| Group | Cvar | Description | Notes |
| GAME | aas_goalArea | 0 | |
| GAME | aas_pullPlayer | 0 | |
| GAME | aas_randomPullPlayer | 0 | |
| GAME | aas_showAreas | 0 | |
| GAME | aas_showFlyPath | 1 | |
| GAME | aas_showHideArea | 0 | |
| GAME | aas_showPath | 1 | |
| GAME | aas_showPushIntoArea | 0 | |
| GAME | aas_showWallEdges | 0 | |
| GAME | aas_test | 0 | |
| GAME | af_contactFrictionScale | Scales the contact friction | 0 |
| GAME | af_forceFriction | Force the given friction value | 0 |
| GAME | af_highlightBody | Name of the body to highlight | 0 |
| GAME | af_highlightConstraint | Name of the constraint to highlight | 0 |
| GAME | af_jointFrictionScale | Scales the joint friction | 0 |
| GAME | af_maxAngularVelocity | Maximum angular velocity | 0 |
| GAME | af_maxLinearVelocity | Maximum linear velocity | 0 |
| GAME | af_showActive | Show tree-like structures of articulated figures not at rest | 3 |
| GAME | af_showBodies | Show bodies | 0 |
| GAME | af_showBodyNames | Show body names | 0 |
| GAME | af_showConstrainedBodies | Show the two bodies constrained by the highlighted constraint | 0 |
| GAME | af_showConstraintNames | Show constraint names | 0 |
| GAME | af_showConstraints | Show constraints | 0 |
| GAME | af_showInertia | Show the inertia tensor of each body | 0 |
| GAME | af_showLimits | Show joint limits | 0 |
| GAME | af_showMass | Show the mass of each body | 0 |
| GAME | af_showPrimaryOnly | Show primary constraints only | 0 |
| GAME | af_showTimings | Show articulated figure CPU usage | 0 |
| GAME | af_showTotalMass | Show the total mass of each articulated figure | 0 |
| GAME | af_showTrees | Show tree-like structures | 0 |
| GAME | af_showVelocity | Show the velocity of each body | 5940 |
| GAME | af_skipFriction | Skip friction | 0 |
| GAME | af_skipLimits | Skip joint limits | 0 |
| GAME | af_skipSelfCollision | Skip self collision detection | 0 |
| GAME | af_testSolid | Test for bodies initially stuck in solid | 0 |
| GAME | af_timeScale | Scales the time | 0 |
| GAME | af_useImpulseFriction | Use impulse based contact friction | 0 |
| GAME | af_useJointImpulseFriction | Use impulse based joint friction | 0 |
| GAME | af_useLinearTime | Use linear time algorithm for tree-like structures | 0 |
| GAME | af_useSymmetry | Use constraint matrix symmetry | 0 |
| GAME | ai_blockedFailSafe | Enable blocked fail safe handling | 0 |
| GAME | ai_debugMove | Draws movement information for monsters | 0 |
| GAME | ai_debugScript | Displays script calls for the specified monster entity number | 0 |
| GAME | ai_debugTrajectory | Draws trajectory tests for monsters | 0 |
| GAME | ai_showCombatNodes | Draws attack cones for monsters | 0 |
| GAME | ai_showObstacleAvoidance | Draws obstacle avoidance information for monsters. If 2, draws obstacles for player, as well draws path_* entities | 0 |
| GAME | ai_showPaths | 0 | |
| GAME | ai_testPredictPath | 0 | |
| GAME | cm_backFaceCull | Cull back facing polygons | 0 |
| GAME | cm_debugCollision | Debug the collision detection | 0 |
| GAME | cm_drawColor | Color used to draw the collision models | 0 |
| GAME | cm_drawFilled | Draw filled polygons | 0 |
| GAME | cm_drawInternal | Draw internal edges green | 0 |
| GAME | cm_drawMask | Collision mask | 0 |
| GAME | cm_drawNormals | Draw polygon and edge normals | 0 |
| GAME | cm_testAngle | 0 | |
| GAME | cm_testBox | 0 | |
| GAME | cm_testBoxRotation | 1 | |
| GAME | cm_testCollision | 0 | |
| GAME | cm_testLength | 0 | |
| GAME | cm_testModel | 0 | |
| GAME | cm_testOrigin | 0 | |
| GAME | cm_testRadius | 0 | |
| GAME | cm_testRandomMany | 0 | |
| GAME | cm_testReset | 0 | |
| GAME | cm_testRotation | 0 | |
| GAME | cm_testTimes | 0 | |
| GAME | cm_testWalk | 0 | |
| SYS | com_allowConsole | Allow ~ to toggle console | 0 |
| SYS | com_asyncInput | Sample input from the async thread | 0 |
| SYS | com_asyncSound | Mix sound from the async thread | 0 |
| SYS | com_aviDemoHeight | 0 | |
| SYS | com_aviDemoSamples | 0 | |
| SYS | com_aviDemoTics | 0 | |
| SYS | com_aviDemoWidth | 0 | |
| SYS | com_compressDemos | 0 | |
| SYS | com_compressSaveGame | Compress save games | 0 |
| SYS | com_fixedTic | 1 | |
| SYS | com_forceGenericSIMD | Force generic platform independent SIMD | 0 |
| SYS | com_guid | 0 | |
| SYS | com_journal | 1 = record journal, 2 = play back journal | 0 |
| SYS | com_logDemos | 0 | |
| SYS | com_machineSpec | Hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality | 0 |
| SYS | com_makingBuild | 1 when making a build | 0 |
| SYS | com_memoryMarker | Used as a marker for memory stats | 0 |
| SYS | com_minTics | 0 | |
| SYS | com_preciseTic | Run one game tick every async thread update | 0 |
| SYS | com_preloadDemos | 0 | |
| SYS | com_purgeAll | Purge everything between level loads | 0 |
| SYS | com_showAngles | 0 | |
| SYS | com_showAsyncStats | Show async network stats | 0 |
| SYS | com_showDemo | 0 | |
| SYS | com_showFPS | Show frames rendered per second | 0 |
| SYS | com_showMemoryUsage | Show total and per frame memory usage | 0 |
| SYS | com_showSoundDecoders | Show sound decoders | 0 |
| SYS | com_showTics | 0 | |
| SYS | com_skipGameDraw | 0 | |
| SYS | com_skipRenderer | Skip the renderer completely | 0 |
| SYS | com_speeds | Show engine timings | 0 |
| SYS | com_timestampPrints | Print time with each console print, 1 = msec 2 = sec | 0 |
| SYS | com_updateLoadSize | Update the load size after loading a map | 0 |
| SYS | com_videoRam | Holds the last amount of detected video ram | 0 |
| SYS | com_wipeSeconds | 0 | |
| SYS | con_noPrint | Print on the console but not onscreen when console is pulled up | 0 |
| SYS | con_notifyTime | Time messages are displayed onscreen when console is pulled up | 0 |
| SYS | con_speed | Speed at which the console moves up and down | 0 |
| SYS | decl_show | Set to 1 to print parses, 2 to also print references | 539 |
| SYS | developer | 0 | |
| TOOL | EntityPlacement | 0 | |
| SYS | fs_basepath | 0 | |
| SYS | fs_caseSensitiveOS | 0 | |
| SYS | fs_cdpath | 0 | |
| SYS | fs_copyfiles | 0 | |
| SYS | fs_debug | 0 | |
| SYS | fs_devpath | 0 | |
| SYS | fs_game | 1 | |
| SYS | fs_restrict | 550 | |
| SYS | fs_savepath | 0 | |
| GAME | gamedate | 0 | |
| GAME | gamename | 0 | |
| GUI | gui_configServerRate | 0 | |
| GUI | gui_debug | 0 | |
| GUI | gui_edit | 0 | |
| GUI | gui_filter_gameType | Gametype filter | 0 |
| GUI | gui_filter_password | Password filter | 1 |
| GUI | gui_filter_players | Players filter | 0 |
| GUI | gui_mediumFontLimit | 0 | |
| GUI | gui_smallFontLimit | 0 | |
| GAME | g_armorProtection | Armor takes this percentage of damage | 0 |
| GAME | g_armorProtectionMP | Armor takes this percentage of damage in mp | 0 |
| GAME | g_balanceTDM | Maintain even teams | 0 |
| GAME | g_blobSize | 0 | |
| GAME | g_blobTime | 0 | |
| GAME | g_bloodEffects | Show blood splats, sprays and gibs | 535 |
| GAME | g_cinematic | Skips updating entities that aren't marked 'cinematic' '1' during cinematics | 0 |
| GAME | g_cinematicMaxSkipTime | # of seconds to allow game to run when skipping cinematic. Prevents lock-up when cinematic doesn't end. | 0 |
| GAME | g_countDown | Pregame countdown in seconds | 0 |
| GAME | g_damageScale | Scale final damage on player by this factor | 0 |
| GAME | g_debugAnim | Displays information on which animations are playing on the specified entity number. Set to -1 to disable. | 0 |
| GAME | g_debugBounds | Checks for models with bounds > 2048 | 0 |
| GAME | g_debugCinematic | 0 | |
| GAME | g_debugDamage | 0 | |
| GAME | g_debugMove | 0 | |
| GAME | g_debugMover | 0 | |
| GAME | g_debugScript | 0 | |
| GAME | g_debugTriggers | 535 | |
| GAME | g_debugWeapon | 0 | |
| GAME | g_decals | Show decals such as bullet holes | 0 |
| GAME | g_disasm | Disassemble script into base/script disasm.txt on the local drive when script is compiled | 0 |
| GAME | g_doubleVision | Show double vision when taking damage | 0 |
| GAME | g_dragDamping | 0 | |
| GAME | g_dragEntity | Allows dragging physics objects around by placing the crosshair over them and holding the fire button | 0 |
| GAME | g_dragShowSelection | 0 | |
| GAME | g_dropItemRotation | 0 | |
| GAME | g_dvAmplitude | 0 | |
| GAME | g_dvFrequency | 0 | |
| GAME | g_dvTime | 0 | |
| GAME | g_editEntityMode | 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models | 0 |
| GAME | g_exportMask | 0 | |
| GAME | g_flushSave | 1 = don't buffer file writing for save games. | 0 |
| GAME | g_fov | 1 | |
| GAME | g_frametime | Displays timing information for each game frame | 0 |
| GAME | g_gameReviewPause | Scores review time in seconds (at end game) | 0 |
| GAME | g_gravity | 0 | |
| GAME | g_gunX | 0 | |
| GAME | g_gunY | 0 | |
| GAME | g_gunZ | 0 | |
| GAME | g_healthTakeAmt | How much health to take in nightmare mode | 0 |
| GAME | g_healthTakeLimit | How low can health get taken in nightmare mode | 550 |
| GAME | g_healthTakeTime | How often to take health in nightmare mode | 0 |
| GAME | g_kickAmplitude | 546 | |
| GAME | g_kickTime | 0 | |
| GAME | g_knockback | 0 | |
| GAME | g_mapCycle | Map cycling script for multiplayer games - see mapcycle.scriptcfg | 0 |
| GAME | g_maxShowDistance | 0 | |
| GAME | g_monsters | 0 | |
| GAME | g_mpWeaponAngleScale | Control the weapon sway in MP | 0 |
| GAME | g_muzzleFlash | Show muzzle flashes | 0 |
| GAME | g_nightmare | If nightmare mode is allowed | 0 |
| GAME | g_password | Game password | 2 |
| GAME | g_projectileLights | Show dynamic lights on projectiles | 0 |
| GAME | g_showActiveEntities | Draws boxes around thinking entities. Dormant entities (outside of pvs) are drawn yellow. Non-dormant are green. | 0 |
| GAME | g_showBrass | Enables ejected shells from weapon | 0 |
| GAME | g_showcamerainfo | Displays the current frame # for the camera when playing cinematics | 0 |
| GAME | g_showCollisionModels | 0 | |
| GAME | g_showCollisionTraces | 0 | |
| GAME | g_showCollisionWorld | 0 | |
| GAME | g_showEnemies | Draws boxes around monsters that have targeted the the player | 0 |
| GAME | g_showEntityInfo | 548 | |
| GAME | g_showHud | 0 | |
| GAME | g_showPlayerShadow | Enables shadow of player model | 0 |
| GAME | g_showProjectilePct | Enables display of player hit percentage | 0 |
| GAME | g_showPVS | 0 | |
| GAME | g_showTargets | Draws entities and thier targets. Hidden entities are drawn grey. | 0 |
| GAME | g_showTestModelFrame | Displays the current animation and frame # for testmodels | 0 |
| GAME | g_showTriggers | Draws trigger entities (orange) and thier targets (green). Disabled triggers are drawn grey. | 0 |
| GAME | g_showviewpos | 0 | |
| GAME | g_skill | 0 | |
| GAME | g_skipFX | 0 | |
| GAME | g_skipParticles | 0 | |
| GAME | g_skipViewEffects | Skip damage and other view effects | 0 |
| g_spectatorChat | Let spectators talk to everyone during game | 555 | |
| GAME | g_stopTime | 0 | |
| GAME | g_TDMArrows | Draw arrows over teammates in team deathmatch | 0 |
| GAME | g_testDeath | 0 | |
| GAME | g_testHealthVision | 0 | |
| GAME | g_testModelAnimate | Test model animation, 0 = cycle anim with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anim once | 0 |
| GAME | g_testModelBlend | Number of frames to blend | 0 |
| GAME | g_testModelRotate | Test model rotation speed | 0 |
| GAME | g_testParticle | Test particle visualation, set by the particle editor | 0 |
| GAME | g_testParticleName | Name of the particle being tested by the particle editor | 0 |
| GAME | g_testPostProcess | Name of material to draw over screen | 0 |
| GAME | g_timeEntities | When non-zero, shows entities whose think functions exceeded the # of milliseconds specified | 0 |
| GAME | g_useDynamicProtection | Scale damage and armor dynamically to keep the player alive more often | 0 |
| GAME | g_vehicleForce | 0 | |
| GAME | g_vehicleVelocity | 0 | |
| GAME | g_viewNodalX | 0 | |
| GAME | g_viewNodalZ | 0 | |
| GAME | g_voteFlags | Vote flags. Bit mask of votes not allowed on this server | 0 |
| GAME | ik_debug | Show IK debug lines | 0 |
| GAME | ik_enable | Enable IK | 0 |
| RNDR | image_anisotropy | Set the maximum texture anisotropy if available | 0 |
| RNDR | image_cacheMegs | Maximum MB set aside for temporary loading of full-sized precompressed images | 0 |
| RNDR | image_cacheMinK | Maximum KB of precompressed files to read at specification time | 0 |
| RNDR | image_colorMipLevels | Development aid to see texture mip usage | 0 |
| RNDR | image_downSize | Controls texture downsampling | 0 |
| RNDR | image_downSizeBump | Controls normal map downsampling | 0 |
| RNDR | image_downSizeBumpLimit | Controls normal map downsample limit | 0 |
| RNDR | image_downSizeLimit | Controls diffuse map downsample limit | 0 |
| RNDR | image_downSizeSpecular | Controls specular downsampling | 0 |
| RNDR | image_downSizeSpecularLimit | Controls specular downsampled limit | 0 |
| RNDR | image_filter | Changes texture filtering on mipmapped images | 0 |
| RNDR | image_forceDownSize | 0 | |
| RNDR | image_ignoreHighQuality | Ignore high quality setting on materials | 0 |
| RNDR | image_lodbias | Change lod bias on mipmapped images | 1 |
| RNDR | image_preload | If 0, dynamically load all images | 0 |
| RNDR | image_roundDown | Round bad sizes down to nearest power of two | 0 |
| RNDR | image_showBackgroundLoads | 1 = print number of outstanding background loads | 0 |
| RNDR | image_useAllFormats | Allow alpha/intensity/luminance luminance+alpha | 0 |
| RNDR | image_useCache | 1 = do background load image caching | 0 |
| RNDR | image_useCompression | 0 = force everything to high quality | 0 |
| RNDR | image_useNormalCompression | 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available | 0 |
| RNDR | image_useOfflineCompression | Write a batch file for offline compression of DDS files | 0 |
| RNDR | image_usePrecompressedTextures | Use .dds files if present | 0 |
| RNDR | image_writeNormalTGA | Write .tgas of the final normal maps for debugging | 0 |
| RNDR | image_writeNormalTGAPalletized | Write .tgas of the final palletized normal maps for debugging | 0 |
| RNDR | image_writePrecompressedTextures | Write .dds files if necessary | 0 |
| RNDR | image_writeTGA | Write .tgas of the non normal maps for debugging | 0 |
| SYS | in_alwaysRun | Always run (reverse _speed button) - only in MP | 0 |
| SYS | in_anglespeedkey | Angle change scale when holding down _speed button | 0 |
| SYS | in_freeLook | Look around with mouse (reverse _mlook button) | 0 |
| SYS | in_mouse | Enable mouse input | 1306 |
| SYS | in_pitchspeed | Pitch change speed when holding down look _lookup or _lookdown button | 0 |
| SYS | in_yawspeed | Yaw change speed when holding down _left or _right button | 0 |
| lcp_showFailures | Show LCP solver failures | 0 | |
| SYS | logFile | 1 = buffer log, 2 = flush after each print | 0 |
| SYS | logFileName | Name of log file, if empty, qconsole.log will be used | 0 |
| GAME | mod_validSkins | Valid skins for the game | 0 |
| SYS | m_pitch | Mouse pitch scale | 0 |
| SYS | m_showMouseRate | Shows mouse movement | 0 |
| SYS | m_smooth | Number of samples blended for mouse viewing | 0 |
| SYS | m_strafeScale | Mouse strafe movement scale | 2567 |
| SYS | m_strafeSmooth | Number of samples blended for mouse moving | 0 |
| SYS | m_yaw | Mouse yaw scale | 0 |
| SYS | net_allowCheats | Allow cheats in network game | 1 |
| SYS | net_channelShowDrop | Show dropped packets | 0 |
| SYS | net_channelShowPackets | Show all packets | 0 |
| SYS | net_clientMaxRate | Maximum rate requested by client from server in bytes/sec | 0 |
| GAME | net_clientPredictGUI | Test guis in networking without prediction | 0 |
| SYS | net_clientPrediction | Additional client side prediction in milliseconds | 0 |
| SYS | net_clientRemoteConsoleAddress | Remote console address | 0 |
| SYS | net_clientRemoteConsolePassword | Remote console password | 1 |
| SYS | net_clientServerTimeout | Server time out in seconds | 0 |
| GAME | net_clientShowSnapshot | 0 | |
| GAME | net_clientShowSnapshotRadius | 0 | |
| GAME | net_clientSmoothing | 0 | |
| SYS | net_clientUsercmdBackup | Number of usercmds to resend | 0 |
| SYS | net_forceDrop | Percentage packet loss | 0 |
| SYS | net_forceLatency | Milliseconds latency | 0 |
| SYS | net_ip | Local IP address | 0 |
| SYS | net_LANServer | Config LAN games only - affects clients and servers | 0 |
| SYS | net_master0 | Idnet master server address | 0 |
| SYS | net_master1 | 1st master server address | 0 |
| SYS | net_master2 | 2nd master server address | 0 |
| SYS | net_master3 | 3rd master server address | 0 |
| SYS | net_master4 | 4th master server address | 0 |
| SYS | net_port | Local IP port number | 1 |
| SYS | net_serverAllowServerMod | Allow server-side mods | 0 |
| SYS | net_serverClientTimeout | Client time out in seconds | 0 |
| SYS | net_serverDedicated | 1 = text console dedicated server, 2 = graphical dedicated server | 0 |
| SYS | net_serverDrawClient | Number of client for which to draw view on server | 0 |
| SYS | net_serverMaxClientRate | Maximum rate to a client in bytes/sec | 0 |
| SYS | net_serverMaxUsercmdRelay | Maximum number of usercmds from other clients the server relays to a client | 0 |
| SYS | net_serverReloadEngine | Perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 | 0 |
| SYS | net_serverRemoteConsolePassword | Remote console password | 0 |
| SYS | net_serverSnapshotDelay | Delay between snapshots in milliseconds | 0 |
| SYS | net_serverZombieTimeout | Disconnected client timeout in seconds | 0 |
| SYS | net_socksEnabled | 0 | |
| SYS | net_socksPassword | 0 | |
| SYS | net_socksPort | 0 | |
| SYS | net_socksServer | 0 | |
| SYS | net_socksUsername | 0 | |
| SYS | net_verbose | 1 = verbose output, 2 = even more verbose output | 0 |
| GAME | password | Client password used when connecting | 0 |
| GAME | pm_air | How long in milliseconds the player can go without air before he starts taking damage | 0 |
| GAME | pm_bboxwidth | X/y size of player's bounding box | 0 |
| GAME | pm_bobpitch | 0 | |
| GAME | pm_bobroll | 0 | |
| GAME | pm_bobup | 0 | |
| GAME | pm_crouchbob | Bob much faster when crouched | 0 |
| GAME | pm_crouchheight | Height of player's bounding box while crouched | 0 |
| GAME | pm_crouchrate | Time it takes for player's view to change from standing to crouching | 0 |
| GAME | pm_crouchspeed | Speed the player can move while crouched | 0 |
| GAME | pm_crouchviewheight | Height of player's view while crouched | 0 |
| GAME | pm_deadheight | Height of player's bounding box while dead | 0 |
| GAME | pm_deadviewheight | Height of player's view while dead | 0 |
| GAME | pm_jumpheight | Approximate hieght the player can jump | 0 |
| GAME | pm_maxviewpitch | Amount player's view can look down | 0 |
| GAME | pm_minviewpitch | Amount player's view can look up (negative values are up) | 0 |
| GAME | pm_modelView | Draws camera from POV of player model (1 = always, 2 = when dead) | 0 |
| GAME | pm_noclipspeed | Speed the player can move while in noclip | 0 |
| GAME | pm_normalheight | Height of player's bounding box while standing | 0 |
| GAME | pm_normalviewheight | Height of player's view while standing | 0 |
| GAME | pm_runbob | Bob faster when running | 0 |
| GAME | pm_runpitch | 0 | |
| GAME | pm_runroll | 0 | |
| GAME | pm_runspeed | Speed the player can move while running | 0 |
| GAME | pm_spectatebbox | Size of the spectator bounding box | 0 |
| GAME | pm_spectatespeed | Speed the player can move while spectating | 0 |
| GAME | pm_stamina | Length of time player can run | 0 |
| GAME | pm_staminarate | Rate that player regains stamina. Divide pm_stamina by this value to determine how long it takes to fully recharge. | 0 |
| GAME | pm_staminathreshold | When stamina drops below this value, player gradually slows to a walk | 0 |
| GAME | pm_stepsize | Maximum height the player can step up without jumping | 0 |
| GAME | pm_thirdPerson | Enables third person view | 0 |
| GAME | pm_thirdPersonAngle | Direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) | 0 |
| GAME | pm_thirdPersonClip | Clip third person view into world space | 0 |
| GAME | pm_thirdPersonDeath | Enables third person view when player dies | 0 |
| GAME | pm_thirdPersonHeight | Height of camera from normal view height in 3rd person | 0 |
| GAME | pm_thirdPersonRange | Camera distance from player in 3rd person | 0 |
| GAME | pm_usecylinder | Use a cylinder approximation instead of a bounding box for player collision detection | 0 |
| GAME | pm_walkbob | Bob slowly when walking | 0 |
| GAME | pm_walkspeed | Speed the player can move while walking | 0 |
| TOOL | Radiant::EditPreviewWindow | 0 | |
| TOOL | Radiant::EditViewWindow | 0 | |
| TOOL | radiant_ALTEdgeDrag | 0 | |
| TOOL | radiant_AngleSpeed | 0 | |
| TOOL | radiant_Autosave | 0 | |
| TOOL | radiant_AutosaveMinutes | 0 | |
| TOOL | radiant_camerawindow | 0 | |
| TOOL | radiant_CamXYUpdate | 0 | |
| TOOL | radiant_ChaseMouse | 0 | |
| TOOL | radiant_CubicClipping | 0 | |
| TOOL | radiant_CubicScale | 0 | |
| TOOL | radiant_entityMode | 0 | |
| TOOL | radiant_EntityShow | 0 | |
| TOOL | radiant_HiColorTextures | 0 | |
| TOOL | radiant_InspectorDockedDialogs | 0 | |
| TOOL | radiant_InspectorsWindow | 0 | |
| TOOL | radiant_LastMap | 0 | |
| TOOL | radiant_LastProject | 0 | |
| TOOL | radiant_LoadLast | 0 | |
| TOOL | radiant_LoadLastMap | 0 | |
| TOOL | radiant_LoadShaders | 0 | |
| TOOL | radiant_MainWindowPlace | 0 | |
| TOOL | radiant_ModelPath | 0 | |
| TOOL | radiant_MoveSpeed | 0 | |
| TOOL | radiant_NewFaceGrab | 0 | |
| TOOL | radiant_NewLightStyle | 0 | |
| TOOL | radiant_NewMapFormat | 0 | |
| TOOL | radiant_NewRightClick | 0 | |
| TOOL | radiant_NewTextureWindowStuff | 0 | |
| TOOL | radiant_NewVertex | 0 | |
| TOOL | radiant_NoClamp | 0 | |
| TOOL | radiant_NoStipple | 0 | |
| TOOL | radiant_QE4Paint | 0 | |
| TOOL | radiant_QE4StyleWindows | 0 | |
| TOOL | radiant_RadiantMapPath | 0 | |
| TOOL | radiant_RotateLock | 0 | |
| TOOL | radiant_Rotation | 0 | |
| TOOL | radiant_RunBefore | 0 | |
| TOOL | radiant_SavedInfo | 0 | |
| TOOL | radiant_SelectWholeEntitiesKey | 0 | |
| TOOL | radiant_SizePainting | 0 | |
| TOOL | radiant_Snapshots | 0 | |
| TOOL | radiant_SnapT | 0 | |
| TOOL | radiant_StatusPointSize | 0 | |
| TOOL | radiant_SwitchClipKey | 0 | |
| TOOL | radiant_TextureLock | 0 | |
| TOOL | radiant_TextureQuality | 0 | |
| TOOL | radiant_TextureScale | 0 | |
| TOOL | radiant_TextureScrollbar | 0 | |
| TOOL | radiant_texwindow | 0 | |
| TOOL | radiant_UndoLevels | 0 | |
| TOOL | radiant_UseDisplayLists | 0 | |
| TOOL | radiant_UseGLLighting | 0 | |
| TOOL | radiant_UseTextureBar | 0 | |
| TOOL | radiant_WideToolBar | 0 | |
| TOOL | radiant_xywindow | 0 | |
| TOOL | radiant_XZVIS | 0 | |
| TOOL | radiant_xzwindow | 0 | |
| TOOL | radiant_YZVIS | 0 | |
| TOOL | radiant_yzwindow | 0 | |
| TOOL | radiant_ZClipBottom | 0 | |
| TOOL | radiant_ZClipEnabled | 0 | |
| TOOL | radiant_ZClipTop | 0 | |
| TOOL | radiant_ZVIS | 0 | |
| TOOL | radiant_zwindow | 0 | |
| GAME | rb_showActive | Show rigid bodies that are not at rest | 0 |
| GAME | rb_showBodies | Show rigid bodies | 0 |
| GAME | rb_showInertia | Show the inertia tensor of each rigid body | 0 |
| GAME | rb_showMass | Show the mass of each rigid body | 0 |
| GAME | rb_showTimings | Show rigid body cpu usage | 0 |
| GAME | rb_showVelocity | Show the velocity of each rigid body | 0 |
| RNDR | r_brightness | Changes gamma tables | 0 |
| RNDR | r_cgFragmentProfile | Arbfp1, fp30 | 0 |
| RNDR | r_cgVertexProfile | Arbvp1, vp20, vp30 | 0 |
| RNDR | r_checkBounds | Compare all surface bounds with precalculated ones | 0 |
| RNDR | r_clear | Force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom | 0 |
| RNDR | r_customHeight | Custom screen height | 0 |
| RNDR | r_customWidth | Custom screen width | 0 |
| RNDR | r_debugArrowStep | Step size of arrow cone line rotation in degrees | 0 |
| RNDR | r_debugLineDepthTest | Perform depth test on debug lines | 0 |
| RNDR | r_debugLineWidth | Width of debug lines | 0 |
| RNDR | r_debugPolygonFilled | Draw a filled polygon | 0 |
| RNDR | r_demonstrateBug | Used during development to show IHV's their problems | 0 |
| RNDR | r_displayRefresh | Optional display refresh rate option for vid mode | 0 |
| RNDR | r_finish | Force a call to glfinish() every frame | 0 |
| RNDR | r_flareSize | Scale the flare deforms from the material def | 0 |
| RNDR | r_forceLoadImages | Draw all images to screen after registration | 0 |
| RNDR | r_frontBuffer | Draw to front buffer for debugging | 0 |
| RNDR | r_fullscreen | 0 = windowed, 1 = full screen | 0 |
| RNDR | r_gamma | Changes gamma tables | 0 |
| RNDR | r_glDriver | "opengl32", etc. | 0 |
| RNDR | r_hdr_bloomFraction | Fraction to smear across neighbors | 0 |
| RNDR | r_hdr_exposure | Maximum light scale | 0 |
| RNDR | r_hdr_gamma | Monitor gamma power | 0 |
| RNDR | r_hdr_monitorDither | Random dither in monitor space | 0 |
| RNDR | r_hdr_useFloats | Use a floating point rendering buffer | 0 |
| RNDR | r_ignore | Used for random debugging without defining new vars | 0 |
| RNDR | r_ignore2 | Used for random debugging without defining new vars | 0 |
| RNDR | r_ignoreGLErrors | Ignore GL errors | 0 |
| RNDR | r_inhibitFragmentProgram | Ignore the fragment program extension | 0 |
| RNDR | r_jitter | Randomly subpixel jitter the projection matrix | 0 |
| RNDR | r_jointNameOffset | Offset of joint names when r_showskel is set to 1 | 0 |
| RNDR | r_jointNameScale | Size of joint names when r_showskel is set to 1 | 0 |
| RNDR | r_lightAllBackFaces | Light all the back faces, even when they would be shadowed | 0 |
| RNDR | r_lightScale | All light intensities are multiplied by this | 0 |
| RNDR | r_lightSourceRadius | For soft-shadow sampling | 0 |
| RNDR | r_lockSurfaces | Allow moving the view point without changing the composition of the scene, including culling | 0 |
| RNDR | r_logFile | Number of frames to emit GL logs | 0 |
| RNDR | r_materialOverride | Overrides all materials | 0 |
| RNDR | r_megaTextureLevel | Draw only a specific level | 0 |
| RNDR | r_mergeModelSurfaces | Combine model surfaces with the same material | 0 |
| RNDR | r_mode | Video mode number | 0 |
| RNDR | r_multiSamples | Number of antialiasing samples | 0 |
| RNDR | r_offsetfactor | Polygon offset parameter | 0 |
| RNDR | r_offsetunits | Polygon offset parameter | 0 |
| RNDR | r_orderIndexes | Perform index reorganization to optimize vertex use | 0 |
| RNDR | r_renderer | Hardware specific renderer path to use | 0 |
| RNDR | r_sb_biasScale | Scale factor for jitter bias | 0 |
| RNDR | r_sb_frustomFOV | Oversize FOV for point light side matching | 0 |
| RNDR | r_sb_jitterScale | Scale factor for jitter offset | 0 |
| RNDR | r_sb_lightResolution | Pixel dimensions for each shadow buffer, 64 - 2048 | 0 |
| RNDR | r_sb_linearFilter | Use GL_LINEAR instead of GL_NEAREST on shadow maps | 0 |
| RNDR | r_sb_noShadows | Don't draw any occluders | 0 |
| RNDR | r_sb_occluderFacing | 0 = front faces, 1 = back faces, 2 = midway between | 0 |
| RNDR | r_sb_polyOfsFactor | Polygonoffset factor for drawing shadow buffer | 0 |
| RNDR | r_sb_polyOfsUnits | Polygonoffset units for drawing shadow buffer | 0 |
| RNDR | r_sb_randomize | Randomly offset jitter texture each draw | 0 |
| RNDR | r_sb_samples | 0, 1, 4, or 16 | 0 |
| RNDR | r_sb_screenSpaceShadow | Build shadows in screen space instead of on surfaces | 0 |
| RNDR | r_sb_showFrustumPixels | Color the pixels contained in the frustum | 0 |
| RNDR | r_sb_singleSide | Only draw a single side (0-5) of point lights | 0 |
| RNDR | r_sb_useCulling | Cull geometry to individual side frustums | 0 |
| RNDR | r_sb_usePbuffer | Draw offscreen | 0 |
| RNDR | r_sb_viewResolution | Width of screen space shadow sampling | 0 |
| RNDR | r_screenFraction | For testing fill rate, the resolution of the entire screen can be changed | 0 |
| RNDR | r_shadowPolygonFactor | Scale value for stencil shadow drawing | 0 |
| RNDR | r_shadowPolygonOffset | Bias value added to depth test for stencil shadow drawing | 0 |
| RNDR | r_shadows | Enable shadows | 0 |
| RNDR | r_showAlloc | Report alloc/free counts | 0 |
| RNDR | r_showCull | Report sphere and box culling stats | 0 |
| RNDR | r_showDefs | Report the number of modedefs and lightdefs in view | 0 |
| RNDR | r_showDemo | Report reads and writes to the demo file | 0 |
| RNDR | r_showDepth | Display the contents of the depth buffer and the depth range | 0 |
| RNDR | r_showDominantTri | Draw lines from vertexes to center of dominant triangles | 0 |
| RNDR | r_showDynamic | Report stats on dynamic surface generation | 0 |
| RNDR | r_showEdges | Draw the sil edges | 0 |
| RNDR | r_showEntityScissors | Show entity scissor rectangles | 0 |
| RNDR | r_showImages | 1 = show all images instead of rendering, 2 #NAME? | 0 |
| RNDR | r_showIntensity | Draw the screen colors based on intensity, red = 0, green = 128, blue = 255 | 0 |
| RNDR | r_showInteractionFrustums | 1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox | 0 |
| RNDR | r_showInteractions | Report interaction generation activity | 0 |
| RNDR | r_showInteractionScissors | 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines | 0 |
| RNDR | r_showLightCount | 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw | 0 |
| RNDR | r_showLights | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume | 0 |
| RNDR | r_showLightScale | Report the scale factor applied to drawing for overbrights | 0 |
| RNDR | r_showLightScissors | Show light scissor rectangles | 0 |
| RNDR | r_showMegaTexture | Display all the level images | 0 |
| RNDR | r_showMegaTextureLabels | Draw colored blocks in each tile | 0 |
| RNDR | r_showMemory | Print frame memory utilization | 0 |
| RNDR | r_showNormals | Draws wireframe normals | 0 |
| RNDR | r_showOverDraw | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw | 0 |
| RNDR | r_showPortals | Draw portal outlines in color based on passed / not passed | 0 |
| RNDR | r_showPrimitives | Report drawsurf/index/vertex counts | 0 |
| RNDR | r_showShadowCount | Colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows | 0 |
| RNDR | r_showShadows | 1 = visualize the stencil shadow volumes, 2 #NAME? | 0 |
| RNDR | r_showSilhouette | Highlight edges that are casting shadow planes | 0 |
| RNDR | r_showSkel | Draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only | 0 |
| RNDR | r_showSmp | Show which end (front or back) is blocking | 0 |
| RNDR | r_showSurfaceInfo | Show surface material name under crosshair | 0 |
| RNDR | r_showSurfaces | Report surface/light/shadow counts | 0 |
| RNDR | r_showTangentSpace | Shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector | 0 |
| RNDR | r_showTexturePolarity | Shade triangles by texture area polarity | 0 |
| RNDR | r_showTextureVectors | If > 0 draw each triangles texture (tangent) vectors | 0 |
| RNDR | r_showTrace | Show the intersection of an eye trace with the world | 0 |
| RNDR | r_showTris | Enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all | 0 |
| RNDR | r_showUnsmoothedTangents | If 1, put all nvidia register combiner programming in display lists | 0 |
| RNDR | r_showUpdates | Report entity and light updates and ref counts | 0 |
| RNDR | r_showVertexCache | 2068 | |
| RNDR | r_showVertexColor | Draws all triangles with the solid vertex color | 0 |
| RNDR | r_showViewEntitys | 1 = displays the bounding boxes of all view models, 2 = print index numbers | 0 |
| RNDR | r_singleArea | Only draw the portal area the view is actually in | 0 |
| RNDR |