馃毀 This incomplete article needs help! Please submit tips and info by pull requests or issues or contacting a maintainer.

The developer console is a text-based interface accessible within Sapien and in-game if enabled. It allowed Halo's developers and artists to enter commands and Halo Script in order to troubleshoot and test the game, and now it allows modders to do the same for their content. Most commands toggle debug information on the screen and features of the renderer, physics engine, and AI.

Not all commands are available in all contexts -- for example, the radiosity_* commands used to build lightmaps can only be found in Sapien. Others may be present in the command list, but only have an effect in Sapien or debug builds of the game like the Halo beta.

Usage

The console is opened and closed with the ~ (tilde) key, usually found above Tab. To use the console in-game, ensure you have either launched the game with the -console argument (and optionally -devmode to access cheat commands, which will disable multiplayer) or are using a mod like Chimera which can enable these features for you. In Sapien, ensure the game window is focused first. Commands are then entered into the console by providing their name, then their arguments separated by spaces:

; You do NOT need to enclose the command in parentheses
cheat_super_jump 1

Press Enter to run the command.

The console supports Tab completion of function names and cls for clearing output. You can also use help <function name> to get argument information.

Clipboard contents can be pasted into the console with Right Click.

Commands reference

Function

(ai_debug_ballistic_lineoffire_freeze)
(ai_debug_blind)
(ai_debug_communication_focus_enable)
(ai_debug_communication_random_disabled)
(ai_debug_communication_timeout_disabled)
(ai_debug_communication_unit_repeat_disabled)
(ai_debug_deaf)
(ai_debug_disable_wounded_sounds)
(ai_debug_evaluate_all_positions)
(ai_debug_fast_los)
(ai_debug_flee_always)
(ai_debug_force_all_active)
(ai_debug_force_crouch)
(ai_debug_force_vocalizations)
(ai_debug_ignore_player)
(ai_debug_invisible_player)
(ai_debug_oversteer_disable)
(ai_debug_path)
(ai_debug_path_accept_radius)
(ai_debug_path_attractor)
(ai_debug_path_attractor_radius)
(ai_debug_path_attractor_weight)
(ai_debug_path_disable_obstacle_avoidance)
(ai_debug_path_disable_smoothing)
(ai_debug_path_end_freeze)
(ai_debug_path_flood)
(ai_debug_path_maximum_radius)
(ai_debug_path_start_freeze)
(ai_fix_actor_variants)
(ai_fix_defending_guard_firing_positions)
(ai_print_acknowledgement)
(ai_print_allegiance)
(ai_print_automatic_migration)
(ai_print_bsp_transition)
(ai_print_command_lists)
(ai_print_communication)
(ai_print_communication_player)
(ai_print_conversations)
(ai_print_damage_modifiers [boolean])

When an encounter is selected, damage modifiers are logged at the bottom of the screen.

(ai_print_evaluation_statistics)
(ai_print_killing_sprees)
(ai_print_lost_speech)
(ai_print_major_upgrade)
(ai_print_migration)
(ai_print_oversteer)
(ai_print_placement)
(ai_print_pursuit_checks)
(ai_print_respawn)
(ai_print_rules)
(ai_print_rule_values)
(ai_print_scripting)
(ai_print_secondary_looking)
(ai_print_speech)
(ai_print_speech_timers)
(ai_print_surprise)
(ai_print_uncovering)
(ai_print_unfinished_paths)
(ai_print_vocalizations)
(ai_profile_disable)
(ai_profile_random)
(ai_render)
(ai_render_activation)
(ai_render_active_cover_seeking)
(ai_render_aiming_validity)
(ai_render_aiming_vectors)
(ai_render_all_actors)
(ai_render_audibility)
(ai_render_ballistic_lineoffire)
(ai_render_burst_geometry)
(ai_render_charge_decisions)
(ai_render_control)
(ai_render_current_state)
(ai_render_danger_zones)
(ai_render_detailed_state)
(ai_render_dialogue_variants)
(ai_render_emotions)
(ai_render_encounter_activeregion)
(ai_render_evaluations)
(ai_render_firing_positions)
(ai_render_grenade_decisions)
(ai_render_gun_positions)
(ai_render_idle_look)
(ai_render_inactive_actors)
(ai_render_lineoffire)
(ai_render_lineoffire_crouching)
(ai_render_lineofsight)
(ai_render_melee_check)
(ai_render_paths)
(ai_render_paths_avoidance_obstacles)
(ai_render_paths_avoidance_segment)
(ai_render_paths_avoided)
(ai_render_paths_current)
(ai_render_paths_destination)
(ai_render_paths_failed)
(ai_render_paths_nodes)
(ai_render_paths_nodes_all)
(ai_render_paths_nodes_closest)
(ai_render_paths_nodes_costs)
(ai_render_paths_nodes_polygons)
(ai_render_paths_raw)
(ai_render_paths_selected_only)
(ai_render_paths_smoothed)
(ai_render_player_aiming_blocked)
(ai_render_player_ratings)
(ai_render_postcombat)
(ai_render_projectile_aiming)
(ai_render_props)
(ai_render_props_no_friends)
(ai_render_props_target_weight)
(ai_render_props_unopposable)
(ai_render_props_unreachable)
(ai_render_props_web)
(ai_render_pursuit)
(ai_render_recent_damage)
(ai_render_secondary_looking)
(ai_render_shooting)
(ai_render_spatial_effects)
(ai_render_speech)
(ai_render_states)
(ai_render_support_surfaces)
(ai_render_targets)
(ai_render_targets_last_visible)
(ai_render_teams)
(ai_render_threats)
(ai_render_trigger)
(ai_render_vector_avoidance)
(ai_render_vector_avoidance_avoid_t)
(ai_render_vector_avoidance_clear_time)
(ai_render_vector_avoidance_intermediate)
(ai_render_vector_avoidance_objects)
(ai_render_vector_avoidance_rays)
(ai_render_vector_avoidance_sense_t)
(ai_render_vector_avoidance_weights)
(ai_render_vehicles_enterable)
(ai_render_vehicle_avoidance)
(ai_render_vision_cones)
(ai_render_vitality)
(ai_show)
(ai_show_actors)
(ai_show_line_of_sight)
(ai_show_paths)
(ai_show_prop_types)
(ai_show_sound_distance)
(ai_show_stats)
(ai_show_swarms)
(allow_client_side_weapon_projectiles)
(allow_out_of_sync)
(biped_incremental_rate [short])

Unknown purpose. Default value is 7.

(breakable_surfaces [boolean])

Enables or disables the breakable surfaces effect. If disabled, breakable surfaces will simply disappear rather than shatter.

(cheat_bottomless_clip [boolean])

Prevents player weapons from generating heat and depleting ammo rounds. Battery will still be depleted.

(cheat_bump_possession [boolean])

Allows the player to "possess" other characters by walking into them. The player will then be able to control the possessed character and see the world from its view.

(cheat_controller [boolean])

If enabled, the game loads a cheats.txt file which binds controller buttons to console commands. Known only to work in Halo beta versions.

(cheat_deathless_player [boolean])

Prevents players from being killed, including all multiplayer clients if enabled on the server. Although the players can still take damage, being reduced to 0 health or falling long distances will not kill them. This also prevents players from being killed with unit_kill.

(cheat_infinite_ammo [boolean])

Prevents weapons from depleting battery or reserve ammo. Weapons will still generate heat. Magazine-based weapons will still empty their current magazine, but reloading will not use up any reserve ammo.

(cheat_jetpack [boolean])

If enabled, players take no fall damage. In MCC, holding crouch while mid-air will also cause the player to hover.

(cheat_medusa [boolean])

Causes enemy AI to be killed instantly if they "look" at or become aware of the player. This does not include allies like Marines, even after allegiance has been broken by killing them. It is unknown if the command is hard-coded to kill certain AI types.

(cheat_omnipotent [boolean])

The player will instantly kill any unit they damage, including destroying vehicles. Even multiplayer vehicles can be "killed" and rendered inoperable.

(cheat_reflexive_damage_effects [boolean])

Any damage_effect applied to other characters, even dead ones, will appear on the player's screen regardless of who applied the damage. For example, if an Elite shoots a flood infection form, the player will see their screen flash blue and damage direction indicators appear. The player takes no actual damage. This can be helpful for testing visual effects.

(cheat_super_jump [boolean])

Players jump to an extreme height, and will die of fall damage if cheat_jetpack or cheat_deathless_player are not used. This can be used to quickly reach areas when testing maps.

(client_log_destination [long])

Unknown purpose.

(cls)

Clears the screen of developer console output and tab completions.

(cl_remote_player_action_queue_limit [long])

Unknown purpose. May be used to limit how many total actions from clients are allowed to be queued on the server. Defaults to 2.

(cl_remote_player_action_queue_tick_limit [long])

Unknown purpose. May be used to limit how long actions from clients are allowed to be queued on the server before they are ignored. Defaults to 6.

(collision_debug [boolean])

If enabled, the center of the view is used to test for collisions. A red normal-aligned marker will be shown where the ray from the center of view collides with a surface. The collision surface itself, whether BSP or model, will be outline in red. Information about the collision surface will be shown in the top left corner of the screen, including plane and surface indices from the BSP structure, material type, and how many degrees the surface's normal differs from vertical.

The types of surfaces which the test ray hits or ignores can be toggled with the collision_debug_flag_* commands. The maximum range of the ray is controlled with collision_debug_length.

(collision_debug_features [boolean])

Toggles the display of collision features near the camera, which can be spheres (red), cylinders (blue), or prisms (green). Collision size can be adjusted with collision_debug_width and collision_debug_height. The test point can be frozen in place using collision_debug_repeat.

(collision_debug_flag_back_facing_surfaces [boolean])

When collision_debug or collision_debug_spray are enabled, causes the test rays to collide with back-facing surfaces (those facing away from the camera). Defaults to false.

(collision_debug_flag_front_facing_surfaces [boolean])

When collision_debug or collision_debug_spray are enabled, causes the test rays to collide with front-facing surfaces (those facing towards the camera). Defaults to true. Disabling this will have no effect unless collision_debug_flag_back_facing_surfaces is also enabled.

(collision_debug_flag_ignore_breakable_surfaces [boolean])

Toggles if collision debug rays ignore breakable surfaces. Defaults to false.

(collision_debug_flag_ignore_invisible_surfaces [boolean])

Toggles if collision debug rays ignore invisible surfaces (e.g. collision-only player clipping). Defaults to true.

(collision_debug_flag_ignore_two_sided_surfaces [boolean])

Toggles if collision debug rays ignore two-sided surfaces. Defaults to false.

(collision_debug_flag_media [boolean])

Toggles if collision debug rays collide with water surfaces.

(collision_debug_flag_objects [boolean])

Toggles if collision debug rays collide with any class of object's collision geometry. This setting will be ignored if any more specific object flag is enabled, such as collision_debug_flag_objects_equipment.

(collision_debug_flag_objects_bipeds [boolean])

Toggles if collision debug rays collide with bipeds.

(collision_debug_flag_objects_controls [boolean])

Toggles if collision debug rays collide with device_control.

(collision_debug_flag_objects_equipment [boolean])

Toggles if collision debug rays collide with equipment.

(collision_debug_flag_objects_light_fixtures [boolean])

Toggles if collision debug rays collide with device_light_fixture.

(collision_debug_flag_objects_machines [boolean])

Toggles if collision debug rays collide with device_machine.

(collision_debug_flag_objects_placeholders [boolean])

Toggles if collision debug rays collide with placeholders. This would require a custom placeholder to have an effect, since the placeholder tags that come with the HEK have no collision model.

(collision_debug_flag_objects_projectiles [boolean])

Toggles if collision debug rays collide with projectiles. Note that most projectiles do not have a collision model.

(collision_debug_flag_objects_scenery [boolean])

Toggles if collision debug rays collide with scenery.

(collision_debug_flag_objects_vehicles [boolean])

Toggles if collision debug rays collide with vehicles.

(collision_debug_flag_objects_weapons [boolean])

Toggles if collision debug rays collide with weapons.

(collision_debug_flag_skip_passthrough_bipeds [boolean])

Unknown purpose. Does not seem to affect collision ray tests against bipeds.

(collision_debug_flag_structure [boolean])

Toggles if collision debug rays collide with the structure BSP. Collisions with model_collision_geometry BSPs are unaffected.

(collision_debug_flag_try_to_keep_location_valid [boolean])

Unknown purpose.

(collision_debug_flag_use_vehicle_physics [boolean])

If enabled, collision debug rays will collide with vehicle physics spheres rather than their model_collision_geometry.

(collision_debug_height <real>)

When and collision_debug_features is enabled, controls the height in world units of collision features. Defaults to 0.0.

(collision_debug_length [real])

Sets the maximum test ray length for collision_debug and collision_debug_spray in world units. When the ray reaches this maxmimum, a floating green marker will be shown for collision_debug while spray rays will simply not be shown. Defaults to 100.0.

(collision_debug_phantom_bsp [boolean])

Causes a floating pink cube and label "phantom bsp" to appear whenever a test ray from the center of the screen intersects with phantom BSP. It can be helpful to pair this with collision_debug_spray.

(collision_debug_point_x)
(collision_debug_point_y)
(collision_debug_point_z)
(collision_debug_repeat [boolean])

Setting this to true will freeze the test rays and points for collision_debug, collision_debug_phantom_bsp, collision_debug_spray, and collision_debug_features, allowing you to move and view the debug information from another angle.

(collision_debug_spray [boolean])

Setting this to true will cause collision ray tests to be performed in a dense grid from the viewport. This operates independently of the collision_debug setting, and only the destination hit markers are shown. Can be affected by collision flags, length, and frozen with collision_debug_repeat.

(collision_debug_vector_i)
(collision_debug_vector_j)
(collision_debug_vector_k)
(collision_debug_width [real])

When collision_debug and collision_debug_features are enabled, controls the width in world units of collision features. Defaults to 0.0.

(collision_log_detailed)
(collision_log_extended)
(collision_log_render)
(collision_log_time)
(collision_log_totals_only)
(console_dump_to_file)
(controls_enable_crouch [boolean])

No visible effect. May be related to controller input during development.

(controls_enable_doubled_spin [boolean])

No visible effect. May be related to controller input during development.

(controls_swapped [boolean])

No visible effect. May be related to controller input during development.

(controls_swap_doubled_spin_state [boolean])

No visible effect. May be related to controller input during development.

(debug_bink)
(debug_biped_limp_body_disable [boolean])

When set to true, pauses the biped limp body system, which is responsible for moving model nodes towards the ground when an eligible biped has died and has come to rest on the structure BSP. Bipeds will lay roughly at the right angle, but they will not conform to the shape of the surfaces below them. If set to false, the limp body system will take effect again even for existing dead bipeds.

(debug_biped_physics)
(debug_biped_skip_collision [boolean])

If true, disables collision checks for bipeds. They will be able to keep "walking" horizontally, but cannot jump or collide with any objects the BSP, and are unaffected by gravity. They will still be forced to stay crouched if crouching below or within a collideable surface.

(debug_biped_skip_update)
(debug_bsp [boolean])

Toggles the display of structure BSP node traversal for the camera location. At each level, the node and plane indices are shown as well as a + or - symbol indicating if the camera was on the front or back side of the plane.

(debug_camera [boolean])

Shows debug information about the camera in the top left corner, including:

  • 3D coordinates in world units
  • BSP leaf and cluster indices
  • Ground point coordinates and BSP surface index (point directly below the camera on the ground)
  • Facing direction (yaw angle)
  • Tag path of the shader pointed at by the camera
(debug_collision_skip_objects [boolean])

Disables collision tests against objects. For example, projectiles will pass through scenery and bipeds through non-moving vehicles. Vehicle-to-vehicle collision still happens, as does moving vehicle against biped. Everything still collides with the BSP.

(debug_collision_skip_vectors [boolean])

Globally disables vector/ray collision tests, with the following observed effects:

  • Projectiles, particles and moving items will pass through everything, even the BSP.
  • Melees will have no effect.
  • Vehicle suspension, such as the Warthog's wheels, will hang.
  • Object lighting will be unable to determine if an object exists in direct sunlight from the sky, resulting in incorrect lighting and shadow direction when an object moves.
  • Sounds behind obstructions will not be muffled.
(debug_damage [boolean])

When enabled, looking at any collideable object and pressing Space will display the object's body and shield vitalities on the HUD.

(debug_damage_taken [boolean])

Logs damage to the player as messages at the bottom of the screen. Includes body and shield vitality and the damage source.

(debug_decals)
(debug_detail_objects [boolean])

When enabled, active detail object cells will be outlined in blue and individual detail objects are highlighted with red markers.

(debug_effects_nonviolent)
(debug_fog_planes [boolean])

Outlines the edges of fog plane volumes with white lines.

(debug_framerate [boolean])

No visible effect. Replaced with the Ctrl + F12 hotkey?

(debug_frustum [boolean])

Draws a series of red lines between corners and midpoints of the screen within the view frustrum. These can be seen to intersect with level geometry.

(debug_game_save)
(debug_inactive_objects)
(debug_input [boolean])

Displays a series of ticks at the top of the screen which do not seem to be affected by player input. May be a broken feature?

(debug_input_target)
(debug_leaf_index)
(debug_leaf_portals)
(debug_leaf_portal_index)
(debug_lights)
(debug_looping_sound [boolean])

Displays active sound_looping with cyan spheres for their maxmimum distance and blue spheres for their minimum.

(debug_material_effects)
(debug_motion_sensor_draw_all_units)
(debug_no_drawing [boolean])

If enabled, completely stops the game from rendering new frames. This includes preventing the rendering of the developer console itself, so disabling this feature can be tricky. If you think the console is still open, press Up to re-enter the previous command, then replace its final argument with true or 1 and press Enter to resume rendering.

(debug_no_frustum_clip)
(debug_objects [boolean])

When enabled, toggles if debug information is visible on objects (such as bounding sphere and collision models). Individual debug features can be toggled with the debug_objects_* commands.

(debug_objects_biped_autoaim_pills [boolean])

When debug_objects is enabled, displays biped autoaim pills in red.

(debug_objects_biped_messages)
(debug_objects_biped_physics_pills [boolean])

When debug_objects is enabled, displays biped physics pills in white.

(debug_objects_bounding_spheres [boolean])

When debug_objects is enabled, displays yellow spheres for object bounding radius. This setting defaults to true, so the spheres will be visible already when turning on debug_objects.

(debug_objects_collision_models [boolean])

When debug_objects is enabled, displays green meshes for object collision models. This setting defaults to true, so the meshes will be visible already when turning on debug_objects.

(debug_objects_devices)
(debug_objects_equipment_messages)
(debug_objects_names [boolean])

Toggles the display of object names, for named objects. The names are shown in purple.

(debug_objects_pathfinding_spheres [boolean])

When debug_objects is enabled, displays object pathfinding spheres in blue.

(debug_objects_physics)
(debug_objects_position_velocity)
(debug_objects_projectile_messages)
(debug_objects_root_node)
(debug_objects_unit_mouth_apeture)
(debug_objects_unit_seats)
(debug_objects_unit_vectors)
(debug_objects_vehicle_messages)
(debug_objects_vehicle_powered_mass_points)
(debug_objects_weapon_messages)
(debug_object_garbage_collection)
(debug_object_lights)
(debug_obstacle_path)
(debug_obstacle_path_goal_point_x)
(debug_obstacle_path_goal_point_y)
(debug_obstacle_path_goal_surface_index)
(debug_obstacle_path_on_failure)
(debug_obstacle_path_start_point_x)
(debug_obstacle_path_start_point_y)
(debug_obstacle_path_start_surface_index)
(debug_permanent_decals)
(debug_physics_disable_penetration_freeze)
(debug_player)
(debug_player_color [short])

Sets the player's armour color in non-team games. The setting will take effect when the player respawns. The default value -1 causes the player's profile setting to be used.

(debug_player_teleport [boolean])

Displays a green physics pill where a co-op player would spawn if safe.

(debug_point_physics [boolean])

Renders green or red markers wherever point_physics are being simulated, except for the weather_particle_system. This includes flags, antenna, contrails, particles, and particle_systems.

(debug_portals [boolean])

Draws structure BSP portals as red outlines.

(debug_pvs <boolean>)

Alias of debug_portals, but with a mandatory argument.

(debug_recording)
(debug_recording_newlines)
(debug_render_freeze [boolean])

Freezes the rendering viewport at the current camera location. The camera may still move after frozen, but all portal-based culling, skybox origin, FP models, and some debug overlays will still be based on the previously frozen camera location. This command is useful for inspecting portal behaviour where the camera cannot directly see.

(debug_score [long])

Unknown purpose. Does not affect the player's multiplayer score.

(debug_scripting [boolean])

Displays a table of active script threads, with their name, sleep time, and currently executing function.

(debug_sound [boolean])

Sound sources will be labeled in 3D with their tag path and a their minimum and maximum distances shown as red and yellow spheres, respectively.

(debug_sound_cache [boolean])

If enabled, sound cache statistics will be shown in the top left corner of the screen, including how full it is.

(debug_sound_cache_graph [boolean])

Shows a graph of sound cache slots at the top of the screen, similar to texture_cache_graph. Can be used in Sapien/debug builds.

(debug_sound_channels [boolean])

Displays the utilization of sound channel limits in the top left corner of the screen.

(debug_sound_channels_detail [boolean])

Displays two columns of number pairs while sounds play with an unknown meaning.

(debug_sound_environment [boolean])

If enabled, shows the tag path of the cluster's current sound_environment.

(debug_sound_hardware [boolean])

Unknown purpose.

(debug_sprites [boolean])

Renders 2D sprite effects like particles as simple white triangle outlines instead of with textures. This also displays some sprite statistics at the top of the screen.

(debug_structure [boolean])

When enbled, all scenario_structure_bsp collision surfaces will be rendered with green outlines.

(debug_texture_cache [boolean])

If enabled, causes red messages to appear in the HUD which are related to texture and/or sound cache events. Exact meaning unknown.

(debug_trigger_volumes [boolean])

Renders all scenario trigger volumes and their names.

(debug_unit_all_animations)
(debug_unit_animations)
(debug_unit_illumination)
(developer_mode)
(director_camera_switching)
(director_camera_switch_fast)
(disconnect)

Force-disconnects from the current multiplayer session and returns to the menu. This can be handy for quickly leaving a server after a game has ended without having to wait for the "Quit" option in the post-game lobby.

(display_framerate [boolean])

No visible effect.

(display_precache_progress)
(effects_corpse_nonviolent [boolean])

Toggles if shooting bodies produces additional blood effects.

(equipment_incremental_rate)
(error_suppress_all)
(f0)
(f1)
(f2)
(f3)
(f4)
(f5)
(find_all_fucked_up_shit)
(force_all_player_views_to_default_player)
(framerate_lock)
(framerate_throttle)
(freeze_flying_camera)
(global_connection_dont_timeout)
(help [string])

Prints help information for a function name.

(hud_filter [boolean])

Unknown purpose.

(leaf_to_leaf_latency [boolean])

If enabled, causes the game to perform server latency analysis. Periodically, 20 samples will be taken and statistics will appear on the screen.

(local_player_log_level)
(local_player_update_rate)
(local_player_vehicle_update_rate)
(log_server_player_update_history)
(loud_dialog_hack)
(model_animation_bullshit0)
(model_animation_bullshit1)
(model_animation_bullshit2)
(model_animation_bullshit3)
(model_animation_compression)
(model_animation_data_compressed_size)
(model_animation_data_compression_savings_in_bytes)
(model_animation_data_compression_savings_in_bytes_at_import)
(model_animation_data_compression_savings_in_percent)
(model_animation_data_uncompressed_size)
(mouse_acceleration [real])

Controls the amount of mouse input acceleration. Set to 0 for none. Defaults to 0.7.

(multiplayer_draw_teammates_names)
(multiplayer_hit_sound_volume [real])

Sets the gain of the hit sound heard when damage is dealt in multiplayer. Defaults to 0.2.

(network_connect_timeout)
(net_bandwidth)
(net_graph_enabled)
(net_graph_period)
(object_light_ambient_base)
(object_light_ambient_scale)
(object_light_interpolate)
(object_light_secondary_scale)
(object_prediction)
(oddball_baseline_rate)
(pad3)
(pad3_scale)
(player_autoaim)
(player_magnetism)
(player_spawn_count)
(profile_display)
(profile_dump_frames)
(profile_dump_lost_frames)
(profile_graph [boolean])

Broken feature -- causes a crash.

(profile_timebase_ticks)
(projectile_incremental_rate)
(rasterizer_active_camouflage)
(rasterizer_active_camouflage_multipass)
(rasterizer_bump_mapping)
(rasterizer_d3dlight_attenuation0)
(rasterizer_d3dlight_attenuation1)
(rasterizer_d3dlight_attenuation2)
(rasterizer_d3dlight_falloff)
(rasterizer_d3dlight_phi)
(rasterizer_d3dlight_theta)
(rasterizer_debug_geometry)
(rasterizer_debug_geometry_multipass)
(rasterizer_debug_meter_shader)
(rasterizer_debug_model_lod)
(rasterizer_debug_model_vertices)
(rasterizer_debug_transparents)
(rasterizer_detail_objects [boolean])

Toggles the rendering of detail objects.

(rasterizer_detail_objects_offset_multiplier [boolean])

Defaults to 0.4. No visible effect on detail objects when changed.

(rasterizer_draw_first_person_weapon_first [boolean])

No visible effect.

(rasterizer_DXTC_noise)
(rasterizer_dynamic_lit_geometry)
(rasterizer_dynamic_screen_geometry)
(rasterizer_dynamic_unlit_geometry)
(rasterizer_effects_level)
(rasterizer_environment)
(rasterizer_environment_alpha_testing)
(rasterizer_environment_decals)
(rasterizer_environment_diffuse_lights)
(rasterizer_environment_diffuse_textures [boolean])

Disables diffuse textures in the BSP, showing just the lightmap shading and specular components.

(rasterizer_environment_fog)
(rasterizer_environment_fog_screen)
(rasterizer_environment_lightmaps [boolean])

Toggles the rendering of structure BSP lightmaps. When disabled, the level will be completely invisible.

(rasterizer_environment_reflections)
(rasterizer_environment_reflection_lightmap_mask)
(rasterizer_environment_reflection_mirrors)
(rasterizer_environment_shadows)
(rasterizer_environment_specular_lightmaps)
(rasterizer_environment_specular_lights)
(rasterizer_environment_specular_mask)
(rasterizer_environment_transparents)
(rasterizer_far_clip_distance [real])

Sets the far clip distance, which is the maximum draw distance (world units). Defaults to 1024.0.

(rasterizer_filthy_decal_fog_hack)
(rasterizer_first_person_weapon_far_clip_distance [real])

Sets the far clip distance, for the first person arms and weapon. Defaults to 1024.0. The world clipping distance can be set with rasterizer_far_clip_distance.

(rasterizer_first_person_weapon_near_clip_distance [real])

Sets the near clip distance of the first person arms and weapon. Defaults to 0.011719.

(rasterizer_floating_point_zbuffer)
(rasterizer_fog_atmosphere)
(rasterizer_fog_plane [boolea])

Toggles the rendering of fog.

(rasterizer_fps)
(rasterizer_framerate_stabilization)
(rasterizer_framerate_throttle)
(rasterizer_frame_bounds_bottom)
(rasterizer_frame_bounds_left)
(rasterizer_frame_bounds_right)
(rasterizer_frame_bounds_top)
(rasterizer_frame_drop_ms)
(rasterizer_hud_motion_sensor)
(rasterizer_lens_flares)
(rasterizer_lens_flares_occlusion)
(rasterizer_lens_flares_occlusion_debug)
(rasterizer_lightmaps_filtering [boolean])

Enables or disables texture filtering for lightmaps. When disabled, lightmaps will appear blocky and jagged.

(rasterizer_lightmaps_incident_radiosity [boolean])

No visible effect.

(rasterizer_lightmap_ambient [real])

Defaults to 1.0. No visible effect when changed.

(rasterizer_lightmap_mode [short])

If the mode is 0, the default, BSP specular reflections will be multiplied by the lightmap. Any other value results in reflections being unaltered.

(rasterizer_mode)
(rasterizer_models)
(rasterizer_model_lighting_ambient)
(rasterizer_model_transparents)
(rasterizer_near_clip_distance [real])

Sets the near clip distance, which is the minimum draw distance (world units). Defaults to 0.0625. This does not appear to work fully, as the near clip distance will only be adjusted for one frame.

(rasterizer_plasma_energy)
(rasterizer_profile_log)
(rasterizer_profile_objectlock_time)
(rasterizer_profile_print_locks)
(rasterizer_ray_of_buddha [boolean])

Toggles the sky's sun effect.

(rasterizer_refresh_rate)
(rasterizer_safe_frame_bounds)
(rasterizer_screen_effects)
(rasterizer_screen_flashes)
(rasterizer_secondary_render_target_debug)
(rasterizer_shadows_convolution [boolean])

Toggles the blurring of dynamic object shadows. Defaults to true.

(rasterizer_shadows_debug [boolean])

When enabled, all dynamic object shadow maps will be rendered with a partially-shadowed background, making their rectangular boundaries visible. The size of this rectangle depends on the object's bounding radius.

(rasterizer_smart [boolean])

No visible effect.

(rasterizer_soft_filter [boolean])

No visible effect.

(rasterizer_splitscreen_VB_optimization)
(rasterizer_stats [boolean])

Displays framerate statistics on the screen, including average, min, max, and dropped.

(rasterizer_stencil_mask)
(rasterizer_transparent_pixel_counter)
(rasterizer_water)
(rasterizer_water_mipmapping)
(rasterizer_wireframe [boolean])

Toggles rendering in wireframe mode, which only draws pixels along triangle edges rather than filling trangles. This can be useful for troubleshooting portals.

(rasterizer_zbias)
(rasterizer_zoffset [real])

Controls how far away from surfaces new decals are generated, e.g. for projectile impacts. Defaults to 0.003906. The units are not world units.

(rasterizer_zsprites)
(recover_saved_games_hack)
(remote_player_action_baseline_update_rate)
(remote_player_action_update_rate)
(remote_player_log_level)
(remote_player_position_baseline_update_rate)
(remote_player_position_update_rate)
(remote_player_vehicle_baseline_update_rate)
(remote_player_vehicle_update_rate)
(render_contrails)
(render_model_index_counts)
(render_model_markers [boolean])

If enabled, all model markers will be rendered in 3D with their name and rotation axis.

(render_model_nodes [boolean])

If enabled, all model skeletons will be rendered. Nodes are shown as axis gizmos and connected to their parents by white lines.

(render_model_no_geometry)
(render_model_vertex_counts)
(render_particles)
(render_psystems)
(render_shadows)
(render_wsystems)
(rider_ejection [boolean])

Toggles if bipeds are ejected from overturned vehicles, including players and AI characters. Defaults to true.

(run_game_scripts)
(screenshot_count)
(screenshot_size)
(slow_server_startup_safety_zone_in_seconds)
(sound_cache_dump_to_file)

Writes the sound cache information from debug_sound_cache and a listing of currently cached sounds to sound_cache_dump.txt.

(sound_cache_size)
(sound_gain_under_dialog)
(sound_obstruction_ratio [real])

Controls how "muffled" sounds are when heard behind an obstruction like the BSP or an object with collision geometry. Defaults to 0.1. A value of 0 means "not muffled", while a value above about 6 effectively mutes them.

(speed_hack_detection)
(speed_hack_log_level)
(structures_use_pvs_for_vs)
(stun_enable)
(sv_client_action_queue_limit)
(sv_client_action_queue_tick_limit)
(sv_mapcycle_timeout)
(sv_public)
(sv_tk_ban)
(temporary_hud [boolean])

Renders a debug HUD with basic weapon information in text and line-drawn circular reticules representing the current error angle (yellow) and autoaim angle (blue, or red if autoaim active). Works in debug builds only.

(terminal_render)
(texture_cache_flush)

Clears all loaded textures from the texture cache. Works in debug builds only.

(texture_cache_graph [boolean])

Toggles a live representation of the texture cache in the top left corner of the screen, depicting which entries are being loaded and evicted. Works in debug builds only.

(texture_cache_list [boolean])

Shows a live list of all bitmap tag paths currently loaded in the texture cache. Works in debug builds only.

(transport_dumping)
(use_new_vehicle_update_scheme)
(use_super_remote_players_action_update)
(vehicle_incremental_rate)
(weapon_incremental_rate)
(weather [boolean])

Toggles the rendering of all weather_particle_system. Defaults to true.

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Conscars (Documenting developer mode functions)