25, 50
'''Available Options''': 100, 200, 500, 25, 50


=== Hide info ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Hide info</span> ===


<!-- ID: DM_PROJ_SHELL_INFO_HIDE -->
<!-- ID: DM_PROJ_SHELL_INFO_HIDE -->
Line 1,868: Line 1,891:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Dump data ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Dump data</span> ===


<!-- ID: DM_PROJ_SHELL_DUMP -->
<!-- ID: DM_PROJ_SHELL_DUMP -->
Line 1,875: Line 1,898:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Special case ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Special case</span> ===


<!-- ID: DM_PROJ_SHELL_SPECIAL_CASE -->
<!-- ID: DM_PROJ_SHELL_SPECIAL_CASE -->
Line 1,882: Line 1,905:
'''Available Options''': none, north, up, down, drop
'''Available Options''': none, north, up, down, drop


=== Deflection ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Deflection</span> ===


<!-- ID: DM_PROJ_SHELL_DEFLECTION -->
<!-- ID: DM_PROJ_SHELL_DEFLECTION -->
Line 1,889: Line 1,912:
'''Available Options''': true, false
'''Available Options''': true, false


=== Penetration ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Penetration</span> ===


<!-- ID: DM_PROJ_SHELL_PENETRATION -->
<!-- ID: DM_PROJ_SHELL_PENETRATION -->
Line 1,896: Line 1,919:
'''Available Options''': true, false
'''Available Options''': true, false


=== Deviation ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Deviation</span> ===


<!-- ID: DM_PROJ_SHELL_DEVIATION -->
<!-- ID: DM_PROJ_SHELL_DEVIATION -->
Line 1,903: Line 1,926:
'''Available Options''': true, false
'''Available Options''': true, false


=== Gravity ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Gravity</span> ===


<!-- ID: DM_PROJ_SHELL_GRAVITY -->
<!-- ID: DM_PROJ_SHELL_GRAVITY -->
Line 1,910: Line 1,933:
'''Available Options''': true, false
'''Available Options''': true, false


=== Decals ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Decals</span> ===


<!-- ID: DM_PROJ_SHELL_DECALS -->
<!-- ID: DM_PROJ_SHELL_DECALS -->
Line 1,917: Line 1,940:
'''Available Options''': true, false
'''Available Options''': true, false


=== Decals advanced ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Decals advanced</span> ===


<!-- ID: DM_PROJ_SHELL_DECALS_ADVANCED -->
<!-- ID: DM_PROJ_SHELL_DECALS_ADVANCED -->
Line 1,924: Line 1,947:
'''Available Options''': true, false
'''Available Options''': true, false


=== Decals use diameter ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Decals use diameter</span> ===


<!-- ID: DM_PROJ_SHELL_DECALS_USE_DIAMETER -->
<!-- ID: DM_PROJ_SHELL_DECALS_USE_DIAMETER -->
Line 1,931: Line 1,954:
'''Available Options''': false, true
'''Available Options''': false, true


=== Override material ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Override material</span> ===


<!-- ID: DM_PROJ_SHELL_OVERRIDE_MATERIAL -->
<!-- ID: DM_PROJ_SHELL_OVERRIDE_MATERIAL -->
Line 1,938: Line 1,961:
'''Available Options''': true, false
'''Available Options''': true, false


=== Bullet time ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Bullet time</span> ===


<!-- ID: DM_PROJ_SHELL_BULLETTIME -->
<!-- ID: DM_PROJ_SHELL_BULLETTIME -->
Line 1,945: Line 1,968:
'''Available Options''': false, true
'''Available Options''': false, true


=== Grenade simulation ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Projectiles">Grenade simulation</span> ===


<!-- ID: DM_PROJ_GREN_SIMULATION -->
<!-- ID: DM_PROJ_GREN_SIMULATION -->
Line 1,953: Line 1,976:




== Show actions states ==
== <span title="GameCode">Show actions states</span> ==


<!-- ID: GAME_DIAG_ACTIONS -->
<!-- ID: GAME_DIAG_ACTIONS -->
Line 1,961: Line 1,984:




== Gridmap diags ==
== <span title="GameCode">Gridmap diags</span> ==


<!-- ID: GAME_DIAG_GRIDMAP -->
<!-- ID: GAME_DIAG_GRIDMAP -->
Line 1,969: Line 1,992:




== Show explosion debug ==
== <span title="GameCode">Show explosion debug</span> ==


<!-- ID: GAME_DIAG_EXPLOSIONDBG -->
<!-- ID: GAME_DIAG_EXPLOSIONDBG -->
Line 2,001: Line 2,024:




== Show player events ==
== <span title="GameCode">Show player events</span> ==


<!-- ID: GAME_DIAG_CURRENT_COMPONENT_EVENTS -->
<!-- ID: GAME_DIAG_CURRENT_COMPONENT_EVENTS -->
Line 2,009: Line 2,032:




== Show target events ==
== <span title="GameCode">Show target events</span> ==


<!-- ID: GAME_DIAG_TARGET_COMPONENT_EVENTS -->
<!-- ID: GAME_DIAG_TARGET_COMPONENT_EVENTS -->
Line 2,017: Line 2,040:




== Show aim directions ==
== <span title="GameCode">Show aim directions</span> ==


<!-- ID: GAME_DIAG_AIM_COMPONENTS -->
<!-- ID: GAME_DIAG_AIM_COMPONENTS -->
Line 2,025: Line 2,048:




== Factions ==
== <span title="GameCode">Factions</span> ==


<!-- ID: GAME_DIAG_FACTIONS -->
<!-- ID: GAME_DIAG_FACTIONS -->
Line 2,033: Line 2,056:




== Contacts ==
== <span title="GameCode">Contacts</span> ==


<!-- ID: GAME_DIAG_CONTACT -->
<!-- ID: GAME_DIAG_CONTACT -->
Line 2,041: Line 2,064:




== Smooth steering in vehicle ==
== <span title="GameCode">Smooth steering in vehicle</span> ==


<!-- ID: GAME_DIAG_SMOOTH_STEERING_VEHICLE -->
<!-- ID: GAME_DIAG_SMOOTH_STEERING_VEHICLE -->
Line 2,049: Line 2,072:




== Character acceleration in vehicle ==
== <span title="GameCode">Character acceleration in vehicle</span> ==


<!-- ID: GAME_DIAG_CHARACTER_ACCEL_VEHICLE -->
<!-- ID: GAME_DIAG_CHARACTER_ACCEL_VEHICLE -->
Line 2,057: Line 2,080:




== FOV override ==
== <span title="GameCode">FOV override</span> ==


<!-- ID: GAME_DIAG_FOV_OVERRIDE -->
<!-- ID: GAME_DIAG_FOV_OVERRIDE -->
Line 2,073: Line 2,096:




== Time and Weather Diag ==
== <span title="GameCode">Time and Weather Diag</span> ==


<!-- ID: GAME_DIAG_TIMEANDWEATHER -->
<!-- ID: GAME_DIAG_TIMEANDWEATHER -->
Line 2,081: Line 2,104:




== Enable better interpolation ==
== <span title="GameCode">Enable better interpolation</span> ==


<!-- ID: GAME_DIAG_INTERPOLATION -->
<!-- ID: GAME_DIAG_INTERPOLATION -->
Line 2,089: Line 2,112:




== Log GameEntity events ==
== <span title="GameCode">Log GameEntity events</span> ==


<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS -->
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS -->
Line 2,097: Line 2,120:




== Log GameEntity events (simple) ==
== <span title="GameCode">Log GameEntity events (simple)</span> ==


<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS_SIMPLE -->
<!-- ID: GAME_DIAG_GAMEENTITY_EVENTS_SIMPLE -->
Line 2,105: Line 2,128:




== Log shooting queues ==
== <span title="GameCode">Log shooting queues</span> ==


<!-- ID: GAME_DIAG_SHOOTING_QUEUE -->
<!-- ID: GAME_DIAG_SHOOTING_QUEUE -->
Line 2,113: Line 2,136:




== Log SlotInfo ==
== <span title="GameCode">Log SlotInfo</span> ==


<!-- ID: GAME_DIAG_ENTITYSLOTINFO -->
<!-- ID: GAME_DIAG_ENTITYSLOTINFO -->
Line 2,121: Line 2,144:




== Door ColTest ==
== <span title="GameCode">Door ColTest</span> ==


<!-- ID: GAME_DIAG_DOOR_COLTEST -->
<!-- ID: GAME_DIAG_DOOR_COLTEST -->
Line 2,129: Line 2,152:




== Use traces for possible volume data ==
== <span title="GameCode">Use traces for possible volume data</span> ==


<!-- ID: GAME_DIAG_USE_TRACES_FOR_VOLUMES -->
<!-- ID: GAME_DIAG_USE_TRACES_FOR_VOLUMES -->
Line 2,137: Line 2,160:




== Show world volumes collection ==
== <span title="GameCode">Show world volumes collection</span> ==


<!-- ID: GAME_DIAG_SHOW_VOLUMES_COLLECTION -->
<!-- ID: GAME_DIAG_SHOW_VOLUMES_COLLECTION -->
Line 2,145: Line 2,168:




== Enable Decal Slots ==
== <span title="GameCode">Enable Decal Slots</span> ==


<!-- ID: GAME_DIAG_DECAL_SLOTS_ENABLED -->
<!-- ID: GAME_DIAG_DECAL_SLOTS_ENABLED -->
Line 2,153: Line 2,176:




== Game state diag ==
== <span title="GameCode">Game state diag</span> ==


<!-- ID: GAME_DIAG_GAMESTATE -->
<!-- ID: GAME_DIAG_GAMESTATE -->
Line 2,161: Line 2,184:




== Force fog at camera ==
== <span title="GameCode">Force fog at camera</span> ==


<!-- ID: ENF_DIAG_FOG_HEIGHT_CAMERA -->
<!-- ID: ENF_DIAG_FOG_HEIGHT_CAMERA -->
Line 2,169: Line 2,192:




== Override fog ==
== <span title="GameCode">Override fog</span> ==


<!-- ID: ENF_DIAG_FOG_OVERRIDE -->
<!-- ID: ENF_DIAG_FOG_OVERRIDE -->
Line 2,177: Line 2,200:




== Height bias ==
== <span title="GameCode">Height bias</span> ==


<!-- ID: ENF_DIAG_FOG_HEIGHT_BIAS -->
<!-- ID: ENF_DIAG_FOG_HEIGHT_BIAS -->
Line 2,193: Line 2,216:




== Groups ==
== <span title="GameCode">Groups</span> ==


=== Enable groups diag ===
=== <span title="GameCode&nbsp;&rarr;&nbsp;Groups">Enable groups diag</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_GROUPS_ENABLE_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_GROUPS_ENABLE_DIAG -->
Line 2,203: Line 2,226:




== Show input manager ==
== <span title="GameCode">Show input manager</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_INPUT_MANAGER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_INPUT_MANAGER -->
Line 2,211: Line 2,234:




== Log player damage ==
== <span title="GameCode">Log player damage</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_LOG_PLAYER_DAMAGE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_LOG_PLAYER_DAMAGE -->
Line 2,218: Line 2,241:
'''Available Options''': false, true
'''Available Options''': false, true


= Cheats =
= <span title="Cheats">Cheats</span> =
== Disable player damage ==
== <span title="Cheats">Disable player damage</span> ==


<!-- ID: GAME_DIAG_CHEATS_DISABLE_DAMAGE -->
<!-- ID: GAME_DIAG_CHEATS_DISABLE_DAMAGE -->
Enables god mod. Has an instant effect on a currently controlled character that persists on that character even after switching to GM or a different character
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}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F1}}


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




== Teleport ==
== <span title="Cheats">Teleport</span> ==


<!-- ID: GAME_DIAG_CHEATS_TELEPORT -->
<!-- ID: GAME_DIAG_CHEATS_TELEPORT -->
Teleport player.
Teleport player.


'''Hotkey''': {{Controls|lctrl|lalt|f2}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F2}}


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




== Infinite ammo ==
== <span title="Cheats">Infinite ammo</span> ==


<!-- ID: GAME_DIAG_CHEATS_INFINITE_AMMO -->
<!-- ID: GAME_DIAG_CHEATS_INFINITE_AMMO -->
Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1
Enable/disable infinite ammo (magazines). Doesn't work in 1.2.1


'''Hotkey''': {{Controls|lctrl|lalt|f3}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F3}}


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




== Infinite bullets ==
== <span title="Cheats">Infinite bullets</span> ==


<!-- ID: GAME_DIAG_CHEATS_INFINITE_BULLETS -->
<!-- ID: GAME_DIAG_CHEATS_INFINITE_BULLETS -->
Enable/disable infinite bullets. The bullet in the chamber is never consumed, which means only first bullet in magazine array will be only used (cannot be used for testing mixed mags for instance)
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}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F4}}


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




== Commit suicide ==
== <span title="Cheats">Commit suicide</span> ==


<!-- ID: GAME_DIAG_CHEATS_SUICIDE -->
<!-- ID: GAME_DIAG_CHEATS_SUICIDE -->
Commit suicide.
Commit suicide.


'''Hotkey''': {{Controls|lctrl|lalt|f5}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F5}}


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




== Execute characters in front ==
== <span title="Cheats">Execute characters in front</span> ==


<!-- ID: GAME_DIAG_CHEATS_EXECUTE -->
<!-- ID: GAME_DIAG_CHEATS_EXECUTE -->
Execute characters in front.
Execute characters in front.


'''Hotkey''': {{Controls|lctrl|lalt|f6}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F6}}


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




== DTime multiplier ==
== <span title="Cheats">DTime multiplier</span> ==


<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION -->
<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION -->
Line 2,287: Line 2,310:




== DTime multiplier value ==
== <span title="Cheats">DTime multiplier value</span> ==


<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION_VALUE -->
<!-- ID: GAME_DIAG_CHEATS_TIME_DILATATION_VALUE -->
Line 2,303: Line 2,326:




== Debug manual camera ==
== <span title="Cheats">Debug manual camera</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_FREE -->
<!-- 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
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}}
'''Hotkey''': {{Controls|LCtrl|LAlt|C}}


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


= ECS =
 
== ECS archetypes ==
= <span title="ECS">ECS</span> =
 
 
== <span title="ECS">ECS archetypes</span> ==


<!-- ID: DM_ECS_ARCHETYPES -->
<!-- ID: DM_ECS_ARCHETYPES -->
Line 2,321: Line 2,347:




== ECS registered types ==
== <span title="ECS">ECS registered types</span> ==


<!-- ID: DM_ECS_REGISTERED_TYPES -->
<!-- ID: DM_ECS_REGISTERED_TYPES -->
Line 2,329: Line 2,355:




== ECS type matching ==
== <span title="ECS">ECS type matching</span> ==


<!-- ID: DM_ECS_TYPE_MATCHING -->
<!-- ID: DM_ECS_TYPE_MATCHING -->
Line 2,337: Line 2,363:




== ECS deleted entities ==
== <span title="ECS">ECS deleted entities</span> ==


<!-- ID: DM_ECS_DELETED_ENTITIES -->
<!-- ID: DM_ECS_DELETED_ENTITIES -->
Line 2,344: Line 2,370:
'''Available Options''': false, true
'''Available Options''': false, true


= Character =
== Character physics ==


=== Prequery ===
= <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 -->
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_PREQUERY -->
Line 2,354: Line 2,383:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Use idle character optimization ===
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Use idle character optimization</span> ===


<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_IDLE_OPTIMIZATION -->
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_IDLE_OPTIMIZATION -->
Line 2,361: Line 2,390:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Show charcter info ===
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Show charcter info</span> ===


<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_CHARACTER_COLLISION_INFO -->
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_CHARACTER_COLLISION_INFO -->
Line 2,368: Line 2,397:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Always apply collision ===
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Always apply collision</span> ===


<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_APPLY_COLLISION -->
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_APPLY_COLLISION -->
Line 2,375: Line 2,404:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Ground offset diag ===
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Ground offset diag</span> ===


<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_GROUND_OFFSET -->
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_GROUND_OFFSET -->
Line 2,382: Line 2,411:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Draw character mode ===
=== <span title="Character&nbsp;&rarr;&nbsp;Character physics">Draw character mode</span> ===


<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_DRAW_CHARACTER -->
<!-- ID: GAME_DIAG_CHARACTER_PHYSICS_DRAW_CHARACTER -->
Line 2,390: Line 2,419:




== Enable desync detection ==
== <span title="Character">Enable desync detection</span> ==


<!-- ID: GAME_DIAG_DESYNC_DETECTION -->
<!-- ID: GAME_DIAG_DESYNC_DETECTION -->
Line 2,398: Line 2,427:




== Show desync detection window ==
== <span title="Character">Show desync detection window</span> ==


<!-- ID: GAME_DIAG_DESYNC_DETECTION_WINDOW -->
<!-- ID: GAME_DIAG_DESYNC_DETECTION_WINDOW -->
Line 2,406: Line 2,435:




== Interpolation enabled ==
== <span title="Character">Interpolation enabled</span> ==


<!-- ID: GAME_DIAG_CHARACTER_INTERPOLATION -->
<!-- ID: GAME_DIAG_CHARACTER_INTERPOLATION -->
Line 2,414: Line 2,443:




== Animation LOD ==
== <span title="Character">Animation LOD</span> ==


<!-- ID: GAME_DIAG_CHARACTER_ANIM_LOD -->
<!-- ID: GAME_DIAG_CHARACTER_ANIM_LOD -->
Line 2,430: Line 2,459:




== Aiming direction ==
== <span title="Character">Aiming direction</span> ==


<!-- ID: GAME_DIAG_CHARACTER_AIMING -->
<!-- ID: GAME_DIAG_CHARACTER_AIMING -->
Line 2,438: Line 2,467:




== Head aiming direction ==
== <span title="Character">Head aiming direction</span> ==


<!-- ID: GAME_DIAG_CHARACTER_HEAD_AIMING -->
<!-- ID: GAME_DIAG_CHARACTER_HEAD_AIMING -->
Line 2,446: Line 2,475:




== Heading angle ==
== <span title="Character">Heading angle</span> ==


<!-- ID: GAME_DIAG_CHARACTER_HEADING_ANGLE -->
<!-- ID: GAME_DIAG_CHARACTER_HEADING_ANGLE -->
Line 2,454: Line 2,483:




== Surface slope ==
== <span title="Character">Surface slope</span> ==


<!-- ID: GAME_DIAG_CHARACTER_SLOPE -->
<!-- ID: GAME_DIAG_CHARACTER_SLOPE -->
Line 2,462: Line 2,491:




== Entity transform ==
== <span title="Character">Entity transform</span> ==


<!-- ID: GAME_DIAG_CHARACTER_TRANSFORM -->
<!-- ID: GAME_DIAG_CHARACTER_TRANSFORM -->
Line 2,470: Line 2,499:




== AnimPhysAgent transform ==
== <span title="Character">AnimPhysAgent transform</span> ==


<!-- ID: GAME_DIAG_CHARACTER_PHYS_TRANSFORM -->
<!-- ID: GAME_DIAG_CHARACTER_PHYS_TRANSFORM -->
Line 2,478: Line 2,507:




== Foot down anim event ==
== <span title="Character">Foot down anim event</span> ==


<!-- ID: GAME_DIAG_CHARACTER_FOOT_DOWN_EVENT -->
<!-- ID: GAME_DIAG_CHARACTER_FOOT_DOWN_EVENT -->
Line 2,486: Line 2,515:




== Animation events ==
== <span title="Character">Animation events</span> ==


<!-- ID: GAME_DIAG_CHARACTER_ANIM_EVENTS -->
<!-- ID: GAME_DIAG_CHARACTER_ANIM_EVENTS -->
Line 2,494: Line 2,523:




== Animation tags ==
== <span title="Character">Animation tags</span> ==


<!-- ID: GAME_DIAG_CHARACTER_ANIM_TAGS -->
<!-- ID: GAME_DIAG_CHARACTER_ANIM_TAGS -->
Line 2,502: Line 2,531:




== Climb command physics test ==
== <span title="Character">Climb command physics test</span> ==


<!-- ID: GAME_DIAG_CHARACTER_CLIMB_PHX_TEST -->
<!-- ID: GAME_DIAG_CHARACTER_CLIMB_PHX_TEST -->
Line 2,510: Line 2,539:




== Show current ladder ==
== <span title="Character">Show current ladder</span> ==


<!-- ID: GAME_DIAG_CHARACTER_LADDERS -->
<!-- ID: GAME_DIAG_CHARACTER_LADDERS -->
Line 2,518: Line 2,547:




== Input actions ==
== <span title="Character">Input actions</span> ==


<!-- ID: GAME_DIAG_CHARACTER_INPUT_ACTIONS -->
<!-- ID: GAME_DIAG_CHARACTER_INPUT_ACTIONS -->
Line 2,526: Line 2,555:




== Lock view horizontal ==
== <span title="Character">Lock view horizontal</span> ==


<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_HORIZONTAL -->
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_HORIZONTAL -->
Line 2,534: Line 2,563:




== Lock view vertical ==
== <span title="Character">Lock view vertical</span> ==


<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_VERTICAL -->
<!-- ID: GAME_DIAG_CHARACTER_LOCK_VIEW_VERTICAL -->
Line 2,542: Line 2,571:




== Disable Inertia ==
== <span title="Character">Disable Inertia</span> ==


<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA -->
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA -->
Line 2,550: Line 2,579:




== Disable Inertia exponential ==
== <span title="Character">Disable Inertia exponential</span> ==


<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA_EXPO -->
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_INERTIA_EXPO -->
Line 2,558: Line 2,587:




== Show additive handler tasks ==
== <span title="Character">Show additive handler tasks</span> ==


<!-- ID: GAME_DIAG_ACTIVE_ADDITIVE_TASKS -->
<!-- ID: GAME_DIAG_ACTIVE_ADDITIVE_TASKS -->
Line 2,566: Line 2,595:




== Stamina ==
== <span title="Character">Stamina</span> ==


<!-- ID: GAME_DIAG_CHARACTER_STAMINA -->
<!-- ID: GAME_DIAG_CHARACTER_STAMINA -->
Line 2,574: Line 2,603:




== Disable animation from velocity ==
== <span title="Character">Disable animation from velocity</span> ==


<!-- ID: GAME_DIAG_DISABLE_CHARACTER_ANIMTOVELOCITY -->
<!-- ID: GAME_DIAG_DISABLE_CHARACTER_ANIMTOVELOCITY -->
Line 2,582: Line 2,611:




== Enable new passive weapon mode (sling) ==
== <span title="Character">Enable new passive weapon mode (sling)</span> ==


<!-- ID: GAME_DIAG_CHARACTER_WEAPON_PASSIVE_STATE -->
<!-- ID: GAME_DIAG_CHARACTER_WEAPON_PASSIVE_STATE -->
Line 2,590: Line 2,619:




== Disable anim driven icremental turns ==
== <span title="Character">Disable anim driven icremental turns</span> ==


<!-- ID: GAME_DIAG_CHARACTER_ANIM_INCREMENTAL_TURNS -->
<!-- ID: GAME_DIAG_CHARACTER_ANIM_INCREMENTAL_TURNS -->
Line 2,598: Line 2,627:




== Disable hit reaction ==
== <span title="Character">Disable hit reaction</span> ==


<!-- ID: GAME_DIAG_CHARACTER_DISABLE_HIT_REACTION -->
<!-- ID: GAME_DIAG_CHARACTER_DISABLE_HIT_REACTION -->
Line 2,606: Line 2,635:




== Enable ragdoll debug (melee attack to toggle) ==
== <span title="Character">Enable ragdoll debug (melee attack to toggle)</span> ==


<!-- ID: GAME_DIAG_CHARACTER_RAGDOLL_DEBUG -->
<!-- ID: GAME_DIAG_CHARACTER_RAGDOLL_DEBUG -->
Line 2,614: Line 2,643:




== Enable feet IK ==
== <span title="Character">Enable feet IK</span> ==


<!-- ID: GAME_DIAG_CHARACTER_ENABLE_FEET_IK -->
<!-- ID: GAME_DIAG_CHARACTER_ENABLE_FEET_IK -->
Line 2,622: Line 2,651:




== Show player identity ==
== <span title="Character">Show player identity</span> ==


<!-- ID: GAME_DIAG_CHARACTER_IDENTITY -->
<!-- ID: GAME_DIAG_CHARACTER_IDENTITY -->
Line 2,630: Line 2,659:




== Show inspection diag ==
== <span title="Character">Show inspection diag</span> ==


<!-- ID: GAME_DIAG_CHARACTER_INSPECTION -->
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION -->
Line 2,638: Line 2,667:




== Show drowning / water level diag ==
== <span title="Character">Show drowning / water level diag</span> ==


<!-- ID: GAME_DIAG_WATER_LEVEL -->
<!-- ID: GAME_DIAG_WATER_LEVEL -->
Line 2,646: Line 2,675:




== Inspection keeps orientation ==
== <span title="Character">Inspection keeps orientation</span> ==


<!-- ID: GAME_DIAG_CHARACTER_INSPECTION_KEEP_ORIENTATION -->
<!-- ID: GAME_DIAG_CHARACTER_INSPECTION_KEEP_ORIENTATION -->
Line 2,654: Line 2,683:




== Prone root motion transl ==
== <span title="Character">Prone root motion transl</span> ==


<!-- ID: GAME_DIAG_CHARACTER_PRONE_TURNS_ALLOW_ROOT_MOTION_TRANSL -->
<!-- ID: GAME_DIAG_CHARACTER_PRONE_TURNS_ALLOW_ROOT_MOTION_TRANSL -->
Line 2,662: Line 2,691:




== Toggle unconsciousness ==
== <span title="Character">Toggle unconsciousness</span> ==


<!-- ID: GAME_DIAG_CHARACTER_TOGGLE_UNCONSCIOUSNESS -->
<!-- ID: GAME_DIAG_CHARACTER_TOGGLE_UNCONSCIOUSNESS -->
Line 2,670: Line 2,699:




== Forced unconsciousness pose ==
== <span title="Character">Forced unconsciousness pose</span> ==


<!-- ID: GAME_DIAG_CHARACTER_UNCONSCIOUSNESS_POSE -->
<!-- ID: GAME_DIAG_CHARACTER_UNCONSCIOUSNESS_POSE -->
Line 2,686: Line 2,715:




== Show Frustum ==
== <span title="Character">Show Frustum</span> ==


<!-- ID: GAME_DIAG_CHARACTER_FRUSTUM -->
<!-- ID: GAME_DIAG_CHARACTER_FRUSTUM -->
Line 2,694: Line 2,723:




== Disable velocity DTime ==
== <span title="Character">Disable velocity DTime</span> ==


<!-- ID: GAME_DIAG_CHARACTER_VELOCITY_DT_OFF -->
<!-- ID: GAME_DIAG_CHARACTER_VELOCITY_DT_OFF -->
Line 2,702: Line 2,731:




== Enable turret overriding logging ==
== <span title="Character">Enable turret overriding logging</span> ==


<!-- ID: GAME_DIAG_CHARACTER_OVERRIDE_LOGGING -->
<!-- ID: GAME_DIAG_CHARACTER_OVERRIDE_LOGGING -->
Line 2,710: Line 2,739:




== Skip simulation points prequery ==
== <span title="Character">Skip simulation points prequery</span> ==


<!-- ID: DM_SKIP_PREQUERY_SIMULATION_POINTS -->
<!-- ID: DM_SKIP_PREQUERY_SIMULATION_POINTS -->
Line 2,718: Line 2,747:




== Show simulation points ==
== <span title="Character">Show simulation points</span> ==


<!-- ID: DM_CHARACTER_SHOW_SIMULATION_POINTS -->
<!-- ID: DM_CHARACTER_SHOW_SIMULATION_POINTS -->
Line 2,726: Line 2,755:




== Cycle Debug View ==
== <span title="Character">Cycle Debug View</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DEBUG_VIEW -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DEBUG_VIEW -->
Line 2,742: Line 2,771:




== Draw Camera Collision Solver ==
== <span title="Character">Draw Camera Collision Solver</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_DRAW_CAMERA_COLLISION_SOLVER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_DRAW_CAMERA_COLLISION_SOLVER -->
Line 2,750: Line 2,779:




== Enable Debug UI ==
== <span title="Character">Enable Debug UI</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_MENU -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_MENU -->
Line 2,758: Line 2,787:




== Disable Banking ==
== <span title="Character">Disable Banking</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_NOBANKING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_NOBANKING -->
Line 2,766: Line 2,795:




== Enable transform info ==
== <span title="Character">Enable transform info</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_TRANSFORMATION -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_TRANSFORMATION -->
Line 2,774: Line 2,803:




== Disable recoil cam shake ==
== <span title="Character">Disable recoil cam shake</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_RECOIL_CAMERASHAKE_DISABLE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_RECOIL_CAMERASHAKE_DISABLE -->
Line 2,782: Line 2,811:




== Disable additional cam shake ==
== <span title="Character">Disable additional cam shake</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADDITIONAL_CAMERASHAKE_DISABLE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADDITIONAL_CAMERASHAKE_DISABLE -->
Line 2,790: Line 2,819:




== Show shake diag ==
== <span title="Character">Show shake diag</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_CAMERASHAKE_TEST_WINDOW -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_CAMERASHAKE_TEST_WINDOW -->
Line 2,798: Line 2,827:




== Inspection LookAt ==
== <span title="Character">Inspection LookAt</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_ALLOW_INSPECTION_LOOKAT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_WEAPONS_ALLOW_INSPECTION_LOOKAT -->
Line 2,806: Line 2,835:




== ADS Camera ==
== <span title="Character">ADS Camera</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADS_CAMERA -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_ADS_CAMERA -->
Line 2,822: Line 2,851:




== Deal damage debug ==
== <span title="Character">Deal damage debug</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DAMAGE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_DAMAGE -->
Line 2,830: Line 2,859:




== Show Perceived Faction ==
== <span title="Character">Show Perceived Faction</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_SHOW_FACTION_OUTFIT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_SHOW_FACTION_OUTFIT -->
Line 2,838: Line 2,867:




== AimModifier Debug ==
== <span title="Character">AimModifier Debug</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_HITREACTION_AIMMODIFIER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_HITREACTION_AIMMODIFIER -->
Line 2,845: Line 2,874:
'''Available Options''': false, true
'''Available Options''': false, true


= Vehicles =
== Helicopter ==


=== Draw trajectory ===
= <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 -->
<!-- ID: DM_HELICOPTER_DRAW_TRAJECTORY -->
Line 2,855: Line 2,887:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw velocity ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Draw velocity</span> ===


<!-- ID: DM_HELICOPTER_DRAW_VELOCITY -->
<!-- ID: DM_HELICOPTER_DRAW_VELOCITY -->
Line 2,862: Line 2,894:
'''Available Options''': none, resultant, res+local, res+world
'''Available Options''': none, resultant, res+local, res+world


=== Draw HUD ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Draw HUD</span> ===


<!-- ID: DM_HELICOPTER_DRAW_HUD -->
<!-- ID: DM_HELICOPTER_DRAW_HUD -->
Line 2,869: Line 2,901:
'''Available Options''': false, true
'''Available Options''': false, true


=== Toggle autohover ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Toggle autohover</span> ===


<!-- ID: DM_HELICOPTER_AUTOHOVER -->
<!-- ID: DM_HELICOPTER_AUTOHOVER -->
Line 2,876: Line 2,908:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Collective ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Collective</span> ===


<!-- ID: DM_HELICOPTER_COLLECTIVE -->
<!-- ID: DM_HELICOPTER_COLLECTIVE -->
Line 2,883: Line 2,915:
'''Available Options''': localYOffset, default, localY, worldY, direct
'''Available Options''': localYOffset, default, localY, worldY, direct


=== Flight limits ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Flight limits</span> ===


<!-- ID: DM_HELICOPTER_FLIGHT_LIMITS -->
<!-- ID: DM_HELICOPTER_FLIGHT_LIMITS -->
Line 2,890: Line 2,922:
'''Available Options''': false, true
'''Available Options''': false, true


=== Yaw/Roll ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Helicopter">Yaw/Roll</span> ===


<!-- ID: DM_HELICOPTER_STICK_MODE -->
<!-- ID: DM_HELICOPTER_STICK_MODE -->
Line 2,898: Line 2,930:




== Tracked ==
== <span title="Vehicles">Tracked</span> ==


=== TrackSim ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">TrackSim</span> ===


<!-- ID: DM_TRACK_SIM -->
<!-- ID: DM_TRACK_SIM -->
Line 2,907: Line 2,939:
'''Available Options''': true, false
'''Available Options''': true, false


=== Draw tracks ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Draw tracks</span> ===


<!-- ID: DM_TRACKED_DRAW_TRACKS -->
<!-- ID: DM_TRACKED_DRAW_TRACKS -->
Line 2,914: Line 2,946:
'''Available Options''': false, true
'''Available Options''': false, true


=== Track dynamic ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Track dynamic</span> ===


<!-- ID: VEHICLE_DYNAMIC -->
<!-- ID: VEHICLE_DYNAMIC -->
Line 2,921: Line 2,953:
'''Available Options''': true, false
'''Available Options''': true, false


=== Track gravity ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Track gravity</span> ===


<!-- ID: VEHICLE_GRAVITY -->
<!-- ID: VEHICLE_GRAVITY -->
Line 2,928: Line 2,960:
'''Available Options''': true, false
'''Available Options''': true, false


=== Reset tracks ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Tracked">Reset tracks</span> ===


<!-- ID: VEHICLE_TRACKS_RESET -->
<!-- ID: VEHICLE_TRACKS_RESET -->
Line 2,936: Line 2,968:




== Vehicle Networking and Reconciliation ==
== <span title="Vehicles">Vehicle Networking and Reconciliation</span> ==


=== Determinism testing ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Determinism testing</span> ===


==== Record Moves ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_MOVE_RECORDING -->
Line 2,947: Line 2,979:
'''Available Options''': false, true
'''Available Options''': false, true


==== Clear Record ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLEAR_RECORDING -->
Line 2,954: Line 2,986:
'''Available Options''': false, true
'''Available Options''': false, true


==== (F)Replay Full ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_FULL -->
Line 2,961: Line 2,993:
'''Available Options''': false, true
'''Available Options''': false, true


==== (I)Replay Full ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_FULL_MOVE_FROM_INIT -->
Line 2,968: Line 3,000:
'''Available Options''': false, true
'''Available Options''': false, true


==== (F)Replay Unconstrained ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_FULL -->
Line 2,975: Line 3,007:
'''Available Options''': false, true
'''Available Options''': false, true


==== (I)Replay Unconstrained ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_REPLAY_UNCONSTRAINED_MOVE_FROM_INIT -->
Line 2,982: Line 3,014:
'''Available Options''': false, true
'''Available Options''': false, true


==== (U)Replay until Move ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_UNCONSTRAINED_COUNT -->
Line 2,997: Line 3,029:
Step: 1
Step: 1


==== Num of Instances ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_INSTANCES -->
Line 3,012: Line 3,044:
Step: 1
Step: 1


==== X axis spread ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_X_SPREAD -->
Line 3,027: Line 3,059:
Step: 1
Step: 1


==== Z axis spread ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_Z_SPREAD -->
Line 3,042: Line 3,074:
Step: 1
Step: 1


==== Num of Columns(X) ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_X_COLUMNS -->
Line 3,057: Line 3,089:
Step: 1
Step: 1


==== Draw recorded paths ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DRAW_RECORDED_PATHS -->
Line 3,064: Line 3,096:
'''Available Options''': Off, Client, Server, FullSim(W), FullSim(I), Uncon(W), Uncon(I), All
'''Available Options''': Off, Client, Server, FullSim(W), FullSim(I), Uncon(W), Uncon(I), All


==== SimState to CSV ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_TO_CSV -->
Line 3,071: Line 3,103:
'''Available Options''': false, true
'''Available Options''': false, true


==== WS of (U) to CSV ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_STATE_OF_UNCONSTRAINED_TO_CSV -->
Line 3,078: Line 3,110:
'''Available Options''': false, true
'''Available Options''': false, true


==== InitState to CSV ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_RECORD_INIT_TO_CSV -->
Line 3,085: Line 3,117:
'''Available Options''': false, true
'''Available Options''': false, true


=== Prediction options ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Prediction options</span> ===


==== C: Disable Correction ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_CORRECTION -->
Line 3,094: Line 3,126:
'''Available Options''': false, true
'''Available Options''': false, true


==== C: Disable Prediction ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISABLE_PREDICTION -->
Line 3,101: Line 3,133:
'''Available Options''': false, true
'''Available Options''': false, true


==== C: (T)Prediction Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_PREDICTION_DISTANCE -->
Line 3,116: Line 3,148:
Step: 1
Step: 1


==== C: (T)Prediction offset ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_PREDICTION_UP -->
Line 3,131: Line 3,163:
Step: 1
Step: 1


=== C: Lerping options ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">C: Lerping options</span> ===


==== C: Debug Lerping ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_LERPING_DEBUG -->
Line 3,140: Line 3,172:
'''Available Options''': false, true
'''Available Options''': false, true


==== C: Lerping Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_LERPING_ALLOWANCE -->
Line 3,155: Line 3,187:
Step: 1
Step: 1


==== C: Lerping Distance Percentage ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_DISTANCE_LERPING_PERCENTAGE -->
Line 3,170: Line 3,202:
Step: 1
Step: 1


==== C: Lerping Angle Percentage ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_ANGLE_LERPING_PERCENTAGE -->
Line 3,185: Line 3,217:
Step: 1
Step: 1


=== C: Allowance options ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">C: Allowance options</span> ===


==== S: Enable allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENABLE_ALLOWANCE -->
Line 3,194: Line 3,226:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: Speed Scaled Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SPEED_SCALING -->
Line 3,201: Line 3,233:
'''Available Options''': true, false
'''Available Options''': true, false


==== S: Distance Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_DISTANCE -->
Line 3,216: Line 3,248:
Step: 1
Step: 1


==== S: Angle Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGLE -->
Line 3,231: Line 3,263:
Step: 1
Step: 1


==== S: Angular Velocity Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_ANGULAR -->
Line 3,246: Line 3,278:
Step: 1
Step: 1


==== S: Linear Velocity Allowance ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_LINEAR -->
Line 3,261: Line 3,293:
Step: 1
Step: 1


=== Server Car Overrides ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Server Car Overrides</span> ===


==== S: Override KMH ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH -->
Line 3,270: Line 3,302:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: -||- close to 0 ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_KMH_AT_ZERO -->
Line 3,277: Line 3,309:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override STEERING ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_STEERING -->
Line 3,284: Line 3,316:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override THROTTLE ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_THROTTLE -->
Line 3,291: Line 3,323:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override BRAKE ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_BRAKE -->
Line 3,298: Line 3,330:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override GEAR ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_GEAR -->
Line 3,305: Line 3,337:
'''Available Options''': false, true
'''Available Options''': false, true


==== S: Override CLUTCH ====
==== <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 -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_OVERRIDE_CLUTCH -->
Line 3,312: Line 3,344:
'''Available Options''': false, true
'''Available Options''': false, true


=== Vehicle type ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Vehicle type</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_TYPE_SELECTION -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_TYPE_SELECTION -->
Line 3,319: Line 3,351:
'''Available Options''': Wheeled, Helicopter
'''Available Options''': Wheeled, Helicopter


=== Heli prefab selection ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Heli prefab selection</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HELI_PREFAB_SELECTION -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HELI_PREFAB_SELECTION -->
Line 3,326: Line 3,358:
'''Available Options''': Mi8, UH1
'''Available Options''': Mi8, UH1


=== Show vehicle id ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Show vehicle id</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ID_DISPLAY -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ID_DISPLAY -->
Line 3,333: Line 3,365:
'''Available Options''': false, true
'''Available Options''': false, true


=== Vehicle selection ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Vehicle selection</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SELECTION -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SELECTION -->
Line 3,348: Line 3,380:
Step: 1
Step: 1


=== S: Input/Output Diags ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">S: Input/Output Diags</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DIAGS -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_DIAGS -->
Line 3,355: Line 3,387:
'''Available Options''': Off, Sim Out, Sim In, Controller, All
'''Available Options''': Off, Sim Out, Sim In, Controller, All


=== Debug path correction ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Debug path correction</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PATHS_DEBUG -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PATHS_DEBUG -->
Line 3,362: Line 3,394:
'''Available Options''': false, true
'''Available Options''': false, true


=== Debug history ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Debug history</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_DEBUG -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_DEBUG -->
Line 3,369: Line 3,401:
'''Available Options''': false, true
'''Available Options''': false, true


=== Debug engine flags ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Debug engine flags</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENGINE_INPUTS_DEBUG -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_ENGINE_INPUTS_DEBUG -->
Line 3,376: Line 3,408:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw Phys Comp Debug ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">Draw Phys Comp Debug</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PHYS_COMP_DEBUG -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_PHYS_COMP_DEBUG -->
Line 3,383: Line 3,415:
'''Available Options''': false, true
'''Available Options''': false, true


=== C: Resend rate ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">C: Resend rate</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_RESEND -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_CLIENT_RESEND -->
Line 3,398: Line 3,430:
Step: 1
Step: 1


=== S: Replay delay ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">S: Replay delay</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_SIZE -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_HISTORY_SIZE -->
Line 3,413: Line 3,445:
Step: 1
Step: 1


=== S: Max Rtt allowed ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Vehicle Networking and Reconciliation">S: Max Rtt allowed</span> ===


<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_RTT -->
<!-- ID: GAME_DIAG_VEHICLES_NETWORKING_SERVER_RTT -->
Line 3,429: Line 3,461:




== Compartments ==
== <span title="Vehicles">Compartments</span> ==


=== Compartment positions ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Compartment positions</span> ===


<!-- ID: GAME_DIAG_COMPARTMENT_POSITION -->
<!-- ID: GAME_DIAG_COMPARTMENT_POSITION -->
Line 3,438: Line 3,470:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show entry points ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show entry points</span> ===


<!-- ID: GAME_DIAG_COMPARTMENT_ENTRY_POINT -->
<!-- ID: GAME_DIAG_COMPARTMENT_ENTRY_POINT -->
Line 3,445: Line 3,477:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show accessibility ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show accessibility</span> ===


<!-- ID: GAME_DIAG_COMPARTMENT_ACCESSIBILITY -->
<!-- ID: GAME_DIAG_COMPARTMENT_ACCESSIBILITY -->
Line 3,452: Line 3,484:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show get out prediction ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show get out prediction</span> ===


<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_PREDICTION -->
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_PREDICTION -->
Line 3,459: Line 3,491:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show character obstruction trace during get out ===
=== <span title="Vehicles&nbsp;&rarr;&nbsp;Compartments">Show character obstruction trace during get out</span> ===


<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_CHARACTER_OBSTRUCTION_TRACE -->
<!-- ID: GAME_DIAG_COMPARTMENT_GETOUT_CHARACTER_OBSTRUCTION_TRACE -->
Line 3,467: Line 3,499:




== MT simulation ==
== <span title="Vehicles">MT simulation</span> ==


<!-- ID: GAME_DIAG_VEHICLES_MT_SIMULATION -->
<!-- ID: GAME_DIAG_VEHICLES_MT_SIMULATION -->
Line 3,475: Line 3,507:




== Show Controller Diags ==
== <span title="Vehicles">Show Controller Diags</span> ==


<!-- ID: GAME_DIAG_VEHICLES_CONTROLLER_DIAGS -->
<!-- ID: GAME_DIAG_VEHICLES_CONTROLLER_DIAGS -->
Line 3,483: Line 3,515:




== Show Compartment Events Diags ==
== <span title="Vehicles">Show Compartment Events Diags</span> ==


<!-- ID: GAME_DIAG_VEHICLES_COMPARTMENT_DIAGS -->
<!-- ID: GAME_DIAG_VEHICLES_COMPARTMENT_DIAGS -->
Line 3,491: Line 3,523:




== Show stats ==
== <span title="Vehicles">Show stats</span> ==


<!-- ID: DM_VEHICLES_STATS -->
<!-- ID: DM_VEHICLES_STATS -->
Line 3,499: Line 3,531:




== Show vehicle debug ==
== <span title="Vehicles">Show vehicle debug</span> ==


<!-- ID: DM_VEHICLES_DRAW_DEBUG -->
<!-- ID: DM_VEHICLES_DRAW_DEBUG -->
Line 3,507: Line 3,539:




== Player vehicle only ==
== <span title="Vehicles">Player vehicle only</span> ==


<!-- ID: DM_VEHICLES_DRAW_PLAYER_VEHICLE_ONLY -->
<!-- ID: DM_VEHICLES_DRAW_PLAYER_VEHICLE_ONLY -->
Line 3,515: Line 3,547:




== Show CoM ==
== <span title="Vehicles">Show CoM</span> ==


<!-- ID: DM_VEHICLES_DRAW_COM -->
<!-- ID: DM_VEHICLES_DRAW_COM -->
Line 3,523: Line 3,555:




== Show inertia ==
== <span title="Vehicles">Show inertia</span> ==


<!-- ID: DM_VEHICLES_DRAW_INERTIA -->
<!-- ID: DM_VEHICLES_DRAW_INERTIA -->
Line 3,531: Line 3,563:




== Show forces ==
== <span title="Vehicles">Show forces</span> ==


<!-- ID: DM_VEHICLES_DRAW_FORCES -->
<!-- ID: DM_VEHICLES_DRAW_FORCES -->
Line 3,539: Line 3,571:




== Show engine ==
== <span title="Vehicles">Show engine</span> ==


<!-- ID: DM_VEHICLES_DRAW_ENGINE -->
<!-- ID: DM_VEHICLES_DRAW_ENGINE -->
Line 3,547: Line 3,579:




== Show contacts ==
== <span title="Vehicles">Show contacts</span> ==


<!-- ID: DM_VEHICLES_DRAW_CONTACTS -->
<!-- ID: DM_VEHICLES_DRAW_CONTACTS -->
Line 3,555: Line 3,587:




== Show raycast ==
== <span title="Vehicles">Show raycast</span> ==


<!-- ID: DM_VEHICLES_DRAW_RAYCAST -->
<!-- ID: DM_VEHICLES_DRAW_RAYCAST -->
Line 3,563: Line 3,595:




== Show suspension ==
== <span title="Vehicles">Show suspension</span> ==


<!-- ID: DM_VEHICLES_DRAW_SUSPENSION -->
<!-- ID: DM_VEHICLES_DRAW_SUSPENSION -->
Line 3,571: Line 3,603:




== Show swaybar ==
== <span title="Vehicles">Show swaybar</span> ==


<!-- ID: DM_VEHICLES_DRAW_SWAYBAR -->
<!-- ID: DM_VEHICLES_DRAW_SWAYBAR -->
Line 3,579: Line 3,611:




== Show wheels ==
== <span title="Vehicles">Show wheels</span> ==


<!-- ID: DM_VEHICLES_DRAW_WHEELS -->
<!-- ID: DM_VEHICLES_DRAW_WHEELS -->
Line 3,587: Line 3,619:




== Show bones ==
== <span title="Vehicles">Show bones</span> ==


<!-- ID: DM_VEHICLES_DRAW_BONES -->
<!-- ID: DM_VEHICLES_DRAW_BONES -->
Line 3,595: Line 3,627:




== Show slope ==
== <span title="Vehicles">Show slope</span> ==


<!-- ID: DM_VEHICLES_DRAW_SLOPE -->
<!-- ID: DM_VEHICLES_DRAW_SLOPE -->
Line 3,603: Line 3,635:




== Test raycast ==
== <span title="Vehicles">Test raycast</span> ==


<!-- ID: DM_VEHICLES_DRAW_TEST_RAYCAST -->
<!-- ID: DM_VEHICLES_DRAW_TEST_RAYCAST -->
Line 3,611: Line 3,643:




== Reset vehicle ==
== <span title="Vehicles">Reset vehicle</span> ==


<!-- ID: DM_VEHICLES_RESET -->
<!-- ID: DM_VEHICLES_RESET -->
Reset vehicle.
Reset vehicle.


'''Hotkey''': {{Controls|lctrl|lalt|r}}
'''Hotkey''': {{Controls|LCtrl|LAlt|R}}


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




== Teleport up ==
== <span title="Vehicles">Teleport up</span> ==


<!-- ID: DM_VEHICLES_TELEPORT_UP -->
<!-- ID: DM_VEHICLES_TELEPORT_UP -->
Teleport vehicle up.
Teleport vehicle up.


'''Hotkey''': {{Controls|lctrl|lalt|t}}
'''Hotkey''': {{Controls|LCtrl|LAlt|T}}


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




== Wheel drag set ==
== <span title="Vehicles">Wheel drag set</span> ==


<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Line 3,639: Line 3,671:




== Wheel drag value ==
== <span title="Vehicles">Wheel drag value</span> ==


<!-- ID: DM_VEHICLES_WHEEL_DRAG_VALUE -->
<!-- ID: DM_VEHICLES_WHEEL_DRAG_VALUE -->
Line 3,655: Line 3,687:




== Disable freelook ==
== <span title="Vehicles">Disable freelook</span> ==


<!-- ID: DM_VEHICLES_DISABLE_FREELOOK -->
<!-- ID: DM_VEHICLES_DISABLE_FREELOOK -->
Line 3,663: Line 3,695:




== Enable debugger trace ==
== <span title="Vehicles">Enable debugger trace</span> ==


<!-- ID: DM_VEHICLES_DEBUGGER_TRACE -->
<!-- ID: DM_VEHICLES_DEBUGGER_TRACE -->
Line 3,671: Line 3,703:




== wheel drag set ==
== <span title="Vehicles">wheel drag set</span> ==


<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
<!-- ID: DM_VEHICLES_WHEEL_DRAG_OVERRIDE -->
Line 3,679: Line 3,711:




== Fuel consumption ==
== <span title="Vehicles">Fuel consumption</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_FUEL_CONSUMPTION -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_FUEL_CONSUMPTION -->
Line 3,687: Line 3,719:




== Visualize push force ==
== <span title="Vehicles">Visualize push force</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_UNFLIP -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_VEHICLES_UNFLIP -->
Line 3,695: Line 3,727:




== Show dust materials ==
== <span title="Vehicles">Show dust materials</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_VEHICLE_DUST -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_VEHICLE_DUST -->
Line 3,702: Line 3,734:
'''Available Options''': false, true
'''Available Options''': false, true


= Statistics =
 
== FPS ==
= <span title="Statistics">Statistics</span> =
 
 
== <span title="Statistics">FPS</span> ==


<!-- ID: DM_STATS_FPS -->
<!-- ID: DM_STATS_FPS -->
Display FPS statistics.
Display FPS statistics.


'''Hotkey''': {{Controls|lctrl|num1}}
'''Hotkey''': {{Controls|LCtrl|Num1}}


'''Available Options''': none, basic, detailed, average
'''Available Options''': none, basic, detailed, average




== General ==
== <span title="Statistics">General</span> ==


<!-- ID: DM_STATS_STATS -->
<!-- ID: DM_STATS_STATS -->
Display general statistics.
Display general statistics.


'''Hotkey''': {{Controls|lctrl|num2}}
'''Hotkey''': {{Controls|LCtrl|Num2}}


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




== Shape stats ==
== <span title="Statistics">Shape stats</span> ==


<!-- ID: DM_SHAPE_STATS -->
<!-- ID: DM_SHAPE_STATS -->
Line 3,731: Line 3,766:




== MeshObject stats ==
== <span title="Statistics">MeshObject stats</span> ==


<!-- ID: DM_REND_STAT -->
<!-- ID: DM_REND_STAT -->
Line 3,739: Line 3,774:




== Decal stats ==
== <span title="Statistics">Decal stats</span> ==


<!-- ID: DM_REND_DECAL_STAT -->
<!-- ID: DM_REND_DECAL_STAT -->
Line 3,747: Line 3,782:




== Resource memory stats ==
== <span title="Statistics">Resource memory stats</span> ==


<!-- ID: DM_RES_MEMORY -->
<!-- ID: DM_RES_MEMORY -->
Line 3,755: Line 3,790:




== Texture memory stats ==
== <span title="Statistics">Texture memory stats</span> ==


<!-- ID: DM_TEX_MEMORY -->
<!-- ID: DM_TEX_MEMORY -->
Line 3,763: Line 3,798:




== Slow script ==
== <span title="Statistics">Slow script</span> ==


<!-- ID: DM_STATS_SLOWSCRIPT -->
<!-- ID: DM_STATS_SLOWSCRIPT -->
Line 3,771: Line 3,806:




== Verbose script Print ==
== <span title="Statistics">Verbose script Print</span> ==


<!-- ID: DM_STATS_VERBOSESCRIPTPRINTS -->
<!-- ID: DM_STATS_VERBOSESCRIPTPRINTS -->
Line 3,779: Line 3,814:




== Script profiler ==
== <span title="Statistics">Script profiler</span> ==


<!-- ID: DM_STATS_SCRIPTPROFILER -->
<!-- ID: DM_STATS_SCRIPTPROFILER -->
Line 3,787: Line 3,822:




== Script prof. external ==
== <span title="Statistics">Script prof. external</span> ==


<!-- ID: DM_STATS_SCRIPTPROFILER_EXT -->
<!-- ID: DM_STATS_SCRIPTPROFILER_EXT -->
Line 3,795: Line 3,830:




== Test mem-stress ==
== <span title="Statistics">Test mem-stress</span> ==


<!-- ID: DM_STATS_STRESSMEM -->
<!-- ID: DM_STATS_STRESSMEM -->
Line 3,803: Line 3,838:




== Flush memory ==
== <span title="Statistics">Flush memory</span> ==


<!-- ID: DM_STATS_FLUSHMEM -->
<!-- ID: DM_STATS_FLUSHMEM -->
Line 3,811: Line 3,846:




== Flush audio ==
== <span title="Statistics">Flush audio</span> ==


<!-- ID: DM_STATS_FLUSHAUDIO -->
<!-- ID: DM_STATS_FLUSHAUDIO -->
Line 3,819: Line 3,854:




== Memory validation ==
== <span title="Statistics">Memory validation</span> ==


<!-- ID: DM_MEMORY_VALIDATION -->
<!-- ID: DM_MEMORY_VALIDATION -->
Line 3,827: Line 3,862:




== Dump render resources ==
== <span title="Statistics">Dump render resources</span> ==


<!-- ID: DM_DUMP_RENDERRESOURCES -->
<!-- ID: DM_DUMP_RENDERRESOURCES -->
Line 3,835: Line 3,870:




== Counters ==
== <span title="Statistics">Counters</span> ==


<!-- ID: DM_STATS_COUNTER -->
<!-- ID: DM_STATS_COUNTER -->
Enable/disable performance counters.
Enable/disable performance counters.


'''Hotkey''': {{Controls|lctrl|num3}}
'''Hotkey''': {{Controls|LCtrl|Num3}}


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




== Slow down ==
== <span title="Statistics">Slow down</span> ==


<!-- ID: DM_STATS_SLOWDOWN -->
<!-- ID: DM_STATS_SLOWDOWN -->
Line 3,853: Line 3,888:




== Limit FPS ==
== <span title="Statistics">Limit FPS</span> ==


<!-- ID: DM_STATS_LIMITFPS -->
<!-- ID: DM_STATS_LIMITFPS -->
Line 3,861: Line 3,896:




== Widget statistics ==
== <span title="Statistics">Widget statistics</span> ==


<!-- ID: DM_STATS_WIDGET_STATS -->
<!-- ID: DM_STATS_WIDGET_STATS -->
Line 3,869: Line 3,904:




== Widget hierarchy to log ==
== <span title="Statistics">Widget hierarchy to log</span> ==


<!-- ID: DM_STATS_WIDGET_HIERARCHY_TO_LOG -->
<!-- ID: DM_STATS_WIDGET_HIERARCHY_TO_LOG -->
Line 3,877: Line 3,912:




== Widget update to log ==
== <span title="Statistics">Widget update to log</span> ==


<!-- ID: DM_STATS_WIDGET_UPDATE_TO_LOG -->
<!-- ID: DM_STATS_WIDGET_UPDATE_TO_LOG -->
Line 3,885: Line 3,920:




== Loaded particle FX ==
== <span title="Statistics">Loaded particle FX</span> ==


<!-- ID: DM_STATS_PARTICLES -->
<!-- ID: DM_STATS_PARTICLES -->
Line 3,893: Line 3,928:




== Resource category stats ==
== <span title="Statistics">Resource category stats</span> ==


<!-- ID: DM_RES_CAT -->
<!-- ID: DM_RES_CAT -->
Line 3,901: Line 3,936:




== Dump resources ==
== <span title="Statistics">Dump resources</span> ==


<!-- ID: DM_DUMP_RESOURCES -->
<!-- ID: DM_DUMP_RESOURCES -->
Line 3,909: Line 3,944:




== Log prefab spawn ==
== <span title="Statistics">Log prefab spawn</span> ==


<!-- ID: DM_LOG_PREFAB_SPAWN -->
<!-- ID: DM_LOG_PREFAB_SPAWN -->
Line 3,917: Line 3,952:




== Data Collection ==
== <span title="Statistics">Data Collection</span> ==


=== Enable debug menu ===
=== <span title="Statistics&nbsp;&rarr;&nbsp;Data Collection">Enable debug menu</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_DATA_COLLECTION_ENABLE_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_DATA_COLLECTION_ENABLE_DIAG -->
Line 3,926: Line 3,961:
'''Available Options''': false, true
'''Available Options''': false, true


= Render =
== RT ==


=== Main RT format ===
= <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 -->
<!-- ID: DM_REND_MAIN_RT_FORMAT -->
Line 3,936: Line 3,974:
'''Available Options''': no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F
'''Available Options''': no override, R8G8B8A8_SRGB, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F


=== Main RT MSAA ===
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Main RT MSAA</span> ===


<!-- ID: DM_REND_MAIN_RT_MSAA -->
<!-- ID: DM_REND_MAIN_RT_MSAA -->
Line 3,943: Line 3,981:
'''Available Options''': no override, none, 2x, 4x, 8x
'''Available Options''': no override, none, 2x, 4x, 8x


=== Force custom resolve ===
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Force custom resolve</span> ===


<!-- ID: DM_REND_FORCE_CUSTOM_RESOLVE -->
<!-- ID: DM_REND_FORCE_CUSTOM_RESOLVE -->
Line 3,950: Line 3,988:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use resolved RT for PPs ===
=== <span title="Render&nbsp;&rarr;&nbsp;RT">Use resolved RT for PPs</span> ===


<!-- ID: DM_REND_USE_RESOLVED_PP -->
<!-- ID: DM_REND_USE_RESOLVED_PP -->
Line 3,958: Line 3,996:




== Various ==
== <span title="Render">Various</span> ==


=== Reload shaders ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Reload shaders</span> ===


<!-- ID: DM_REND_RELOADSHADERS -->
<!-- ID: DM_REND_RELOADSHADERS -->
Enable/disable shader reloading.
Enable/disable shader reloading.


'''Hotkey''': {{Controls|lctrl|f12}}
'''Hotkey''': {{Controls|LCtrl|F12}}


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


=== Offline shaders ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Offline shaders</span> ===


<!-- ID: DM_REND_OFFLINESHADERS -->
<!-- ID: DM_REND_OFFLINESHADERS -->
Line 3,976: Line 4,014:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Scene prep. mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Scene prep. mode</span> ===


<!-- ID: DM_REND_MT_SCENE_PREP -->
<!-- ID: DM_REND_MT_SCENE_PREP -->
Line 3,983: Line 4,021:
'''Available Options''': Multithreaded, Singlethreaded
'''Available Options''': Multithreaded, Singlethreaded


=== Cmd list mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Cmd list mode</span> ===


<!-- ID: DM_REND_CMD_LIST_MODE -->
<!-- ID: DM_REND_CMD_LIST_MODE -->
Line 3,990: Line 4,028:
'''Available Options''': Multithreaded, Singlethreaded
'''Available Options''': Multithreaded, Singlethreaded


=== Log GPU perf diags ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Log GPU perf diags</span> ===


<!-- ID: DM_REND_TXT_DIAG_LOG -->
<!-- ID: DM_REND_TXT_DIAG_LOG -->
Line 3,997: Line 4,035:
'''Available Options''': off, once, permanent
'''Available Options''': off, once, permanent


=== Log CMD lists ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Log CMD lists</span> ===


<!-- ID: DM_REND_LOG_CMD_LISTS -->
<!-- ID: DM_REND_LOG_CMD_LISTS -->
Line 4,004: Line 4,042:
'''Available Options''': off, once, permament
'''Available Options''': off, once, permament


=== Over-sync barriers (PS5) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Over-sync barriers (PS5)</span> ===


<!-- ID: DM_REND_BARRIERS -->
<!-- ID: DM_REND_BARRIERS -->
Line 4,011: Line 4,049:
'''Available Options''': none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer
'''Available Options''': none, all, RenderTarget, DepthSurface, StencilSurface, RoTexture, RoBuffer, RwTexture, RwBuffer


=== Clear RT with ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Clear RT with</span> ===


<!-- ID: DM_REND_CLEARRT -->
<!-- ID: DM_REND_CLEARRT -->
Line 4,018: Line 4,056:
'''Available Options''': none, black, white, red, green, blue
'''Available Options''': none, black, white, red, green, blue


=== Clear temporal RTs to ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Clear temporal RTs to</span> ===


<!-- ID: DM_REND_CLEAR_TEMPORAL_RT -->
<!-- ID: DM_REND_CLEAR_TEMPORAL_RT -->
Line 4,025: Line 4,063:
'''Available Options''': none, black, NaN
'''Available Options''': none, black, NaN


=== GBuffer ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">GBuffer</span> ===


<!-- ID: DM_REND_GBUFFER -->
<!-- ID: DM_REND_GBUFFER -->
Line 4,032: Line 4,070:
'''Available Options''': default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull
'''Available Options''': default, AmbientDepthNear, AmbientNear, AmbientDepthFull, AmbientFull


=== GBuffer decals ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">GBuffer decals</span> ===


<!-- ID: DM_REND_GBUFFER_DECALS -->
<!-- ID: DM_REND_GBUFFER_DECALS -->
Line 4,039: Line 4,077:
'''Available Options''': false, true
'''Available Options''': false, true


=== Decals ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Decals</span> ===


<!-- ID: DM_REND_DECALS -->
<!-- ID: DM_REND_DECALS -->
Line 4,046: Line 4,084:
'''Available Options''': true, false
'''Available Options''': true, false


=== Disable HTILE (PS4&PS5) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Disable HTILE (PS4&PS5)</span> ===


<!-- ID: DM_REND_HTILE_DISABLED -->
<!-- ID: DM_REND_HTILE_DISABLED -->
Line 4,053: Line 4,091:
'''Available Options''': false, true
'''Available Options''': false, true


=== Check GPU commands (PS5) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Check GPU commands (PS5)</span> ===


<!-- ID: DM_REND_CHECK_GPU_COMMANDS -->
<!-- ID: DM_REND_CHECK_GPU_COMMANDS -->
Line 4,060: Line 4,098:
'''Available Options''': false, true
'''Available Options''': false, true


=== VSync imm.treshold ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">VSync imm.treshold</span> ===


<!-- ID: DM_REND_VSYNC_TRESHOLD -->
<!-- ID: DM_REND_VSYNC_TRESHOLD -->
Line 4,067: Line 4,105:
'''Available Options''': 0, 10, 20, 30, 40, 50
'''Available Options''': 0, 10, 20, 30, 40, 50


=== VSync limit ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">VSync limit</span> ===


<!-- ID: DM_REND_VSYNC_LIMIT -->
<!-- ID: DM_REND_VSYNC_LIMIT -->
Line 4,074: Line 4,112:
'''Available Options''': default, 20, 30, 40, 60
'''Available Options''': default, 20, 30, 40, 60


=== DX12: log trans. barriers ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">DX12: log trans. barriers</span> ===


<!-- ID: DM_REND_LOG_TRANS_BARRIERS -->
<!-- ID: DM_REND_LOG_TRANS_BARRIERS -->
Line 4,081: Line 4,119:
'''Available Options''': false, true
'''Available Options''': false, true


=== DX12: log state commit ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">DX12: log state commit</span> ===


<!-- ID: DM_REND_LOG_STATE_COMMIT -->
<!-- ID: DM_REND_LOG_STATE_COMMIT -->
Line 4,088: Line 4,126:
'''Available Options''': false, true
'''Available Options''': false, true


=== CopyHWDepth use depth ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">CopyHWDepth use depth</span> ===


<!-- ID: DM_REND_COPYHWDEPTH_DEPTH -->
<!-- ID: DM_REND_COPYHWDEPTH_DEPTH -->
Line 4,095: Line 4,133:
'''Available Options''': true, false
'''Available Options''': true, false


=== CopyHWDepth filter ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">CopyHWDepth filter</span> ===


<!-- ID: DM_REND_COPYHWDEPTH_FILTER -->
<!-- ID: DM_REND_COPYHWDEPTH_FILTER -->
Line 4,102: Line 4,140:
'''Available Options''': default, firstSample, min, max
'''Available Options''': default, firstSample, min, max


=== CB draw calls min limit ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">CB draw calls min limit</span> ===


<!-- ID: DM_REND_PIPELINE_LIMIT_MIN_DCALLS -->
<!-- ID: DM_REND_PIPELINE_LIMIT_MIN_DCALLS -->
Line 4,109: Line 4,147:
'''Available Options''': true, false
'''Available Options''': true, false


=== Validate Input (DP) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Various">Validate Input (DP)</span> ===


<!-- ID: DM_REND_VALIDATE_DP -->
<!-- ID: DM_REND_VALIDATE_DP -->
Line 4,117: Line 4,155:




== System textures ==
== <span title="Render">System textures</span> ==


=== IBL ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">IBL</span> ===


==== log messages ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">log messages</span> ====


<!-- ID: DM_REND_IBL_LOG -->
<!-- ID: DM_REND_IBL_LOG -->
Line 4,128: Line 4,166:
'''Available Options''': false, true
'''Available Options''': false, true


==== Env map num ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Env map num</span> ====


<!-- ID: DM_REND_IBL_NUM -->
<!-- ID: DM_REND_IBL_NUM -->
Line 4,135: Line 4,173:
'''Available Options''': none, GlobalSky, GlobalPlaced, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16
'''Available Options''': none, GlobalSky, GlobalPlaced, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16


==== Refresh ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Refresh</span> ====


<!-- ID: DM_REND_IBL_REFRESH -->
<!-- ID: DM_REND_IBL_REFRESH -->
Line 4,142: Line 4,180:
'''Available Options''': no, yes, always, disable
'''Available Options''': no, yes, always, disable


==== Apply HDRmul ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Apply HDRmul</span> ====


<!-- ID: DM_REND_IBL_APPLY_HDR -->
<!-- ID: DM_REND_IBL_APPLY_HDR -->
Line 4,149: Line 4,187:
'''Available Options''': true, false
'''Available Options''': true, false


==== DFG specular ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">DFG specular</span> ====


<!-- ID: DM_REND_IBL_DFG_SPEC -->
<!-- ID: DM_REND_IBL_DFG_SPEC -->
Line 4,156: Line 4,194:
'''Available Options''': false, true
'''Available Options''': false, true


==== DFG diffuse ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">DFG diffuse</span> ====


<!-- ID: DM_REND_IBL_DFG_DIFF -->
<!-- ID: DM_REND_IBL_DFG_DIFF -->
Line 4,163: Line 4,201:
'''Available Options''': false, true
'''Available Options''': false, true


==== Environment ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">Environment</span> ====


<!-- ID: DM_REND_IBL_ENV -->
<!-- ID: DM_REND_IBL_ENV -->
Line 4,170: Line 4,208:
'''Available Options''': false, true
'''Available Options''': false, true


==== LD specular ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">LD specular</span> ====


<!-- ID: DM_REND_IBL_LD -->
<!-- ID: DM_REND_IBL_LD -->
Line 4,177: Line 4,215:
'''Available Options''': true, false
'''Available Options''': true, false


==== LD diffuse ====
==== <span title="Render&nbsp;&rarr;&nbsp;System textures&nbsp;&rarr;&nbsp;IBL">LD diffuse</span> ====


<!-- ID: DM_REND_IBL_LDDIFF -->
<!-- ID: DM_REND_IBL_LDDIFF -->
Line 4,184: Line 4,222:
'''Available Options''': false, true
'''Available Options''': false, true


=== Maximize size ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Maximize size</span> ===


<!-- ID: DM_REND_DT_FULL -->
<!-- ID: DM_REND_DT_FULL -->
Line 4,191: Line 4,229:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show shadowmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show shadowmap</span> ===


<!-- ID: DM_REND_SHOWSHADOWMAP -->
<!-- ID: DM_REND_SHOWSHADOWMAP -->
Line 4,198: Line 4,236:
'''Available Options''': disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd
'''Available Options''': disable, full smask, R-smask NdotL, G-smask, B-AO, A-wetAdd


=== Show combined rainmask ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show combined rainmask</span> ===


<!-- ID: DM_REND_SHOW_COMBINED_RAINMASK -->
<!-- ID: DM_REND_SHOW_COMBINED_RAINMASK -->
Line 4,205: Line 4,243:
'''Available Options''': disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate
'''Available Options''': disable, full smask, R-wetness, G-c.wetness, B-rain, A-underwate


=== Show light shadowmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show light shadowmap</span> ===


<!-- ID: DM_REND_SHOWLIGHTSHADOWMAP -->
<!-- ID: DM_REND_SHOWLIGHTSHADOWMAP -->
Line 4,216: Line 4,254:
* Step: 1
* Step: 1


=== Show cascades ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show cascades</span> ===


<!-- ID: DM_REND_SHOWSHADOWMAP_CASCADE -->
<!-- ID: DM_REND_SHOWSHADOWMAP_CASCADE -->
Line 4,223: Line 4,261:
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


=== Show rain mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show rain mask</span> ===


<!-- ID: DM_REND_SHOWSHADOWMAP_RAIN -->
<!-- ID: DM_REND_SHOWSHADOWMAP_RAIN -->
Line 4,230: Line 4,268:
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


=== Show wetness mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show wetness mask</span> ===


<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS -->
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS -->
Line 4,237: Line 4,275:
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


=== Show custom wetness mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show custom wetness mask</span> ===


<!-- ID: DM_REND_SHOWSHADOWMAP_CUSTOM_WETNESS -->
<!-- ID: DM_REND_SHOWSHADOWMAP_CUSTOM_WETNESS -->
Line 4,244: Line 4,282:
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


=== Show wetness add mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show wetness add mask</span> ===


<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS_ADD -->
<!-- ID: DM_REND_SHOWSHADOWMAP_WETNESS_ADD -->
Line 4,251: Line 4,289:
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4
'''Available Options''': disable, cascade 1, cascade 2, cascade 3, cascade 4


=== Show depthmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show depthmap</span> ===


<!-- ID: DM_REND_SHOWDEPTHMAP -->
<!-- ID: DM_REND_SHOWDEPTHMAP -->
Line 4,258: Line 4,296:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show HW depthmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show HW depthmap</span> ===


<!-- ID: DM_REND_SHOWHWDEPTHMAP -->
<!-- ID: DM_REND_SHOWHWDEPTHMAP -->
Line 4,265: Line 4,303:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Terrain shadow map ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Terrain shadow map</span> ===


<!-- ID: DM_REND_SHOWTERRSHADOWMAP -->
<!-- ID: DM_REND_SHOWTERRSHADOWMAP -->
Line 4,272: Line 4,310:
'''Available Options''': none, terrain shadow, shadow raw, shadow volume high, shadow volume low
'''Available Options''': none, terrain shadow, shadow raw, shadow volume high, shadow volume low


=== Disable SPD ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Disable SPD</span> ===


<!-- ID: DM_REND_DISABLESPD -->
<!-- ID: DM_REND_DISABLESPD -->
Line 4,279: Line 4,317:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show GBuffer ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show GBuffer</span> ===


<!-- ID: DM_REND_SHOWGBUFFER -->
<!-- ID: DM_REND_SHOWGBUFFER -->
Line 4,286: Line 4,324:
'''Available Options''': none, normals, roughness, metalness, albedo, AO
'''Available Options''': none, normals, roughness, metalness, albedo, AO


=== Show GBuffer ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show GBuffer</span> ===


<!-- ID: DM_REND_SHOWGBUFFER -->
<!-- ID: DM_REND_SHOWGBUFFER -->
Line 4,293: Line 4,331:
'''Available Options''': none, normals, roughness, metalness
'''Available Options''': none, normals, roughness, metalness


=== Show volumetric light rays ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show volumetric light rays</span> ===


<!-- ID: DM_REND_SHOWVOLUMETRICRAYS -->
<!-- ID: DM_REND_SHOWVOLUMETRICRAYS -->
Line 4,300: Line 4,338:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show reflections ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show reflections</span> ===


<!-- ID: DM_REND_SHOWREFL -->
<!-- ID: DM_REND_SHOWREFL -->
Line 4,307: Line 4,345:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show user textures ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show user textures</span> ===


<!-- ID: DM_REND_SHOWUTIL -->
<!-- ID: DM_REND_SHOWUTIL -->
Line 4,314: Line 4,352:
'''Available Options''': disabled
'''Available Options''': disabled


=== Show virtual lights RT ===
=== <span title="Render&nbsp;&rarr;&nbsp;System textures">Show virtual lights RT</span> ===


<!-- ID: DM_REND_SHOW_VIRTUAL_LIGHTS_RT -->
<!-- ID: DM_REND_SHOW_VIRTUAL_LIGHTS_RT -->
Line 4,322: Line 4,360:




== Textures ==
== <span title="Render">Textures</span> ==


=== Mipmap bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Mipmap bias</span> ===


<!-- ID: DM_REND_MIPMAPBIAS -->
<!-- ID: DM_REND_MIPMAPBIAS -->
Line 4,331: Line 4,369:
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, -0.75, 0.5, -0.25
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, -0.75, 0.5, -0.25


=== Max mipmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Max mipmap</span> ===


<!-- ID: DM_REND_MAXMIPMAP -->
<!-- ID: DM_REND_MAXMIPMAP -->
Line 4,338: Line 4,376:
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
'''Available Options''': 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12


=== Defrag ===
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Defrag</span> ===


<!-- ID: DM_REND_FLUSH_DEFRAG -->
<!-- ID: DM_REND_FLUSH_DEFRAG -->
Line 4,345: Line 4,383:
'''Available Options''': true, false
'''Available Options''': true, false


=== Mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Mode</span> ===


<!-- ID: DM_REND_FLUSH_DEFRAG_MODE -->
<!-- ID: DM_REND_FLUSH_DEFRAG_MODE -->
Line 4,352: Line 4,390:
'''Available Options''': auto, once, continuous
'''Available Options''': auto, once, continuous


=== Defrag heap ===
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Defrag heap</span> ===


<!-- ID: DM_REND_FLUSH_DEFRAG_TYPE -->
<!-- ID: DM_REND_FLUSH_DEFRAG_TYPE -->
Line 4,359: Line 4,397:
'''Available Options''': MA heaps, manTextures, manBuffers
'''Available Options''': MA heaps, manTextures, manBuffers


=== Defrag alg ===
=== <span title="Render&nbsp;&rarr;&nbsp;Textures">Defrag alg</span> ===


<!-- ID: DM_REND_FLUSH_DEFRAG_ALG -->
<!-- ID: DM_REND_FLUSH_DEFRAG_ALG -->
Line 4,367: Line 4,405:




== Scene lighting ==
== <span title="Render">Scene lighting</span> ==


=== Force PBR light ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Force PBR light</span> ===


<!-- ID: DM_REND_PBR_DEF_LIGHT -->
<!-- ID: DM_REND_PBR_DEF_LIGHT -->
Line 4,376: Line 4,414:
'''Available Options''': false, true
'''Available Options''': false, true


=== Ambient lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Ambient lighting</span> ===


<!-- ID: DM_REND_AMB -->
<!-- ID: DM_REND_AMB -->
Line 4,383: Line 4,421:
'''Available Options''': true, false
'''Available Options''': true, false


=== Directional lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Directional lighting</span> ===


<!-- ID: DM_REND_DIR -->
<!-- ID: DM_REND_DIR -->
Line 4,390: Line 4,428:
'''Available Options''': true, false
'''Available Options''': true, false


=== Diffuse lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Diffuse lighting</span> ===


<!-- ID: DM_REND_DIFF -->
<!-- ID: DM_REND_DIFF -->
Line 4,397: Line 4,435:
'''Available Options''': true, false
'''Available Options''': true, false


=== Specular lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Specular lighting</span> ===


<!-- ID: DM_REND_SPEC -->
<!-- ID: DM_REND_SPEC -->
Line 4,404: Line 4,442:
'''Available Options''': true, false
'''Available Options''': true, false


=== Emission lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Emission lighting</span> ===


<!-- ID: DM_REND_EMISSION -->
<!-- ID: DM_REND_EMISSION -->
Line 4,411: Line 4,449:
'''Available Options''': true, false
'''Available Options''': true, false


=== Desaturate Atmosphere (cubemap) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Desaturate Atmosphere (cubemap)</span> ===


<!-- ID: DM_REND_DESATURATE_SKY -->
<!-- ID: DM_REND_DESATURATE_SKY -->
Line 4,422: Line 4,460:
* Step: 0.01
* Step: 0.01


=== Remove interiors fog ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Remove interiors fog</span> ===


<!-- ID: DM_REND_REMOVE_FOG_INTERIORS -->
<!-- ID: DM_REND_REMOVE_FOG_INTERIORS -->
Line 4,429: Line 4,467:
'''Available Options''': true, false
'''Available Options''': true, false


=== Capture with glob.probe ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Capture with glob.probe</span> ===


<!-- ID: DM_REND_PROBE_GLOBALCAPTURE -->
<!-- ID: DM_REND_PROBE_GLOBALCAPTURE -->
Line 4,436: Line 4,474:
'''Available Options''': false, true
'''Available Options''': false, true


=== Negative probe ambient ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Negative probe ambient</span> ===


<!-- ID: DM_REND_PROBE_NEGAMBIENT -->
<!-- ID: DM_REND_PROBE_NEGAMBIENT -->
Line 4,443: Line 4,481:
'''Available Options''': false, true
'''Available Options''': false, true


=== IBL reflection/roughness ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">IBL reflection/roughness</span> ===


<!-- ID: DM_REND_IBL_REFL_POWER -->
<!-- ID: DM_REND_IBL_REFL_POWER -->
Line 4,454: Line 4,492:
* Step: 0.01
* Step: 0.01


=== IBL multiscattering ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">IBL multiscattering</span> ===


<!-- ID: DM_REND_IBL_MULTI -->
<!-- ID: DM_REND_IBL_MULTI -->
Line 4,461: Line 4,499:
'''Available Options''': true, false
'''Available Options''': true, false


=== Probe lighting mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Probe lighting mode</span> ===


<!-- ID: DM_REND_PROBE_MODE -->
<!-- ID: DM_REND_PROBE_MODE -->
Line 4,468: Line 4,506:
'''Available Options''': false, true
'''Available Options''': false, true


=== Object probe LV ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Object probe LV</span> ===


<!-- ID: DM_REND_PROBE_OBJECT_LV -->
<!-- ID: DM_REND_PROBE_OBJECT_LV -->
Line 4,483: Line 4,521:
Step: 0.01
Step: 0.01


=== Show scene LV ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">Show scene LV</span> ===


<!-- ID: DM_REND_SHOW_SCENE_LV -->
<!-- ID: DM_REND_SHOW_SCENE_LV -->
Line 4,490: Line 4,528:
'''Available Options''': none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM
'''Available Options''': none, pure, NaN, luminance, max.lum, perc.lum, luminanceHM, maxHM, log2HM


=== LV auto ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV auto</span> ===


<!-- ID: DM_REND_SHOW_SCENE_LV_AUTO -->
<!-- ID: DM_REND_SHOW_SCENE_LV_AUTO -->
Line 4,497: Line 4,535:
'''Available Options''': true, false
'''Available Options''': true, false


=== manual LV middle ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">manual LV middle</span> ===


<!-- ID: DM_REND_SHOW_SCENE_LV_MIDDLE -->
<!-- ID: DM_REND_SHOW_SCENE_LV_MIDDLE -->
Line 4,503: Line 4,541:
Options: -10 20 5 0.01
Options: -10 20 5 0.01


=== LV +-Range ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV +-Range</span> ===


<!-- ID: DM_REND_SHOW_SCENE_LV_RANGE -->
<!-- ID: DM_REND_SHOW_SCENE_LV_RANGE -->
Line 4,514: Line 4,552:
* Step: 0.01
* Step: 0.01


=== LV watcher ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV watcher</span> ===


<!-- ID: DM_REND_SHOW_SCENE_LV_WATCH -->
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCH -->
Line 4,525: Line 4,563:
* Step: 0.001
* Step: 0.001


=== LV watcher size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Scene lighting">LV watcher size</span> ===


<!-- ID: DM_REND_SHOW_SCENE_LV_WATCHSIZE -->
<!-- ID: DM_REND_SHOW_SCENE_LV_WATCHSIZE -->
Line 4,537: Line 4,575:




== Shadows ==
== <span title="Render">Shadows</span> ==


=== Shadows ===
=== <span title="Render">Shadows</span> ===


<!-- ID: DM_REND_SHADOWS -->
<!-- ID: DM_REND_SHADOWS -->
Line 4,546: Line 4,584:
'''Available Options''': true, false
'''Available Options''': true, false


=== Shadows OOF ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Shadows OOF</span> ===


<!-- ID: DM_REND_SHADOWS_OOF -->
<!-- ID: DM_REND_SHADOWS_OOF -->
Line 4,553: Line 4,591:
'''Available Options''': true, false
'''Available Options''': true, false


=== Shadows multileaf ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Shadows multileaf</span> ===


<!-- ID: DM_REND_MLEAF_SHADOWS -->
<!-- ID: DM_REND_MLEAF_SHADOWS -->
Line 4,560: Line 4,598:
'''Available Options''': true, false
'''Available Options''': true, false


=== Particle shadows ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Particle shadows</span> ===


<!-- ID: DM_REND_SHADOWS_PARTICLES -->
<!-- ID: DM_REND_SHADOWS_PARTICLES -->
Line 4,567: Line 4,605:
'''Available Options''': default, per pixel, per vertex, disabled
'''Available Options''': default, per pixel, per vertex, disabled


=== Particle cascades ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shadows">Particle cascades</span> ===


<!-- ID: DM_REND_SHADOW_PARTICLE_CASCADES -->
<!-- ID: DM_REND_SHADOW_PARTICLE_CASCADES -->
Line 4,575: Line 4,613:




== PP effects ==
== <span title="Render">PP effects</span> ==


=== DOF Advanced ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">DOF Advanced</span> ===


==== Enabled ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Enabled</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_ENABLED -->
<!-- ID: DM_REND_PP_DOFADVANCED_ENABLED -->
Line 4,586: Line 4,624:
'''Available Options''': true, false
'''Available Options''': true, false


==== Format ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Format</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_FORMAT -->
<!-- ID: DM_REND_PP_DOFADVANCED_FORMAT -->
Line 4,593: Line 4,631:
'''Available Options''': default, R11G11B10F, R16G16B16A16F
'''Available Options''': default, R11G11B10F, R16G16B16A16F


==== Quality ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Quality</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_QUALITY -->
<!-- ID: DM_REND_PP_DOFADVANCED_QUALITY -->
Line 4,600: Line 4,638:
'''Available Options''': default, 0, 1, 2, 3
'''Available Options''': default, 0, 1, 2, 3


==== Rings ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Rings</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_RINGS -->
<!-- ID: DM_REND_PP_DOFADVANCED_RINGS -->
Line 4,607: Line 4,645:
'''Available Options''': default, 3, 4, 5
'''Available Options''': default, 3, 4, 5


==== Combine FS Blur ====
==== <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 -->
<!-- ID: DM_REND_PP_DOFADVANCED_COMBINE_FS_BLUR -->
Line 4,614: Line 4,652:
'''Available Options''': default, enabled, disabled
'''Available Options''': default, enabled, disabled


==== Gather quality ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Gather quality</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_GATHER_QUALITY -->
<!-- ID: DM_REND_PP_DOFADVANCED_GATHER_QUALITY -->
Line 4,621: Line 4,659:
'''Available Options''': default, low, high
'''Available Options''': default, low, high


==== Force dilate rad. ====
==== <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 -->
<!-- ID: DM_REND_PP_DOFADVANCED_FORCE_DILATE_RADIUS -->
Line 4,632: Line 4,670:
* Step: 1
* Step: 1


==== Debug vis ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Debug vis</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_DEBUG_VIS -->
<!-- ID: DM_REND_PP_DOFADVANCED_DEBUG_VIS -->
Line 4,639: Line 4,677:
'''Available Options''': disabled, fields, gather, combine, bg col, bg alpha, fg col, fg alpha, fill col, fill alpha
'''Available Options''': disabled, fields, gather, combine, bg col, bg alpha, fg col, fg alpha, fill col, fill alpha


==== Override near blur ====
==== <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 -->
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_NEAR_BLUR -->
Line 4,646: Line 4,684:
'''Available Options''': false, true
'''Available Options''': false, true


==== near blur ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">near blur</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_NEAR_BLUR -->
<!-- ID: DM_REND_PP_DOFADVANCED_NEAR_BLUR -->
Line 4,652: Line 4,690:
Options: -0.0001 0.04 0.02 0.001
Options: -0.0001 0.04 0.02 0.001


==== Override far blur ====
==== <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 -->
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FAR_BLUR -->
Line 4,659: Line 4,697:
'''Available Options''': false, true
'''Available Options''': false, true


==== far blur ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">far blur</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_FAR_BLUR -->
<!-- ID: DM_REND_PP_DOFADVANCED_FAR_BLUR -->
Line 4,665: Line 4,703:
Options: -0.0001 0.04 0.02 0.001
Options: -0.0001 0.04 0.02 0.001


==== Override FStop ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">Override FStop</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FSTOP -->
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FSTOP -->
Line 4,672: Line 4,710:
'''Available Options''': false, true
'''Available Options''': false, true


==== FStop ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">FStop</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_FSTOP -->
<!-- ID: DM_REND_PP_DOFADVANCED_FSTOP -->
Line 4,683: Line 4,721:
* Step: 0.1
* Step: 0.1


==== Override focus dist ====
==== <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 -->
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCUS_DISTANCE -->
Line 4,690: Line 4,728:
'''Available Options''': false, true
'''Available Options''': false, true


==== focus dist ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">focus dist</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_FOCUS_DISTANCE -->
<!-- ID: DM_REND_PP_DOFADVANCED_FOCUS_DISTANCE -->
Line 4,701: Line 4,739:
* Step: 0.1
* Step: 0.1


==== Override focal length ====
==== <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 -->
<!-- ID: DM_REND_PP_DOFADVANCED_OVERRIDE_FOCAL_LENGTH -->
Line 4,708: Line 4,746:
'''Available Options''': false, true
'''Available Options''': false, true


==== focal length ====
==== <span title="Render&nbsp;&rarr;&nbsp;PP effects&nbsp;&rarr;&nbsp;DOF Advanced">focal length</span> ====


<!-- ID: DM_REND_PP_DOFADVANCED_FOCAL_LENGTH -->
<!-- ID: DM_REND_PP_DOFADVANCED_FOCAL_LENGTH -->
Line 4,719: Line 4,757:
* Step: 0.01
* Step: 0.01


=== Postprocess ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Postprocess</span> ===


<!-- ID: DM_REND_POSTPROCESS -->
<!-- ID: DM_REND_POSTPROCESS -->
Enable/disable all postprocessing effects.
Enable/disable all postprocessing effects.


'''Hotkey''': {{Controls|lctrl|lalt|p}}
'''Hotkey''': {{Controls|LCtrl|LAlt|P}}


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


=== Rain ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Rain</span> ===


<!-- ID: DM_REND_PP_RAIN -->
<!-- ID: DM_REND_PP_RAIN -->
Line 4,735: Line 4,773:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Snow ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Snow</span> ===


<!-- ID: DM_REND_PP_SNOW -->
<!-- ID: DM_REND_PP_SNOW -->
Line 4,742: Line 4,780:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Chrom aber ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Chrom aber</span> ===


<!-- ID: DM_REND_PP_CHROMABER -->
<!-- ID: DM_REND_PP_CHROMABER -->
Line 4,749: Line 4,787:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Color grading ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Color grading</span> ===


<!-- ID: DM_REND_PP_COLORGRADING -->
<!-- ID: DM_REND_PP_COLORGRADING -->
Line 4,756: Line 4,794:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Colors ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Colors</span> ===


<!-- ID: DM_REND_PP_COLORS -->
<!-- ID: DM_REND_PP_COLORS -->
Line 4,763: Line 4,801:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Depth of field ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Depth of field</span> ===


<!-- ID: DM_REND_PP_DEPTHOFFIELD -->
<!-- ID: DM_REND_PP_DEPTHOFFIELD -->
Line 4,770: Line 4,808:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Physical Depth of field ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Physical Depth of field</span> ===


<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH -->
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH -->
Line 4,777: Line 4,815:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Force Quality ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Force Quality</span> ===


<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH_QUALITY -->
<!-- ID: DM_REND_PP_DEPTHOFFIELD_BOKEH_QUALITY -->
Line 4,784: Line 4,822:
'''Available Options''': default, low, middle, high
'''Available Options''': default, low, middle, high


=== Physical fast Depth of field ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Physical fast Depth of field</span> ===


<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH -->
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH -->
Line 4,791: Line 4,829:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Force Quality ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Force Quality</span> ===


<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH_QUALITY -->
<!-- ID: DM_REND_PP_DEPTHOFFIELD_FAST_BOKEH_QUALITY -->
Line 4,798: Line 4,836:
'''Available Options''': default, low, middle, high
'''Available Options''': default, low, middle, high


=== Dynamic blur ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Dynamic blur</span> ===


<!-- ID: DM_REND_PP_DYNAMICBLUR -->
<!-- ID: DM_REND_PP_DYNAMICBLUR -->
Line 4,805: Line 4,843:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Film grain ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Film grain</span> ===


<!-- ID: DM_REND_PP_FILMGRAIN -->
<!-- ID: DM_REND_PP_FILMGRAIN -->
Line 4,812: Line 4,850:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== FXAA ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">FXAA</span> ===


<!-- ID: DM_REND_PP_FXAA -->
<!-- ID: DM_REND_PP_FXAA -->
Line 4,819: Line 4,857:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== God rays ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">God rays</span> ===


<!-- ID: DM_REND_PP_GODRAYS -->
<!-- ID: DM_REND_PP_GODRAYS -->
Line 4,826: Line 4,864:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== HBAO ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">HBAO</span> ===


<!-- ID: DM_REND_PP_HBAO -->
<!-- ID: DM_REND_PP_HBAO -->
Line 4,833: Line 4,871:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Debug ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Debug</span> ===


<!-- ID: DM_REND_PP_HBAO_DEBUG -->
<!-- ID: DM_REND_PP_HBAO_DEBUG -->
Line 4,840: Line 4,878:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== DebugFullScreen ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">DebugFullScreen</span> ===


<!-- ID: DM_REND_PP_HBAO_DEBUG_FULLSCREEN -->
<!-- ID: DM_REND_PP_HBAO_DEBUG_FULLSCREEN -->
Line 4,847: Line 4,885:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== NumSteps ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">NumSteps</span> ===


<!-- ID: DM_REND_PP_HBAO_NUM_STEPS -->
<!-- ID: DM_REND_PP_HBAO_NUM_STEPS -->
Line 4,854: Line 4,892:
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8


=== NumDirections ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">NumDirections</span> ===


<!-- ID: DM_REND_PP_HBAO_NUM_DIRECTIONS -->
<!-- ID: DM_REND_PP_HBAO_NUM_DIRECTIONS -->
Line 4,861: Line 4,899:
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 1, 2, 3, 4, 5, 6, 7, 8


=== HDR ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">HDR</span> ===


<!-- ID: DM_REND_PP_HDR -->
<!-- ID: DM_REND_PP_HDR -->
Line 4,868: Line 4,906:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Debug ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Debug</span> ===


<!-- ID: DM_REND_PP_HDR_DEBUG -->
<!-- ID: DM_REND_PP_HDR_DEBUG -->
Line 4,875: Line 4,913:
'''Available Options''': none, mask, LVBlend
'''Available Options''': none, mask, LVBlend


=== Bloom ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Bloom</span> ===


<!-- ID: DM_REND_PP_HDR_BLOOM -->
<!-- ID: DM_REND_PP_HDR_BLOOM -->
Line 4,882: Line 4,920:
'''Available Options''': enabled, blured, disabled
'''Available Options''': enabled, blured, disabled


=== Bloom CS ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Bloom CS</span> ===


<!-- ID: DM_REND_PP_HDR_BLOOM_COMPUTE -->
<!-- ID: DM_REND_PP_HDR_BLOOM_COMPUTE -->
Line 4,889: Line 4,927:
'''Available Options''': false, true
'''Available Options''': false, true


=== Bloom Upsample ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Bloom Upsample</span> ===


<!-- ID: DM_REND_PP_HDR_BLOOM_UPSAMPLE_METHOD -->
<!-- ID: DM_REND_PP_HDR_BLOOM_UPSAMPLE_METHOD -->
Line 4,896: Line 4,934:
'''Available Options''': before tonemap, in tonemap
'''Available Options''': before tonemap, in tonemap


=== EV ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">EV</span> ===


<!-- ID: DM_REND_PP_HDR_USER_EV -->
<!-- ID: DM_REND_PP_HDR_USER_EV -->
Line 4,911: Line 4,949:
Step: 0.1
Step: 0.1


=== Show curves ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Show curves</span> ===


<!-- ID: DM_REND_PP_HDR_SHOW_HISTOGRAM -->
<!-- ID: DM_REND_PP_HDR_SHOW_HISTOGRAM -->
Line 4,918: Line 4,956:
'''Available Options''': disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic
'''Available Options''': disabled, histogram, <0..2>lin filmic, <-6..0>LV filmic, <0.01..10>log filmic


=== Disable autoExp ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Disable autoExp</span> ===


<!-- ID: DM_REND_PP_HDR_AUTO -->
<!-- ID: DM_REND_PP_HDR_AUTO -->
Line 4,925: Line 4,963:
'''Available Options''': false, true
'''Available Options''': false, true


=== New LV adaptation ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">New LV adaptation</span> ===


<!-- ID: DM_REND_PP_HDR_NEWLV -->
<!-- ID: DM_REND_PP_HDR_NEWLV -->
Line 4,932: Line 4,970:
'''Available Options''': false, true
'''Available Options''': false, true


=== HaightmapAO ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">HaightmapAO</span> ===


<!-- ID: DM_REND_PP_HEIGHTMAP_AO -->
<!-- ID: DM_REND_PP_HEIGHTMAP_AO -->
Line 4,939: Line 4,977:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Gauss filter ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Gauss filter</span> ===


<!-- ID: DM_REND_PP_GAUSSFILTER -->
<!-- ID: DM_REND_PP_GAUSSFILTER -->
Line 4,946: Line 4,984:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Outlines ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Outlines</span> ===


<!-- ID: DM_REND_PP_OUTLINE -->
<!-- ID: DM_REND_PP_OUTLINE -->
Line 4,953: Line 4,991:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Radial blur ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Radial blur</span> ===


<!-- ID: DM_REND_PP_RADIALBLUR -->
<!-- ID: DM_REND_PP_RADIALBLUR -->
Line 4,960: Line 4,998:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Rot blur ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Rot blur</span> ===


<!-- ID: DM_REND_PP_ROTBLUR -->
<!-- ID: DM_REND_PP_ROTBLUR -->
Line 4,967: Line 5,005:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== SMAA ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SMAA</span> ===


<!-- ID: DM_REND_PP_SMAA -->
<!-- ID: DM_REND_PP_SMAA -->
Line 4,974: Line 5,012:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Edge detection method override ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Edge detection method override</span> ===


<!-- ID: DM_REND_PP_SMAA_METHOD -->
<!-- ID: DM_REND_PP_SMAA_METHOD -->
Line 4,981: Line 5,019:
'''Available Options''': Disabled, Color, Depth, Luma
'''Available Options''': Disabled, Color, Depth, Luma


=== Show debug textures ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Show debug textures</span> ===


<!-- ID: DM_REND_PP_SMAA_PASSES -->
<!-- ID: DM_REND_PP_SMAA_PASSES -->
Line 4,988: Line 5,026:
'''Available Options''': Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation
'''Available Options''': Disabled, SMAAEdgeDetection, SMAABlendingWeightCalculation


=== SSAO ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSAO</span> ===


<!-- ID: DM_REND_PP_SSAO -->
<!-- ID: DM_REND_PP_SSAO -->
Line 4,995: Line 5,033:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Method ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Method</span> ===


<!-- ID: DM_REND_PP_SSAO_METHOD -->
<!-- ID: DM_REND_PP_SSAO_METHOD -->
Line 5,002: Line 5,040:
'''Available Options''': non-linear, linear, mask non-linear, mask linear
'''Available Options''': non-linear, linear, mask non-linear, mask linear


=== BlurSteps ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">BlurSteps</span> ===


<!-- ID: DM_REND_PP_SSAO_BLUR_STEPS -->
<!-- ID: DM_REND_PP_SSAO_BLUR_STEPS -->
Line 5,009: Line 5,047:
'''Available Options''': default, 0, 1, 2, 3, 4, 5, 6, 7
'''Available Options''': default, 0, 1, 2, 3, 4, 5, 6, 7


=== SSDO ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSDO</span> ===


<!-- ID: DM_REND_PP_SSDO -->
<!-- ID: DM_REND_PP_SSDO -->
Line 5,016: Line 5,054:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Debug ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Debug</span> ===


<!-- ID: DM_REND_PP_SSDO_DEBUG -->
<!-- ID: DM_REND_PP_SSDO_DEBUG -->
Line 5,023: Line 5,061:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== DebugFullScreen ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">DebugFullScreen</span> ===


<!-- ID: DM_REND_PP_SSDO_DEBUG_FULLSCREEN -->
<!-- ID: DM_REND_PP_SSDO_DEBUG_FULLSCREEN -->
Line 5,030: Line 5,068:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== SSR (global) ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSR (global)</span> ===


<!-- ID: DM_REND_PP_SSR -->
<!-- ID: DM_REND_PP_SSR -->
Line 5,037: Line 5,075:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== SSR (objects only) ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">SSR (objects only)</span> ===


<!-- ID: DM_REND_PP_SSR_OBJECTS -->
<!-- ID: DM_REND_PP_SSR_OBJECTS -->
Line 5,044: Line 5,082:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Use FFX SSR ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Use FFX SSR</span> ===


<!-- ID: DM_REND_PP_SSR_FFX_SSR -->
<!-- ID: DM_REND_PP_SSR_FFX_SSR -->
Line 5,051: Line 5,089:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Temporal filtering ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Temporal filtering</span> ===


<!-- ID: DM_REND_PP_SSR_TEMPORAL -->
<!-- ID: DM_REND_PP_SSR_TEMPORAL -->
Line 5,058: Line 5,096:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Min fade distance ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Min fade distance</span> ===


<!-- ID: DM_REND_PP_SSR_FADE_MIN -->
<!-- ID: DM_REND_PP_SSR_FADE_MIN -->
Line 5,069: Line 5,107:
* Step: 0.01
* Step: 0.01


=== Max fade distance ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Max fade distance</span> ===


<!-- ID: DM_REND_PP_SSR_FADE_MAX -->
<!-- ID: DM_REND_PP_SSR_FADE_MAX -->
Line 5,080: Line 5,118:
* Step: 0.01
* Step: 0.01


=== Behind ambient ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Behind ambient</span> ===


<!-- ID: DM_REND_PP_SSR_CORRECT_RN -->
<!-- ID: DM_REND_PP_SSR_CORRECT_RN -->
Line 5,087: Line 5,125:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== UnderWater ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">UnderWater</span> ===


<!-- ID: DM_REND_PP_UW -->
<!-- ID: DM_REND_PP_UW -->
Line 5,094: Line 5,132:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Wet distort ===
=== <span title="Render&nbsp;&rarr;&nbsp;PP effects">Wet distort</span> ===


<!-- ID: DM_REND_PP_WETDISTORT -->
<!-- ID: DM_REND_PP_WETDISTORT -->
Line 5,102: Line 5,140:




== Terrain menu ==
== <span title="Render">Terrain menu</span> ==


=== Terrain ===
=== <span title="Render menu">Terrain</span> ===


<!-- ID: DM_TERR_TERRAIN -->
<!-- ID: DM_TERR_TERRAIN -->
Line 5,111: Line 5,149:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== LOD mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">LOD mode</span> ===


<!-- ID: DM_TERR_FORCE_LOD_MODE -->
<!-- ID: DM_TERR_FORCE_LOD_MODE -->
Line 5,118: Line 5,156:
'''Available Options''': auto, exact lod, frac only
'''Available Options''': auto, exact lod, frac only


=== Force exact LOD ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Force exact LOD</span> ===


<!-- ID: DM_TERR_FORCE_LOD -->
<!-- ID: DM_TERR_FORCE_LOD -->
Line 5,129: Line 5,167:
* Step: 0.01
* Step: 0.01


=== Layers diag mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Layers diag mode</span> ===


<!-- ID: DM_TERR_LAYERS -->
<!-- ID: DM_TERR_LAYERS -->
Set terrain layers diagnostic mode.
Set terrain layers diagnostic mode.


'''Hotkey''': {{Controls|lctrl|lalt|l}}
'''Hotkey''': {{Controls|LCtrl|LAlt|L}}


'''Available Options''': disabled, layers, projection
'''Available Options''': disabled, layers, projection


=== Show tiles error ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Show tiles error</span> ===


<!-- ID: DM_TERR_SHOW_TILE_ERRORS -->
<!-- ID: DM_TERR_SHOW_TILE_ERRORS -->
Line 5,145: Line 5,183:
'''Available Options''': false, true
'''Available Options''': false, true


=== Tile error modif ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Tile error modif</span> ===


<!-- ID: DM_TERR_TILES_ERROR -->
<!-- ID: DM_TERR_TILES_ERROR -->
Line 5,151: Line 5,189:
Options: -10 10 0 0.01
Options: -10 10 0 0.01


=== Blocks' bounding boxes ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Blocks' bounding boxes</span> ===


<!-- ID: DM_TERR_BBOX -->
<!-- ID: DM_TERR_BBOX -->
Line 5,158: Line 5,196:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== MaxLOD blocks' AABB ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">MaxLOD blocks' AABB</span> ===


<!-- ID: DM_TERR_BBOX_MAXLOD -->
<!-- ID: DM_TERR_BBOX_MAXLOD -->
Line 5,165: Line 5,203:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Biased blocks' AABB ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Biased blocks' AABB</span> ===


<!-- ID: DM_TERR_BBOX_BIAS -->
<!-- ID: DM_TERR_BBOX_BIAS -->
Line 5,172: Line 5,210:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Tiles' bounding boxes ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Tiles' bounding boxes</span> ===


<!-- ID: DM_TERR_BBOXTILE -->
<!-- ID: DM_TERR_BBOXTILE -->
Line 5,179: Line 5,217:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Detail texture ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Detail texture</span> ===


<!-- ID: DM_TERR_STEXTURE -->
<!-- ID: DM_TERR_STEXTURE -->
Enable/disable terrain detail texture.
Enable/disable terrain detail texture.


'''Hotkey''': {{Controls|lctrl|lalt|s}}
'''Hotkey''': {{Controls|LCtrl|LAlt|S}}


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


=== Water LOD bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Water LOD bias</span> ===


<!-- ID: DM_TERR_WATER_LOD_BIAS -->
<!-- ID: DM_TERR_WATER_LOD_BIAS -->
Line 5,199: Line 5,237:
* Step: 0.001
* Step: 0.001


=== Detail texture detail ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Detail texture detail</span> ===


<!-- ID: DM_TERR_TEXDETAIL -->
<!-- ID: DM_TERR_TEXDETAIL -->
Line 5,206: Line 5,244:
'''Available Options''': normal, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
'''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 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Reload only curr. shaders</span> ===


<!-- ID: DM_TERR_RELOAD_ONLY_CURRENT_SHADERS -->
<!-- ID: DM_TERR_RELOAD_ONLY_CURRENT_SHADERS -->
Line 5,213: Line 5,251:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use layer cache ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Use layer cache</span> ===


<!-- ID: DM_TERR_LAYERCACHE -->
<!-- ID: DM_TERR_LAYERCACHE -->
Line 5,220: Line 5,258:
'''Available Options''': true, false
'''Available Options''': true, false


=== Terrain render info ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Terrain render info</span> ===


<!-- ID: DM_TERR_INFO -->
<!-- ID: DM_TERR_INFO -->
Line 5,227: Line 5,265:
'''Available Options''': false, true
'''Available Options''': false, true


=== Holes debug vis ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Holes debug vis</span> ===


<!-- ID: DM_TERR_HOLES_VIS -->
<!-- ID: DM_TERR_HOLES_VIS -->
Line 5,234: Line 5,272:
'''Available Options''': false, true
'''Available Options''': false, true


=== Disabled block debug vis ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain menu">Disabled block debug vis</span> ===


<!-- ID: DM_TERR_DISABLED_BLOCK_VIS -->
<!-- ID: DM_TERR_DISABLED_BLOCK_VIS -->
Line 5,242: Line 5,280:




== Grass/Clutter/Obstacles ==
== <span title="Render">Grass/Clutter/Obstacles</span> ==


=== Render clutter ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Render clutter</span> ===


<!-- ID: DM_TERR_CLUTTER_RENDER -->
<!-- ID: DM_TERR_CLUTTER_RENDER -->
Line 5,251: Line 5,289:
'''Available Options''': full, prepare only, disabled
'''Available Options''': full, prepare only, disabled


=== Show clutter stats ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Show clutter stats</span> ===


<!-- ID: DM_TERR_CLUTTER_STATS -->
<!-- ID: DM_TERR_CLUTTER_STATS -->
Line 5,258: Line 5,296:
'''Available Options''': none, general, detailed
'''Available Options''': none, general, detailed


=== Reload clutter configs ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Reload clutter configs</span> ===


<!-- ID: DM_TERR_CLUTTER_RELOAD -->
<!-- ID: DM_TERR_CLUTTER_RELOAD -->
Line 5,265: Line 5,303:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== 3D clutter AABB ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">3D clutter AABB</span> ===


<!-- ID: DM_TERR_CLUTTER_BOX -->
<!-- ID: DM_TERR_CLUTTER_BOX -->
Line 5,272: Line 5,310:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Clutter LOD debug ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter LOD debug</span> ===


<!-- ID: DM_TERR_CLUTTER_LOD_DBG -->
<!-- ID: DM_TERR_CLUTTER_LOD_DBG -->
Line 5,279: Line 5,317:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Clutter LOD blend size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter LOD blend size</span> ===


<!-- ID: DM_TERR_CLUTTER_LOD_BLEND -->
<!-- ID: DM_TERR_CLUTTER_LOD_BLEND -->
Line 5,290: Line 5,328:
* Step: 0.1
* Step: 0.1


=== Thinning slope ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Thinning slope</span> ===


<!-- ID: DM_TERR_CLUTTER_THINNING_SLOPE -->
<!-- ID: DM_TERR_CLUTTER_THINNING_SLOPE -->
Line 5,301: Line 5,339:
* Step: 0.01
* Step: 0.01


=== Clutter fadeout size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter fadeout size</span> ===


<!-- ID: DM_TERR_CLUTTER_FADEOUT_REGION -->
<!-- ID: DM_TERR_CLUTTER_FADEOUT_REGION -->
Line 5,312: Line 5,350:
* Step: 0.1
* Step: 0.1


=== Shadow casting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Shadow casting</span> ===


<!-- ID: DM_TERR_CLUTTER_SHADOWS -->
<!-- ID: DM_TERR_CLUTTER_SHADOWS -->
Line 5,319: Line 5,357:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Clutter position jitter ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Clutter position jitter</span> ===


<!-- ID: DM_TERR_CLUTTER_JITTER -->
<!-- ID: DM_TERR_CLUTTER_JITTER -->
Line 5,330: Line 5,368:
* Step: 0.01
* Step: 0.01


=== Enable obstacles ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Enable obstacles</span> ===


<!-- ID: DM_TERR_GRASSOBSTACLES -->
<!-- ID: DM_TERR_GRASSOBSTACLES -->
Line 5,337: Line 5,375:
'''Available Options''': true, false
'''Available Options''': true, false


=== Enable clutter mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Enable clutter mask</span> ===


<!-- ID: DM_TERR_CLUTTER_MASK -->
<!-- ID: DM_TERR_CLUTTER_MASK -->
Line 5,344: Line 5,382:
'''Available Options''': true, false
'''Available Options''': true, false


=== Show clutter occldrs ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Show clutter occldrs</span> ===


<!-- ID: DM_TERR_CLUTTER_MASK_SHOW_OBJS -->
<!-- ID: DM_TERR_CLUTTER_MASK_SHOW_OBJS -->
Line 5,351: Line 5,389:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show obst.map ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Show obst.map</span> ===


<!-- ID: DM_TERR_GRASSOBSTACLES_SHOW -->
<!-- ID: DM_TERR_GRASSOBSTACLES_SHOW -->
Line 5,358: Line 5,396:
'''Available Options''': none, runtime, perm. depth, perm. mask
'''Available Options''': none, runtime, perm. depth, perm. mask


=== Force params: ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Force params:</span> ===


<!-- ID: DM_TERR_GRASSOBSTACLES_FORCE -->
<!-- ID: DM_TERR_GRASSOBSTACLES_FORCE -->
Line 5,365: Line 5,403:
'''Available Options''': false, true
'''Available Options''': false, true


=== RadiusX ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">RadiusX</span> ===


<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSX -->
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSX -->
Line 5,376: Line 5,414:
* Step: 0.1
* Step: 0.1


=== RadiusZ ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">RadiusZ</span> ===


<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSY -->
<!-- ID: DM_TERR_GRASSOBSTACLES_RADIUSY -->
Line 5,387: Line 5,425:
* Step: 0.1
* Step: 0.1


=== Offset ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Offset</span> ===


<!-- ID: DM_TERR_GRASSOBSTACLES_OFFSET -->
<!-- ID: DM_TERR_GRASSOBSTACLES_OFFSET -->
Line 5,393: Line 5,431:
Options: -1.0 1.0 0 0.01
Options: -1.0 1.0 0 0.01


=== Render grass ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Render grass</span> ===


<!-- ID: DM_TERR_GRASS -->
<!-- ID: DM_TERR_GRASS -->
Line 5,400: Line 5,438:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Grass log ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass log</span> ===


<!-- ID: DM_TERR_GRASS_LOG -->
<!-- ID: DM_TERR_GRASS_LOG -->
Line 5,407: Line 5,445:
'''Available Options''': false, true
'''Available Options''': false, true


=== Basic cluster size (10) mul ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Basic cluster size (10) mul</span> ===


<!-- ID: DM_TERR_GRASSCLUSTERSIZE -->
<!-- ID: DM_TERR_GRASSCLUSTERSIZE -->
Line 5,418: Line 5,456:
* Step: 0.01
* Step: 0.01


=== Grass distance <50..150> ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass distance <50..150></span> ===


<!-- ID: DM_TERR_GRASSDETAIL -->
<!-- ID: DM_TERR_GRASSDETAIL -->
Line 5,424: Line 5,462:
Options: -1 1 0 0.1
Options: -1 1 0 0.1


=== Freeze grass pos ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Freeze grass pos</span> ===


<!-- ID: DM_TERR_GRASSFREEZE -->
<!-- ID: DM_TERR_GRASSFREEZE -->
Line 5,431: Line 5,469:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Grass clusters' boxes ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass clusters' boxes</span> ===


<!-- ID: DM_TERR_GRASSBBOX -->
<!-- ID: DM_TERR_GRASSBBOX -->
Line 5,438: Line 5,476:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Force grass lod ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Force grass lod</span> ===


<!-- ID: DM_TERR_GRASSLOD -->
<!-- ID: DM_TERR_GRASSLOD -->
Line 5,445: Line 5,483:
'''Available Options''': default, 0, 1, 2, 3
'''Available Options''': default, 0, 1, 2, 3


=== Force grass blend ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Force grass blend</span> ===


<!-- ID: DM_TERR_GRASS_FORCE_BLEND -->
<!-- ID: DM_TERR_GRASS_FORCE_BLEND -->
Line 5,452: Line 5,490:
'''Available Options''': default, alphatest, edges, ATOC(if msaa)
'''Available Options''': default, alphatest, edges, ATOC(if msaa)


=== Grass sort ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass sort</span> ===


<!-- ID: DM_TERR_GRASS_SORT -->
<!-- ID: DM_TERR_GRASS_SORT -->
Line 5,459: Line 5,497:
'''Available Options''': true, false
'''Available Options''': true, false


=== MT rendering ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">MT rendering</span> ===


<!-- ID: DM_TERR_GRASS_MT -->
<!-- ID: DM_TERR_GRASS_MT -->
Line 5,466: Line 5,504:
'''Available Options''': true, false
'''Available Options''': true, false


=== MT caching ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">MT caching</span> ===


<!-- ID: DM_TERR_GRASS_MT_CACHE -->
<!-- ID: DM_TERR_GRASS_MT_CACHE -->
Line 5,473: Line 5,511:
'''Available Options''': true, false
'''Available Options''': true, false


=== Grass terrain blend ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">Grass terrain blend</span> ===


<!-- ID: DM_TERR_GRASS_LERP -->
<!-- ID: DM_TERR_GRASS_LERP -->
Line 5,480: Line 5,518:
'''Available Options''': false, true
'''Available Options''': false, true


=== start dist ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">start dist</span> ===


<!-- ID: DM_TERR_GRASS_LERP_START -->
<!-- ID: DM_TERR_GRASS_LERP_START -->
Line 5,495: Line 5,533:
Step: 0.1
Step: 0.1


=== end dist ===
=== <span title="Render&nbsp;&rarr;&nbsp;Grass/Clutter/Obstacles">end dist</span> ===


<!-- ID: DM_TERR_GRASS_LERP_END -->
<!-- ID: DM_TERR_GRASS_LERP_END -->
Line 5,511: Line 5,549:




== Roads menu ==
== <span title="Render">Roads menu</span> ==


=== Enable roads ===
=== <span title="Render&nbsp;&rarr;&nbsp;Roads menu">Enable roads</span> ===


<!-- ID: DM_ROADS_ENABLE -->
<!-- ID: DM_ROADS_ENABLE -->
Line 5,521: Line 5,559:




== Materials settings ==
== <span title="Render">Materials settings</span> ==


=== Grass/Tree wind ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Grass/Tree wind</span> ===


==== Wind override ====
==== <span title="Render&nbsp;&rarr;&nbsp;Materials settings&nbsp;&rarr;&nbsp;Grass/Tree wind">Wind override</span> ====


<!-- ID: DM_TERR_GRASS_WINDDEBUG -->
<!-- ID: DM_TERR_GRASS_WINDDEBUG -->
Line 5,532: Line 5,570:
'''Available Options''': false, true
'''Available Options''': false, true


==== Grass/tree par override ====
==== <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 -->
<!-- ID: DM_TERR_GRASS_WINDDEBUG_PAR -->
Line 5,539: Line 5,577:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable MultiMat det.mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Enable MultiMat det.mask</span> ===


<!-- ID: DM_REND_MAT_MULTIMAT -->
<!-- ID: DM_REND_MAT_MULTIMAT -->
Line 5,546: Line 5,584:
'''Available Options''': false, true
'''Available Options''': false, true


=== Tree colorization ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Tree colorization</span> ===


<!-- ID: DM_REND_MAT_DISABLE_TREECOL -->
<!-- ID: DM_REND_MAT_DISABLE_TREECOL -->
Line 5,553: Line 5,591:
'''Available Options''': full, color only, disable
'''Available Options''': full, color only, disable


=== Tree volume fake ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Tree volume fake</span> ===


<!-- ID: DM_REND_MAT_TREE_VOLSHADOWFAKE -->
<!-- ID: DM_REND_MAT_TREE_VOLSHADOWFAKE -->
Line 5,560: Line 5,598:
'''Available Options''': both, geomOcclElipsoid, elipsoidAO, none
'''Available Options''': both, geomOcclElipsoid, elipsoidAO, none


=== Tree volume shadow ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Tree volume shadow</span> ===


<!-- ID: DM_REND_MAT_TREE_VOLSHADOW -->
<!-- ID: DM_REND_MAT_TREE_VOLSHADOW -->
Line 5,567: Line 5,605:
'''Available Options''': none, geomOcclElipsoid, geomOccl, elipsoidAO
'''Available Options''': none, geomOcclElipsoid, geomOccl, elipsoidAO


=== Override geomOccl distance ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Override geomOccl distance</span> ===


<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO -->
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO -->
Line 5,574: Line 5,612:
'''Available Options''': false, true
'''Available Options''': false, true


=== Max distance ===
=== <span title="Render&nbsp;&rarr;&nbsp;Materials settings">Max distance</span> ===


<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO_MAX_DIST -->
<!-- ID: DM_REND_MAT_TREE_VOLGEOMAO_MAX_DIST -->
Line 5,586: Line 5,624:




== Sky ==
== <span title="Render">Sky</span> ==


=== Sky ===
=== <span title="Render">Sky</span> ===


<!-- ID: DM_REND_SKY -->
<!-- ID: DM_REND_SKY -->
Line 5,595: Line 5,633:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Fog ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Fog</span> ===


<!-- ID: DM_REND_SKY_FOG -->
<!-- ID: DM_REND_SKY_FOG -->
Line 5,602: Line 5,640:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Fog in env. map ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Fog in env. map</span> ===


<!-- ID: DM_REND_SKY_FOG_ENV_MAP -->
<!-- ID: DM_REND_SKY_FOG_ENV_MAP -->
Line 5,609: Line 5,647:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Lens Flares ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Lens Flares</span> ===


<!-- ID: DM_REND_LENS -->
<!-- ID: DM_REND_LENS -->
Line 5,616: Line 5,654:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Godrays ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Godrays</span> ===


<!-- ID: DM_REND_GODRAYS -->
<!-- ID: DM_REND_GODRAYS -->
Line 5,623: Line 5,661:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Show planets ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show planets</span> ===


<!-- ID: DM_REND_SKY_PLANETS -->
<!-- ID: DM_REND_SKY_PLANETS -->
Line 5,630: Line 5,668:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Show stars ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show stars</span> ===


<!-- ID: DM_REND_SKY_STARS -->
<!-- ID: DM_REND_SKY_STARS -->
Line 5,637: Line 5,675:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Show real stars constellations ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show real stars constellations</span> ===


<!-- ID: DM_REND_SKY_STARS_DEBUG -->
<!-- ID: DM_REND_SKY_STARS_DEBUG -->
Line 5,644: Line 5,682:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Show far layer ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show far layer</span> ===


<!-- ID: DM_REND_SKY_FARLAYER -->
<!-- ID: DM_REND_SKY_FARLAYER -->
Line 5,651: Line 5,689:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Show dynamic layer ===
=== <span title="Render&nbsp;&rarr;&nbsp;Sky">Show dynamic layer</span> ===


<!-- ID: DM_REND_SKY_DYNLAYER -->
<!-- ID: DM_REND_SKY_DYNLAYER -->
Line 5,659: Line 5,697:




== Rivers ==
== <span title="Render">Rivers</span> ==


=== Central flow func ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rivers">Central flow func</span> ===


<!-- ID: DM_CENTRAL_FLOW_FUNC -->
<!-- ID: DM_CENTRAL_FLOW_FUNC -->
Line 5,668: Line 5,706:
'''Available Options''': sine, polynomial
'''Available Options''': sine, polynomial


=== Debug output ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rivers">Debug output</span> ===


<!-- ID: DM_RIVER_DEBUG -->
<!-- ID: DM_RIVER_DEBUG -->
Line 5,676: Line 5,714:




== LightSourcVis ==
== <span title="Render">LightSourcVis</span> ==


=== Blend ===
=== <span title="Render&nbsp;&rarr;&nbsp;LightSourcVis">Blend</span> ===


<!-- ID: DM_REND_LIGHTSOURCE_BLEND -->
<!-- ID: DM_REND_LIGHTSOURCE_BLEND -->
Line 5,686: Line 5,724:




== Subsurface Scattering ==
== <span title="Render">Subsurface Scattering</span> ==


=== SSSSS override params ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">SSSSS override params</span> ===


<!-- ID: DM_REND_SSSSS_OVERRIDE -->
<!-- ID: DM_REND_SSSSS_OVERRIDE -->
Line 5,695: Line 5,733:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enabled ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Enabled</span> ===


<!-- ID: DM_REND_SSSSS_ENABLED -->
<!-- ID: DM_REND_SSSSS_ENABLED -->
Line 5,702: Line 5,740:
'''Available Options''': false, true
'''Available Options''': false, true


=== Scale ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Scale</span> ===


<!-- ID: DM_REND_SSSSS_SCALE -->
<!-- ID: DM_REND_SSSSS_SCALE -->
Line 5,713: Line 5,751:
* Step: 0.01
* Step: 0.01


=== Random rotation ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Random rotation</span> ===


<!-- ID: DM_REND_SSSSS_USE_ROTATION -->
<!-- ID: DM_REND_SSSSS_USE_ROTATION -->
Line 5,720: Line 5,758:
'''Available Options''': false, true
'''Available Options''': false, true


=== Log kernel ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Log kernel</span> ===


<!-- ID: DM_REND_SSSSS_LOG_KERNEL -->
<!-- ID: DM_REND_SSSSS_LOG_KERNEL -->
Line 5,727: Line 5,765:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use stencil ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Use stencil</span> ===


<!-- ID: DM_REND_SSSSS_USE_STENCIL -->
<!-- ID: DM_REND_SSSSS_USE_STENCIL -->
Line 5,734: Line 5,772:
'''Available Options''': true, false
'''Available Options''': true, false


=== Profile resolve ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">Profile resolve</span> ===


<!-- ID: DM_REND_SSSSS_PROFILE_RESOLVE -->
<!-- ID: DM_REND_SSSSS_PROFILE_RESOLVE -->
Line 5,741: Line 5,779:
'''Available Options''': default, first, min, max, avg
'''Available Options''': default, first, min, max, avg


=== SSSSS quality ===
=== <span title="Render&nbsp;&rarr;&nbsp;Subsurface Scattering">SSSSS quality</span> ===


<!-- ID: DM_REND_SSSSS_QUALITY -->
<!-- ID: DM_REND_SSSSS_QUALITY -->
Line 5,749: Line 5,787:




== Analytic lights ==
== <span title="Render">Analytic lights</span> ==


=== Disable far lights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Disable far lights</span> ===


<!-- ID: DM_REND_FARLIGHTS_DISABLE -->
<!-- ID: DM_REND_FARLIGHTS_DISABLE -->
Line 5,758: Line 5,796:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show far lights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Show far lights</span> ===


<!-- ID: DM_REND_FARLIGHTS_SHOW -->
<!-- ID: DM_REND_FARLIGHTS_SHOW -->
Line 5,765: Line 5,803:
'''Available Options''': disabled, show, no clip
'''Available Options''': disabled, show, no clip


=== Invert geometry ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Invert geometry</span> ===


<!-- ID: DM_REND_FARLIGHTS_INVERT -->
<!-- ID: DM_REND_FARLIGHTS_INVERT -->
Line 5,772: Line 5,810:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable vol lights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Enable vol lights</span> ===


<!-- ID: DM_REND_VOLLIGHTS_ENABLE -->
<!-- ID: DM_REND_VOLLIGHTS_ENABLE -->
Line 5,779: Line 5,817:
'''Available Options''': enabled, no blend, disabled
'''Available Options''': enabled, no blend, disabled


=== Show log ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Show log</span> ===


<!-- ID: DM_REND_FARLIGHTS_LOG -->
<!-- ID: DM_REND_FARLIGHTS_LOG -->
Line 5,786: Line 5,824:
'''Available Options''': false, true
'''Available Options''': false, true


=== Farlight intensity ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Farlight intensity</span> ===


<!-- ID: DM_REND_FARLIGHTS_INTENSITY -->
<!-- ID: DM_REND_FARLIGHTS_INTENSITY -->
Line 5,792: Line 5,830:
Options: -3 20 0 0.1
Options: -3 20 0 0.1


=== Analytic lights ===
=== <span title="Render">Analytic lights</span> ===


<!-- ID: DM_REND_LIGHTS -->
<!-- ID: DM_REND_LIGHTS -->
Line 5,799: Line 5,837:
'''Available Options''': true, false
'''Available Options''': true, false


=== Lights shadows ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Lights shadows</span> ===


<!-- ID: DM_REND_LIGHTS_SHADOWS -->
<!-- ID: DM_REND_LIGHTS_SHADOWS -->
Line 5,806: Line 5,844:
'''Available Options''': true, false
'''Available Options''': true, false


=== Override limits ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Override limits</span> ===


<!-- ID: DM_REND_LIGHTS_SHADOWS_OVERRIDE -->
<!-- ID: DM_REND_LIGHTS_SHADOWS_OVERRIDE -->
Line 5,813: Line 5,851:
'''Available Options''': false, true
'''Available Options''': false, true


=== Memory budget ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Memory budget</span> ===


<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMMEMORY -->
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMMEMORY -->
Line 5,824: Line 5,862:
* Step: 2
* Step: 2


=== Max shadows count ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Max shadows count</span> ===


<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMSHADOWS -->
<!-- ID: DM_REND_LIGHTS_SHADOWS_LIMSHADOWS -->
Line 5,835: Line 5,873:
* Step: 1
* Step: 1


=== Basic tex size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Basic tex size</span> ===


<!-- ID: DM_REND_LIGHTS_SHADOWS_TEXSIZE -->
<!-- ID: DM_REND_LIGHTS_SHADOWS_TEXSIZE -->
Line 5,842: Line 5,880:
'''Available Options''': 64, 256, 512, 768, 1024, 1536, 2048, 2560, 3072, 3584, 4096
'''Available Options''': 64, 256, 512, 768, 1024, 1536, 2048, 2560, 3072, 3584, 4096


=== Aggr. particle lights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Aggr. particle lights</span> ===


<!-- ID: DM_REND_PARTICLE_LIGHT_AGGR -->
<!-- ID: DM_REND_PARTICLE_LIGHT_AGGR -->
Line 5,849: Line 5,887:
'''Available Options''': true, false
'''Available Options''': true, false


=== Autoshrink part. lights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Analytic lights">Autoshrink part. lights</span> ===


<!-- ID: DM_REND_PARTICLE_LIGHT_SHRINK -->
<!-- ID: DM_REND_PARTICLE_LIGHT_SHRINK -->
Line 5,857: Line 5,895:




== Occlusion Queries ==
== <span title="Render">Occlusion Queries</span> ==


=== Benchmark ===
=== <span title="Render&nbsp;&rarr;&nbsp;Occlusion Queries">Benchmark</span> ===


<!-- ID: DM_REND_OCCQUERIES_BENCHMARK -->
<!-- ID: DM_REND_OCCQUERIES_BENCHMARK -->
Line 5,866: Line 5,904:
'''Available Options''': false, true
'''Available Options''': false, true


=== TestSun ===
=== <span title="Render&nbsp;&rarr;&nbsp;Occlusion Queries">TestSun</span> ===


<!-- ID: DM_REND_OCCQUERIES_TEST_SUN -->
<!-- ID: DM_REND_OCCQUERIES_TEST_SUN -->
Line 5,874: Line 5,912:




== Snow ==
== <span title="Render">Snow</span> ==


=== Quantize speed ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Quantize speed</span> ===


<!-- ID: DM_REND_SNOW_QUANTIZE_SPEED -->
<!-- ID: DM_REND_SNOW_QUANTIZE_SPEED -->
Line 5,883: Line 5,921:
'''Available Options''': true, false
'''Available Options''': true, false


=== Quantize dir ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Quantize dir</span> ===


<!-- ID: DM_REND_SNOW_QUANTIZE_DIR -->
<!-- ID: DM_REND_SNOW_QUANTIZE_DIR -->
Line 5,890: Line 5,928:
'''Available Options''': true, false
'''Available Options''': true, false


=== Fix dir ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Fix dir</span> ===


<!-- ID: DM_REND_SNOW_FIX_WIND_DIR -->
<!-- ID: DM_REND_SNOW_FIX_WIND_DIR -->
Line 5,897: Line 5,935:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable logs ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Enable logs</span> ===


<!-- ID: DM_REND_SNOW_ENABLE_LOGS -->
<!-- ID: DM_REND_SNOW_ENABLE_LOGS -->
Line 5,904: Line 5,942:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use underwater mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Use underwater mask</span> ===


<!-- ID: DM_REND_SNOW_USE_UNDERWATER_MASK -->
<!-- ID: DM_REND_SNOW_USE_UNDERWATER_MASK -->
Line 5,911: Line 5,949:
'''Available Options''': true, false
'''Available Options''': true, false


=== Macro mask debug ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Macro mask debug</span> ===


<!-- ID: DM_REND_SNOW_MACRO_MASK_DEBUG -->
<!-- ID: DM_REND_SNOW_MACRO_MASK_DEBUG -->
Line 5,918: Line 5,956:
'''Available Options''': disabled, layer 1, layer 2, layer 3
'''Available Options''': disabled, layer 1, layer 2, layer 3


=== Override snow ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Override snow</span> ===


<!-- ID: DM_REND_SNOW_OVERRIDE -->
<!-- ID: DM_REND_SNOW_OVERRIDE -->
Line 5,925: Line 5,963:
'''Available Options''': false, true
'''Available Options''': false, true


=== Density ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Density</span> ===


<!-- ID: DM_REND_SNOW_DENSITY -->
<!-- ID: DM_REND_SNOW_DENSITY -->
Line 5,936: Line 5,974:
* Step: 0.01
* Step: 0.01


=== Time coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Snow">Time coef</span> ===


<!-- ID: DM_REND_SNOW_TIME_COEF -->
<!-- ID: DM_REND_SNOW_TIME_COEF -->
Line 5,948: Line 5,986:




== Deferred Decals ==
== <span title="Render">Deferred Decals</span> ==


=== Render ===
=== <span title="Render&nbsp;&rarr;&nbsp;Deferred Decals">Render</span> ===


<!-- ID: DM_REND_DEFDECALS_RENDER -->
<!-- ID: DM_REND_DEFDECALS_RENDER -->
Line 5,957: Line 5,995:
'''Available Options''': true, false
'''Available Options''': true, false


=== HW depth ===
=== <span title="Render&nbsp;&rarr;&nbsp;Deferred Decals">HW depth</span> ===


<!-- ID: DM_REND_DEFDECALS_DEPTHBUF -->
<!-- ID: DM_REND_DEFDECALS_DEPTHBUF -->
Line 5,964: Line 6,002:
'''Available Options''': true, false
'''Available Options''': true, false


=== Debug visualization ===
=== <span title="Render&nbsp;&rarr;&nbsp;Deferred Decals">Debug visualization</span> ===


<!-- ID: DM_REND_DEFDECALS_DEBUGVIS -->
<!-- ID: DM_REND_DEFDECALS_DEBUGVIS -->
Line 5,972: Line 6,010:




== Light portals ==
== <span title="Render">Light portals</span> ==


=== Enable light portals ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Enable light portals</span> ===


<!-- ID: DM_VLIGHTS_ENABLE -->
<!-- ID: DM_VLIGHTS_ENABLE -->
Line 5,981: Line 6,019:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Probe blending mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Probe blending mode</span> ===


<!-- ID: DM_VLIGHTS_ENHANCED_PROBE_BLEND -->
<!-- ID: DM_VLIGHTS_ENHANCED_PROBE_BLEND -->
Line 5,988: Line 6,026:
'''Available Options''': directional, diffuse, disabled
'''Available Options''': directional, diffuse, disabled


=== Specular proj. tex. ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Specular proj. tex.</span> ===


<!-- ID: DM_VLIGHTS_PROJ_TEX_SPEC -->
<!-- ID: DM_VLIGHTS_PROJ_TEX_SPEC -->
Line 5,995: Line 6,033:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Proj. tex. offset fix ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Proj. tex. offset fix</span> ===


<!-- ID: DM_VLIGHTS_PROJ_TEX_OFFST_FIX -->
<!-- ID: DM_VLIGHTS_PROJ_TEX_OFFST_FIX -->
Line 6,002: Line 6,040:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Portal light mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Portal light mode</span> ===


<!-- ID: DM_VLIGHTS_LIGHT_MODE -->
<!-- ID: DM_VLIGHTS_LIGHT_MODE -->
Line 6,009: Line 6,047:
'''Available Options''': none, diffuse+specular, diffuse, specular
'''Available Options''': none, diffuse+specular, diffuse, specular


=== Normalize L by area ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Normalize L by area</span> ===


<!-- ID: DM_VLIGHTS_NORMALIZE_AREA_INTENSITY -->
<!-- ID: DM_VLIGHTS_NORMALIZE_AREA_INTENSITY -->
Line 6,016: Line 6,054:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Direct light contrib. ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Direct light contrib.</span> ===


<!-- ID: DM_VLIGHTS_DIRECT_CONTRIBUTION -->
<!-- ID: DM_VLIGHTS_DIRECT_CONTRIBUTION -->
Line 6,023: Line 6,061:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Light volume lerp (m) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Light volume lerp (m)</span> ===


<!-- ID: DM_VLIGHTS_LIGHT_VOLUME_LERP -->
<!-- ID: DM_VLIGHTS_LIGHT_VOLUME_LERP -->
Line 6,030: Line 6,068:
'''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
'''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 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Disable light volumes</span> ===


<!-- ID: DM_VLIGHTS_LIGHT_DISABLE_LIGHT_VOLUMES -->
<!-- ID: DM_VLIGHTS_LIGHT_DISABLE_LIGHT_VOLUMES -->
Line 6,037: Line 6,075:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show active subscene ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show active subscene</span> ===


<!-- ID: DM_VLIGHTS_SHOW_ACTIVE_SUBSCENE -->
<!-- ID: DM_VLIGHTS_SHOW_ACTIVE_SUBSCENE -->
Line 6,044: Line 6,082:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show area rectangles ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show area rectangles</span> ===


<!-- ID: DM_VLIGHTS_DEBUG_AREA_RECT -->
<!-- ID: DM_VLIGHTS_DEBUG_AREA_RECT -->
Line 6,051: Line 6,089:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show portal rectangles ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show portal rectangles</span> ===


<!-- ID: DM_VLIGHTS_DEBUG_PORTAL_RECT -->
<!-- ID: DM_VLIGHTS_DEBUG_PORTAL_RECT -->
Line 6,058: Line 6,096:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show light rectangles ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show light rectangles</span> ===


<!-- ID: DM_VLIGHTS_DEBUG_LIGHT_RECT -->
<!-- ID: DM_VLIGHTS_DEBUG_LIGHT_RECT -->
Line 6,065: Line 6,103:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show debug info ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show debug info</span> ===


<!-- ID: DM_VLIGHTS_DEBUG_INFO -->
<!-- ID: DM_VLIGHTS_DEBUG_INFO -->
Line 6,072: Line 6,110:
'''Available Options''': none, portals, areas, all
'''Available Options''': none, portals, areas, all


=== Virtual light range ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Virtual light range</span> ===


<!-- ID: DM_VLIGHTS_VIRTUAL_LIGHTS_RANGE -->
<!-- ID: DM_VLIGHTS_VIRTUAL_LIGHTS_RANGE -->
Line 6,083: Line 6,121:
* Step: 0.1
* Step: 0.1


=== BSP diag ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">BSP diag</span> ===


<!-- ID: DM_VLIGHTS_BSP_DIAG -->
<!-- ID: DM_VLIGHTS_BSP_DIAG -->
Line 6,090: Line 6,128:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Hide mesh ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Hide mesh</span> ===


<!-- ID: DM_VLIGHTS_HIDE_MESH -->
<!-- ID: DM_VLIGHTS_HIDE_MESH -->
Line 6,097: Line 6,135:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show src. geometry ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show src. geometry</span> ===


<!-- ID: DM_VLIGHTS_SHOW_BSP_SOURCE_GEOMETRY -->
<!-- ID: DM_VLIGHTS_SHOW_BSP_SOURCE_GEOMETRY -->
Line 6,104: Line 6,142:
'''Available Options''': disabled, opaque, transparent
'''Available Options''': disabled, opaque, transparent


=== Show occupancy grid ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show occupancy grid</span> ===


<!-- ID: DM_VLIGHTS_SHOW_BSP_GRID -->
<!-- ID: DM_VLIGHTS_SHOW_BSP_GRID -->
Line 6,111: Line 6,149:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Freeze camera ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Freeze camera</span> ===


<!-- ID: DM_VLIGHTS_FREEZE_CAMERA -->
<!-- ID: DM_VLIGHTS_FREEZE_CAMERA -->
Line 6,118: Line 6,156:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show BSP tree ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show BSP tree</span> ===


<!-- ID: DM_VLIGHTS_SHOW_BSP -->
<!-- ID: DM_VLIGHTS_SHOW_BSP -->
Line 6,125: Line 6,163:
'''Available Options''': none, AABB, planes, convex
'''Available Options''': none, AABB, planes, convex


=== Leaf mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Leaf mode</span> ===


<!-- ID: DM_VLIGHTS_BSP_LEAF_MODE -->
<!-- ID: DM_VLIGHTS_BSP_LEAF_MODE -->
Line 6,132: Line 6,170:
'''Available Options''': all, opaque, non-opaque
'''Available Options''': all, opaque, non-opaque


=== BSP disp. mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">BSP disp. mode</span> ===


<!-- ID: DM_VLIGHTS_BSP_MODE -->
<!-- ID: DM_VLIGHTS_BSP_MODE -->
Line 6,139: Line 6,177:
'''Available Options''': normal, at depth, active, connectivity
'''Available Options''': normal, at depth, active, connectivity


=== Wanted depth ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Wanted depth</span> ===


<!-- ID: DM_VLIGHTS_BSP_DEPTH -->
<!-- ID: DM_VLIGHTS_BSP_DEPTH -->
Line 6,150: Line 6,188:
* Step: 1
* Step: 1


=== Show leaf split plane ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show leaf split plane</span> ===


<!-- ID: DM_VLIGHTS_BSP_LEAF_SPLIT -->
<!-- ID: DM_VLIGHTS_BSP_LEAF_SPLIT -->
Line 6,157: Line 6,195:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show areas ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show areas</span> ===


<!-- ID: DM_VLIGHTS_SHOW_BSP_AREAS -->
<!-- ID: DM_VLIGHTS_SHOW_BSP_AREAS -->
Line 6,164: Line 6,202:
'''Available Options''': none, AABB, convex
'''Available Options''': none, AABB, convex


=== Area disp. mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Area disp. mode</span> ===


<!-- ID: DM_VLIGHTS_BSP_AREAS_MODE -->
<!-- ID: DM_VLIGHTS_BSP_AREAS_MODE -->
Line 6,171: Line 6,209:
'''Available Options''': all (excl. out), all, single, active
'''Available Options''': all (excl. out), all, single, active


=== Area ID ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Area ID</span> ===


<!-- ID: DM_VLIGHTS_BSP_AREA -->
<!-- ID: DM_VLIGHTS_BSP_AREA -->
Line 6,182: Line 6,220:
* Step: 1
* Step: 1


=== Show portals ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show portals</span> ===


<!-- ID: DM_VLIGHTS_SHOW_BSP_PORTALS -->
<!-- ID: DM_VLIGHTS_SHOW_BSP_PORTALS -->
Line 6,189: Line 6,227:
'''Available Options''': none, all, single, per area, active
'''Available Options''': none, all, single, per area, active


=== Portal ID ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Portal ID</span> ===


<!-- ID: DM_VLIGHTS_BSP_PORTAL -->
<!-- ID: DM_VLIGHTS_BSP_PORTAL -->
Line 6,200: Line 6,238:
* Step: 1
* Step: 1


=== Portal disp. mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Portal disp. mode</span> ===


<!-- ID: DM_VLIGHTS_BSP_PORTALS_MODE -->
<!-- ID: DM_VLIGHTS_BSP_PORTALS_MODE -->
Line 6,207: Line 6,245:
'''Available Options''': rect, AABB, rect no clip, AABB no clip
'''Available Options''': rect, AABB, rect no clip, AABB no clip


=== Show portal volumes ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show portal volumes</span> ===


<!-- ID: DM_VLIGHTS_SHOW_BSP_VOLUMES -->
<!-- ID: DM_VLIGHTS_SHOW_BSP_VOLUMES -->
Line 6,214: Line 6,252:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show virtual lights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Show virtual lights</span> ===


<!-- ID: DM_VLIGHTS_SHOW -->
<!-- ID: DM_VLIGHTS_SHOW -->
Line 6,221: Line 6,259:
'''Available Options''': disabled, active all, active single
'''Available Options''': disabled, active all, active single


=== Light disp. mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Light portals">Light disp. mode</span> ===


<!-- ID: DM_VLIGHTS_MODE -->
<!-- ID: DM_VLIGHTS_MODE -->
Line 6,229: Line 6,267:




== Terrain shadows ==
== <span title="Render">Terrain shadows</span> ==


=== Shadow cascades ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Shadow cascades</span> ===


==== Terrain num cascades ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain num cascades</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NUM -->
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NUM -->
Line 6,240: Line 6,278:
'''Available Options''': default, 0, 1, 2
'''Available Options''': default, 0, 1, 2


==== Terrain near type ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain near type</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR -->
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR -->
Line 6,247: Line 6,285:
'''Available Options''': default, movable, static
'''Available Options''': default, movable, static


==== Terrain near m/px ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_NEAR_MPP -->
Line 6,254: Line 6,292:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


==== Terrain far type ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Terrain far type</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR -->
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR -->
Line 6,261: Line 6,299:
'''Available Options''': default, movable, static
'''Available Options''': default, movable, static


==== Terrain far m/px ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_CASC_TERR_FAR_MPP -->
Line 6,268: Line 6,306:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


==== Objects num cascades ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects num cascades</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NUM -->
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NUM -->
Line 6,275: Line 6,313:
'''Available Options''': default, 0, 1, 2
'''Available Options''': default, 0, 1, 2


==== Objects near type ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects near type</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR -->
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR -->
Line 6,282: Line 6,320:
'''Available Options''': default, movable, static
'''Available Options''': default, movable, static


==== Objects near m/px ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_NEAR_MPP -->
Line 6,289: Line 6,327:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


==== Objects far type ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">Objects far type</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR -->
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR -->
Line 6,296: Line 6,334:
'''Available Options''': default, movable, static
'''Available Options''': default, movable, static


==== Objects far m/px ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_CASC_OBJ_FAR_MPP -->
Line 6,303: Line 6,341:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


==== AO num cascades ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO num cascades</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_AO_NUM -->
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NUM -->
Line 6,310: Line 6,348:
'''Available Options''': default, 0, 1, 2
'''Available Options''': default, 0, 1, 2


==== AO near type ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO near type</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR -->
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR -->
Line 6,317: Line 6,355:
'''Available Options''': default, movable, static
'''Available Options''': default, movable, static


==== AO near m/px ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_CASC_AO_NEAR_MPP -->
Line 6,324: Line 6,362:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


==== AO far type ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Shadow cascades">AO far type</span> ====


<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR -->
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR -->
Line 6,331: Line 6,369:
'''Available Options''': default, movable, static
'''Available Options''': default, movable, static


==== AO far m/px ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_CASC_AO_FAR_MPP -->
Line 6,338: Line 6,376:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


=== Objects heightmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Objects heightmap</span> ===


==== Obj. heightmap movable ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj. heightmap movable</span> ====


<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MOVABILITY -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MOVABILITY -->
Line 6,347: Line 6,385:
'''Available Options''': movable, static
'''Available Options''': movable, static


==== Draw volumetric info ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Draw volumetric info</span> ====


<!-- ID: DM_TERR_SHADOWS_DEBUG_VOLUMETRIC -->
<!-- ID: DM_TERR_SHADOWS_DEBUG_VOLUMETRIC -->
Line 6,354: Line 6,392:
'''Available Options''': false, true
'''Available Options''': false, true


==== Draw object heightmap ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_DEBUG_VIS_OBJ_HEIGHT -->
Line 6,361: Line 6,399:
'''Available Options''': disabled, set regions, set bits, all bits
'''Available Options''': disabled, set regions, set bits, all bits


==== Obj.height.full upd ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_FULL -->
Line 6,368: Line 6,406:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height. dbg region ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_DEBUG_REGION -->
Line 6,375: Line 6,413:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.reset ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height.reset</span> ====


<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET -->
Line 6,382: Line 6,420:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.reset stats ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_RESET_STATS -->
Line 6,389: Line 6,427:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.print stats ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_PRINT_STATS -->
Line 6,396: Line 6,434:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.use prepare ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_PREPARE -->
Line 6,403: Line 6,441:
'''Available Options''': true, false
'''Available Options''': true, false


==== Obj.height.use CB ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_USE_CB -->
Line 6,410: Line 6,448:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height.max merge ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_MERGE -->
Line 6,417: Line 6,455:
'''Available Options''': unlimited, 1, 4, 8, 16
'''Available Options''': unlimited, 1, 4, 8, 16


==== Obj.height. subdiv ====
==== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows&nbsp;&rarr;&nbsp;Objects heightmap">Obj.height. subdiv</span> ====


<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SUBDIV -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SUBDIV -->
Line 6,424: Line 6,462:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obj.height. sync draw ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_SYNC_DRAWCALLS -->
Line 6,431: Line 6,469:
'''Available Options''': default, sync, no sync
'''Available Options''': default, sync, no sync


==== Obj. heightmap tex size ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_TEX_SIZE -->
Line 6,438: Line 6,476:
'''Available Options''': no override, 1024, 2048, 4096, 8192
'''Available Options''': no override, 1024, 2048, 4096, 8192


==== Obj. heightmap m/pixel ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_METERS_PER_PIXEL -->
Line 6,445: Line 6,483:
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8
'''Available Options''': default, 0.5, 1, 1.5, 2, 3, 4, 5, 6, 7, 8


==== Min entities per frame ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MIN_ENTITIES -->
Line 6,452: Line 6,490:
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited


==== Max entities per frame ====
==== <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 -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_MAX_ENTITIES -->
Line 6,459: Line 6,497:
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited
'''Available Options''': default, 512, 1K, 2K, 4K, 8K, 16K, 32K, 64K, 128K, unlimited


=== Terrain shadows ===
=== <span title="Render">Terrain shadows</span> ===


<!-- ID: DM_TERR_SHADOWS_TERRAIN -->
<!-- ID: DM_TERR_SHADOWS_TERRAIN -->
Line 6,466: Line 6,504:
'''Available Options''': default, on (slice), on (full), no update, disabled
'''Available Options''': default, on (slice), on (full), no update, disabled


=== Freeze update ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Freeze update</span> ===


<!-- ID: DM_TERR_SHADOWS_TERRAIN_FREEZE -->
<!-- ID: DM_TERR_SHADOWS_TERRAIN_FREEZE -->
Line 6,473: Line 6,511:
'''Available Options''': false, true
'''Available Options''': false, true


=== Quality profile override ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Quality profile override</span> ===


<!-- ID: DM_TERR_SHADOWS_TERRAIN_QUALITY -->
<!-- ID: DM_TERR_SHADOWS_TERRAIN_QUALITY -->
Line 6,480: Line 6,518:
'''Available Options''': no override, disabled, low, medium, high
'''Available Options''': no override, disabled, low, medium, high


=== Diag messages ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Diag messages</span> ===


<!-- ID: DM_TERR_SHADOWS_DEBUG_MSG -->
<!-- ID: DM_TERR_SHADOWS_DEBUG_MSG -->
Line 6,487: Line 6,525:
'''Available Options''': false, true
'''Available Options''': false, true


=== Texture size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Texture size</span> ===


<!-- ID: DM_TERR_SHADOWS_TEX_SIZE -->
<!-- ID: DM_TERR_SHADOWS_TEX_SIZE -->
Line 6,494: Line 6,532:
'''Available Options''': no override, 1024, 2048, 4096, 8192
'''Available Options''': no override, 1024, 2048, 4096, 8192


=== Blur override ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Blur override</span> ===


<!-- ID: DM_TERR_SHADOWS_BLUR -->
<!-- ID: DM_TERR_SHADOWS_BLUR -->
Line 6,501: Line 6,539:
'''Available Options''': no override, 0, 3, 5, 7, 9
'''Available Options''': no override, 0, 3, 5, 7, 9


=== Hierarchical raytrace ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Hierarchical raytrace</span> ===


<!-- ID: DM_TERR_SHADOWS_HIERARCHICAL -->
<!-- ID: DM_TERR_SHADOWS_HIERARCHICAL -->
Line 6,508: Line 6,546:
'''Available Options''': true, false
'''Available Options''': true, false


=== Force mipmap rebuild ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Force mipmap rebuild</span> ===


<!-- ID: DM_TERR_SHADOWS_MIP_REBUILD -->
<!-- ID: DM_TERR_SHADOWS_MIP_REBUILD -->
Line 6,515: Line 6,553:
'''Available Options''': false, true
'''Available Options''': false, true


=== Herarchical mip1 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip1</span> ===


<!-- ID: DM_TERR_SHADOWS_HIER_MIP1 -->
<!-- ID: DM_TERR_SHADOWS_HIER_MIP1 -->
Line 6,522: Line 6,560:
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Herarchical mip2 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip2</span> ===


<!-- ID: DM_TERR_SHADOWS_HIER_MIP2 -->
<!-- ID: DM_TERR_SHADOWS_HIER_MIP2 -->
Line 6,529: Line 6,567:
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Herarchical mip3 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip3</span> ===


<!-- ID: DM_TERR_SHADOWS_HIER_MIP3 -->
<!-- ID: DM_TERR_SHADOWS_HIER_MIP3 -->
Line 6,536: Line 6,574:
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Herarchical mip4 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Herarchical mip4</span> ===


<!-- ID: DM_TERR_SHADOWS_HIER_MIP4 -->
<!-- ID: DM_TERR_SHADOWS_HIER_MIP4 -->
Line 6,543: Line 6,581:
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6
'''Available Options''': default, none, 0, 1, 2, 3, 4, 5, 6


=== Override Angle bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Angle bias</span> ===


<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS_OVERRIDE -->
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS_OVERRIDE -->
Line 6,550: Line 6,588:
'''Available Options''': false, true
'''Available Options''': false, true


=== Angle bias (deg) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Angle bias (deg)</span> ===


<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS -->
<!-- ID: DM_TERR_SHADOWS_ANGLE_BIAS -->
Line 6,565: Line 6,603:
Step: 0.1
Step: 0.1


=== Override Height bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Height bias</span> ===


<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS_OVERRIDE -->
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS_OVERRIDE -->
Line 6,572: Line 6,610:
'''Available Options''': false, true
'''Available Options''': false, true


=== Height bias (m) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Height bias (m)</span> ===


<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS -->
<!-- ID: DM_TERR_SHADOWS_HEIGHT_BIAS -->
Line 6,587: Line 6,625:
Step: 0.1
Step: 0.1


=== Override Trace bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Trace bias</span> ===


<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OVERRIDE -->
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OVERRIDE -->
Line 6,594: Line 6,632:
'''Available Options''': false, true
'''Available Options''': false, true


=== Trace bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Trace bias</span> ===


<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS -->
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS -->
Line 6,609: Line 6,647:
Step: 0.1
Step: 0.1


=== Override Trace bias obj ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override Trace bias obj</span> ===


<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_OVERRIDE -->
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_OVERRIDE -->
Line 6,616: Line 6,654:
'''Available Options''': false, true
'''Available Options''': false, true


=== Trace bias obj min ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Trace bias obj min</span> ===


<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MIN -->
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MIN -->
Line 6,631: Line 6,669:
Step: 0.1
Step: 0.1


=== Trace bias obj max ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Trace bias obj max</span> ===


<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MAX -->
<!-- ID: DM_TERR_SHADOWS_TRACE_BIAS_OBJ_MAX -->
Line 6,646: Line 6,684:
Step: 0.1
Step: 0.1


=== Object shadows ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Object shadows</span> ===


<!-- ID: DM_TERR_SHADOWS_OBJECTS -->
<!-- ID: DM_TERR_SHADOWS_OBJECTS -->
Line 6,653: Line 6,691:
'''Available Options''': default, force off, force on
'''Available Options''': default, force off, force on


=== Object shadow type ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Object shadow type</span> ===


<!-- ID: DM_TERR_SHADOWS_OBJECTS_SHADOW_TYPE -->
<!-- ID: DM_TERR_SHADOWS_OBJECTS_SHADOW_TYPE -->
Line 6,660: Line 6,698:
'''Available Options''': no override, Physics, Physics+AAB, AAB, AABScaled, Volume
'''Available Options''': no override, Physics, Physics+AAB, AAB, AABScaled, Volume


=== Occ grid runtime ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Occ grid runtime</span> ===


<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_OCC_GRID_RUNTIME_CREATION -->
<!-- ID: DM_TERR_SHADOWS_OBJ_HEIGHTMAP_OCC_GRID_RUNTIME_CREATION -->
Line 6,667: Line 6,705:
'''Available Options''': false, true
'''Available Options''': false, true


=== Blend mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Blend mode</span> ===


<!-- ID: DM_TERR_SHADOWS_BLEND -->
<!-- ID: DM_TERR_SHADOWS_BLEND -->
Line 6,674: Line 6,712:
'''Available Options''': blend, min
'''Available Options''': blend, min


=== Border size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Border size</span> ===


<!-- ID: DM_TERR_SHADOWS_BORDER_SIZE -->
<!-- ID: DM_TERR_SHADOWS_BORDER_SIZE -->
Line 6,681: Line 6,719:
'''Available Options''': default, 0, 0.05, 0.1, 0.15, 0.2, 0.3, 0.4, 0.5
'''Available Options''': default, 0, 0.05, 0.1, 0.15, 0.2, 0.3, 0.4, 0.5


=== Sun move test ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Sun move test</span> ===


<!-- ID: DM_TERR_SHADOWS_TEST_SUN -->
<!-- ID: DM_TERR_SHADOWS_TEST_SUN -->
Line 6,688: Line 6,726:
'''Available Options''': off, fwd slow, fwd medium, bwd fast, bwd slow, bwd medium, bwd fast
'''Available Options''': off, fwd slow, fwd medium, bwd fast, bwd slow, bwd medium, bwd fast


=== Min pixels per frame ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Min pixels per frame</span> ===


<!-- ID: DM_TERR_SHADOWS_MIN_PIX_PER_FRAME -->
<!-- ID: DM_TERR_SHADOWS_MIN_PIX_PER_FRAME -->
Line 6,695: Line 6,733:
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited


=== Max pixels per frame ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Max pixels per frame</span> ===


<!-- ID: DM_TERR_SHADOWS_MAX_PIX_PER_FRAME -->
<!-- ID: DM_TERR_SHADOWS_MAX_PIX_PER_FRAME -->
Line 6,702: Line 6,740:
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited
'''Available Options''': default, 16K, 32K, 64K, 128K, 256K, 512K, unlimited


=== Obj shadow blend dist(m) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Obj shadow blend dist(m)</span> ===


<!-- ID: DM_TERR_SHADOWS_OBJ_SHADOW_BLEND_DIST -->
<!-- ID: DM_TERR_SHADOWS_OBJ_SHADOW_BLEND_DIST -->
Line 6,717: Line 6,755:
Step: 0.1
Step: 0.1


=== Terrain shadow blend dist(m) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Terrain shadow blend dist(m)</span> ===


<!-- ID: DM_TERR_SHADOWS_TER_SHADOW_BLEND_DIST -->
<!-- ID: DM_TERR_SHADOWS_TER_SHADOW_BLEND_DIST -->
Line 6,732: Line 6,770:
Step: 0.1
Step: 0.1


=== AO mode override ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO mode override</span> ===


<!-- ID: DM_TERR_SHADOWS_AO_MODE -->
<!-- ID: DM_TERR_SHADOWS_AO_MODE -->
Line 6,739: Line 6,777:
'''Available Options''': no override, disabled, PP half, PP mixed, PP full, force precomputed, presomputed+runtime, force runtime
'''Available Options''': no override, disabled, PP half, PP mixed, PP full, force precomputed, presomputed+runtime, force runtime


=== Override AO coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Override AO coef</span> ===


<!-- ID: DM_TERR_SHADOWS_OVERRIDE_AO_COEF -->
<!-- ID: DM_TERR_SHADOWS_OVERRIDE_AO_COEF -->
Line 6,746: Line 6,784:
'''Available Options''': false, true
'''Available Options''': false, true


=== AO coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO coef</span> ===


<!-- ID: DM_TERR_SHADOWS_AO_COEF -->
<!-- ID: DM_TERR_SHADOWS_AO_COEF -->
Line 6,757: Line 6,795:
* Step: 0.02
* Step: 0.02


=== AO radius ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO radius</span> ===


<!-- ID: DM_TERR_SHADOWS_AO_RADIUS -->
<!-- ID: DM_TERR_SHADOWS_AO_RADIUS -->
Line 6,768: Line 6,806:
* Step: 0.2
* Step: 0.2


=== AO blend distance ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO blend distance</span> ===


<!-- ID: DM_TERR_SHADOWS_AO_BLEND_DIST -->
<!-- ID: DM_TERR_SHADOWS_AO_BLEND_DIST -->
Line 6,779: Line 6,817:
* Step: 0.2
* Step: 0.2


=== AO PP mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">AO PP mode</span> ===


<!-- ID: DM_TERR_SHADOWS_AO_PP_MODE -->
<!-- ID: DM_TERR_SHADOWS_AO_PP_MODE -->
Line 6,786: Line 6,824:
'''Available Options''': default, full res, half res, half res + reconst
'''Available Options''': default, full res, half res, half res + reconst


=== Terr. light angle limit ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Terr. light angle limit</span> ===


<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE -->
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE -->
Line 6,793: Line 6,831:
'''Available Options''': default, user
'''Available Options''': default, user


=== Limit angle ===
=== <span title="Render&nbsp;&rarr;&nbsp;Terrain shadows">Limit angle</span> ===


<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE_VAL -->
<!-- ID: DM_TERR_SHADOWS_LIGHT_LIMIT_ANGLE_VAL -->
Line 6,805: Line 6,843:




== FSR ==
== <span title="Render">FSR</span> ==


=== Resolution scale ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Resolution scale</span> ===


<!-- ID: DM_REND_FSR_RES_SCALE -->
<!-- ID: DM_REND_FSR_RES_SCALE -->
Line 6,814: Line 6,852:
'''Available Options''': default, manual, 100%, FSR Ultra (77%), FSR Quality (67%), FSR Balanced (59%), FSR Perf (50%)
'''Available Options''': default, manual, 100%, FSR Ultra (77%), FSR Quality (67%), FSR Balanced (59%), FSR Perf (50%)


=== Manual scale ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Manual scale</span> ===


<!-- ID: DM_REND_FSR_RES_SCALE_VAL -->
<!-- ID: DM_REND_FSR_RES_SCALE_VAL -->
Line 6,825: Line 6,863:
* Step: 0.01
* Step: 0.01


=== Use pixel shader ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Use pixel shader</span> ===


<!-- ID: DM_REND_FSR_USEPS -->
<!-- ID: DM_REND_FSR_USEPS -->
Line 6,832: Line 6,870:
'''Available Options''': false, true
'''Available Options''': false, true


=== Override FSR settings ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">Override FSR settings</span> ===


<!-- ID: DM_REND_FSR_OVERRIDE -->
<!-- ID: DM_REND_FSR_OVERRIDE -->
Line 6,839: Line 6,877:
'''Available Options''': false, true
'''Available Options''': false, true


=== FSR enabled ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR enabled</span> ===


<!-- ID: DM_REND_FSR_ENABLED -->
<!-- ID: DM_REND_FSR_ENABLED -->
Line 6,846: Line 6,884:
'''Available Options''': false, true
'''Available Options''': false, true


=== FSR sharpen ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR sharpen</span> ===


<!-- ID: DM_REND_FSR_SHARPEN_ENABLE -->
<!-- ID: DM_REND_FSR_SHARPEN_ENABLE -->
Line 6,853: Line 6,891:
'''Available Options''': true, false
'''Available Options''': true, false


=== FSR sharpen att. ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR sharpen att.</span> ===


<!-- ID: DM_REND_FSR_SHARPEN_ATT -->
<!-- ID: DM_REND_FSR_SHARPEN_ATT -->
Line 6,864: Line 6,902:
* Step: 0.01
* Step: 0.01


=== FSR dither ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR dither</span> ===


<!-- ID: DM_REND_FSR_DITHER_AMOUNT -->
<!-- ID: DM_REND_FSR_DITHER_AMOUNT -->
Line 6,875: Line 6,913:
* Step: 0.01
* Step: 0.01


=== FSR RT format ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR RT format</span> ===


<!-- ID: DM_REND_FSR_RT_FORMAT -->
<!-- ID: DM_REND_FSR_RT_FORMAT -->
Line 6,882: Line 6,920:
'''Available Options''': default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F
'''Available Options''': default, R8G8B8A8, R10G10B10A2, R11G11B10F, R16G16B16A16F


=== FSR mip bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">FSR mip bias</span> ===


<!-- ID: DM_REND_FSR_MIP_BIAS -->
<!-- ID: DM_REND_FSR_MIP_BIAS -->
Line 6,889: Line 6,927:
'''Available Options''': disabled, automatic, manual
'''Available Options''': disabled, automatic, manual


=== manual mip bias ===
=== <span title="Render&nbsp;&rarr;&nbsp;FSR">manual mip bias</span> ===


<!-- ID: DM_REND_FSR_MIP_BIAS_VAL -->
<!-- ID: DM_REND_FSR_MIP_BIAS_VAL -->
Line 6,896: Line 6,934:




== CAS ==
== <span title="Render">CAS</span> ==


=== Shader ===
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">Shader</span> ===


<!-- ID: DM_REND_CAS_SHADER -->
<!-- ID: DM_REND_CAS_SHADER -->
Line 6,905: Line 6,943:
'''Available Options''': default, force PS, force CS
'''Available Options''': default, force PS, force CS


=== Override CAS settings ===
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">Override CAS settings</span> ===


<!-- ID: DM_REND_CAS_OVERRIDE -->
<!-- ID: DM_REND_CAS_OVERRIDE -->
Line 6,912: Line 6,950:
'''Available Options''': false, true
'''Available Options''': false, true


=== enabled ===
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">enabled</span> ===


<!-- ID: DM_REND_CAS_ENABLEDEnable/disable CAS. -->
<!-- ID: DM_REND_CAS_ENABLEDEnable/disable CAS. -->
Line 6,918: Line 6,956:
'''Available Options''': false, true
'''Available Options''': false, true


=== sharpness ===
=== <span title="Render&nbsp;&rarr;&nbsp;CAS">sharpness</span> ===


<!-- ID: DM_REND_CAS_SHARPNESS -->
<!-- ID: DM_REND_CAS_SHARPNESS -->
Line 6,930: Line 6,968:




== Rain ==
== <span title="Render">Rain</span> ==


=== Wetness ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Wetness</span> ===


==== Override wetness ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Override wetness</span> ====


<!-- ID: DM_REND_RAIN_OVERRIDE_WETNESS -->
<!-- ID: DM_REND_RAIN_OVERRIDE_WETNESS -->
Line 6,941: Line 6,979:
'''Available Options''': false, true
'''Available Options''': false, true


==== Wetness ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain">Wetness</span> ====


<!-- ID: DM_REND_RAIN_WETNESS -->
<!-- ID: DM_REND_RAIN_WETNESS -->
Line 6,952: Line 6,990:
* Step: 0.01
* Step: 0.01


==== Flood cracks ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Flood cracks</span> ====


<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_CRACKS -->
<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_CRACKS -->
Line 6,963: Line 7,001:
* Step: 0.01
* Step: 0.01


==== Flood puddles ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Flood puddles</span> ====


<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_PUDDLES -->
<!-- ID: DM_REND_RAIN_FLOOD_LEVEL_PUDDLES -->
Line 6,974: Line 7,012:
* Step: 0.01
* Step: 0.01


==== Tree scale ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Tree scale</span> ====


<!-- ID: DM_REND_RAIN_TREE_SCALE -->
<!-- ID: DM_REND_RAIN_TREE_SCALE -->
Line 6,985: Line 7,023:
* Step: 0.01
* Step: 0.01


==== Wetness simulation ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Wetness simulation</span> ====


<!-- ID: DM_REND_RAIN_WETNESS_SIMULATION -->
<!-- ID: DM_REND_RAIN_WETNESS_SIMULATION -->
Line 6,992: Line 7,030:
'''Available Options''': false, true
'''Available Options''': false, true


==== Simulation value ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Simulation value</span> ====


<!-- ID: DM_REND_RAIN_WETSIM_VALUE -->
<!-- ID: DM_REND_RAIN_WETSIM_VALUE -->
Line 7,003: Line 7,041:
* Step: 0.002
* Step: 0.002


==== Override wetness render params ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wetness">Override wetness render params</span> ====


<!-- ID: DM_REND_RAIN_WETNESS_OVERRIDE_RENDER -->
<!-- ID: DM_REND_RAIN_WETNESS_OVERRIDE_RENDER -->
Line 7,010: Line 7,048:
'''Available Options''': false, true
'''Available Options''': false, true


=== Wind ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Wind</span> ===


==== Override rain wind ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Override rain wind</span> ====


<!-- ID: DM_REND_RAIN_OVERRIDE_WIND -->
<!-- ID: DM_REND_RAIN_OVERRIDE_WIND -->
Line 7,019: Line 7,057:
'''Available Options''': false, true
'''Available Options''': false, true


==== Mask operator ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Mask operator</span> ====


<!-- ID: DM_REND_RAIN_WIND_MASK_OPERATOR -->
<!-- ID: DM_REND_RAIN_WIND_MASK_OPERATOR -->
Line 7,026: Line 7,064:
'''Available Options''': add, mul
'''Available Options''': add, mul


==== Override splash wind ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Override splash wind</span> ====


<!-- ID: DM_REND_RAIN_SPLASHES_OVERRIDE_WIND -->
<!-- ID: DM_REND_RAIN_SPLASHES_OVERRIDE_WIND -->
Line 7,033: Line 7,071:
'''Available Options''': false, true
'''Available Options''': false, true


==== Mask operator ====
==== <span title="Render&nbsp;&rarr;&nbsp;Rain&nbsp;&rarr;&nbsp;Wind">Mask operator</span> ====


<!-- ID: DM_REND_RAIN_SPLASHES_WIND_MASK_OPERATOR -->
<!-- ID: DM_REND_RAIN_SPLASHES_WIND_MASK_OPERATOR -->
Line 7,040: Line 7,078:
'''Available Options''': add, mul
'''Available Options''': add, mul


=== Downsample ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Downsample</span> ===


<!-- ID: DM_REND_RAIN_COLOR_DOWNSAMPLE -->
<!-- ID: DM_REND_RAIN_COLOR_DOWNSAMPLE -->
Line 7,047: Line 7,085:
'''Available Options''': default, simple, blur, none
'''Available Options''': default, simple, blur, none


=== Blend method ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Blend method</span> ===


<!-- ID: DM_REND_RAIN_BLEND_METHOD -->
<!-- ID: DM_REND_RAIN_BLEND_METHOD -->
Line 7,054: Line 7,092:
'''Available Options''': default, standard, noRefraction
'''Available Options''': default, standard, noRefraction


=== Diag refr. tex ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Diag refr. tex</span> ===


<!-- ID: DM_REND_RAIN_DIAG_REFRACTION_TEX -->
<!-- ID: DM_REND_RAIN_DIAG_REFRACTION_TEX -->
Line 7,061: Line 7,099:
'''Available Options''': false, true
'''Available Options''': false, true


=== Stop time ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Stop time</span> ===


<!-- ID: DM_REND_RAIN_STOP_TIME -->
<!-- ID: DM_REND_RAIN_STOP_TIME -->
Line 7,068: Line 7,106:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use underwater mask ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Use underwater mask</span> ===


<!-- ID: DM_REND_RAIN_USE_UNDERWATER_MASK -->
<!-- ID: DM_REND_RAIN_USE_UNDERWATER_MASK -->
Line 7,075: Line 7,113:
'''Available Options''': true, false
'''Available Options''': true, false


=== Override rain density ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override rain density</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY -->
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY -->
Line 7,082: Line 7,120:
'''Available Options''': false, true
'''Available Options''': false, true


=== Rain density ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Rain density</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY_VAL -->
<!-- ID: DM_REND_RAIN_OVERRIDE_DENSITY_VAL -->
Line 7,093: Line 7,131:
* Step: 0.02
* Step: 0.02


=== Override direction ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override direction</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_DIR -->
<!-- ID: DM_REND_RAIN_OVERRIDE_DIR -->
Line 7,100: Line 7,138:
'''Available Options''': false, true
'''Available Options''': false, true


=== Override dirX ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override dirX</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_DIRX -->
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRX -->
Line 7,106: Line 7,144:
Options: -1.0 1.0 0.0 0.05
Options: -1.0 1.0 0.0 0.05


=== Override dirY ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override dirY</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_DIRY -->
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRY -->
Line 7,112: Line 7,150:
Options: -1.0 1.0 -1.0 0.05
Options: -1.0 1.0 -1.0 0.05


=== Override dirZ ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override dirZ</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_DIRZ -->
<!-- ID: DM_REND_RAIN_OVERRIDE_DIRZ -->
Line 7,118: Line 7,156:
Options: -1.0 1.0 0.0 0.05
Options: -1.0 1.0 0.0 0.05


=== Distant noise mask debug ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Distant noise mask debug</span> ===


<!-- ID: DM_REND_RAIN_DISTANT_NOISE_MASK_DEBUG -->
<!-- ID: DM_REND_RAIN_DISTANT_NOISE_MASK_DEBUG -->
Line 7,125: Line 7,163:
'''Available Options''': false, true
'''Available Options''': false, true


=== Override ripple tex size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override ripple tex size</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES_TEX_SIZE -->
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES_TEX_SIZE -->
Line 7,132: Line 7,170:
'''Available Options''': default, 128, 256, 512, 1024
'''Available Options''': default, 128, 256, 512, 1024


=== Sliding drops obj space ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Sliding drops obj space</span> ===


<!-- ID: DM_REND_RAIN_SLIDING_DROPS_USE_OBJ_SPACE -->
<!-- ID: DM_REND_RAIN_SLIDING_DROPS_USE_OBJ_SPACE -->
Line 7,139: Line 7,177:
'''Available Options''': false, true
'''Available Options''': false, true


=== Override ripples ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Override ripples</span> ===


<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES -->
<!-- ID: DM_REND_RAIN_OVERRIDE_RIPPLES -->
Line 7,146: Line 7,184:
'''Available Options''': false, true
'''Available Options''': false, true


=== Ripples count min ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples count min</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_COUNT_MIN -->
<!-- ID: DM_REND_RAIN_RIPPLES_COUNT_MIN -->
Line 7,157: Line 7,195:
* Step: 1.0
* Step: 1.0


=== Ripples count max ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples count max</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_COUNT_MAX -->
<!-- ID: DM_REND_RAIN_RIPPLES_COUNT_MAX -->
Line 7,168: Line 7,206:
* Step: 1.0
* Step: 1.0


=== Ripples size min ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples size min</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_SIZE_MIN -->
<!-- ID: DM_REND_RAIN_RIPPLES_SIZE_MIN -->
Line 7,179: Line 7,217:
* Step: 1.0
* Step: 1.0


=== Ripples size max ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples size max</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_SIZE_MAX -->
<!-- ID: DM_REND_RAIN_RIPPLES_SIZE_MAX -->
Line 7,190: Line 7,228:
* Step: 1.0
* Step: 1.0


=== Ripples height min ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples height min</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_HEIGHT_MIN -->
<!-- ID: DM_REND_RAIN_RIPPLES_HEIGHT_MIN -->
Line 7,201: Line 7,239:
* Step: 0.01
* Step: 0.01


=== Ripples height max ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples height max</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_HEIGHT_MAX -->
<!-- ID: DM_REND_RAIN_RIPPLES_HEIGHT_MAX -->
Line 7,212: Line 7,250:
* Step: 0.01
* Step: 0.01


=== Ripples speed ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples speed</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_SPEED -->
<!-- ID: DM_REND_RAIN_RIPPLES_SPEED -->
Line 7,223: Line 7,261:
* Step: 10.0
* Step: 10.0


=== Ripples damping ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples damping</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_DAMPING -->
<!-- ID: DM_REND_RAIN_RIPPLES_DAMPING -->
Line 7,234: Line 7,272:
* Step: 0.01
* Step: 0.01


=== Ripples normal strength ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples normal strength</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_NORMAL_STRENGTH -->
<!-- ID: DM_REND_RAIN_RIPPLES_NORMAL_STRENGTH -->
Line 7,245: Line 7,283:
* Step: 0.1
* Step: 0.1


=== Ripples reset ===
=== <span title="Render&nbsp;&rarr;&nbsp;Rain">Ripples reset</span> ===


<!-- ID: DM_REND_RAIN_RIPPLES_RESET -->
<!-- ID: DM_REND_RAIN_RIPPLES_RESET -->
Line 7,253: Line 7,291:




== Shore Wetness ==
== <span title="Render">Shore Wetness</span> ==


=== Shore wetness enabled ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wetness enabled</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_ENABLED -->
<!-- ID: DM_REND_SHORE_WETNESS_ENABLED -->
Line 7,262: Line 7,300:
'''Available Options''': default, enable, disable
'''Available Options''': default, enable, disable


=== Shore wetness override ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wetness override</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_OVERRIDE -->
<!-- ID: DM_REND_SHORE_WETNESS_OVERRIDE -->
Line 7,269: Line 7,307:
'''Available Options''': false, true
'''Available Options''': false, true


=== Shore wet height above ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet height above</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_HEIGHT_ABOVE -->
<!-- ID: DM_REND_SHORE_WETNESS_HEIGHT_ABOVE -->
Line 7,284: Line 7,322:
Step: 0.01
Step: 0.01


=== Shore wet fade above ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet fade above</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_FADE_ABOVE -->
<!-- ID: DM_REND_SHORE_WETNESS_FADE_ABOVE -->
Line 7,299: Line 7,337:
Step: 0.01
Step: 0.01


=== Shore wet height below ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet height below</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_HEIGHT_BELOW -->
<!-- ID: DM_REND_SHORE_WETNESS_HEIGHT_BELOW -->
Line 7,314: Line 7,352:
Step: 0.01
Step: 0.01


=== Shore wet fade below ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet fade below</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_FADE_BELOW -->
<!-- ID: DM_REND_SHORE_WETNESS_FADE_BELOW -->
Line 7,329: Line 7,367:
Step: 0.01
Step: 0.01


=== Shore wet fade coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet fade coef</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_FADE_COEF -->
<!-- ID: DM_REND_SHORE_WETNESS_FADE_COEF -->
Line 7,344: Line 7,382:
Step: 0.01
Step: 0.01


=== Shore wet rough fade start ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet rough fade start</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_FADE_START -->
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_FADE_START -->
Line 7,359: Line 7,397:
Step: 0.01
Step: 0.01


=== Shore wet rough fade size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet rough fade size</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_FADE_SIZE -->
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_UNDER_FADE_SIZE -->
Line 7,374: Line 7,412:
Step: 0.01
Step: 0.01


=== Shore wet rough coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">Shore wet rough coef</span> ===


<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_COEF -->
<!-- ID: DM_REND_SHORE_WETNESS_ROUGH_COEF -->
Line 7,389: Line 7,427:
Step: 0.01
Step: 0.01


=== River wetness enabled ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wetness enabled</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_ENABLED -->
<!-- ID: DM_REND_RIVER_WETNESS_ENABLED -->
Line 7,396: Line 7,434:
'''Available Options''': default, enable, disable
'''Available Options''': default, enable, disable


=== River wetness override ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wetness override</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_OVERRIDE -->
<!-- ID: DM_REND_RIVER_WETNESS_OVERRIDE -->
Line 7,403: Line 7,441:
'''Available Options''': false, true
'''Available Options''': false, true


=== River wet height above ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet height above</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_HEIGHT_ABOVE -->
<!-- ID: DM_REND_RIVER_WETNESS_HEIGHT_ABOVE -->
Line 7,418: Line 7,456:
Step: 0.01
Step: 0.01


=== River wet fade above ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet fade above</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_FADE_ABOVE -->
<!-- ID: DM_REND_RIVER_WETNESS_FADE_ABOVE -->
Line 7,433: Line 7,471:
Step: 0.01
Step: 0.01


=== River wet height below ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet height below</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_HEIGHT_BELOW -->
<!-- ID: DM_REND_RIVER_WETNESS_HEIGHT_BELOW -->
Line 7,448: Line 7,486:
Step: 0.01
Step: 0.01


=== River wet fade below ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet fade below</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_FADE_BELOW -->
<!-- ID: DM_REND_RIVER_WETNESS_FADE_BELOW -->
Line 7,463: Line 7,501:
Step: 0.01
Step: 0.01


=== River wet fade coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet fade coef</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_FADE_COEF -->
<!-- ID: DM_REND_RIVER_WETNESS_FADE_COEF -->
Line 7,478: Line 7,516:
Step: 0.01
Step: 0.01


=== River wet rough coef ===
=== <span title="Render&nbsp;&rarr;&nbsp;Shore Wetness">River wet rough coef</span> ===


<!-- ID: DM_REND_RIVER_WETNESS_ROUGH_COEF -->
<!-- ID: DM_REND_RIVER_WETNESS_ROUGH_COEF -->
Line 7,494: Line 7,532:




== LensFlares ==
== <span title="Render">LensFlares</span> ==


=== Debug render ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Debug render</span> ===


<!-- ID: DM_REND_LENSFLARE_DEBUG_RENDER -->
<!-- ID: DM_REND_LENSFLARE_DEBUG_RENDER -->
Line 7,503: Line 7,541:
'''Available Options''': false, true
'''Available Options''': false, true


=== HalfRes render ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">HalfRes render</span> ===


<!-- ID: DM_REND_LENSFLARE_HALF_RES -->
<!-- ID: DM_REND_LENSFLARE_HALF_RES -->
Line 7,510: Line 7,548:
'''Available Options''': no override, false, true
'''Available Options''': no override, false, true


=== Force flare dirlight ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Force flare dirlight</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_DIRLIGHT -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_DIRLIGHT -->
Line 7,516: Line 7,554:
Options: -1 100 -1 1
Options: -1 100 -1 1


=== Force flare pointlight ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Force flare pointlight</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_POINTLIGHT -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_POINTLIGHT -->
Line 7,522: Line 7,560:
Options: -1 100 -1 1
Options: -1 100 -1 1


=== Force flare spotlight ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Force flare spotlight</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_SPOTLIGHT -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_SPOTLIGHT -->
Line 7,528: Line 7,566:
Options: -1 100 -1 1
Options: -1 100 -1 1


=== Override flare set ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Override flare set</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_SET -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_SET -->
Line 7,535: Line 7,573:
'''Available Options''': no override, none, 1st person, 3rd person
'''Available Options''': no override, none, 1st person, 3rd person


=== Override offset spot ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Override offset spot</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT -->
Line 7,542: Line 7,580:
'''Available Options''': false, true
'''Available Options''': false, true


=== Offset spot ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Offset spot</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT_VAL -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_SPOT_VAL -->
Line 7,548: Line 7,586:
Options: -2 2 0 0.01
Options: -2 2 0 0.01


=== Override offset point ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Override offset point</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT -->
Line 7,555: Line 7,593:
'''Available Options''': false, true
'''Available Options''': false, true


=== Offset point ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Offset point</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT_VAL -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_FLARE_OFFSET_POINT_VAL -->
Line 7,561: Line 7,599:
Options: -2 2 0 0.01
Options: -2 2 0 0.01


=== Use new occl.system ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Use new occl.system</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_OCCLUSION_SYSTEM -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_OCCLUSION_SYSTEM -->
Line 7,568: Line 7,606:
'''Available Options''': no override, false, true
'''Available Options''': no override, false, true


=== Use intens.occ.for all ===
=== <span title="Render&nbsp;&rarr;&nbsp;LensFlares">Use intens.occ.for all</span> ===


<!-- ID: DM_REND_LENSFLARE_OVERRIDE_USE_INTENSITY_OCCLUSION_FOR_ALL -->
<!-- ID: DM_REND_LENSFLARE_OVERRIDE_USE_INTENSITY_OCCLUSION_FOR_ALL -->
Line 7,576: Line 7,614:




== Ocean & Water ==
== <span title="Render">Ocean & Water</span> ==


=== Shore ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Shore</span> ===


==== Shore enabled ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Shore enabled</span> ====


<!-- ID: DM_OCEAN_SHORE_ENABLED -->
<!-- ID: DM_OCEAN_SHORE_ENABLED -->
Line 7,587: Line 7,625:
'''Available Options''': true, false
'''Available Options''': true, false


==== Debug visualize ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Debug visualize</span> ====


<!-- ID: DM_OCEAN_SHORE_DEBUG_VIS -->
<!-- ID: DM_OCEAN_SHORE_DEBUG_VIS -->
Line 7,594: Line 7,632:
'''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
'''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 ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Debug displacement</span> ====


<!-- ID: DM_OCEAN_SHORE_DEBUG_DISPLACEMENT -->
<!-- ID: DM_OCEAN_SHORE_DEBUG_DISPLACEMENT -->
Line 7,601: Line 7,639:
'''Available Options''': false, true
'''Available Options''': false, true


==== Debug height ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Debug height</span> ====


<!-- ID: DM_OCEAN_SHORE_DEBUG_HEIGHT -->
<!-- ID: DM_OCEAN_SHORE_DEBUG_HEIGHT -->
Line 7,608: Line 7,646:
'''Available Options''': none, final, shore, final+shore
'''Available Options''': none, final, shore, final+shore


==== Use height lerp ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;Shore">Use height lerp</span> ====


<!-- ID: DM_OCEAN_SHORE_HEIGHT_LERP -->
<!-- ID: DM_OCEAN_SHORE_HEIGHT_LERP -->
Line 7,615: Line 7,653:
'''Available Options''': false, true
'''Available Options''': false, true


==== Force live preview each frame ====
==== <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 -->
<!-- ID: DM_OCEAN_SHORE_FORCE_LIVE_PREVIEW -->
Line 7,622: Line 7,660:
'''Available Options''': false, true
'''Available Options''': false, true


=== WaterErase ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">WaterErase</span> ===


==== Water erase enabled ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;WaterErase">Water erase enabled</span> ====


<!-- ID: DM_REND_WATER_ERASE_ENABLED -->
<!-- ID: DM_REND_WATER_ERASE_ENABLED -->
Line 7,631: Line 7,669:
'''Available Options''': true, false
'''Available Options''': true, false


==== Debug visualize ====
==== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water&nbsp;&rarr;&nbsp;WaterErase">Debug visualize</span> ====


<!-- ID: DM_REND_WATER_ERASE_DEBUG_VIS -->
<!-- ID: DM_REND_WATER_ERASE_DEBUG_VIS -->
Line 7,638: Line 7,676:
'''Available Options''': disabled, front faces, back faces, front & back
'''Available Options''': disabled, front faces, back faces, front & back


=== Ocean render ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Ocean render</span> ===


<!-- ID: DM_REND_OCEAN -->
<!-- ID: DM_REND_OCEAN -->
Line 7,645: Line 7,683:
'''Available Options''': enabled, disable simulation, disabled
'''Available Options''': enabled, disable simulation, disabled


=== Show ocean tex ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Show ocean tex</span> ===


<!-- ID: DM_REND_OCEAN_SHOWTEX -->
<!-- ID: DM_REND_OCEAN_SHOWTEX -->
Line 7,652: Line 7,690:
'''Available Options''': disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth
'''Available Options''': disable, height, displaceX, displaceZ, normal, foam, UW topdown, UW topdown depth, UW geom depth


=== Tex size ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Tex size</span> ===


<!-- ID: DM_REND_OCEAN_SHOWTEX_SIZE -->
<!-- ID: DM_REND_OCEAN_SHOWTEX_SIZE -->
Line 7,659: Line 7,697:
'''Available Options''': 1, 2, 3, 4, 0.25, 0.33, 0.5
'''Available Options''': 1, 2, 3, 4, 0.25, 0.33, 0.5


=== Water bodies ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Water bodies</span> ===


<!-- ID: DM_REND_WATERBODIES -->
<!-- ID: DM_REND_WATERBODIES -->
Line 7,666: Line 7,704:
'''Available Options''': invisible, camera, all
'''Available Options''': invisible, camera, all


=== Ocean foam ===
=== <span title="Render&nbsp;&rarr;&nbsp;Ocean & Water">Ocean foam</span> ===


<!-- ID: DM_REND_OCEAN_FOAM -->
<!-- ID: DM_REND_OCEAN_FOAM -->
Line 7,674: Line 7,712:




== Atmosphere ==
== <span title="Render">Atmosphere</span> ==


=== Show Sky LUTs ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show Sky LUTs</span> ===


<!-- ID: DM_REND_ATMOSPHERE_SHOW_SKYLUTS -->
<!-- ID: DM_REND_ATMOSPHERE_SHOW_SKYLUTS -->
Line 7,683: Line 7,721:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show CameraVolume ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show CameraVolume</span> ===


<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME -->
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME -->
Line 7,690: Line 7,728:
'''Available Options''': false, true
'''Available Options''': false, true


=== FullScreen ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">FullScreen</span> ===


<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME_FULLSCREEN -->
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CAMERAVOLUME_FULLSCREEN -->
Line 7,697: Line 7,735:
'''Available Options''': false, true
'''Available Options''': false, true


=== Haze source ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Haze source</span> ===


<!-- ID: DM_REND_ATMOSPHERE_HAZE_MODE -->
<!-- ID: DM_REND_ATMOSPHERE_HAZE_MODE -->
Line 7,704: Line 7,742:
'''Available Options''': User(CloudsCycle), Atmosphere, GlobalProbe
'''Available Options''': User(CloudsCycle), Atmosphere, GlobalProbe


=== Enable a.fog shadows ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Enable a.fog shadows</span> ===


<!-- ID: DM_REND_ATMOSPHERE_SHADOWS_ANALYTICAL_FOG -->
<!-- ID: DM_REND_ATMOSPHERE_SHADOWS_ANALYTICAL_FOG -->
Line 7,711: Line 7,749:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use SkyAmbient tex. ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Use SkyAmbient tex.</span> ===


<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_AMBIENT_TEX -->
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_AMBIENT_TEX -->
Line 7,718: Line 7,756:
'''Available Options''': true, false
'''Available Options''': true, false


=== Probe fake ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Probe fake</span> ===


<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_PROBEAMBIENT_TEX -->
<!-- ID: DM_REND_ATMOSPHERE_USE_SKY_PROBEAMBIENT_TEX -->
Line 7,725: Line 7,763:
'''Available Options''': probe lut, sky lut, original
'''Available Options''': probe lut, sky lut, original


=== Overcast fix. ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Overcast fix.</span> ===


<!-- ID: DM_REND_ATMOSPHERE_OVERCAST_FIX -->
<!-- ID: DM_REND_ATMOSPHERE_OVERCAST_FIX -->
Line 7,732: Line 7,770:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Original lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Original lighting</span> ===


<!-- ID: DM_REND_ATMOSPHERE_ORIGINAL -->
<!-- ID: DM_REND_ATMOSPHERE_ORIGINAL -->
Line 7,739: Line 7,777:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Final output brightness mod. ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Final output brightness mod.</span> ===


<!-- ID: DM_REND_ATMOSPHERE_OUTPUT_MOD -->
<!-- ID: DM_REND_ATMOSPHERE_OUTPUT_MOD -->
Line 7,746: Line 7,784:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show Fog Debug. ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show Fog Debug.</span> ===


<!-- ID: DM_REND_ATMOSPHERE_SHOW_FOG_DEBUG -->
<!-- ID: DM_REND_ATMOSPHERE_SHOW_FOG_DEBUG -->
Line 7,753: Line 7,791:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show constellations ===
=== <span title="Render&nbsp;&rarr;&nbsp;Atmosphere">Show constellations</span> ===


<!-- ID: DM_REND_ATMOSPHERE_SHOW_CONSTELLATIONS -->
<!-- ID: DM_REND_ATMOSPHERE_SHOW_CONSTELLATIONS -->
Line 7,761: Line 7,799:




== Volumetric Clouds ==
== <span title="Render">Volumetric Clouds</span> ==


=== Use New ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Use New</span> ===


<!-- ID: DM_REND_CLOUDS_USE_NEW -->
<!-- ID: DM_REND_CLOUDS_USE_NEW -->
Line 7,770: Line 7,808:
'''Available Options''': false, true
'''Available Options''': false, true


=== Render clouds ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Render clouds</span> ===


<!-- ID: DM_REND_CLOUDS -->
<!-- ID: DM_REND_CLOUDS -->
Line 7,777: Line 7,815:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Render Mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Render Mode</span> ===


<!-- ID: DM_REND_CLOUDS_RENDER_MODE -->
<!-- ID: DM_REND_CLOUDS_RENDER_MODE -->
Line 7,784: Line 7,822:
'''Available Options''': Quarter, Full, Experimental
'''Available Options''': Quarter, Full, Experimental


=== Output Optimization ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Output Optimization</span> ===


<!-- ID: DM_REND_CLOUDS_OUTPUT_OPTIMIZATION -->
<!-- ID: DM_REND_CLOUDS_OUTPUT_OPTIMIZATION -->
Line 7,791: Line 7,829:
'''Available Options''': default, none, vertexShader, CPU
'''Available Options''': default, none, vertexShader, CPU


=== Show Output Optim Diag ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show Output Optim Diag</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_OUTPUT_OPTIM_DIAG -->
<!-- ID: DM_REND_CLOUDS_SHOW_OUTPUT_OPTIM_DIAG -->
Line 7,798: Line 7,836:
'''Available Options''': false, true
'''Available Options''': false, true


=== Apply cycle values ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Apply cycle values</span> ===


<!-- ID: DM_WEATHER_APPLY_CLOUD_VALUES -->
<!-- ID: DM_WEATHER_APPLY_CLOUD_VALUES -->
Line 7,805: Line 7,843:
'''Available Options''': true, false
'''Available Options''': true, false


=== Sky light mode ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Sky light mode</span> ===


<!-- ID: DM_REND_CLOUDS_AMBIENT_TYPE -->
<!-- ID: DM_REND_CLOUDS_AMBIENT_TYPE -->
Line 7,812: Line 7,850:
'''Available Options''': Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)
'''Available Options''': Default(Artistic), New(Probe+Atmo), Gray, PBR(OriginalTechnique)


=== Disable direct light ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Disable direct light</span> ===


<!-- ID: DM_REND_CLOUDS_DISABLE_DIRECT_LIGHT -->
<!-- ID: DM_REND_CLOUDS_DISABLE_DIRECT_LIGHT -->
Line 7,819: Line 7,857:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable occlusion map ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Enable occlusion map</span> ===


<!-- ID: DM_REND_CLOUDS_OCCL_MAP -->
<!-- ID: DM_REND_CLOUDS_OCCL_MAP -->
Line 7,826: Line 7,864:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Disable wind ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Disable wind</span> ===


<!-- ID: DM_REND_CLOUDS_DISABLE_WIND -->
<!-- ID: DM_REND_CLOUDS_DISABLE_WIND -->
Line 7,833: Line 7,871:
'''Available Options''': false, true
'''Available Options''': false, true


=== Stop wind ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Stop wind</span> ===


<!-- ID: DM_REND_CLOUDS_STOP_WIND -->
<!-- ID: DM_REND_CLOUDS_STOP_WIND -->
Line 7,840: Line 7,878:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show cloud lighting ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show cloud lighting</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_CLOUD_LIGHTING -->
<!-- ID: DM_REND_CLOUDS_SHOW_CLOUD_LIGHTING -->
Line 7,847: Line 7,885:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Force noise recompute ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Force noise recompute</span> ===


<!-- ID: DM_REND_CLOUDS_FORCE_NOISE_RECOMPUTE -->
<!-- ID: DM_REND_CLOUDS_FORCE_NOISE_RECOMPUTE -->
Line 7,854: Line 7,892:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show detail noise ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show detail noise</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_DETAIL_NOISE -->
<!-- ID: DM_REND_CLOUDS_SHOW_DETAIL_NOISE -->
Line 7,861: Line 7,899:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show noise tiling ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show noise tiling</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
Line 7,868: Line 7,906:
'''Available Options''': disabled, base, middle, detail, newBase_R, newBase_G, newBase_B, newBase_A, newDetail_R, newDetail_G, newDetail_B, newDetail_A
'''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 ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show noise tiling</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
<!-- ID: DM_REND_CLOUDS_SHOW_NOISE_TILING -->
Line 7,875: Line 7,913:
'''Available Options''': disabled, base, middle, detail
'''Available Options''': disabled, base, middle, detail


=== Show height detail noise ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show height detail noise</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_HEIGHT_DETAIL_TEX -->
<!-- ID: DM_REND_CLOUDS_SHOW_HEIGHT_DETAIL_TEX -->
Line 7,882: Line 7,920:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Detail noise resolution ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Detail noise resolution</span> ===


<!-- ID: DM_REND_CLOUDS_DETAIL_NOISE_RESOLUTION -->
<!-- ID: DM_REND_CLOUDS_DETAIL_NOISE_RESOLUTION -->
Line 7,889: Line 7,927:
'''Available Options''': default, 16, 32, 64, 128, 256, 512
'''Available Options''': default, 16, 32, 64, 128, 256, 512


=== Weather map resolution ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Weather map resolution</span> ===


<!-- ID: DM_REND_CLOUDS_WEATHER_MAP_RESOLUTION -->
<!-- ID: DM_REND_CLOUDS_WEATHER_MAP_RESOLUTION -->
Line 7,896: Line 7,934:
'''Available Options''': default, 256, 512, 1024, 2048
'''Available Options''': default, 256, 512, 1024, 2048


=== Temporal multiplier ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Temporal multiplier</span> ===


<!-- ID: DM_REND_CLOUDS_TEMPORAL_MULTIPLIER -->
<!-- ID: DM_REND_CLOUDS_TEMPORAL_MULTIPLIER -->
Line 7,911: Line 7,949:
Step: 0.01
Step: 0.01


=== Max. Num. samples ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Max. Num. samples</span> ===


<!-- ID: DM_REND_CLOUDS_NUM_SAMPLES -->
<!-- ID: DM_REND_CLOUDS_NUM_SAMPLES -->
Line 7,926: Line 7,964:
Step: 1.0
Step: 1.0


=== HeightMin ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">HeightMin</span> ===


<!-- ID: DM_REND_CLOUDS_HEIGHT_MIN -->
<!-- ID: DM_REND_CLOUDS_HEIGHT_MIN -->
Line 7,941: Line 7,979:
Step: 10.0
Step: 10.0


=== Show shadowmap ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Show shadowmap</span> ===


<!-- ID: DM_REND_CLOUDS_SHOW_SHADOWMAP -->
<!-- ID: DM_REND_CLOUDS_SHOW_SHADOWMAP -->
Line 7,948: Line 7,986:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Shadowmap resolution ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Shadowmap resolution</span> ===


<!-- ID: DM_REND_CLOUDS_SHADOWMAP_RESOLUTION -->
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_RESOLUTION -->
Line 7,963: Line 8,001:
Step: 1
Step: 1


=== Shadowmap dispatches p. frame ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Shadowmap dispatches p. frame</span> ===


<!-- ID: DM_REND_CLOUDS_SHADOWMAP_DISPATCHES_PER_FRAME -->
<!-- ID: DM_REND_CLOUDS_SHADOWMAP_DISPATCHES_PER_FRAME -->
Line 7,978: Line 8,016:
Step: 1
Step: 1


=== Debug shape ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Debug shape</span> ===


<!-- ID: DM_REND_CLOUDS_DEBUG_SHAPE -->
<!-- ID: DM_REND_CLOUDS_DEBUG_SHAPE -->
Line 7,985: Line 8,023:
'''Available Options''': none, cylinders, spheres
'''Available Options''': none, cylinders, spheres


=== haze value ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">haze value</span> ===


<!-- ID: DM_REND_CLOUDS_HAZE_VALUE -->
<!-- ID: DM_REND_CLOUDS_HAZE_VALUE -->
Line 8,000: Line 8,038:
Step: 0.001
Step: 0.001


=== Enable dist. fog ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">Enable dist. fog</span> ===


<!-- ID: DM_REND_CLOUDS_ENABLE_DIST_FOG -->
<!-- ID: DM_REND_CLOUDS_ENABLE_DIST_FOG -->
Line 8,007: Line 8,045:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== dist. fog range ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">dist. fog range</span> ===


<!-- ID: DM_REND_CLOUDS_DIST_FOG_RANGE -->
<!-- ID: DM_REND_CLOUDS_DIST_FOG_RANGE -->
Line 8,022: Line 8,060:
Step: 1000
Step: 1000


=== debug detail noise weights ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">debug detail noise weights</span> ===


<!-- ID: DM_REND_CLOUDS_DEBUG_MAIN_SHAPE_NOISE_WEIGHT -->
<!-- ID: DM_REND_CLOUDS_DEBUG_MAIN_SHAPE_NOISE_WEIGHT -->
Line 8,029: Line 8,067:
'''Available Options''': false, true
'''Available Options''': false, true


=== disable noise(middle,micro) ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">disable noise(middle,micro)</span> ===


<!-- ID: DM_REND_CLOUDS_DISABLE_NOISE -->
<!-- ID: DM_REND_CLOUDS_DISABLE_NOISE -->
Line 8,036: Line 8,074:
'''Available Options''': false, true
'''Available Options''': false, true


=== offet X ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">offet X</span> ===


<!-- ID: DM_REND_CLOUDS_OFFSET_X -->
<!-- ID: DM_REND_CLOUDS_OFFSET_X -->
Line 8,051: Line 8,089:
Step: 10
Step: 10


=== offet Z ===
=== <span title="Render&nbsp;&rarr;&nbsp;Volumetric Clouds">offet Z</span> ===


<!-- ID: DM_REND_CLOUDS_OFFSET_Z -->
<!-- ID: DM_REND_CLOUDS_OFFSET_Z -->
Line 8,067: Line 8,105:




== No render ==
== <span title="Render">No render</span> ==


<!-- ID: DM_REND_NORENDER -->
<!-- ID: DM_REND_NORENDER -->
Line 8,075: Line 8,113:




== Shape instancing ==
== <span title="Render">Shape instancing</span> ==


<!-- ID: DM_REND_SHAPE_INSTANCING -->
<!-- ID: DM_REND_SHAPE_INSTANCING -->
Line 8,083: Line 8,121:




== Render debug mode ==
== <span title="Render">Render debug mode</span> ==


<!-- ID: DM_REND_SPECIAL_MODE -->
<!-- ID: DM_REND_SPECIAL_MODE -->
Set render debug mode.
Set render debug mode.


'''Hotkey''': {{Controls|rctrl|ralt|w}}
'''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
'''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 ==
== <span title="Render">Widgets</span> ==


<!-- ID: DM_REND_WIDGETS -->
<!-- ID: DM_REND_WIDGETS -->
Line 8,101: Line 8,139:




== Active GPU wait ==
== <span title="Render">Active GPU wait</span> ==


<!-- ID: DM_REND_ACTIVE_GPU_WAIT -->
<!-- ID: DM_REND_ACTIVE_GPU_WAIT -->
Line 8,109: Line 8,147:




== Allocator stats ==
== <span title="Render">Allocator stats</span> ==


<!-- ID: DM_REND_ALLOCATOR_STAT -->
<!-- ID: DM_REND_ALLOCATOR_STAT -->
Line 8,117: Line 8,155:




== Show VRAM resources ==
== <span title="Render">Show VRAM resources</span> ==


<!-- ID: DM_REND_RESOURCES -->
<!-- ID: DM_REND_RESOURCES -->
Line 8,124: Line 8,162:
'''Available Options''': false, true
'''Available Options''': false, true


= Scene =
== Filter ==


=== MeshObject ===
= <span title="Scene">Scene</span> =
 
 
== <span title="Scene">Filter</span> ==
 
=== <span title="Scene&nbsp;&rarr;&nbsp;Filter">MeshObject</span> ===


<!-- ID: DM_SCENE_FILTER_MESH -->
<!-- ID: DM_SCENE_FILTER_MESH -->
Line 8,134: Line 8,175:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Particle ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Filter">Particle</span> ===


<!-- ID: DM_SCENE_FILTER_PARTICLE -->
<!-- ID: DM_SCENE_FILTER_PARTICLE -->
Line 8,142: Line 8,183:




== Occluders ==
== <span title="Scene">Occluders</span> ==


=== Occluders ===
=== <span title="Scene">Occluders</span> ===


<!-- ID: DM_SCENE_OCCLUDERS -->
<!-- ID: DM_SCENE_OCCLUDERS -->
Line 8,151: Line 8,192:
'''Available Options''': true, false
'''Available Options''': true, false


=== Occlude entities ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Occlude entities</span> ===


<!-- ID: DM_SCENE_OCCLUDERS_ENTS -->
<!-- ID: DM_SCENE_OCCLUDERS_ENTS -->
Line 8,158: Line 8,199:
'''Available Options''': true, false
'''Available Options''': true, false


=== Show active occluders ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Show active occluders</span> ===


<!-- ID: DM_SCENE_OCCLUDERS_ACTIVE -->
<!-- ID: DM_SCENE_OCCLUDERS_ACTIVE -->
Line 8,165: Line 8,206:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show occluded ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Show occluded</span> ===


<!-- ID: DM_SCENE_OCCLUDERS_OCCLUDED -->
<!-- ID: DM_SCENE_OCCLUDERS_OCCLUDED -->
Line 8,172: Line 8,213:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show occluder volumes ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Occluders">Show occluder volumes</span> ===


<!-- ID: DM_SCENE_OCCLUDERS_VOL -->
<!-- ID: DM_SCENE_OCCLUDERS_VOL -->
Line 8,180: Line 8,221:




== Terrain Occlusion ==
== <span title="Scene">Terrain Occlusion</span> ==


=== Terrain occlusion culling ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Terrain occlusion culling</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULLING -->
<!-- ID: DM_TERR_OCCLUSION_CULLING -->
Line 8,189: Line 8,230:
'''Available Options''': true, false
'''Available Options''': true, false


=== Occlusion mode ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Occlusion mode</span> ===


<!-- ID: DM_TERR_OCCLUSION_MODE -->
<!-- ID: DM_TERR_OCCLUSION_MODE -->
Line 8,196: Line 8,237:
'''Available Options''': Voxelization, Hybridvoxel
'''Available Options''': Voxelization, Hybridvoxel


=== Cull dynamic objects ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull dynamic objects</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULL_DYNAMIC -->
<!-- ID: DM_TERR_OCCLUSION_CULL_DYNAMIC -->
Line 8,203: Line 8,244:
'''Available Options''': true, false
'''Available Options''': true, false


=== Cull individual objects ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull individual objects</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULL_INDIVIDUAL_OBJECTS -->
<!-- ID: DM_TERR_OCCLUSION_CULL_INDIVIDUAL_OBJECTS -->
Line 8,210: Line 8,251:
'''Available Options''': true, false
'''Available Options''': true, false


=== Cull entity lists ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull entity lists</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULL_ENTLIST -->
<!-- ID: DM_TERR_OCCLUSION_CULL_ENTLIST -->
Line 8,217: Line 8,258:
'''Available Options''': true, false
'''Available Options''': true, false


=== Cull kd-tree leafs ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull kd-tree leafs</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULL_LEAF -->
<!-- ID: DM_TERR_OCCLUSION_CULL_LEAF -->
Line 8,224: Line 8,265:
'''Available Options''': false, true
'''Available Options''': false, true


=== Cull terrain ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull terrain</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULL_TERRAIN -->
<!-- ID: DM_TERR_OCCLUSION_CULL_TERRAIN -->
Line 8,231: Line 8,272:
'''Available Options''': false, true
'''Available Options''': false, true


=== Cull kd-tree nodes ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull kd-tree nodes</span> ===


<!-- ID: DM_TERR_OCCLUSION_CULL_NODE -->
<!-- ID: DM_TERR_OCCLUSION_CULL_NODE -->
Line 8,238: Line 8,279:
'''Available Options''': true, false
'''Available Options''': true, false


=== # voxel render jobs ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion"># voxel render jobs</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_NR_REND_JOBS -->
<!-- ID: DM_TERR_VOXELDEPTH_NR_REND_JOBS -->
Line 8,249: Line 8,290:
* Step: 1
* Step: 1


=== Show depth texture ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show depth texture</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_REND_TEXTURE -->
<!-- ID: DM_TERR_VOXELDEPTH_REND_TEXTURE -->
Line 8,256: Line 8,297:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show FOV deb shapes ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show FOV deb shapes</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_REND_FOV_DEBUGSHAPES -->
<!-- ID: DM_TERR_VOXELDEPTH_REND_FOV_DEBUGSHAPES -->
Line 8,263: Line 8,304:
'''Available Options''': false, true
'''Available Options''': false, true


=== Voxel height scale ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel height scale</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_HEIGHT_SCALE -->
<!-- ID: DM_TERR_VOXELDEPTH_HEIGHT_SCALE -->
Line 8,274: Line 8,315:
* Step: 0.01
* Step: 0.01


=== Voxel depth LOD step ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel depth LOD step</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_LOD -->
<!-- ID: DM_TERR_VOXELDEPTH_LOD -->
Line 8,285: Line 8,326:
* Step: 0.01
* Step: 0.01


=== Depth buffer fraction ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Depth buffer fraction</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_BUFFER_FRACTION -->
<!-- ID: DM_TERR_VOXELDEPTH_BUFFER_FRACTION -->
Line 8,296: Line 8,337:
* Step: 1
* Step: 1


=== Voxel near plane ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel near plane</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_NEAR_PLANE -->
<!-- ID: DM_TERR_VOXELDEPTH_NEAR_PLANE -->
Line 8,307: Line 8,348:
* Step: 1
* Step: 1


=== Override far plane ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Override far plane</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_OVERRIDE_FAR_PLANE -->
<!-- ID: DM_TERR_VOXELDEPTH_OVERRIDE_FAR_PLANE -->
Line 8,314: Line 8,355:
'''Available Options''': false, true
'''Available Options''': false, true


=== Voxel far plane ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel far plane</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_FAR_PLANE -->
<!-- ID: DM_TERR_VOXELDEPTH_FAR_PLANE -->
Line 8,325: Line 8,366:
* Step: 50
* Step: 50


=== Show AAB of occluded ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show AAB of occluded</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_REND_BB -->
<!-- ID: DM_TERR_VOXELDEPTH_REND_BB -->
Line 8,332: Line 8,373:
'''Available Options''': None, Occluded, Visible, All
'''Available Options''': None, Occluded, Visible, All


=== Voxel occlusion check ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Voxel occlusion check</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_OCC_CHECK_METHOD -->
<!-- ID: DM_TERR_VOXELDEPTH_OCC_CHECK_METHOD -->
Line 8,339: Line 8,380:
'''Available Options''': Hi-Z, Full-Z raster
'''Available Options''': Hi-Z, Full-Z raster


=== Rasterize AABB ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Rasterize AABB</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_AABB -->
<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_AABB -->
Line 8,346: Line 8,387:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show rasterized AABB ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Show rasterized AABB</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_TEXTURE -->
<!-- ID: DM_TERR_VOXELDEPTH_OCC_RASTER_TEXTURE -->
Line 8,353: Line 8,394:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw silhouette edges ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Draw silhouette edges</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_OCC_DRAW_SILHOUETTE_EDGES -->
<!-- ID: DM_TERR_VOXELDEPTH_OCC_DRAW_SILHOUETTE_EDGES -->
Line 8,360: Line 8,401:
'''Available Options''': false, true
'''Available Options''': false, true


=== Cull beyond frustum edges ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Cull beyond frustum edges</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_CULL_BEYOND_FRUSTUM_EDGES -->
<!-- ID: DM_TERR_VOXELDEPTH_CULL_BEYOND_FRUSTUM_EDGES -->
Line 8,367: Line 8,408:
'''Available Options''': false, true
'''Available Options''': false, true


=== # frames reuse voxel buffer ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion"># frames reuse voxel buffer</span> ===


<!-- ID: DM_TERR_VOXELDEPTH_REUSE_BUFFER_FRAMES -->
<!-- ID: DM_TERR_VOXELDEPTH_REUSE_BUFFER_FRAMES -->
Line 8,378: Line 8,419:
* Step: 1
* Step: 1


=== Raster size threshold ===
=== <span title="Scene&nbsp;&rarr;&nbsp;Terrain Occlusion">Raster size threshold</span> ===


<!-- ID: DM_TERR_HYBRID_OCC_AABB_SIZE_THRESHOLD -->
<!-- ID: DM_TERR_HYBRID_OCC_AABB_SIZE_THRESHOLD -->
Line 8,390: Line 8,431:




== Render world ==
== <span title="Scene">Render world</span> ==


<!-- ID: DM_RENDER_WORLD -->
<!-- ID: DM_RENDER_WORLD -->
Line 8,398: Line 8,439:




== Force vertical FOV ==
== <span title="Scene">Force vertical FOV</span> ==


<!-- ID: DM_SCENE_FOV -->
<!-- ID: DM_SCENE_FOV -->
Line 8,406: Line 8,447:




== Render world env ==
== <span title="Scene">Render world env</span> ==


<!-- ID: DM_RENDER_WORLD_ENVMAP -->
<!-- ID: DM_RENDER_WORLD_ENVMAP -->
Line 8,414: Line 8,455:




== Show clips ==
== <span title="Scene">Show clips</span> ==


<!-- ID: DM_SCENE_SHOW_CLIPS -->
<!-- ID: DM_SCENE_SHOW_CLIPS -->
Line 8,422: Line 8,463:




== LOD multiplier ==
== <span title="Scene">LOD multiplier</span> ==


<!-- ID: DM_SCENE_LOD_MUL -->
<!-- ID: DM_SCENE_LOD_MUL -->
Line 8,430: Line 8,471:




== Size multiplier ==
== <span title="Scene">Size multiplier</span> ==


<!-- ID: DM_SCENE_SIZE_MUL -->
<!-- ID: DM_SCENE_SIZE_MUL -->
Line 8,438: Line 8,479:




== Override object far plane ==
== <span title="Scene">Override object far plane</span> ==


<!-- ID: DM_SCENE_OBJECTSFARPLANE -->
<!-- ID: DM_SCENE_OBJECTSFARPLANE -->
Line 8,450: Line 8,491:




== Force clear visent ==
== <span title="Scene">Force clear visent</span> ==


<!-- ID: DM_SCENE_CLEAR_VISIBLE -->
<!-- ID: DM_SCENE_CLEAR_VISIBLE -->
Line 8,458: Line 8,499:




== Render world ents ==
== <span title="Scene">Render world ents</span> ==


<!-- ID: DM_RENDER_WORLD_ENT -->
<!-- ID: DM_RENDER_WORLD_ENT -->
Line 8,466: Line 8,507:




== Render world leafs ==
== <span title="Scene">Render world leafs</span> ==


<!-- ID: DM_RENDER_WORLD_LEAF -->
<!-- ID: DM_RENDER_WORLD_LEAF -->
Line 8,474: Line 8,515:




== RenderEnts ==
== <span title="Scene">RenderEnts</span> ==


<!-- ID: REND_ENTS -->
<!-- ID: REND_ENTS -->
Line 8,482: Line 8,523:




== Fast way ==
== <span title="Scene">Fast way</span> ==


<!-- ID: DM_REND_FASTWAY -->
<!-- ID: DM_REND_FASTWAY -->
Line 8,490: Line 8,531:




== Show light ==
== <span title="Scene">Show light</span> ==


<!-- ID: DM_SCENE_SHOW_GLOBAL_LIGHT -->
<!-- ID: DM_SCENE_SHOW_GLOBAL_LIGHT -->
Line 8,497: Line 8,538:




== Show active PPs ==
== <span title="Scene">Show active PPs</span> ==


<!-- ID: DM_SCENE_SHOW_PPs -->
<!-- ID: DM_SCENE_SHOW_PPs -->
Line 8,505: Line 8,546:




== Cube map size ==
== <span title="Scene">Cube map size</span> ==


<!-- ID: DM_SCENE_CAPTURE_CUBEMAP_SIZE -->
<!-- ID: DM_SCENE_CAPTURE_CUBEMAP_SIZE -->
Line 8,513: Line 8,554:




== Capture cube map ==
== <span title="Scene">Capture cube map</span> ==


<!-- ID: DM_SCENE_CAPTURE_CUBEMAP -->
<!-- ID: DM_SCENE_CAPTURE_CUBEMAP -->
Line 8,521: Line 8,562:




== Override far plane ==
== <span title="Scene">Override far plane</span> ==


<!-- ID: DM_SCENE_FARPLANE -->
<!-- ID: DM_SCENE_FARPLANE -->
Line 8,533: Line 8,574:




== Force linear depth ==
== <span title="Scene">Force linear depth</span> ==


<!-- ID: DM_SCENE_OVERRIDE_LINDEPTH -->
<!-- ID: DM_SCENE_OVERRIDE_LINDEPTH -->
Line 8,541: Line 8,582:




== Linear depth ==
== <span title="Scene">Linear depth</span> ==


<!-- ID: DM_SCENE_LINDEPTH -->
<!-- ID: DM_SCENE_LINDEPTH -->
Line 8,553: Line 8,594:




== Visualize groups ==
== <span title="Scene">Visualize groups</span> ==


<!-- ID: VISUALIZE_GROUPS -->
<!-- ID: VISUALIZE_GROUPS -->
Line 8,561: Line 8,602:




== Colorize objects LODs ==
== <span title="Scene">Colorize objects LODs</span> ==


<!-- ID: DM_OBJECTS_LODS -->
<!-- ID: DM_OBJECTS_LODS -->
Line 8,568: Line 8,609:
'''Available Options''': disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7
'''Available Options''': disabled, colorize, LOD0 only, +LOD1, +LOD2, +LOD3, +LOD4, +LOD5, +LOD6, +LOD7


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


<!-- ID: ANIM_DISABLE_APPLYPOSE -->
<!-- ID: ANIM_DISABLE_APPLYPOSE -->
Line 8,577: Line 8,621:




== Streaming ==
== <span title="World">Streaming</span> ==


<!-- ID: DM_PROCESS_STREAMING -->
<!-- ID: DM_PROCESS_STREAMING -->
Line 8,585: Line 8,629:




== Trace stresstest ==
== <span title="World">Trace stresstest</span> ==


<!-- ID: DM_TRACE_STRESSTEST -->
<!-- ID: DM_TRACE_STRESSTEST -->
Line 8,593: Line 8,637:




== Query stresstest ==
== <span title="World">Query stresstest</span> ==


<!-- ID: DM_QUERY_STRESSTEST -->
<!-- ID: DM_QUERY_STRESSTEST -->
Line 8,601: Line 8,645:




== Update stresstest ==
== <span title="World">Update stresstest</span> ==


<!-- ID: DM_UPDATE_STRESSTEST -->
<!-- ID: DM_UPDATE_STRESSTEST -->
Line 8,609: Line 8,653:




== Update MT stresstest ==
== <span title="World">Update MT stresstest</span> ==


<!-- ID: DM_UPDATE_MT_STRESSTEST -->
<!-- ID: DM_UPDATE_MT_STRESSTEST -->
Line 8,617: Line 8,661:




== Show scene tree ==
== <span title="World">Show scene tree</span> ==


<!-- ID: DM_SHOW_TREE -->
<!-- ID: DM_SHOW_TREE -->
Line 8,625: Line 8,669:




== Show entity bounds ==
== <span title="World">Show entity bounds</span> ==


<!-- ID: DM_SHOW_ENT_BOUNDS -->
<!-- ID: DM_SHOW_ENT_BOUNDS -->
Line 8,633: Line 8,677:




== Async traces ==
== <span title="World">Async traces</span> ==


<!-- ID: DM_ASYNC_TRACE -->
<!-- ID: DM_ASYNC_TRACE -->
Line 8,641: Line 8,685:




== Async queries ==
== <span title="World">Async queries</span> ==


<!-- ID: DM_ASYNC_QUERY -->
<!-- ID: DM_ASYNC_QUERY -->
Line 8,649: Line 8,693:




== Use quadtree ==
== <span title="World">Use quadtree</span> ==


<!-- ID: DM_USE_TREE -->
<!-- ID: DM_USE_TREE -->
Line 8,657: Line 8,701:




== Show AABB ==
== <span title="World">Show AABB</span> ==


<!-- ID: DM_SHOW_AABB -->
<!-- ID: DM_SHOW_AABB -->
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}}
'''Hotkey''': {{Controls|LAlt|Num5}}


'''Available Options''': disabled, real, quantized, rendered
'''Available Options''': disabled, real, quantized, rendered


 
== <span title="World">Show multileaf ents.</span> ==
== Show multileaf ents. ==


<!-- ID: DM_SHOW_MULTILEAF -->
<!-- ID: DM_SHOW_MULTILEAF -->
Line 8,675: Line 8,723:




== Show active ==
== <span title="World">Show active</span> ==


<!-- ID: DM_SHOW_ACTIVE -->
<!-- ID: DM_SHOW_ACTIVE -->
Line 8,683: Line 8,731:




== Show bones ==
== <span title="World">Show bones</span> ==


<!-- ID: DM_SHOW_BONES -->
<!-- ID: DM_SHOW_BONES -->
Line 8,691: Line 8,739:




== Show wind emitters ==
== <span title="World">Show wind emitters</span> ==


<!-- ID: DM_SHOW_WIND -->
<!-- ID: DM_SHOW_WIND -->
Show or hide wind emitters.
Show or hide wind emitters.


'''Hotkey''': {{Controls|lctrl|num8}}
'''Hotkey''': {{Controls|LCtrl|Num8}}


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




== Disable wind ==
== <span title="World">Disable wind</span> ==


<!-- ID: DM_DISABLE_WIND -->
<!-- ID: DM_DISABLE_WIND -->
Disable wind.
Disable wind.


'''Hotkey''': {{Controls|lctrl|num9}}
'''Hotkey''': {{Controls|LCtrl|Num9}}


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




== Game update ==
== <span title="World">Game update</span> ==


<!-- ID: DM_GAMEUPDATE -->
<!-- ID: DM_GAMEUPDATE -->
Line 8,719: Line 8,767:




== MT entity sim ==
== <span title="World">MT entity sim</span> ==


<!-- ID: DM_MT_UPDATE -->
<!-- ID: DM_MT_UPDATE -->
Line 8,727: Line 8,775:




== MT entity update ==
== <span title="World">MT entity update</span> ==


<!-- ID: DM_MT_ENT_UPDATE -->
<!-- ID: DM_MT_ENT_UPDATE -->
Line 8,735: Line 8,783:




== Entity diag ==
== <span title="World">Entity diag</span> ==


<!-- ID: DM_WORLD_ENTITY_DIAG -->
<!-- ID: DM_WORLD_ENTITY_DIAG -->
Line 8,743: Line 8,791:




== Entity hierarchy changes ==
== <span title="World">Entity hierarchy changes</span> ==


<!-- ID: DM_ENTITY_HIERACHYCHANGE_DIAG -->
<!-- ID: DM_ENTITY_HIERACHYCHANGE_DIAG -->
Line 8,751: Line 8,799:




== Debug prefabs ==
== <span title="World">Debug prefabs</span> ==


<!-- ID: DM_DEBUG_PREFABS -->
<!-- ID: DM_DEBUG_PREFABS -->
Line 8,759: Line 8,807:




== New skeleton ==
== <span title="World">New skeleton</span> ==


<!-- ID: NEW_SKELETON -->
<!-- ID: NEW_SKELETON -->
Line 8,767: Line 8,815:




== JobManager Callstack ==
== <span title="World">JobManager Callstack</span> ==


<!-- ID: DM_DIAG_JOBMANAGER -->
<!-- ID: DM_DIAG_JOBMANAGER -->
Line 8,775: Line 8,823:




== JobManager Print CS ==
== <span title="World">JobManager Print CS</span> ==


<!-- ID: DM_DIAG_JOBMANAGER_PRINT -->
<!-- ID: DM_DIAG_JOBMANAGER_PRINT -->
Line 8,783: Line 8,831:




== Ambient Life ==
== <span title="World">Ambient Life</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_AMBIENT_LIFE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AMBIENT_LIFE -->
Line 8,790: Line 8,838:
'''Available Options''': false, true
'''Available Options''': false, true


= Animation =
 
== Enable debugger ==
= <span title="Animation">Animation</span> =
 
 
== <span title="Animation">Enable debugger</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_ENABLEDEBUGGER -->
<!-- ID: ENF_DIAG_ANIMSYS_ENABLEDEBUGGER -->
Line 8,799: Line 8,850:




== Root motion always enabled ==
== <span title="Animation">Root motion always enabled</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_ROOTMOTION_ALWAYS -->
<!-- ID: ENF_DIAG_ANIMSYS_ROOTMOTION_ALWAYS -->
Line 8,807: Line 8,858:




== Force animation LOD ==
== <span title="Animation">Force animation LOD</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_FORCE_LOD -->
<!-- ID: ENF_DIAG_ANIMSYS_FORCE_LOD -->
Line 8,814: Line 8,865:




== Show transforms before IK ==
== <span title="Animation">Show transforms before IK</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_BEFORE_IK -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_BEFORE_IK -->
Line 8,822: Line 8,873:




== Show transforms after IK ==
== <span title="Animation">Show transforms after IK</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_AFTER_IK -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_TRANSFORMS_AFTER_IK -->
Line 8,830: Line 8,881:




== Show IK offsets ==
== <span title="Animation">Show IK offsets</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_OFFSETS -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_OFFSETS -->
Line 8,838: Line 8,889:




== Show IK solver details ==
== <span title="Animation">Show IK solver details</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_SOLVER_DETAILS -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_IK_SOLVER_DETAILS -->
Line 8,846: Line 8,897:




== Show procedural solver details ==
== <span title="Animation">Show procedural solver details</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_PROCEDURAL -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_PROCEDURAL -->
Line 8,854: Line 8,905:




== Show cached MS transforms ==
== <span title="Animation">Show cached MS transforms</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_MODEL_SPACE_CACHE -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_MODEL_SPACE_CACHE -->
Line 8,862: Line 8,913:




== Show RBF details ==
== <span title="Animation">Show RBF details</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_SHOW_RBF_DETAILS -->
<!-- ID: ENF_DIAG_ANIMSYS_SHOW_RBF_DETAILS -->
Line 8,870: Line 8,921:




== Record animations ==
== <span title="Animation">Record animations</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING -->
<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING -->
Line 8,878: Line 8,929:




== Record local player ==
== <span title="Animation">Record local player</span> ==


<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING_ENTITIES -->
<!-- ID: ENF_DIAG_ANIMSYS_ENABLE_ANIMATION_RECORDING_ENTITIES -->
Line 8,886: Line 8,937:




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


<!-- ID: ENF_DIAG_ANIMSYS_TRAFFIC -->
<!-- ID: ENF_DIAG_ANIMSYS_TRAFFIC -->
Line 8,894: Line 8,945:




== Min IK blend time ==
== <span title="Animation">Min IK blend time</span> ==


<!-- ID: ENF_DIAG_MIN_IK_BLEND_TIME -->
<!-- ID: ENF_DIAG_MIN_IK_BLEND_TIME -->
Line 8,905: Line 8,956:
* Step: 0.01
* Step: 0.01


= Physics =
== Settings ==


=== Update rate ===
= <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 -->
<!-- ID: DM_PHYSICS_UPDATE_RATE -->
Line 8,923: Line 8,977:
Step: 10
Step: 10


=== Max fixed steps ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Settings">Max fixed steps</span> ===


<!-- ID: DM_PHYSICS_MAX_STEPS -->
<!-- ID: DM_PHYSICS_MAX_STEPS -->
Line 8,938: Line 8,992:
Step: 1
Step: 1


=== Apply ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Settings">Apply</span> ===


<!-- ID: DM_PHYSICS_CHANGE_SETTINGS -->
<!-- ID: DM_PHYSICS_CHANGE_SETTINGS -->
Line 8,946: Line 9,000:




== Bullet ==
== <span title="Physics">Bullet</span> ==


=== Max. Collider Distance ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Max. Collider Distance</span> ===


<!-- ID: DM_BULLET_COLLIDER_RANGE -->
<!-- ID: DM_BULLET_COLLIDER_RANGE -->
Line 8,955: Line 9,009:
'''Available Options''': 0, 1, 2, 5, 10, 20, 50, 100, 200, 500
'''Available Options''': 0, 1, 2, 5, 10, 20, 50, 100, 200, 500


=== Draw Bullet shape ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet shape</span> ===


<!-- ID: DM_BULLET_DRAW_SHAPE -->
<!-- ID: DM_BULLET_DRAW_SHAPE -->
Line 8,962: Line 9,016:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Draw Bullet wireframe ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet wireframe</span> ===


<!-- ID: DM_BULLET_DRAW_SHAPE_WIREFRAME -->
<!-- ID: DM_BULLET_DRAW_SHAPE_WIREFRAME -->
Line 8,969: Line 9,023:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Draw Bullet shape AABB ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet shape AABB</span> ===


<!-- ID: DM_BULLET_DRAW_AABB -->
<!-- ID: DM_BULLET_DRAW_AABB -->
Line 8,976: Line 9,030:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Draw obj center of mass ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw obj center of mass</span> ===


<!-- ID: DM_BULLET_DRAW_COM -->
<!-- ID: DM_BULLET_DRAW_COM -->
Line 8,983: Line 9,037:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Draw Bullet contacts ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Draw Bullet contacts</span> ===


<!-- ID: DM_BULLET_DRAW_CONTACT -->
<!-- ID: DM_BULLET_DRAW_CONTACT -->
Line 8,990: Line 9,044:
'''Available Options''': enabled, disabled
'''Available Options''': enabled, disabled


=== Force sleep Bullet ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Force sleep Bullet</span> ===


<!-- ID: DM_BULLET_FORCE_SLEEP -->
<!-- ID: DM_BULLET_FORCE_SLEEP -->
Line 8,997: Line 9,051:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Profile Bullet ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Profile Bullet</span> ===


<!-- ID: DM_BULLET_PROFILE -->
<!-- ID: DM_BULLET_PROFILE -->
Line 9,004: Line 9,058:
'''Available Options''': disabled, >1ms, >5ms, >10ms, >20ms, >50ms
'''Available Options''': disabled, >1ms, >5ms, >10ms, >20ms, >50ms


=== Bullet MT ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Bullet">Bullet MT</span> ===


<!-- ID: DM_BULLET_MT -->
<!-- ID: DM_BULLET_MT -->
Line 9,012: Line 9,066:




== Dump contacts on server ==
== <span title="Physics">Dump contacts on server</span> ==


<!-- ID: GAME_PHYSICS_DUMP_CONTACTS -->
<!-- ID: GAME_PHYSICS_DUMP_CONTACTS -->
Line 9,020: Line 9,074:




== Show bodies ==
== <span title="Physics">Show bodies</span> ==


<!-- ID: DM_PHYSICS_SHOW_BODIES -->
<!-- ID: DM_PHYSICS_SHOW_BODIES -->
Line 9,027: Line 9,081:




'''Hotkey''': {{Controls|lalt|num6}}
'''Hotkey''': {{Controls|LAlt|Num6}}


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




== Show layer ==
== <span title="Physics">Show layer</span> ==


<!-- ID: DM_PHYSICS_SHOW_LAYER -->
<!-- ID: DM_PHYSICS_SHOW_LAYER -->
Line 9,063: Line 9,117:




== Show collider type ==
== <span title="Physics">Show collider type</span> ==


<!-- ID: DM_PHYSICS_SHOW_COLLIDER_TYPE -->
<!-- ID: DM_PHYSICS_SHOW_COLLIDER_TYPE -->
Line 9,071: Line 9,125:




== Show simulation state ==
== <span title="Physics">Show simulation state</span> ==


<!-- ID: DM_PHYSICS_SHOW_SIMULATION_STATE -->
<!-- ID: DM_PHYSICS_SHOW_SIMULATION_STATE -->
Line 9,079: Line 9,133:




== Show body type ==
== <span title="Physics">Show body type</span> ==


<!-- ID: DM_PHYSICS_SHOW_BODY_TYPE -->
<!-- ID: DM_PHYSICS_SHOW_BODY_TYPE -->
Line 9,087: Line 9,141:




== Color by ==
== <span title="Physics">Color by</span> ==


<!-- ID: DM_PHYSICS_COLOR_MODE -->
<!-- ID: DM_PHYSICS_COLOR_MODE -->
Line 9,095: Line 9,149:




== Show COM ==
== <span title="Physics">Show COM</span> ==


<!-- ID: DM_PHYSICS_SHOW_COM -->
<!-- ID: DM_PHYSICS_SHOW_COM -->
Line 9,103: Line 9,157:




== Simulation ==
== <span title="Physics">Simulation</span> ==


<!-- ID: DM_PHYSICS_SIMULATION -->
<!-- ID: DM_PHYSICS_SIMULATION -->
Enable/disable physics simulation.
Enable/disable physics simulation.


'''Hotkey''': {{Controls|lctrl|num7}}
'''Hotkey''': {{Controls|LCtrl|Num7}}


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




== Dump non-static bodies ==
== <span title="Physics">Dump non-static bodies</span> ==


<!-- ID: DM_PHYSICS_DUMP_ACTIVE_BODIES -->
<!-- ID: DM_PHYSICS_DUMP_ACTIVE_BODIES -->
Line 9,121: Line 9,175:




== Dump contacts ==
== <span title="Physics">Dump contacts</span> ==


<!-- ID: DM_PHYSICS_DUMP_CONTACTS -->
<!-- ID: DM_PHYSICS_DUMP_CONTACTS -->
Line 9,129: Line 9,183:




== Show stats ==
== <span title="Physics">Show stats</span> ==


<!-- ID: DM_PHYSICS_STATS -->
<!-- ID: DM_PHYSICS_STATS -->
Line 9,137: Line 9,191:




== Show Bullet ==
== <span title="Physics">Show Bullet</span> ==


<!-- ID: DM_PHYSICS_SHOW_BULLET -->
<!-- ID: DM_PHYSICS_SHOW_BULLET -->
Line 9,145: Line 9,199:




== Scripts ==
== <span title="Physics">Scripts</span> ==


=== Show interior bounding box ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Scripts">Show interior bounding box</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_INTERIOR_BOUNDING_BOX -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_INTERIOR_BOUNDING_BOX -->
Line 9,154: Line 9,208:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show helper trace ===
=== <span title="Physics&nbsp;&rarr;&nbsp;Scripts">Show helper trace</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_PHYSICS_HELPER_TRACE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_PHYSICS_HELPER_TRACE -->
Line 9,161: Line 9,215:
'''Available Options''': false, true
'''Available Options''': false, true


= Game =
== Weather ==


=== Force weather update (WB edit mode) ===
= <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 -->
<!-- ID: DM_WEATHER_DIAG_FORCE -->
Line 9,171: Line 9,228:
'''Available Options''': false, true
'''Available Options''': false, true


=== Debug time ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Debug time</span> ===


<!-- ID: DM_WEATHER_DEBUG_TIME -->
<!-- ID: DM_WEATHER_DEBUG_TIME -->
Line 9,178: Line 9,235:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== time ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">time</span> ===


<!-- ID: DM_WEATHER_DEBUG_TIME_VALUE -->
<!-- ID: DM_WEATHER_DEBUG_TIME_VALUE -->
Line 9,193: Line 9,250:
Step: 0.0001
Step: 0.0001


=== Show diag. ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Show diag.</span> ===


<!-- ID: DM_WEATHER_DIAG -->
<!-- ID: DM_WEATHER_DIAG -->
Line 9,200: Line 9,257:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show diag. values ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Show diag. values</span> ===


<!-- ID: DM_WEATHER_DIAG_VALUES -->
<!-- ID: DM_WEATHER_DIAG_VALUES -->
Line 9,207: Line 9,264:
'''Available Options''': false, true
'''Available Options''': false, true


=== Override wet speeds ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Override wet speeds</span> ===


<!-- ID: DM_WEATHER_OVERRIDE_WETNESS_SPEEDS -->
<!-- ID: DM_WEATHER_OVERRIDE_WETNESS_SPEEDS -->
Line 9,214: Line 9,271:
'''Available Options''': false, true
'''Available Options''': false, true


=== - Wetting speed ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Wetting speed</span> ===


<!-- ID: DM_WEATHER_CURRENT_WETTING_SPEED -->
<!-- ID: DM_WEATHER_CURRENT_WETTING_SPEED -->
Line 9,225: Line 9,282:
* Step: 0.1
* Step: 0.1


=== - Drying speed ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Drying speed</span> ===


<!-- ID: DM_WEATHER_CURRENT_DRYING_SPEED -->
<!-- ID: DM_WEATHER_CURRENT_DRYING_SPEED -->
Line 9,236: Line 9,293:
* Step: 0.1
* Step: 0.1


=== Override states ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Override states</span> ===


<!-- ID: DM_WEATHER_OVERRIDE_STATES -->
<!-- ID: DM_WEATHER_OVERRIDE_STATES -->
Line 9,243: Line 9,300:
'''Available Options''': false, true
'''Available Options''': false, true


=== - State source ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- State source</span> ===


<!-- ID: DM_WEATHER_CURRENT_STATE_SOURCE -->
<!-- ID: DM_WEATHER_CURRENT_STATE_SOURCE -->
Line 9,254: Line 9,311:
* Step: 1
* Step: 1


=== - State destination ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- State destination</span> ===


<!-- ID: DM_WEATHER_CURRENT_STATE_DEST -->
<!-- ID: DM_WEATHER_CURRENT_STATE_DEST -->
Line 9,265: Line 9,322:
* Step: 1
* Step: 1


=== Override variants ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">Override variants</span> ===


<!-- ID: DM_WEATHER_OVERRIDE_VARIANTS -->
<!-- ID: DM_WEATHER_OVERRIDE_VARIANTS -->
Line 9,272: Line 9,329:
'''Available Options''': false, true
'''Available Options''': false, true


=== - Variant source ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Variant source</span> ===


<!-- ID: DM_WEATHER_CURRENT_VARIANT_SOURCE -->
<!-- ID: DM_WEATHER_CURRENT_VARIANT_SOURCE -->
Line 9,283: Line 9,340:
* Step: 1
* Step: 1


=== - Variant destination ===
=== <span title="Game&nbsp;&rarr;&nbsp;Weather">- Variant destination</span> ===


<!-- ID: DM_WEATHER_CURRENT_VARIANT_DEST -->
<!-- ID: DM_WEATHER_CURRENT_VARIANT_DEST -->
Line 9,295: Line 9,352:




== Dialogue ==
== <span title="Game">Dialogue</span> ==


=== Demo ===
=== <span title="Game&nbsp;&rarr;&nbsp;Dialogue">Demo</span> ===


<!-- ID: DIALOG_DIAG_DEMO -->
<!-- ID: DIALOG_DIAG_DEMO -->
Line 9,305: Line 9,362:




== Superscreenshot to file ==
== <span title="Game">Superscreenshot to file</span> ==


<!-- ID: DM_STATS_SCREENSHOT_SUPERFILE -->
<!-- ID: DM_STATS_SCREENSHOT_SUPERFILE -->
Save super screenshot to file.
Save super screenshot to file.


'''Hotkey''': {{Controls|lctrl|lshift|f7}}
'''Hotkey''': {{Controls|LCtrl|LShift|F7}}


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




== Screenshot to clipboard ==
== <span title="Game">Screenshot to clipboard</span> ==


<!-- ID: DM_STATS_SCREENSHOT_CLIPBOARD -->
<!-- ID: DM_STATS_SCREENSHOT_CLIPBOARD -->
Save screenshot to clipboard.
Save screenshot to clipboard.


'''Hotkey''': {{Controls|lshift|f7}}
'''Hotkey''': {{Controls|LShift|F7}}


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




== Screenshot to file ==
== <span title="Game">Screenshot to file</span> ==


<!-- ID: DM_STATS_SCREENSHOT_FILE -->
<!-- ID: DM_STATS_SCREENSHOT_FILE -->
Save screenshot to file.
Save screenshot to file.


'''Hotkey''': {{Controls|lctrl|f7}}
'''Hotkey''': {{Controls|LCtrl|F7}}


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




== Deployable SpawnPoints ==
== <span title="Game">Deployable SpawnPoints</span> ==


=== Show Exclusion Zones ===
=== <span title="Game&nbsp;&rarr;&nbsp;Deployable SpawnPoints">Show Exclusion Zones</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_DEPLOYABLE_SPAWNPOINTS_ENABLE_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_DEPLOYABLE_SPAWNPOINTS_ENABLE_DIAG -->
Line 9,345: Line 9,402:




== Voting ==
== <span title="Game">Voting</span> ==


=== Enable All Vote Types ===
=== <span title="Game&nbsp;&rarr;&nbsp;Voting">Enable All Vote Types</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_VOTING_ENABLE_ALL -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_VOTING_ENABLE_ALL -->
Line 9,355: Line 9,412:




== Show bounds overlap target info ==
== <span title="Game">Show bounds overlap target info</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_BOUNDS_OVERLAP_PREFAB -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_BOUNDS_OVERLAP_PREFAB -->
Line 9,363: Line 9,420:




== Show cursor target info ==
== <span title="Game">Show cursor target info</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_CURSOR_TARGET_PREFAB -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_CURSOR_TARGET_PREFAB -->
Line 9,373: Line 9,430:




== Copy view link ==
== <span title="Game">Copy view link</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_COPY_ENF_VIEW_LINK -->
<!-- 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).
Create [[Arma Reforger:Workbench Links#World Editor|World Editor view link]] using hotkey (LCtrl+LShift+L).


'''Hotkey''': {{Controls|lctrl|lshift|l}}
'''Hotkey''': {{Controls|LCtrl|LShift|L}}


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


= Sounds =
== Audio Debug Context ==


=== Template Debug Context ===
= <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 -->
<!-- ID: DM_TEMPLATE_DEBUG_CONTEXT -->
Line 9,392: Line 9,452:
'''Available Options''':
'''Available Options''':


=== Signal info ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Audio Debug Context">Signal info</span> ===


<!-- ID: DM_TEMPLATE_CTX_SIGNALS -->
<!-- ID: DM_TEMPLATE_CTX_SIGNALS -->
Line 9,399: Line 9,459:
'''Available Options''': false, true
'''Available Options''': false, true


=== Samples ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Audio Debug Context">Samples</span> ===


<!-- ID: DM_TEMPLATE_CTX_SAMPLES -->
<!-- ID: DM_TEMPLATE_CTX_SAMPLES -->
Line 9,407: Line 9,467:




== VON ==
== <span title="Sounds">VON</span> ==


=== Play recorder VON ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Play recorder VON</span> ===


<!-- ID: DM_VON_DIRECT_PLAY -->
<!-- ID: DM_VON_DIRECT_PLAY -->
Line 9,416: Line 9,476:
'''Available Options''': false, true
'''Available Options''': false, true


=== Replace VON with 440Hz ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Replace VON with 440Hz</span> ===


<!-- ID: DM_VON_TONE_PLAY -->
<!-- ID: DM_VON_TONE_PLAY -->
Line 9,423: Line 9,483:
'''Available Options''': false, true
'''Available Options''': false, true


=== Bypass loudness ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Bypass loudness</span> ===


<!-- ID: DM_VON_LOUDNESS -->
<!-- ID: DM_VON_LOUDNESS -->
Line 9,430: Line 9,490:
'''Available Options''': false, true
'''Available Options''': false, true


=== Log starving ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;VON">Log starving</span> ===


<!-- ID: DM_VON_LOG_STARVING -->
<!-- ID: DM_VON_LOG_STARVING -->
Line 9,438: Line 9,498:




== Sound World ==
== <span title="Sounds">Sound World</span> ==


=== Sound map ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound World">Sound map</span> ===


<!-- ID: DM_SW_SOUND_MAP_TYPE -->
<!-- ID: DM_SW_SOUND_MAP_TYPE -->
Line 9,447: Line 9,507:
'''Available Options''': none, terrain, water
'''Available Options''': none, terrain, water


=== Sound map range ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound World">Sound map range</span> ===


<!-- ID: DM_SW_SOUND_MAP_RANGE -->
<!-- ID: DM_SW_SOUND_MAP_RANGE -->
Line 9,462: Line 9,522:
Step: 25
Step: 25


=== Sound map create ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound World">Sound map create</span> ===


<!-- ID: DM_SW_SOUND_MAP_CREATE -->
<!-- ID: DM_SW_SOUND_MAP_CREATE -->
Line 9,470: Line 9,530:




== Sound Geometry ==
== <span title="Sounds">Sound Geometry</span> ==


=== Sound Geometry Map ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Sound Geometry Map</span> ===


==== Shadowed ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Shadowed</span> ====


<!-- ID: DM_SNDGEO_SHADOWED -->
<!-- ID: DM_SNDGEO_SHADOWED -->
Line 9,481: Line 9,541:
'''Available Options''': false, true
'''Available Options''': false, true


==== Visible ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Visible</span> ====


<!-- ID: DM_SNDGEO_VISIBLE -->
<!-- ID: DM_SNDGEO_VISIBLE -->
Line 9,488: Line 9,548:
'''Available Options''': false, true
'''Available Options''': false, true


==== Obstacle ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Obstacle</span> ====


<!-- ID: DM_SNDGEO_OBSTICLE -->
<!-- ID: DM_SNDGEO_OBSTICLE -->
Line 9,495: Line 9,555:
'''Available Options''': false, true
'''Available Options''': false, true


==== Edge ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Edge</span> ====


<!-- ID: DM_SNDGEO_EDGE -->
<!-- ID: DM_SNDGEO_EDGE -->
Line 9,502: Line 9,562:
'''Available Options''': false, true
'''Available Options''': false, true


==== Diffract ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Diffract</span> ====


<!-- ID: DM_SNDGEO_DIFFRACT -->
<!-- ID: DM_SNDGEO_DIFFRACT -->
Line 9,509: Line 9,569:
'''Available Options''': false, true
'''Available Options''': false, true


==== Tile Type ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Tile Type</span> ====


<!-- ID: DM_SNDGEO_TILETYPE -->
<!-- ID: DM_SNDGEO_TILETYPE -->
Line 9,516: Line 9,576:
'''Available Options''': Square, Value
'''Available Options''': Square, Value


==== Sample Visibility ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Sample Visibility</span> ====


<!-- ID: DM_SNDGEO_SAMPLE -->
<!-- ID: DM_SNDGEO_SAMPLE -->
Line 9,523: Line 9,583:
'''Available Options''': false, true
'''Available Options''': false, true


==== Set Sample Pos ====
==== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry&nbsp;&rarr;&nbsp;Sound Geometry Map">Set Sample Pos</span> ====


<!-- ID: DM_SNDGEO_SAMPLE_POS -->
<!-- ID: DM_SNDGEO_SAMPLE_POS -->
Line 9,530: Line 9,590:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable Diag ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Enable Diag</span> ===


<!-- ID: DM_SNDGEO_ENABLE -->
<!-- ID: DM_SNDGEO_ENABLE -->
Line 9,537: Line 9,597:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== System Info ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">System Info</span> ===


<!-- ID: DM_SNDGEO_SYSTEM_INFO -->
<!-- ID: DM_SNDGEO_SYSTEM_INFO -->
Line 9,544: Line 9,604:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Interior Cache Info ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Interior Cache Info</span> ===


<!-- ID: DM_SNDGEO_INTERIOR_CACHE -->
<!-- ID: DM_SNDGEO_INTERIOR_CACHE -->
Line 9,551: Line 9,611:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show Update Range ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Show Update Range</span> ===


<!-- ID: DM_SNDGEO_UPDATE_RANGE -->
<!-- ID: DM_SNDGEO_UPDATE_RANGE -->
Line 9,558: Line 9,618:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Object Info ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Object Info</span> ===


<!-- ID: DM_SNDGEO_OBJS -->
<!-- ID: DM_SNDGEO_OBJS -->
Line 9,565: Line 9,625:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Show Building Portals ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Show Building Portals</span> ===


<!-- ID: DM_SNDGEO_PORTALS -->
<!-- ID: DM_SNDGEO_PORTALS -->
Line 9,572: Line 9,632:
'''Available Options''': none, all, single, per area, active
'''Available Options''': none, all, single, per area, active


=== Show Buildings Rect ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Show Buildings Rect</span> ===


<!-- ID: DM_SNDGEO_BUILDINGS -->
<!-- ID: DM_SNDGEO_BUILDINGS -->
Line 9,579: Line 9,639:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Hide Building Mesh ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Hide Building Mesh</span> ===


<!-- ID: DM_SNDGEO_HIDE_MESH -->
<!-- ID: DM_SNDGEO_HIDE_MESH -->
Line 9,586: Line 9,646:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Obstruction Pos ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Obstruction Pos</span> ===


<!-- ID: DM_SNDGEO_OBS_POS -->
<!-- ID: DM_SNDGEO_OBS_POS -->
Line 9,593: Line 9,653:
'''Available Options''': disabled, enabled
'''Available Options''': disabled, enabled


=== Freeze Positions ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Sound Geometry">Freeze Positions</span> ===


<!-- ID: DM_SNDGEO_FREEZE_POSITIONS -->
<!-- ID: DM_SNDGEO_FREEZE_POSITIONS -->
Line 9,601: Line 9,661:




== Interior Handler ==
== <span title="Sounds">Interior Handler</span> ==


=== InteriorHandler ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">InteriorHandler</span> ===


<!-- ID: DM_INTERIOR -->
<!-- ID: DM_INTERIOR -->
Line 9,610: Line 9,670:
'''Available Options''':
'''Available Options''':


=== Old interior detection ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">Old interior detection</span> ===


<!-- ID: GAME_DIAG_USE_INTERIOR_TRACES -->
<!-- ID: GAME_DIAG_USE_INTERIOR_TRACES -->
Line 9,617: Line 9,677:
'''Available Options''': false, true
'''Available Options''': false, true


=== Enable Debug ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">Enable Debug</span> ===


<!-- ID: GAME_DIAG_INTERIOR_HANDLER -->
<!-- ID: GAME_DIAG_INTERIOR_HANDLER -->
Line 9,624: Line 9,684:
'''Available Options''': false, true
'''Available Options''': false, true


=== Queries ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Interior Handler">Queries</span> ===


<!-- ID: GAME_DIAG_INTERIOR_QUERY -->
<!-- ID: GAME_DIAG_INTERIOR_QUERY -->
Line 9,632: Line 9,692:




== SoundMap ==
== <span title="Sounds">SoundMap</span> ==


=== SoundMap ===
=== <span title="Sounds">SoundMap</span> ===


<!-- ID: DM_SOUNDMAP -->
<!-- ID: DM_SOUNDMAP -->
Line 9,641: Line 9,701:
'''Available Options''':
'''Available Options''':


=== Show values ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Show values</span> ===


<!-- ID: DM_SHOW_VALUES -->
<!-- ID: DM_SHOW_VALUES -->
Line 9,648: Line 9,708:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw Regions ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Draw Regions</span> ===


<!-- ID: DM_DRAW_SOUNDMAP -->
<!-- ID: DM_DRAW_SOUNDMAP -->
Line 9,655: Line 9,715:
'''Available Options''': false, true
'''Available Options''': false, true


=== Layer to draw ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Layer to draw</span> ===


<!-- ID: DM_SMAP_LAYER_DRAW -->
<!-- ID: DM_SMAP_LAYER_DRAW -->
Line 9,662: Line 9,722:
'''Available Options''': Terrain, Coast, Freshwater
'''Available Options''': Terrain, Coast, Freshwater


=== Show memory allocated ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Show memory allocated</span> ===


<!-- ID: DM_SOUNDMAP_MEMORY -->
<!-- ID: DM_SOUNDMAP_MEMORY -->
Line 9,669: Line 9,729:
'''Available Options''': false, true
'''Available Options''': false, true


=== Force generation ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Force generation</span> ===


<!-- ID: DM_FORCE_SOUNDMAP_GENERATION -->
<!-- ID: DM_FORCE_SOUNDMAP_GENERATION -->
Line 9,676: Line 9,736:
'''Available Options''': false, true
'''Available Options''': false, true


=== Force default SoundMap ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;SoundMap">Force default SoundMap</span> ===


<!-- ID: DM_FORCE_DEFAULT_SOUNDMAP -->
<!-- ID: DM_FORCE_DEFAULT_SOUNDMAP -->
Line 9,684: Line 9,744:




== Chimera Sounds ==
== <span title="Sounds">Chimera Sounds</span> ==


=== Signals Debug ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Chimera Sounds">Signals Debug</span> ===


<!-- ID: GAME_DIAG_SS_SIGNALS -->
<!-- ID: GAME_DIAG_SS_SIGNALS -->
Line 9,693: Line 9,753:
'''Available Options''': false, true
'''Available Options''': false, true


=== Signals Debug by Entity ===
=== <span title="Sounds&nbsp;&rarr;&nbsp;Chimera Sounds">Signals Debug by Entity</span> ===


<!-- ID: GAME_DIAG_SS_SIGNALSBYENTITY -->
<!-- ID: GAME_DIAG_SS_SIGNALSBYENTITY -->
Line 9,701: Line 9,761:




== Ambients ==
== <span title="Sounds">Ambients</span> ==


<!-- ID: GAME_DIAG_AMBIENTS -->
<!-- ID: GAME_DIAG_AMBIENTS -->
Line 9,709: Line 9,769:




== Freeze cam position ==
== <span title="Sounds">Freeze cam position</span> ==


<!-- ID: GAME_DIAG_AMBIENTS_FREEZE -->
<!-- ID: GAME_DIAG_AMBIENTS_FREEZE -->
Line 9,717: Line 9,777:




== Debug Com.Sound ==
== <span title="Sounds">Debug Com.Sound</span> ==


<!-- ID: GAME_DIAG_COMMUNICATION_DEBUG -->
<!-- ID: GAME_DIAG_COMMUNICATION_DEBUG -->
Line 9,725: Line 9,785:




== MM - debug info ==
== <span title="Sounds">MM - debug info</span> ==


<!-- ID: DM_MUSIC_MANAGER_DEBUGINFO -->
<!-- ID: DM_MUSIC_MANAGER_DEBUGINFO -->
Line 9,733: Line 9,793:




== Debug RadioBroadcast ==
== <span title="Sounds">Debug RadioBroadcast</span> ==


<!-- ID: GAME_DIAG_RADIO_BROADCAST -->
<!-- ID: GAME_DIAG_RADIO_BROADCAST -->
Line 9,741: Line 9,801:




== Show invalid event ==
== <span title="Sounds">Show invalid event</span> ==


<!-- ID: GAME_DIAG_UNKNOWN_EVENT -->
<!-- ID: GAME_DIAG_UNKNOWN_EVENT -->
Line 9,749: Line 9,809:




== Show system info ==
== <span title="Sounds">Show system info</span> ==


<!-- ID: DM_SOUND_SYSTEM_INFO -->
<!-- ID: DM_SOUND_SYSTEM_INFO -->
Line 9,757: Line 9,817:




== Resources ==
== <span title="Sounds">Resources</span> ==


<!-- ID: DM_SOUND_RESOURCES -->
<!-- ID: DM_SOUND_RESOURCES -->
Line 9,765: Line 9,825:




== Show categories ==
== <span title="Sounds">Show categories</span> ==


<!-- ID: DM_SOUND_SHOW_CATEGORIES -->
<!-- ID: DM_SOUND_SHOW_CATEGORIES -->
Line 9,773: Line 9,833:




== Show sounds ==
== <span title="Sounds">Show sounds</span> ==


<!-- ID: DM_SOUND_SHOW_PLAYING -->
<!-- ID: DM_SOUND_SHOW_PLAYING -->
Line 9,781: Line 9,841:




== Show sounds 3D ==
== <span title="Sounds">Show sounds 3D</span> ==


<!-- ID: DM_SOUND_SHOW_PLAYING_3D -->
<!-- ID: DM_SOUND_SHOW_PLAYING_3D -->
Line 9,789: Line 9,849:




== Log source info ==
== <span title="Sounds">Log source info</span> ==


<!-- ID: DM_SOUND_SOURCE_INFO -->
<!-- ID: DM_SOUND_SOURCE_INFO -->
Line 9,797: Line 9,857:




== Com debug ==
== <span title="Sounds">Com debug</span> ==


<!-- ID: DM_SOUND_DEBUG_COM -->
<!-- ID: DM_SOUND_DEBUG_COM -->
Line 9,805: Line 9,865:




== Enable ITD ==
== <span title="Sounds">Enable ITD</span> ==


<!-- ID: DM_SOUND_ITD -->
<!-- ID: DM_SOUND_ITD -->
Line 9,813: Line 9,873:




== Play recorded VON ==
== <span title="Sounds">Play recorded VON</span> ==


<!-- ID: DM_SOUND_VON_DIRECT_PLAY -->
<!-- ID: DM_SOUND_VON_DIRECT_PLAY -->
Line 9,821: Line 9,881:




== Print Melee Surface ==
== <span title="Sounds">Print Melee Surface</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_PRINT_MELEESURFACE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_PRINT_MELEESURFACE -->
Line 9,829: Line 9,889:




== Reload AmbientSounds Conf ==
== <span title="Sounds">Reload AmbientSounds Conf</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RELOAD_AMBIENT_SOUNDS_CONFIGS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RELOAD_AMBIENT_SOUNDS_CONFIGS -->
Line 9,837: Line 9,897:




== Random Ambient Sounds ==
== <span title="Sounds">Random Ambient Sounds</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RANDOM_POSITIONAL_SOUNDS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_RANDOM_POSITIONAL_SOUNDS -->
Line 9,845: Line 9,905:




== Show MPD Impulse Values ==
== <span title="Sounds">Show MPD Impulse Values</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_MPDESTRUCTION_SHOW_IMPULSEVALUES -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_MPDESTRUCTION_SHOW_IMPULSEVALUES -->
Line 9,853: Line 9,913:




== Sound Manager ==
== <span title="Sounds">Sound Manager</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_SOUND_MANAGER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_SOUND_MANAGER -->
Line 9,861: Line 9,921:




== Global Variables ==
== <span title="Sounds">Global Variables</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_GLOBAL_VARIABLES -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SOUNDS_GLOBAL_VARIABLES -->
Line 9,868: Line 9,928:
'''Available Options''': false, true
'''Available Options''': false, true


= Particles =
 
== Disable particle render ==
= <span title="Particles">Particles</span> =
 
 
== <span title="Particles">Disable particle render</span> ==


<!-- ID: DM_PARTICLE_DISABLE_RENDER -->
<!-- ID: DM_PARTICLE_DISABLE_RENDER -->
Line 9,877: Line 9,940:




== Disable particle update ==
== <span title="Particles">Disable particle update</span> ==


<!-- ID: DM_PARTICLE_DISABLE_UPDATE -->
<!-- ID: DM_PARTICLE_DISABLE_UPDATE -->
Line 9,885: Line 9,948:




== Show particle FX LOD ==
== <span title="Particles">Show particle FX LOD</span> ==


<!-- ID: DM_PARTICLE_SHOW_LOD -->
<!-- ID: DM_PARTICLE_SHOW_LOD -->
Line 9,893: Line 9,956:




== Show 3D rotation spaces ==
== <span title="Particles">Show 3D rotation spaces</span> ==


<!-- ID: DM_PARTICLE_SHOW_ROT_SPACE -->
<!-- ID: DM_PARTICLE_SHOW_ROT_SPACE -->
Line 9,901: Line 9,964:




== Overdraw optimization ==
== <span title="Particles">Overdraw optimization</span> ==


<!-- ID: DM_PARTICLE_OPTIM -->
<!-- ID: DM_PARTICLE_OPTIM -->
Line 9,909: Line 9,972:




== Render ==
== <span title="Particles">Render</span> ==


<!-- ID: DM_PARTICLE_OPTIM_BG -->
<!-- ID: DM_PARTICLE_OPTIM_BG -->
Line 9,917: Line 9,980:




== Depth write mode ==
== <span title="Particles">Depth write mode</span> ==


<!-- ID: DM_PARTICLE_OPTIM_DEPTH_WRITE -->
<!-- ID: DM_PARTICLE_OPTIM_DEPTH_WRITE -->
Line 9,925: Line 9,988:




== Prerender mask ==
== <span title="Particles">Prerender mask</span> ==


<!-- ID: DM_PARTICLE_OPTIM_MASK -->
<!-- ID: DM_PARTICLE_OPTIM_MASK -->
Line 9,933: Line 9,996:




== Copy from main RT ==
== <span title="Particles">Copy from main RT</span> ==


<!-- ID: DM_PARTICLE_MASK_FROM_MAIN_RT -->
<!-- ID: DM_PARTICLE_MASK_FROM_MAIN_RT -->
Line 9,941: Line 10,004:




== Show internal texture ==
== <span title="Particles">Show internal texture</span> ==


<!-- ID: DM_PARTICLE_OPTIM_TEX -->
<!-- ID: DM_PARTICLE_OPTIM_TEX -->
Line 9,949: Line 10,012:




== Show Particle Contacts ==
== <span title="Particles">Show Particle Contacts</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_CONTACT_COMPONENT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_PARTICLES_CONTACT_COMPONENT -->
Line 9,956: Line 10,019:
'''Available Options''': false, true
'''Available Options''': false, true


= Input =
 
== Sink Input ==
= <span title="Input">Input</span> =
 
 
== <span title="Input">Sink Input</span> ==


<!-- ID: ENF_DIAG_SINK_INPUT -->
<!-- ID: ENF_DIAG_SINK_INPUT -->
Line 9,965: Line 10,031:




== Debug Contexts ==
== <span title="Input">Debug Contexts</span> ==


<!-- ID: ENF_DIAG_DEBUG_INPUT_CONTEXTS -->
<!-- ID: ENF_DIAG_DEBUG_INPUT_CONTEXTS -->
Line 9,973: Line 10,039:




== Show Cursor ==
== <span title="Input">Show Cursor</span> ==


<!-- ID: ENF_DIAG_INPUT_SHOW_CURSOR -->
<!-- ID: ENF_DIAG_INPUT_SHOW_CURSOR -->
Line 9,980: Line 10,046:
'''Available Options''': false, true
'''Available Options''': false, true


= UI =
 
== Disable Loc ==
= <span title="UI">UI</span> =
 
 
== <span title="UI">Disable Loc</span> ==


<!-- ID: ENF_DIAG_DISABLE_LOCALIZATION -->
<!-- ID: ENF_DIAG_DISABLE_LOCALIZATION -->
Line 9,989: Line 10,058:




== Show UI Diag ==
== <span title="UI">Show UI Diag</span> ==


<!-- ID: ENF_UI_DIAG -->
<!-- ID: ENF_UI_DIAG -->
Line 9,997: Line 10,066:




== Log Construction ==
== <span title="UI">Log Construction</span> ==


<!-- ID: ENF_DIAG_LOG_CONSTRUCTION -->
<!-- ID: ENF_DIAG_LOG_CONSTRUCTION -->
Line 10,005: Line 10,074:




== refactored ==
== <span title="UI">refactored</span> ==


=== Override config ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Override config</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CONFIG_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CONFIG_DEBUG -->
Line 10,014: Line 10,083:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Close on open ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Close on open</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_RELEASE_OPEN -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_RELEASE_OPEN -->
Line 10,021: Line 10,090:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Perform on close ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Perform on close</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_PERFORM_ON_CLOSE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_PERFORM_ON_CLOSE -->
Line 10,028: Line 10,097:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Close on perform ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Close on perform</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_PERFORM -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CLOSE_ON_PERFORM -->
Line 10,035: Line 10,104:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Delect in center ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Delect in center</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DESELECT_IN_CENTER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DESELECT_IN_CENTER -->
Line 10,042: Line 10,111:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Large size ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Large size</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_USE_LARGE_SIZE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_USE_LARGE_SIZE -->
Line 10,049: Line 10,118:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Override size ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Override size</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE_ENABLE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE_ENABLE -->
Line 10,056: Line 10,125:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Sustom size ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Sustom size</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_CUSTOM_SIZE -->
Line 10,071: Line 10,140:
Step: 1
Step: 1


=== Entries setup ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Entries setup</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT_ENABLE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT_ENABLE -->
Line 10,078: Line 10,147:
'''Available Options''': true")", false, true
'''Available Options''': true")", false, true


=== Entries ===
=== <span title="UI&nbsp;&rarr;&nbsp;refactored">Entries</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_ENTRY_COUNT -->
Line 10,094: Line 10,163:




== Close All Menus ==
== <span title="UI">Close All Menus</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_CLOSE_ALL_MENUS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_CLOSE_ALL_MENUS -->
Line 10,102: Line 10,171:




== Open Main Menu ==
== <span title="UI">Open Main Menu</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_OPEN_MAIN_MENU -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_OPEN_MAIN_MENU -->
Line 10,110: Line 10,179:




== Log widgets under cursor ==
== <span title="UI">Log widgets under cursor</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_LOG_UNDER_CURSOR -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_LOG_UNDER_CURSOR -->
Line 10,118: Line 10,187:




== Ignore hint persistency ==
== <span title="UI">Ignore hint persistency</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_HINT_IGNORE_SHOWN -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_HINT_IGNORE_SHOWN -->
Line 10,126: Line 10,195:




== Enable map debug menu ==
== <span title="UI">Enable map debug menu</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_MAP_DEBUG_OPTIONS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_MAP_DEBUG_OPTIONS -->
Line 10,134: Line 10,203:




== Show all settings ==
== <span title="UI">Show all settings</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_SHOW_ALL_SETTINGS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_UI_SHOW_ALL_SETTINGS -->
Line 10,141: Line 10,210:
'''Available Options''': false, true
'''Available Options''': false, true


= AI =
== Performance ==


=== Show IsAIActivated ===
= <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 -->
<!-- ID: AI_DIAG_ACTIVE_AI -->
Line 10,151: Line 10,223:
'''Available Options''': false, true
'''Available Options''': false, true


=== AILib counters ===
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">AILib counters</span> ===


<!-- ID: ailib::AILIB_DIAG_AI_COUNTERS -->
<!-- ID: ailib::AILIB_DIAG_AI_COUNTERS -->
Line 10,158: Line 10,230:
'''Available Options''': false, true
'''Available Options''': false, true


=== Load balancing ===
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">Load balancing</span> ===


<!-- ID: ailib::AILIB_LOAD_BALANCING -->
<!-- ID: ailib::AILIB_LOAD_BALANCING -->
Line 10,165: Line 10,237:
'''Available Options''': true, false
'''Available Options''': true, false


=== Forced AI simulation LOD ===
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">Forced AI simulation LOD</span> ===


<!-- ID: ailib::AILIB_FORCED_LOD -->
<!-- ID: ailib::AILIB_FORCED_LOD -->
Line 10,180: Line 10,252:
Step: 1
Step: 1


=== BT holder ===
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">BT holder</span> ===


<!-- ID: ailib::AILIB_DIAG_BT_HOLDER -->
<!-- ID: ailib::AILIB_DIAG_BT_HOLDER -->
Line 10,187: Line 10,259:
'''Available Options''': false, true
'''Available Options''': false, true


=== AI Limits ===
=== <span title="AI&nbsp;&rarr;&nbsp;Performance">AI Limits</span> ===


<!-- ID: ailib::AILIB_DIAG_LIMITS -->
<!-- ID: ailib::AILIB_DIAG_LIMITS -->
Line 10,195: Line 10,267:




== Navmesh ==
== <span title="AI">Navmesh</span> ==


=== Show NavMesh ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Show NavMesh</span> ===


<!-- ID: DM_NM -->
<!-- ID: DM_NM -->
Line 10,204: Line 10,276:
'''Available Options''': false, true
'''Available Options''': false, true


=== Generate without navlinks ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Generate without navlinks</span> ===


<!-- ID: DM_GENERATE_NAVMESH_WITH_NAVLINKS -->
<!-- ID: DM_GENERATE_NAVMESH_WITH_NAVLINKS -->
Line 10,211: Line 10,283:
'''Available Options''': true, false
'''Available Options''': true, false


=== Show links between polygons ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Show links between polygons</span> ===


<!-- ID: DM_POLY_LINKS -->
<!-- ID: DM_POLY_LINKS -->
Line 10,218: Line 10,290:
'''Available Options''': false, true
'''Available Options''': false, true


=== Navlinks Validation ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Navlinks Validation</span> ===


<!-- ID: DM_NAVLINKS -->
<!-- ID: DM_NAVLINKS -->
Line 10,225: Line 10,297:
'''Available Options''': false, true
'''Available Options''': false, true


=== Navlink Active Direction ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Navlink Active Direction</span> ===


<!-- ID: DM_NAVLINKS_ACTIVE_DIRECTION -->
<!-- ID: DM_NAVLINKS_ACTIVE_DIRECTION -->
Line 10,232: Line 10,304:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show Navmesh Project Index ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Show Navmesh Project Index</span> ===


<!-- ID: DM_NAVMESH_FILE_TO_SHOW -->
<!-- ID: DM_NAVMESH_FILE_TO_SHOW -->
Line 10,243: Line 10,315:
* Step: 1
* Step: 1


=== Ignore area costs ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Ignore area costs</span> ===


<!-- ID: DM_EQUAL_PATH_WEIGHTS -->
<!-- ID: DM_EQUAL_PATH_WEIGHTS -->
Line 10,250: Line 10,322:
'''Available Options''': false, true
'''Available Options''': false, true


=== Path smoothing (on/off) ===
=== <span title="AI&nbsp;&rarr;&nbsp;Navmesh">Path smoothing (on/off)</span> ===


<!-- ID: DM_PATH_SMOOTHING -->
<!-- ID: DM_PATH_SMOOTHING -->
Line 10,258: Line 10,330:




== Movement ==
== <span title="AI">Movement</span> ==


=== Path ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Path</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PATH -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PATH -->
Line 10,267: Line 10,339:
'''Available Options''': false, true
'''Available Options''': false, true


=== Path index ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Path index</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_CURRENTPATHINDEX -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_CURRENTPATHINDEX -->
Line 10,274: Line 10,346:
'''Available Options''': false, true
'''Available Options''': false, true


=== Obstacle Avoidance diag ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Obstacle Avoidance diag</span> ===


<!-- ID: ailib::AILIB_DIAG_OBSTACLE_AVOIDANCE -->
<!-- ID: ailib::AILIB_DIAG_OBSTACLE_AVOIDANCE -->
Line 10,281: Line 10,353:
'''Available Options''': false, true
'''Available Options''': false, true


=== Current Navlink ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Current Navlink</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_NAVLINK -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_NAVLINK -->
Line 10,288: Line 10,360:
'''Available Options''': false, true
'''Available Options''': false, true


=== Request parameters ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Request parameters</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_REQUESTPARAMS -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_REQUESTPARAMS -->
Line 10,295: Line 10,367:
'''Available Options''': false, true
'''Available Options''': false, true


=== Movement parameters ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Movement parameters</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MOVEPARAMS -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MOVEPARAMS -->
Line 10,302: Line 10,374:
'''Available Options''': false, true
'''Available Options''': false, true


=== Request Target ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Request Target</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_FINALPOSITION -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_FINALPOSITION -->
Line 10,309: Line 10,381:
'''Available Options''': false, true
'''Available Options''': false, true


=== Movement Target ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Movement Target</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_POS -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_POS -->
Line 10,316: Line 10,388:
'''Available Options''': false, true
'''Available Options''': false, true


=== Orientation Target ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Orientation Target</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_ORIENT -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_ORIENT -->
Line 10,323: Line 10,395:
'''Available Options''': false, true
'''Available Options''': false, true


=== Formation offsets ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Formation offsets</span> ===


<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION -->
<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION -->
Line 10,330: Line 10,402:
'''Available Options''': off, projected, default, both
'''Available Options''': off, projected, default, both


=== Formation Center ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Formation Center</span> ===


<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION_CENTER -->
<!-- ID: ailib::AILIB_DIAG_GROUP_FORMATION_CENTER -->
Line 10,337: Line 10,409:
'''Available Options''': false, true
'''Available Options''': false, true


=== Move Handlers ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Move Handlers</span> ===


<!-- ID: ailib::AILIB_DIAG_GROUP_HANDLERS -->
<!-- ID: ailib::AILIB_DIAG_GROUP_HANDLERS -->
Line 10,344: Line 10,416:
'''Available Options''': false, true
'''Available Options''': false, true


=== Stuck Teleport ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Stuck Teleport</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_STUCK -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_STUCK -->
Line 10,351: Line 10,423:
'''Available Options''': false, true
'''Available Options''': false, true


=== Out of Navmesh Teleport ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Out of Navmesh Teleport</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_OUT_OF_NAVMESH -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_TELEPORT_IF_OUT_OF_NAVMESH -->
Line 10,358: Line 10,430:
'''Available Options''': false, true
'''Available Options''': false, true


=== Memory ===
=== <span title="AI&nbsp;&rarr;&nbsp;Movement">Memory</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MEMORY -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_MEMORY -->
Line 10,366: Line 10,438:




== Pathfinding ==
== <span title="AI">Pathfinding</span> ==


=== Debug of AStar ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Debug of AStar</span> ===


<!-- ID: ailib::AILIB_DIAG_ASTAR_DEBUG -->
<!-- ID: ailib::AILIB_DIAG_ASTAR_DEBUG -->
Line 10,375: Line 10,447:
'''Available Options''': false, true
'''Available Options''': false, true


=== Make a step of AStar ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Make a step of AStar</span> ===


<!-- ID: ailib::AILIB_DIAG_ASTAR_STEP -->
<!-- ID: ailib::AILIB_DIAG_ASTAR_STEP -->
Step AStar pathfinding.
Step AStar pathfinding.


'''Hotkey''': {{Controls|lctrl|lalt|v}}
'''Hotkey''': {{Controls|LCtrl|LAlt|V}}


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


=== Pathfinding component ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Pathfinding component</span> ===


<!-- ID: ailib::AILIB_DIAG_PATHFINDING_COMPONENT -->
<!-- ID: ailib::AILIB_DIAG_PATHFINDING_COMPONENT -->
Line 10,391: Line 10,463:
'''Available Options''': false, true
'''Available Options''': false, true


=== Road network ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Road network</span> ===


<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK -->
<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK -->
Set road network debug mode.
Set road network debug mode.


'''Hotkey''': {{Controls|lctrl|lalt|n}}
'''Hotkey''': {{Controls|LCtrl|LAlt|N}}


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


=== Show Road Width ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Show Road Width</span> ===


<!-- ID: ailib::AILIB_DIAG_ROAD_WIDTHS -->
<!-- ID: ailib::AILIB_DIAG_ROAD_WIDTHS -->
Enable/disable showing of road widths.
Enable/disable showing of road widths.


'''Hotkey''': {{Controls|lctrl|lalt|w}}
'''Hotkey''': {{Controls|LCtrl|LAlt|W}}


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


=== Road network component ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Road network component</span> ===


<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK_SINGLE_COMPONENT -->
<!-- ID: ailib::AILIB_DIAG_ROAD_NETWORK_SINGLE_COMPONENT -->
Line 10,424: Line 10,496:
Step: 1
Step: 1


=== Road Id ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Road Id</span> ===


<!-- ID: ailib::AILIB_DIAG_ROAD_ID -->
<!-- ID: ailib::AILIB_DIAG_ROAD_ID -->
Enable/disable showing of road IDs.
Enable/disable showing of road IDs.


'''Hotkey''': {{Controls|lctrl|lalt|i}}
'''Hotkey''': {{Controls|LCtrl|LAlt|I}}


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


=== RoadPart Min Max Id ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">RoadPart Min Max Id</span> ===


<!-- ID: ailib::AILIB_DIAG_ROADPART_MINMAX -->
<!-- ID: ailib::AILIB_DIAG_ROADPART_MINMAX -->
Line 10,440: Line 10,512:
'''Available Options''': false, true
'''Available Options''': false, true


=== Pathfinding errors ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Pathfinding errors</span> ===


<!-- ID: ailib::AILIB_DIAG_ENABLE_PATHFINDING_ERRORS -->
<!-- ID: ailib::AILIB_DIAG_ENABLE_PATHFINDING_ERRORS -->
Line 10,447: Line 10,519:
'''Available Options''': false, true
'''Available Options''': false, true


=== Link on bridge Id ===
=== <span title="AI&nbsp;&rarr;&nbsp;Pathfinding">Link on bridge Id</span> ===


<!-- ID: ailib::AILIB_DIAG_LINK_ON_BRIDGE -->
<!-- ID: ailib::AILIB_DIAG_LINK_ON_BRIDGE -->
Line 10,463: Line 10,535:




== Aiming ==
== <span title="AI">Aiming</span> ==


=== Aiming component ===
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Aiming component</span> ===


<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT -->
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT -->
Line 10,472: Line 10,544:
'''Available Options''': false, true
'''Available Options''': false, true


=== Aiming component PID ===
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Aiming component PID</span> ===


<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_PID -->
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_PID -->
Line 10,479: Line 10,551:
'''Available Options''': false, true
'''Available Options''': false, true


=== Head aiming component ===
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Head aiming component</span> ===


<!-- ID: ailib::AILIB_DIAG_HEAD_AIMING_COMPONENT -->
<!-- ID: ailib::AILIB_DIAG_HEAD_AIMING_COMPONENT -->
Line 10,486: Line 10,558:
'''Available Options''': false, true
'''Available Options''': false, true


=== Use aim at version of ai aiming ===
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Use aim at version of ai aiming</span> ===


<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_AIM_AT -->
<!-- ID: ailib::AILIB_DIAG_AIMING_COMPONENT_AIM_AT -->
Line 10,493: Line 10,565:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show target aimpoint ===
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Show target aimpoint</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_AIMPOINT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_AIMPOINT -->
Line 10,500: Line 10,572:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show target projected size ===
=== <span title="AI&nbsp;&rarr;&nbsp;Aiming">Show target projected size</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_PROJECTED_SIZE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_PROJECTED_SIZE -->
Line 10,508: Line 10,580:




== AI Navigator ==
== <span title="AI">AI Navigator</span> ==


=== Enabled ===
=== <span title="AI&nbsp;&rarr;&nbsp;AI Navigator">Enabled</span> ===


<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_SHOW -->
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_SHOW -->
Line 10,517: Line 10,589:
'''Available Options''': false, true
'''Available Options''': false, true


=== Previous agent ===
=== <span title="AI&nbsp;&rarr;&nbsp;AI Navigator">Previous agent</span> ===


<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_PREV -->
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_PREV -->
Select previous AI navigator agent.
Select previous AI navigator agent.


'''Hotkey''': {{Controls|rctrl|rshift|9}}
'''Hotkey''': {{Controls|RCtrl|RShift|9}}


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


=== Next agent ===
=== <span title="AI&nbsp;&rarr;&nbsp;AI Navigator">Next agent</span> ===


<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_NEXT -->
<!-- ID: ailib::AILIB_DIAG_AI_NAVIGATOR_NEXT -->
Select next AI navigator agent.
Select next AI navigator agent.


'''Hotkey''': {{Controls|rctrl|rshift|0}}
'''Hotkey''': {{Controls|RCtrl|RShift|0}}


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




== Driving ==
== <span title="AI">Driving</span> ==


=== Show character detection ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Show character detection</span> ===


<!-- ID: AI_DIAG_MOVEMENT_CHARACTER_DETECTION -->
<!-- ID: AI_DIAG_MOVEMENT_CHARACTER_DETECTION -->
Line 10,545: Line 10,617:
'''Available Options''': false, true
'''Available Options''': false, true


=== Vehicle driving diag ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Vehicle driving diag</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE -->
Line 10,552: Line 10,624:
'''Available Options''': false, true
'''Available Options''': false, true


=== AI Forbid Reversing ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">AI Forbid Reversing</span> ===


<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING -->
<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING -->
Line 10,559: Line 10,631:
'''Available Options''': false, true
'''Available Options''': false, true


=== AI No Steer Adjustments ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">AI No Steer Adjustments</span> ===


<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING_ADJUSTMENTS -->
<!-- ID: ailib::AILIB_DIAG_AI_NO_REVERSING_ADJUSTMENTS -->
Line 10,566: Line 10,638:
'''Available Options''': false, true
'''Available Options''': false, true


=== Curve Circumference ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Curve Circumference</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_CURVE -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_CURVE -->
Line 10,573: Line 10,645:
'''Available Options''': false, true
'''Available Options''': false, true


=== PID Display ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">PID Display</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PID_DISPLAY -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_PID_DISPLAY -->
Line 10,580: Line 10,652:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show avoidance ===
=== <span title="AI&nbsp;&rarr;&nbsp;Driving">Show avoidance</span> ===


<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_AVOIDANCE -->
<!-- ID: ailib::AILIB_DIAG_MOVEMENT_VEHICLE_AVOIDANCE -->
Line 10,588: Line 10,660:




== Perception ==
== <span title="AI">Perception</span> ==


=== Perception targets ===
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception targets</span> ===


<!-- ID: AI_DIAG_PERCEPTION_TARGETS -->
<!-- ID: AI_DIAG_PERCEPTION_TARGETS -->
Line 10,597: Line 10,669:
'''Available Options''': false, true
'''Available Options''': false, true


=== Perception sensors eyes ===
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception sensors eyes</span> ===


<!-- ID: AI_DIAG_PERCEPTION_SENSORS_VISUAL -->
<!-- ID: AI_DIAG_PERCEPTION_SENSORS_VISUAL -->
Line 10,604: Line 10,676:
'''Available Options''': false, true
'''Available Options''': false, true


=== Perception sensors ears ===
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception sensors ears</span> ===


<!-- ID: AI_DIAG_PERCEPTION_SENSORS_SOUND -->
<!-- ID: AI_DIAG_PERCEPTION_SENSORS_SOUND -->
Line 10,611: Line 10,683:
'''Available Options''': false, true
'''Available Options''': false, true


=== Perception recognition ===
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Perception recognition</span> ===


<!-- ID: AI_DIAG_PERCEPTION_RECOGNITION_FACTORS -->
<!-- ID: AI_DIAG_PERCEPTION_RECOGNITION_FACTORS -->
Line 10,618: Line 10,690:
'''Available Options''': false, true
'''Available Options''': false, true


=== Cached perceiveble positions ===
=== <span title="AI&nbsp;&rarr;&nbsp;Perception">Cached perceiveble positions</span> ===


<!-- ID: AI_DIAG_PERCEPTION_CACHED_AIM_POINT_POS -->
<!-- ID: AI_DIAG_PERCEPTION_CACHED_AIM_POINT_POS -->
Line 10,626: Line 10,698:




== Animals ==
== <span title="AI">Animals</span> ==


=== Show animals debug info ===
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Show animals debug info</span> ===


<!-- ID: AI_DIAG_ANIMALS_DEBUG_ON -->
<!-- ID: AI_DIAG_ANIMALS_DEBUG_ON -->
Line 10,635: Line 10,707:
'''Available Options''': false, true
'''Available Options''': false, true


=== Manager to debug ===
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Manager to debug</span> ===


<!-- ID: AI_DIAG_ANIMAL_MANAGER_SELECTOR -->
<!-- ID: AI_DIAG_ANIMAL_MANAGER_SELECTOR -->
Line 10,642: Line 10,714:
'''Available Options''': None, Birds
'''Available Options''': None, Birds


=== Show current Animal positions ===
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Show current Animal positions</span> ===


<!-- ID: AI_DIAG_ANIMAL_MANAGER_SHOW_ANIMAL_POSITIONS -->
<!-- ID: AI_DIAG_ANIMAL_MANAGER_SHOW_ANIMAL_POSITIONS -->
Line 10,649: Line 10,721:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw tile boundaries ===
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Draw tile boundaries</span> ===


<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_TILE_BOUNDARIES -->
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_TILE_BOUNDARIES -->
Line 10,656: Line 10,728:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw Animal despawn range ===
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Draw Animal despawn range</span> ===


<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_LIMITS -->
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_LIMITS -->
Line 10,663: Line 10,735:
'''Available Options''': false, true
'''Available Options''': false, true


=== Draw Animal to Animal minimum spawn range ===
=== <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 -->
<!-- ID: AI_DIAG_ANIMAL_MANAGER_DRAW_ANIMAL_TO_ANIMAL_LIMITS -->
Line 10,670: Line 10,742:
'''Available Options''': false, true
'''Available Options''': false, true


=== Turn correction debug ===
=== <span title="AI&nbsp;&rarr;&nbsp;Animals">Turn correction debug</span> ===


<!-- ID: AI_DIAG_ANIMALS_TURN_CORRECTION_DEBUG -->
<!-- ID: AI_DIAG_ANIMALS_TURN_CORRECTION_DEBUG -->
Line 10,678: Line 10,750:




== POV Pathfinder ==
== <span title="AI">POV Pathfinder</span> ==


=== Extend of querry box ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Extend of querry box</span> ===


<!-- ID: POV_DIAG_EXTEND -->
<!-- ID: POV_DIAG_EXTEND -->
Line 10,695: Line 10,767:
Step: 1
Step: 1


=== Number of iterations ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Number of iterations</span> ===


<!-- ID: POV_DIAG_ITERATIONS -->
<!-- ID: POV_DIAG_ITERATIONS -->
Line 10,710: Line 10,782:
Step: 1
Step: 1


=== Fail on hitting origin ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Fail on hitting origin</span> ===


<!-- ID: POV_DIAG_FAIL_ON_HIT_POS -->
<!-- ID: POV_DIAG_FAIL_ON_HIT_POS -->
Line 10,717: Line 10,789:
'''Available Options''': false, true
'''Available Options''': false, true


=== Set start position ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Set start position</span> ===


<!-- ID: POV_DIAG_PATH_START_POS -->
<!-- ID: POV_DIAG_PATH_START_POS -->
Set pathfinder start position.
Set pathfinder start position.


'''Hotkey''': {{Controls|lctrl|lalt|num0}}
'''Hotkey''': {{Controls|LCtrl|LAlt|Num0}}


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


=== Set end position ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Set end position</span> ===


<!-- ID: POV_DIAG_PATH_END_POS -->
<!-- ID: POV_DIAG_PATH_END_POS -->
Set pathfinder end position.
Set pathfinder end position.


'''Hotkey''': {{Controls|lctrl|lalt|num1}}
'''Hotkey''': {{Controls|LCtrl|LAlt|Num1}}


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


=== Run pathfinder ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Run pathfinder</span> ===


<!-- ID: POV_DIAG_PATH_RUN -->
<!-- ID: POV_DIAG_PATH_RUN -->
Run pathfinder.
Run pathfinder.


'''Hotkey''': {{Controls|lctrl|lalt|num3}}
'''Hotkey''': {{Controls|LCtrl|LAlt|Num3}}


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


=== Generate Graph ===
=== <span title="AI&nbsp;&rarr;&nbsp;POV Pathfinder">Generate Graph</span> ===


<!-- ID: POV_DIAG_PATH_GENERATE -->
<!-- ID: POV_DIAG_PATH_GENERATE -->
Generate pathfinder graph.
Generate pathfinder graph.


'''Hotkey''': {{Controls|lctrl|lalt|num2}}
'''Hotkey''': {{Controls|LCtrl|LAlt|Num2}}


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




== Show Cover Query ==
== <span title="AI">Show Cover Query</span> ==


<!-- ID: AI_DIAG_COVER_QUERY -->
<!-- ID: AI_DIAG_COVER_QUERY -->
Line 10,762: Line 10,834:




== Disable AI damage ==
== <span title="AI">Disable AI damage</span> ==


<!-- ID: ailib::AILIB_DIAG_CHEAT_DISABLE_AI_DAMAGE -->
<!-- ID: ailib::AILIB_DIAG_CHEAT_DISABLE_AI_DAMAGE -->
Line 10,770: Line 10,842:




== Disable AI actions ==
== <span title="AI">Disable AI actions</span> ==


<!-- ID: ailib::AILIB_DIAG_DISABLE_PROCESSING_ACTIONS -->
<!-- ID: ailib::AILIB_DIAG_DISABLE_PROCESSING_ACTIONS -->
Enable/disable AI action processing.
Enable/disable AI action processing.


'''Hotkey''': {{Controls|lctrl|lalt|f9}}
'''Hotkey''': {{Controls|LCtrl|LAlt|F9}}


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




== Smart actions usage ==
== <span title="AI">Smart actions usage</span> ==


<!-- ID: ailib::AILIB_DIAG_SMART_ACTIONS -->
<!-- ID: ailib::AILIB_DIAG_SMART_ACTIONS -->
Line 10,788: Line 10,860:




== Group members ==
== <span title="AI">Group members</span> ==


<!-- ID: ailib::AILIB_DIAG_GROUP -->
<!-- ID: ailib::AILIB_DIAG_GROUP -->
Line 10,796: Line 10,868:




== Waypoints ==
== <span title="AI">Waypoints</span> ==


<!-- ID: ailib::AILIB_DIAG_WAYPOINTS -->
<!-- ID: ailib::AILIB_DIAG_WAYPOINTS -->
Line 10,804: Line 10,876:




== AI Units ==
== <span title="AI">AI Units</span> ==


<!-- ID: ailib::AILIB_DIAG_UNITS -->
<!-- ID: ailib::AILIB_DIAG_UNITS -->
Line 10,812: Line 10,884:




== Messages ==
== <span title="AI">Messages</span> ==


<!-- ID: ailib::AILIB_DIAG_MESSAGES -->
<!-- ID: ailib::AILIB_DIAG_MESSAGES -->
Line 10,820: Line 10,892:




== Show target AI context ==
== <span title="AI">Show target AI context</span> ==


<!-- ID: ailib::AILIB_DIAG_SHOW_AI_CONTEXT -->
<!-- ID: ailib::AILIB_DIAG_SHOW_AI_CONTEXT -->
Line 10,828: Line 10,900:




== AIScript ==
== <span title="AI">AIScript</span> ==


=== AI Debug Category ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">AI Debug Category</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_CATEGORY -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_CATEGORY -->
Line 10,837: Line 10,909:
'''Available Options''': MISSING CATALOGS!
'''Available Options''': MISSING CATALOGS!


=== Set BT Breakpoint ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Set BT Breakpoint</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SET_BT_BREAKPOINT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SET_BT_BREAKPOINT -->
Line 10,844: Line 10,916:
'''Available Options''': false, true
'''Available Options''': false, true


=== Print debug from BTs ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print debug from BTs</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_DEBUG -->
Line 10,851: Line 10,923:
'''Available Options''': false, true
'''Available Options''': false, true


=== Print init of groups ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print init of groups</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_GROUP_INFO -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_GROUP_INFO -->
Line 10,858: Line 10,930:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show fireteams ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show fireteams</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_FIRETEAMS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_FIRETEAMS -->
Line 10,865: Line 10,937:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show subgroups ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show subgroups</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SUBGROUPS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SUBGROUPS -->
Line 10,872: Line 10,944:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show target clusters ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show target clusters</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_TARGET_CLUSTERS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_TARGET_CLUSTERS -->
Line 10,879: Line 10,951:
'''Available Options''': false, true
'''Available Options''': false, true


=== Print stats for aiming ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print stats for aiming</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_SHOT_STATISTICS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_SHOT_STATISTICS -->
Line 10,886: Line 10,958:
'''Available Options''': false, true
'''Available Options''': false, true


=== Print new activity ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Print new activity</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_ACTIVITY -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_PRINT_ACTIVITY -->
Line 10,893: Line 10,965:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show debug shapes from BTs ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show debug shapes from BTs</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_DEBUG_SHAPES -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_DEBUG_SHAPES -->
Line 10,900: Line 10,972:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show fiendly in aim ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show fiendly in aim</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_FRIENDLY_IN_AIM -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_FRIENDLY_IN_AIM -->
Line 10,907: Line 10,979:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show target last seen ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show target last seen</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_LASTSEEN -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_TARGET_LASTSEEN -->
Line 10,914: Line 10,986:
'''Available Options''': false, true
'''Available Options''': false, true


=== Select fixed AIAgent ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Select fixed AIAgent</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SELECT_FIXED_AGENT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SELECT_FIXED_AGENT -->
Line 10,921: Line 10,993:
'''Available Options''': false, true
'''Available Options''': false, true


=== Debug cover search ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Debug cover search</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_COVERS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_DEBUG_COVERS -->
Line 10,928: Line 11,000:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show Comms Handlers ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show Comms Handlers</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_COMMS_HANDLERS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_COMMS_HANDLERS -->
Line 10,935: Line 11,007:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show perception panel ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show perception panel</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_PERCEPTION_PANEL -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_PERCEPTION_PANEL -->
Line 10,942: Line 11,014:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show grenade positions ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show grenade positions</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_POSITIONS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_POSITIONS -->
Line 10,949: Line 11,021:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show suppression debug ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show suppression debug</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SUPPRESS_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SUPPRESS_DEBUG -->
Line 10,956: Line 11,028:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show illum flares positions ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show illum flares positions</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_ILLUM_FLARES_POSITIONS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_ILLUM_FLARES_POSITIONS -->
Line 10,963: Line 11,035:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show aim leading debug ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show aim leading debug</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_AIM_LEAD_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_AIM_LEAD_DEBUG -->
Line 10,970: Line 11,042:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show sector threat filter ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show sector threat filter</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SECTOR_THREAT_FILTER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SECTOR_THREAT_FILTER -->
Line 10,977: Line 11,049:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show search and destroy points of interest ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show search and destroy points of interest</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SEARCH_AND_DESTROY -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_SEARCH_AND_DESTROY -->
Line 10,984: Line 11,056:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show Send Message Menu ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show Send Message Menu</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SEND_MESSAGE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SEND_MESSAGE -->
Line 10,991: Line 11,063:
'''Available Options''': false, true
'''Available Options''': false, true


=== Open Debug Panel ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Open Debug Panel</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_OPEN_DEBUG_PANEL -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_OPEN_DEBUG_PANEL -->
Line 10,998: Line 11,070:
'''Available Options''': false, true
'''Available Options''': false, true


=== Show Grenade Trace ===
=== <span title="AI&nbsp;&rarr;&nbsp;AIScript">Show Grenade Trace</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_TRACE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_AI_SHOW_GRENADE_TRACE -->
Line 11,005: Line 11,077:
'''Available Options''': false, true
'''Available Options''': false, true


= Systems =
 
== DynSim Distance Diag ==
= <span title="Systems">Systems</span> =
 
 
== <span title="Systems">DynSim Distance Diag</span> ==


<!-- ID: GAME_SYSTEMS_DYNSIM_DISTANCE -->
<!-- ID: GAME_SYSTEMS_DYNSIM_DISTANCE -->
Line 11,014: Line 11,089:




== DynSim Visibility Diag ==
== <span title="Systems">DynSim Visibility Diag</span> ==


<!-- ID: GAME_SYSTEMS_DYNSIM_VISIBILIITY -->
<!-- ID: GAME_SYSTEMS_DYNSIM_VISIBILIITY -->
Line 11,022: Line 11,097:




== ProcAnim Registration Diag ==
== <span title="Systems">ProcAnim Registration Diag</span> ==


<!-- ID: GAME_SYSTEMS_PROCANIM_REGISTRATION -->
<!-- ID: GAME_SYSTEMS_PROCANIM_REGISTRATION -->
Line 11,030: Line 11,105:




== HandleControls Registration Diag ==
== <span title="Systems">HandleControls Registration Diag</span> ==


<!-- ID: GAME_SYSTEMS_HANDLECONTROLS_REGISTRATION -->
<!-- ID: GAME_SYSTEMS_HANDLECONTROLS_REGISTRATION -->
Line 11,038: Line 11,113:




== NwkMovement Registration Diag ==
== <span title="Systems">NwkMovement Registration Diag</span> ==


<!-- ID: GAME_SYSTEMS_NWKMOVEMENT_REGISTRATION -->
<!-- ID: GAME_SYSTEMS_NWKMOVEMENT_REGISTRATION -->
Line 11,046: Line 11,121:




== Sound Registration Diag ==
== <span title="Systems">Sound Registration Diag</span> ==


<!-- ID: GAME_SYSTEMS_SOUND_REGISTRATION -->
<!-- ID: GAME_SYSTEMS_SOUND_REGISTRATION -->
Line 11,054: Line 11,129:




== Backend Diag ==
== <span title="Systems">Backend Diag</span> ==


<!-- ID: GAME_SYSTEMS_BACKEND -->
<!-- ID: GAME_SYSTEMS_BACKEND -->
Line 11,062: Line 11,137:




== AnimKeyFrame Fake Time ==
== <span title="Systems">AnimKeyFrame Fake Time</span> ==


<!-- ID: GAME_SYSTEMS_CHARANIM_KEYFRAME_LOAD -->
<!-- ID: GAME_SYSTEMS_CHARANIM_KEYFRAME_LOAD -->
Line 11,078: Line 11,153:




== Systems diag ==
== <span title="Systems">Systems diag</span> ==


<!-- ID: DM_SYSTEMS_DIAG -->
<!-- ID: DM_SYSTEMS_DIAG -->
Line 11,086: Line 11,161:




== Show diag system stats ==
== <span title="Systems">Show diag system stats</span> ==


<!-- ID: DM_SYSTEMS_DIAG_SYSTEM -->
<!-- ID: DM_SYSTEMS_DIAG_SYSTEM -->
Line 11,093: Line 11,168:
'''Available Options''': false, true
'''Available Options''': false, true


= Platform =
== PlayStation Network matches ==


=== Show match status ===
= <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 -->
<!-- ID: DIAG_MATCH_STATUS -->
Line 11,103: Line 11,181:
'''Available Options''': false, true
'''Available Options''': false, true


=== Create dummy match ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Create dummy match</span> ===


<!-- ID: DIAG_MATCH_CREATE -->
<!-- ID: DIAG_MATCH_CREATE -->
Line 11,110: Line 11,188:
'''Available Options''': false, true
'''Available Options''': false, true


=== Start match ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Start match</span> ===


<!-- ID: DIAG_MATCH_START -->
<!-- ID: DIAG_MATCH_START -->
Line 11,117: Line 11,195:
'''Available Options''': false, true
'''Available Options''': false, true


=== Cancel match ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Cancel match</span> ===


<!-- ID: DIAG_MATCH_CANCEL -->
<!-- ID: DIAG_MATCH_CANCEL -->
Line 11,124: Line 11,202:
'''Available Options''': false, true
'''Available Options''': false, true


=== Finish match (submit result) ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Finish match (submit result)</span> ===


<!-- ID: DIAG_MATCH_FINISH -->
<!-- ID: DIAG_MATCH_FINISH -->
Line 11,131: Line 11,209:
'''Available Options''': false, true
'''Available Options''': false, true


=== *Join match (dummy player) ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">*Join match (dummy player)</span> ===


<!-- ID: DIAG_MATCH_JOIN -->
<!-- ID: DIAG_MATCH_JOIN -->
Line 11,138: Line 11,216:
'''Available Options''': false, true
'''Available Options''': false, true


=== *Leave match (dummy player) ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">*Leave match (dummy player)</span> ===


<!-- ID: DIAG_MATCH_LEAVE -->
<!-- ID: DIAG_MATCH_LEAVE -->
Line 11,145: Line 11,223:
'''Available Options''': false, true
'''Available Options''': false, true


=== Add player via update (dummy player) ===
=== <span title="Platform&nbsp;&rarr;&nbsp;PlayStation Network matches">Add player via update (dummy player)</span> ===


<!-- ID: DIAG_MATCH_UPDATE -->
<!-- ID: DIAG_MATCH_UPDATE -->
Line 11,153: Line 11,231:




== Pick user ==
== <span title="Platform">Pick user</span> ==


<!-- ID: DIAG_PICK_USER -->
<!-- ID: DIAG_PICK_USER -->
Line 11,161: Line 11,239:




== Simulate Sign-out ==
== <span title="Platform">Simulate Sign-out</span> ==


<!-- ID: DIAG_USER_SIGNOUT -->
<!-- ID: DIAG_USER_SIGNOUT -->
Line 11,169: Line 11,247:




== Obtain save data ==
== <span title="Platform">Obtain save data</span> ==


<!-- ID: PLATFORM_SAVE_DATA_OBTAIN -->
<!-- ID: PLATFORM_SAVE_DATA_OBTAIN -->
Line 11,177: Line 11,255:




== Commit save data ==
== <span title="Platform">Commit save data</span> ==


<!-- ID: PLATFORM_SAVE_DATA_COMMIT -->
<!-- ID: PLATFORM_SAVE_DATA_COMMIT -->
Line 11,185: Line 11,263:




== Open URL ==
== <span title="Platform">Open URL</span> ==


<!-- ID: PLATFORM_OPEN_BROWSER -->
<!-- ID: PLATFORM_OPEN_BROWSER -->
Line 11,193: Line 11,271:




== Change user name ==
== <span title="Platform">Change user name</span> ==


<!-- ID: PLATFORM_CHANGE_NAME -->
<!-- ID: PLATFORM_CHANGE_NAME -->
Line 11,201: Line 11,279:




== Show local player profile ==
== <span title="Platform">Show local player profile</span> ==


<!-- ID: PLATFORM_SHOW_USER_PROFILE -->
<!-- ID: PLATFORM_SHOW_USER_PROFILE -->
Line 11,209: Line 11,287:




== Request & log privileges ==
== <span title="Platform">Request & log privileges</span> ==


<!-- ID: PLATFORM_LOG_PRIVILEGES_BATCH -->
<!-- ID: PLATFORM_LOG_PRIVILEGES_BATCH -->
Line 11,217: Line 11,295:




== Revoke privilege: Text comm ==
== <span title="Platform">Revoke privilege: Text comm</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_TEXT -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_TEXT -->
Line 11,225: Line 11,303:




== Revoke privilege: Voice comm ==
== <span title="Platform">Revoke privilege: Voice comm</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_VOICE -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_VOICE -->
Line 11,233: Line 11,311:




== Revoke privilege: Multiplayer ==
== <span title="Platform">Revoke privilege: Multiplayer</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_MP -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_MP -->
Line 11,241: Line 11,319:




== Revoke privilege: Lobby ==
== <span title="Platform">Revoke privilege: Lobby</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_LOBBY -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_LOBBY -->
Line 11,249: Line 11,327:




== Revoke privilege: UGC ==
== <span title="Platform">Revoke privilege: UGC</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_UGC -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_UGC -->
Line 11,257: Line 11,335:




== Revoke privilege: Shared sessions ==
== <span title="Platform">Revoke privilege: Shared sessions</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SESSIONS -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SESSIONS -->
Line 11,265: Line 11,343:




== Revoke privilege: Social network sharing ==
== <span title="Platform">Revoke privilege: Social network sharing</span> ==


<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SOCIAL_SHARING -->
<!-- ID: PLATFORM_REVOKE_PRIVILEGE_SOCIAL_SHARING -->
Line 11,273: Line 11,351:




== Accept dummy invitation ==
== <span title="Platform">Accept dummy invitation</span> ==


<!-- ID: PLATFORM_DUMMY_INVITE_TEST -->
<!-- ID: PLATFORM_DUMMY_INVITE_TEST -->
Line 11,281: Line 11,359:




== Invite using platform GUI ==
== <span title="Platform">Invite using platform GUI</span> ==


<!-- ID: PLATFORM_INVOKE_INVITE -->
<!-- ID: PLATFORM_INVOKE_INVITE -->
Line 11,289: Line 11,367:




== Log list of achievements ==
== <span title="Platform">Log list of achievements</span> ==


<!-- ID: PLATFORM_ACHIEVEMENTS_LIST -->
<!-- ID: PLATFORM_ACHIEVEMENTS_LIST -->
Line 11,296: Line 11,374:
'''Available Options''': false, true
'''Available Options''': false, true


= Serialization =
 
== Enable log reports ==
= <span title="Serialization">Serialization</span> =
 
 
== <span title="Serialization">Enable log reports</span> ==


<!-- ID: DIAG_SERIALIZATION_LOGS -->
<!-- ID: DIAG_SERIALIZATION_LOGS -->
Line 11,304: Line 11,385:
'''Available Options''': none, errors, all
'''Available Options''': none, errors, all


= Manual Camera =
 
== Show debug menu ==
= <span title="Manual Camera">Manual Camera</span> =
 
 
== <span title="Manual Camera">Show debug menu</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_DEBUG -->
Line 11,313: Line 11,397:




== Control player ==
== <span title="Manual Camera">Control player</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_CONTROL_PLAYER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_CONTROL_PLAYER -->
Enable/disable control player using manual camera.
Enable/disable control player using manual camera. Option is only available when {{Link|#Debug manual camera}} is enabled


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


 
== <span title="Manual Camera">Speed boost up debug</span> ==
== Speed boost up debug ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_SPEED_BOOST_UP -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_SPEED_BOOST_UP -->
Line 11,329: Line 11,412:




== Paste view link ==
== <span title="Manual Camera">Paste view link</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_VIEW_LINK -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_VIEW_LINK -->
Paste view link using hotkey (lshift+lalt+l).
Paste view link using hotkey (LShift+LAlt+L).


'''Hotkey''': {{Controls|lshift|lalt|l}}
'''Hotkey''': {{Controls|LShift|LAlt|L}}


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




== Unlimited Movement ==
== <span title="Manual Camera">Unlimited Movement</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_UNLIMITED -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_MANUAL_CAMERA_UNLIMITED -->
Line 11,346: Line 11,429:
'''Available Options''': false, true
'''Available Options''': false, true


= Editor =
 
== Is Opened ==
= <span title="Editor">Editor</span> =
 
 
== <span title="Editor">Is Opened</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_IS_OPENED -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_IS_OPENED -->
Line 11,355: Line 11,441:




== Can Open ==
== <span title="Editor">Can Open</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_OPEN -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_OPEN -->
Line 11,363: Line 11,449:




== Can Close ==
== <span title="Editor">Can Close</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_CLOSE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_CAN_CLOSE -->
Line 11,371: Line 11,457:




== Show Debug ==
== <span title="Editor">Show Debug</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SHOW_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SHOW_DEBUG -->
Line 11,379: Line 11,465:




== Force Limited ==
== <span title="Editor">Force Limited</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_FORCE_LIMITED -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_FORCE_LIMITED -->
Line 11,387: Line 11,473:




== Log Async Load ==
== <span title="Editor">Log Async Load</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_ASYNC_LOAD_DEBUG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_ASYNC_LOAD_DEBUG -->
Line 11,395: Line 11,481:




== Show Screenshot ==
== <span title="Editor">Show Screenshot</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SAVE_PHOTO_SCREENSHOT_SHOW -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_SAVE_PHOTO_SCREENSHOT_SHOW -->
Line 11,403: Line 11,489:




== Simulated Network Delay ==
== <span title="Editor">Simulated Network Delay</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_NETWORK_DELAY -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EDITOR_NETWORK_DELAY -->
Line 11,414: Line 11,500:
* Step: 100
* Step: 100


= GameMode =
 
== Game Mode ==
= <span title="GameMode">GameMode</span> =
 
 
== <span title="GameMode">Game Mode</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_MODE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_GAME_MODE -->
Line 11,423: Line 11,512:




== Show kill log ==
== <span title="GameMode">Show kill log</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_KILLED_LOG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CHARACTER_KILLED_LOG -->
Line 11,431: Line 11,520:




== Respawn Component ==
== <span title="GameMode">Respawn Component</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_DIAG -->
Line 11,439: Line 11,528:




== Respawn Time Measures ==
== <span title="GameMode">Respawn Time Measures</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_TIME -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_COMPONENT_TIME -->
Line 11,447: Line 11,536:




== Respawn Timer ==
== <span title="GameMode">Respawn Timer</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_TIMER_COMPONENT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_TIMER_COMPONENT -->
Line 11,455: Line 11,544:




== Scoring System ==
== <span title="GameMode">Scoring System</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCORING_SYSTEM -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCORING_SYSTEM -->
Line 11,463: Line 11,552:




== Player Factions ==
== <span title="GameMode">Player Factions</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_FACTION_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_FACTION_DIAG -->
Line 11,471: Line 11,560:




== Player Loadouts ==
== <span title="GameMode">Player Loadouts</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_LOADOUT_DIAG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RESPAWN_PLAYER_LOADOUT_DIAG -->
Line 11,478: Line 11,567:
'''Available Options''': false, true
'''Available Options''': false, true


= Conflict =
 
== Instant composition spawning ==
= <span title="Conflict">Conflict</span> =
 
 
== <span title="Conflict">Instant composition spawning</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_INSTANT_BUILDING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_INSTANT_BUILDING -->
Line 11,487: Line 11,579:




== Promotion ==
== <span title="Conflict">Promotion</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_UP -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_UP -->
Line 11,495: Line 11,587:




== Demotion ==
== <span title="Conflict">Demotion</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_DOWN -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_CAMPAIGN_RANK_DOWN -->
Demotes player to higher rank.
Demotes player to lower rank


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


= Singleplayer =
 
== Disable Game Over ==
= <span title="Singleplayer">Singleplayer</span> =
 
 
== <span title="Singleplayer">Disable Game Over</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_SINGLEPLAYER_DISABLE_GAMEOVER -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SINGLEPLAYER_DISABLE_GAMEOVER -->
Line 11,510: Line 11,605:
'''Available Options''': false, true
'''Available Options''': false, true


= Tutorial =
== Course locations ==


=== OBSTACLE COURSE ===
= <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 -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_OBSTACLE -->
Line 11,520: Line 11,618:
'''Available Options''': false, true
'''Available Options''': false, true


=== FIRING RANGE ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">FIRING RANGE</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRING -->
Line 11,527: Line 11,625:
'''Available Options''': false, true
'''Available Options''': false, true


=== COMBAT ENGINEERING ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">COMBAT ENGINEERING</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_ENGINEERING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_ENGINEERING -->
Line 11,534: Line 11,632:
'''Available Options''': false, true
'''Available Options''': false, true


=== SEIZING ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">SEIZING</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SEIZING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SEIZING -->
Line 11,541: Line 11,639:
'''Available Options''': false, true
'''Available Options''': false, true


=== FIRST AID ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">FIRST AID</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_AID -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_AID -->
Line 11,548: Line 11,646:
'''Available Options''': false, true
'''Available Options''': false, true


=== DRIVING ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">DRIVING</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_DRIVING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_DRIVING -->
Line 11,555: Line 11,653:
'''Available Options''': false, true
'''Available Options''': false, true


=== NAVIGATION ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">NAVIGATION</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_NAVIGATION -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_NAVIGATION -->
Line 11,562: Line 11,660:
'''Available Options''': false, true
'''Available Options''': false, true


=== HELICOPTER PILOTING ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">HELICOPTER PILOTING</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_HELICOPTERS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_HELICOPTERS -->
Line 11,569: Line 11,667:
'''Available Options''': false, true
'''Available Options''': false, true


=== SPECIAL WEAPONS ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">SPECIAL WEAPONS</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SPECIAL -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_SPECIAL -->
Line 11,576: Line 11,674:
'''Available Options''': false, true
'''Available Options''': false, true


=== LONG-DISTANCE SHOOTING ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">LONG-DISTANCE SHOOTING</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LONGRANGE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LONGRANGE -->
Line 11,583: Line 11,681:
'''Available Options''': false, true
'''Available Options''': false, true


=== FIRE SUPPORT COURSE ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">FIRE SUPPORT COURSE</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRESUPPORT -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_FIRESUPPORT -->
Line 11,590: Line 11,688:
'''Available Options''': false, true
'''Available Options''': false, true


=== SQUAD LEADERSHIP ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">SQUAD LEADERSHIP</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LEADERSHIP -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_LEADERSHIP -->
Line 11,597: Line 11,695:
'''Available Options''': false, true
'''Available Options''': false, true


=== VEHICLE MAINTENANCE ===
=== <span title="Tutorial&nbsp;&rarr;&nbsp;Course locations">VEHICLE MAINTENANCE</span> ===


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_MAINTENANCE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_LOCATION_MAINTENANCE -->
Line 11,605: Line 11,703:




== Disable course reqs ==
== <span title="Tutorial">Disable course reqs</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DISABLE_COURSE_REQUIREMENTS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DISABLE_COURSE_REQUIREMENTS -->
Line 11,613: Line 11,711:




== Skip intro sequence ==
== <span title="Tutorial">Skip intro sequence</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SKIP_INTRO -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SKIP_INTRO -->
Line 11,621: Line 11,719:




== Regenerate course tasks ==
== <span title="Tutorial">Regenerate course tasks</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_REGENERATE_TASKS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_REGENERATE_TASKS -->
Line 11,629: Line 11,727:




== Skip AI Driving ==
== <span title="Tutorial">Skip AI Driving</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_SKIP_AI_DRIVING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_SKIP_AI_DRIVING -->
Line 11,637: Line 11,735:




== Finish current stage ==
== <span title="Tutorial">Finish current stage</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_FINISH_STAGE -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_FINISH_STAGE -->
Line 11,645: Line 11,743:




== Move to waypoint ==
== <span title="Tutorial">Move to waypoint</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_MOVE_TO_WP -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_COURSE_MOVE_TO_WP -->
Line 11,653: Line 11,751:




== Set evening time ==
== <span title="Tutorial">Set evening time</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SET_EVENING_TIME -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_SET_EVENING_TIME -->
Line 11,661: Line 11,759:




== Dump stages into log ==
== <span title="Tutorial">Dump stages into log</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DUMP_STAGES_INTO_LOG -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DUMP_STAGES_INTO_LOG -->
Line 11,669: Line 11,767:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_FINISH_EVERYTHING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_FINISH_EVERYTHING -->
Line 11,677: Line 11,775:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DRAW_AREA_RESTRICTIONS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_NEWTUTORIAL_DRAW_AREA_RESTRICTIONS -->
Line 11,684: Line 11,782:
'''Available Options''': false, true
'''Available Options''': false, true


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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_TASKS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_TASKS -->
Line 11,693: Line 11,794:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_REGISTERED_AREAS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_REGISTERED_AREAS -->
Line 11,701: Line 11,802:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_DEBUG_AREAS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_DEBUG_AREAS -->
Line 11,709: Line 11,810:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LAYER_INSPECTOR -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LAYER_INSPECTOR -->
Line 11,717: Line 11,818:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_ACTION_INSPECTOR -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_ACTION_INSPECTOR -->
Line 11,725: Line 11,826:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LOGIC_INSPECTOR -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_LOGIC_INSPECTOR -->
Line 11,733: Line 11,834:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_PLUGIN_INSPECTOR -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_PLUGIN_INSPECTOR -->
Line 11,741: Line 11,842:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_CONDITION_INSPECTOR -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SCENARIO_FRAMEWORK_CONDITION_INSPECTOR -->
Line 11,748: Line 11,849:
'''Available Options''': false, true
'''Available Options''': false, true


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


<!-- ID: SCR_DebugMenuID.DEBUGUI_EXECUTE_TASKS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_EXECUTE_TASKS -->
Line 11,757: Line 11,861:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_ALL_TASKS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_SHOW_ALL_TASKS -->
Line 11,764: Line 11,868:
'''Available Options''': false, true
'''Available Options''': false, true


= Radial Menu =
 
== Enable diagnostics ==
= <span title="Radial Menu">Radial Menu</span> =
 
 
== <span title="Radial Menu">Enable diagnostics</span> ==


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DIAGNOSTICS -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_DIAGNOSTICS -->
Line 11,773: Line 11,880:




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


<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_LOGGING -->
<!-- ID: SCR_DebugMenuID.DEBUGUI_RADIALMENU_LOGGING -->
Line 11,780: Line 11,887:
'''Available Options''': false, true
'''Available Options''': false, true


</div><!-- scrolling div end -->
<div>
<div style="position: sticky; top: 2em">
{{TabView
| title1= Full TOC
| title2= Mini TOC
| content1= <div style="overflow: auto; max-height: 80vh; min-width: 30em">{{TOC}}</div>
| content2=
<div style="min-width: 12em">
{{TOC|subtoc|content=
* 1 {{Link|#Modding}}
* 2 {{Link|#GameCode}}
* 3 {{Link|#Cheats}}
* 4 {{Link|#ECS}}
* 5 {{Link|#Character}}
* 6 {{Link|#Vehicles}}
* 7 {{Link|#Statistics}}
* 8 {{Link|#Render}}
* 9 {{Link|#Scene}}
* 10 {{Link|#World}}
* 11 {{Link|#Animation}}
* 12 {{Link|#Physics}}
* 13 {{Link|#Game}}
* 14 {{Link|#Sounds}}
* 15 {{Link|#Particles}}
* 16 {{Link|#System}}
* 17 {{Link|#Input}}
* 18 {{Link|#UI}}
* 19 {{Link|#AI}}
* 20 {{Link|#Systems}}
* 21 {{Link|#Platform}}
* 22 {{Link|#Serialization}}
* 23 {{Link|#Manual Camera}}
* 24 {{Link|#Editor}}
* 25 {{Link|#GameMode}}
* 26 {{Link|#Conflict}}
* 27 {{Link|#Singleplayer}}
* 28 {{Link|#Tutorial}}
* 29 {{Link|#ScenarioFramework}}
* 30 {{Link|#Tasks}}
* 31 {{Link|#Radial Menu}}


 
{{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}}
}}
</div>
</div><!-- sticky end -->
}}<!-- TabView end -->
</div>
</div><!-- flex end -->




{{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.