Console Commands Variables audio_api Type: String The underlying audio API to use. cache_version Type: String The engine version that the cache files are associated with. If this version doesn't match the current engine version, the cache will be cleared. cache_version_target Type: String If cache_version does not match this value, the cache files will be cleared and it will be set to it. cl_allowdownload Type: String   cl_allowupload Type: String   cl_audio_always_play Type: String 0 = Don't play sounds if window isn't focused., 1 = Always play sounds cl_audio_hrtf_enabled Type: String Enables or disables Head-related transfer function. cl_audio_master_volume Type: String Volume scale for all sounds. cl_audio_streaming_enabled Type: String 0 = All sounds will be loaded immediately (= Slower load times), 1 = Some sounds will be loaded over time. (= Sounds might start with a delay) cl_controller_axis_input_threshold Type: String Axis inputs below this threshold will be ignored for regular console commands. cl_controller_enabled Type: String Enables or disables game controllers / joysticks. cl_downscale_imported_high_resolution_rma_textures 1/0 Type: Boolean If enabled, imported high-resolution RMA textures will be downscaled to a more memory-friendly size. cl_effects_volume Type: String Volume scale for effect sounds (e.g. footsteps, gunshots, explosions, etc.). cl_flex_phoneme_drag Type: String Changes the time required for facial phoneme flexes to adapt to new phonemes. cl_fov Type: String Horizontal world field of view. cl_fov_viewmodel Type: String Horizontal view model field of view. cl_fps_decay_factor Type: String How slowly to decay the previous fps. cl_gpu_device Type: String The unique identifier for the GPU vendor and device to use. If empty (or invalid), the first detected device will be used. Usage: cl_gpu_timer_queries_enabled Type: String Enables or disables GPU timer queries for debugging. cl_gui_volume Type: String Volume scale for sounds emitted by GUI elements. cl_language Type: String Game language. cl_material_streaming_enabled Type: String 0 = All materials and textures will be loaded immediately (= Slower load times), 1 = All materials and textures will be loaded over time. (= Black textures until loaded) cl_max_fps Type: String FPS will be clamped at this value. A value of < 0 deactivates the limit. cl_mouse_acceleration Type: String Amount of mouse acceleration. 1 = No acceleration. cl_mouse_pitch Type: String Mouse sensitivity on the pitch axis. Use positive values to invert the axis. cl_mouse_sensitivity Type: String Scale for the mouse sensitivity. cl_mouse_yaw Type: String Mouse sensitivity on the yaw axis. cl_music_volume Type: String Volume scale for music. cl_physics_simulation_enabled Type: String Enables or disables physics simulation. cl_port_tcp Type: String Port used for TCP transmissions. cl_port_udp Type: String Port used for UDP transmissions. cl_render_anti_aliasing Type: String 0 = No Anti Aliasing, 1 = MSAA, 2 = FXAA. cl_render_brightness Type: String Scene brightness. cl_render_contrast Type: String Scene contrast. cl_render_depth_of_field Type: String Depth of field scale. cl_render_fov Type: String Specifies the horizontal field of view. cl_render_frustum_culling_enabled Type: String Enables or disables frustum culling. cl_render_fxaa_edge_threshold Type: String The minimum amount of local contrast required to apply algorithm. cl_render_fxaa_min_edge_threshold Type: String Trims the algorithm from processing darks. cl_render_fxaa_sub_pixel_aliasing_removal_amount Type: String The amount of sub-pixel aliasing removal. cl_render_lod_bias Type: String Model LOD-bias. Higher values means higher LOD-Models will be used at lower distance (=Lower quality). cl_render_monitor Type: String Which monitor to use in fullscreen mode. cl_render_motion_blur Type: String Amount of motion blur. 0 = disabled. cl_render_msaa_samples Type: String 1 = MSAAx2, 2 = MSAAx4, 3 = MSAAx8, etc. cl_render_occlusion_culling Type: String 0 = Off, 1 = Brute-Force, 2 = CHC++, 3 = Octree, 4 = BSP +Octree cl_render_particle_quality Type: String Quality of particle systems. 0 = No particles will be rendered, 1 = Particles will be unlit, 2 = Particles will receive lighting, 3 = Particles will cast shadows. cl_render_present_mode Type: String 0 = Immediate, 1 = FIFO, 2 = Mailbox cl_render_preset Type: String Selected preset in display options. cl_render_reflection_quality Type: String Changes the quality of reflections. 0 = Only static reflections, 1 = Dynamic reflections, 2 = Reflections with particle effects. cl_render_resolution Type: String Changes the internal rendering resolution. If left empty, the resolution will be the same as the window resolution! cl_render_shader_quality Type: String Shader quality. The actual effect depends on the shader. 1 = Lowest Quality, 10 = Highest Quality cl_render_shadow_dynamic Type: String Turns dynamic shadows on or off. cl_render_shadow_lod_bias Type: String Model LOD-bias for shadows. Higher values means higher LOD-Models will be used at lower distance (=Lower quality). This value is added on top of cl_render_lod_bias! cl_render_shadow_pssm_split_count Type: String The number of cascades to be used for PSSM. Cannot be 0 or higher than 4. cl_render_shadow_pssm_update_frequency_offset Type: String Update frequency for PSSM shadows in frames, relative to 'cl_render_shadow_update_frequency'. cl_render_shadow_resolution Type: String Shadowmap Resolution. Higher resolution equals higher quality shadows, but is also more expensive to render. cl_render_shadow_update_frequency Type: String Update frequency in frames. 0 = Updates every frame, 1 = Updates every second frame, etc. cl_render_ssao Type: String 1 = Screen space ambient occlusion enabled, 0 = disabled. cl_render_texture_filtering Type: String 0 = Nearest Neighbour, 1 = Bilinear Filtering, 2 = Trilinear Filtering, 3 = Antisotropic Filtering x2, 4 = Antisotropic Filtering x4, 5 = Antisotropic Filtering x8, 6 = Antisotropic Filtering x16 cl_render_texture_quality Type: String 0 = Minimal, 1 = Low, 2 = Medium, 3 = High, 4 = Very High. cl_render_tone_mapping Type: String Changes the tone-mapping algorithm to use. -1 = Use the default, 0 = Gamma correction only, 1 = Reinhard, 2 = Hejil-Richard, 3 = Uncharted, 4 = Aces, 5 = Gran Turismo cl_render_vr_enabled Type: String Turns support for virtual reality on or off. cl_render_vsync_enabled Type: String Turns vertical sync on or off. cl_render_window_mode Type: String 0 = Fullscreen, 1 = Windowed, 2 = Windowed no-border. cl_show_fps Type: String Displays the current fps at the top left of the screen if enabled. cl_steam_audio_ambisonics_order Type: String The amount of directional detail in the simulation results. Range: [0,3]. cl_steam_audio_enabled Type: String Enables or disables steam audio. cl_steam_audio_ir_duration Type: String The time delay between a sound being emitted and the last audible reflection. Range: [0.5,4.0]. cl_steam_audio_number_of_bounces Type: String The maximum number of times any ray can bounce within the scene. Range: [1,32]. cl_steam_audio_number_of_diffuse_samples Type: String The number of directions to consider when a ray bounces off a diffuse (or partly diffuse) surface. Range: [32,4096]. cl_steam_audio_number_of_rays Type: String The number of rays to trace from the listener. Range: [1024,131072]. cl_steam_audio_propagation_delay_enabled Type: String Enables or disables propagation delay if steam audio is enabled. cl_steam_audio_reverb_enabled Type: String Enables the reverb DSP effect. cl_steam_audio_reverb_indirect_binaural Type: String Spatialize reverb using HRTF. cl_steam_audio_reverb_simulation_type Type: String Real-time or baked. 0 = Real-time, 1 = Baked. cl_steam_audio_spatialize_air_absorption Type: String Enable air absorption. cl_steam_audio_spatialize_direct_binaural Type: String Spatialize direct sound using HRTF. cl_steam_audio_spatialize_direct_level Type: String Relative level of direct sound. Range: [0,1]. cl_steam_audio_spatialize_distance_attenuation Type: String Enable distance attenuation. If disabled, regular distance attenuation will be used instead. cl_steam_audio_spatialize_enabled Type: String Enables the spatialize DSP effect. cl_steam_audio_spatialize_hrtf_interpolation Type: String HRTF interpolation. 0 = Nearest, 1 = Bilinear. cl_steam_audio_spatialize_indirect Type: String Enable indirect sound. cl_steam_audio_spatialize_indirect_binaural Type: String Spatialize indirect sound using HRTF. cl_steam_audio_spatialize_indirect_level Type: String Relative level of indirect sound. Range: [0,10]. cl_steam_audio_spatialize_occlusion_method Type: String Direct occlusion algorithm. 0 = Raycast, 1 = Partial. cl_steam_audio_spatialize_occlusion_mode Type: String Direct occlusion and transmission mode. 0 = Off, 1 = On, No Transmission, 2 = On, Frequency Independent Transmission, 3 = On, Frequency Dependent Transmission. cl_steam_audio_spatialize_simulation_type Type: String Real-time or baked. 0 = Real-time, 1 = Baked cl_steam_audio_spatialize_static_listener Type: String Uses static listener. cl_updaterate Type: String The amount of times per second user input is being transmitted to the server. cl_voice_volume Type: String Volume scale for voice (Coming from players and NPCs). cl_vr_hmd_view_enabled Type: String Enables or disables the view for virtual reality (Only works if virtual reality has been enabled in the menu.). cl_vr_mirror_window_enabled Type: String Enables or disables the mirror window for virtual reality (Only works if virtual reality has been enabled in the menu.). cl_water_surface_simulation_edge_iteration_count Type: String The more iterations, the more detailed the water simulation will be, but at a great performance cost. cl_water_surface_simulation_enable_gpu_acceleration Type: String If enabled, water surfaces will be simulated on the GPU instead of the CPU. This should greatly improve performance in most cases. cl_water_surface_simulation_spacing Type: String Grid spacing for simulating water surfaces. Lower values will result in a more detailed simulation, but at a great performance cost. cl_window_resolution Type: String Changes the window resolution. debug_ai_navigation Type: String Displays the current navigation path for all NPCs. debug_bsp_lock Type: String Locks BSP culling so it doesn't change when the camera moves. debug_bsp_nodes Type: String Prints and draws various debug information about the binary space partitioning of the level (if available). 1 = Draw leaf of camera location and all visible leaves, 2 = Same, but doesn't update continuously. debug_hide_gui 1/0 Type: Boolean Disables GUI rendering. debug_nav_show_meshes Type: String Shows the navigation mesh for this map. debug_occlusion_culling_freeze_camera Type: String Freezes the current camera position in place for occlusion culling. debug_particle_blob_show_neighbor_links Type: String Displays the links to adjacent neighbors for blob particles. debug_physics_draw Type: String Draws various physics information as wireframe. debug_profiling_enabled Type: String Enables profiling timers. debug_render_lock_render_command_buffers Type: String Locks the current render command buffers and causes them to not be re-created every frame. debug_render_lock_render_queues Type: String Locks the current render queues and effectively disables the render queue thread. debug_render_normals Type: String Displays all normals as lines in the world. 0 = Disabled, 1 = Display normals, 2 = Display normals, tangents and bitangents, 3 = Display face normals, 4 = Display tangents, 5 = Display bitangents. debug_render_octree_dynamic_draw Type: String Draws the octree for dynamic objects. debug_render_octree_static_draw Type: String Draws the octree for static world geometry. debug_steam_audio_probe_boxes Type: String Displays the sound probe spheres for the current map. host_timescale Type: String Specifies the timescale. A value of 2 means the game will run at twice the default speed. log_enabled Type: String 0 = Log disabled; 1 = Log errors only; 2 = Log errors and warnings; 3 = Log all console output log_file Type: String The log-file the console output will be logged to. lua_open_editor_on_error Type: String 1 = Whenever there's a Lua error, the engine will attempt to automatically open a Lua IDE and open the file and line which caused the error. net_graph Type: String Displays a graph about current network transmissions. net_library Type: String The underlying networking library to use for multiplayer games. password Type: String Password which will be used for the next connection attempt. phys_engine Type: String The underlying physics engine to use. playername Type: String Local player name. rcon_password Type: String Specifies a password which can be used to run console commands remotely on a server. If no password is specified, this feature is disabled. render_api Type: String The underlying rendering API to use. render_bloom_amount Type: String Number of render passes to use for bloom. render_bloom_enabled Type: String Enables or disables bloom and glow effects. render_bloom_resolution Type: String The width for the bloom texture. The height will be calculated using the aspect ratio of the renderer. render_clear_scene Type: String 0 = Default, 1 = Screen is cleared before scene is rendered. render_clear_scene_color Type: String Clear color to use if render_clear_scene is set to 1. render_csm_max_distance Type: String The maximum distance at which csm shadows are casted. A larger distance means lower quality. render_debug_mode 1/0 Type: Boolean 0 = Disabled, 1 = Ambient Occlusion, 2 = Albedo Colors, 3 = Metalness, 4 = Roughness, 5 = Diffuse Lighting, 6 = Normals, 7 = Normal Map, 8 = Reflectance, 9 = IBL Prefilter, 10 = IBL Irradiance, 11 = Emission, 12 = Lightmaps, 13 = Lightmap Uvs, 14 = Unlit, 15 = Show CSM cascades, 16 = Shadow Map Depth, 17 = Forward+ Heatmap. render_draw_dynamic Type: String 1 = Default, 0 = Don't draw props. render_draw_glow Type: String 1 = Default, 0 = Glow-effects aren't drawn. render_draw_particles Type: String 1 = Default, 0 = Particles aren't drawn. render_draw_scene Type: String 1 = Default, 0 = Scene isn't drawn. render_draw_sky Type: String 1 = Default, 0 = Sky isn't drawn. render_draw_static Type: String 1 = Default, 0 = Don't draw level geometry. render_draw_translucent Type: String 1 = Default, 0 = Don't draw translucent objects. render_draw_view Type: String 1 = Default, 0 = View-Models aren't drawn. render_draw_water Type: String 1 = Default, 0 = Water isn't drawn. render_draw_world Type: String 1 = Default, 2 = Wireframe, 0 = Don't draw world. render_dynamic_lighting_enabled 1/0 Type: Boolean Enables or disables dynamic lighting. render_dynamic_shadows_enabled 1/0 Type: Boolean Enables or disables dynamic shadows. render_forwardplus_tile_size Type: String Changes the tile size used for the light culling in forward+. render_hdr_max_exposure Type: String Expore will be clamped at this value. Can be overwritten by the map. render_ibl_enabled 1/0 Type: Boolean Enables or disables image-based lighting. render_instancing_enabled 1/0 Type: Boolean Enables or disables instanced rendering. render_instancing_threshold [2,inf] Type: UInt32 The threshold at which to start instancing entities if instanced rendering is enabled (render_instancing_threshold). Must not be lower than 2! render_multithreaded_rendering_enabled 1/0 Type: Boolean Enables or disables multi-threaded rendering. Some renderers (like OpenGL) don't support multi-threaded rendering and will ignore this flag. render_normalmapping_enabled Type: String 1 = Normal mapping enabled, 0 = disabled. render_pp_nightvision Type: String Enables or disables night vision. render_pp_nightvision_color_amplification Type: String Amplification factor for pixels with low luminance. render_pp_nightvision_luminance_threshold Type: String Changes the luminance threshold for the night vision post-processing effect. render_pp_nightvision_noise_texture Type: String Noise texture to use for the night vision post-processing effect. render_queue_entities_per_worker_job [1,50] Type: UInt32 Number of entities for each job processed by a worker thread. render_queue_worker_jobs_per_batch [0,10] Type: UInt32 Number of worker jobs to accumulate in a batch before assigning a worker. render_queue_worker_thread_count [1,10] Type: UInt32 Number of threads to use for generating render queues. render_shadow_quality Type: String Shadowmap Quality. This affects the detail of the object shadows that are being rendered render_technique Type: String 0 = Rasterization, 1 = Raytracing render_texture_filtering Type: String 0 = Nearest-Neighbor, 1 = Bilinear, 2 = trilinear. render_vsync_enabled Type: String 1 = Vertical sync enabled, 0 = disabled. sh_lua_remote_debugging Type: String 0 = Remote debugging is disabled; 1 = Remote debugging is enabled serverside; 2 = Remote debugging is enabled clientside. Cannot be changed during an active game. Also requires the "-luaext" launch parameter. Remote debugging cannot be enabled clientside and serverside at the same time. sh_mount_external_game_resources Type: String If set to 1, the game will attempt to load missing resources from external games. sky_override Type: String Replaces the material for all current skyboxes with the specified material. steam_steamworks_enabled Type: String Enables or disables steamworks. sv_acceleration Type: String Player acceleration. If this is too low, the player will be unable to reach full movement speed due to friction forces. sv_allowcslua Type: String 1 = Clients can run own clientside scripts, 0 = Custom clientside scripts aren't allowed. sv_allowdownload Type: String Specifies whether clients are allowed to download resources from the server. sv_allowupload Type: String Specifies whether clients are allowed to upload resources to the server (e.g. spraylogos). sv_cheats Type: String Allows clients to run console commands which are marked as cheats if set to 1. sv_debug_physics_draw Type: String Draws various serverside physics information as wireframe. sv_friction Type: String Global friction scale. sv_gamemode Type: String Gamemode which should be used when starting a game. sv_gravity Type: String Specifies the default gravity force and direction. Certain entities may overwrite this for themselves. sv_maxplayers Type: String Specifies the maximum amount of players that are allowed to join the server. sv_noclip_speed Type: String The speed at which players can move in noclip mode. sv_password Type: String Sets a password for the server. No player will be able to join, unless they provide the correct password using the 'password' command. sv_physics_simulation_enabled Type: String Enables or disables physics simulation. sv_player_air_move_scale Type: String The scale at which players are still able to move while in the air. 0 = Players can't move until they've landed, 1 = Players can move freely while in the air sv_port_tcp Type: String TCP port which will be used when starting a server. sv_port_udp Type: String UDP port which will be used when starting a server. sv_require_authentication 1/0 Type: Boolean If enabled, clients will have to authenticate via steam to join the server. sv_restitution Type: String Global restitution scale. sv_servername Type: String The server name which will be displayed in the server browser. sv_tickrate Type: String Specifies the tickrate. A higher tickrate means smoother and more reliable physics, but also more data to transmit to clients. Higher values can result in more lag for clients. sv_timeout_duration Type: String Amount of time until a client is forcibly dropped if no data has been received. sv_use_p2p_if_available Type: String Use a peer-to-peer connection if the selected networking layer supports it. sv_water_surface_simulation_edge_iteration_count Type: String The more iterations, the more detailed the water simulation will be, but at a great performance cost. sv_water_surface_simulation_shared Type: String If enabled, water surface simulation will be shared between client and server (Simulation is only performed once). This will only have an effect in single-player or on listen servers. Commands +attack Triggers the primary fire for the player character's equipped weapon. +attack2 Triggers the secondary fire for the player character's equipped weapon. +attack3 Triggers the tertiary fire for the player character's equipped weapon. +attack4 Triggers the quaternary fire for the player character's equipped weapon. +backward Moves the player character backward while active. +crouch Prompts the player character to crouch. +forward Moves the player character forward while active. +jump Prompts the player character to jump. +left Moves the player character left while active. +reload Triggers the reload for the player character's equipped weapon. +right Moves the player character right while active. +sprint Enables sprinting while moving forward. +turn_down Continuously turns the player character leftwards. +turn_left Continuously turns the player character leftwards. +turn_right Continuously turns the player character leftwards. +turn_up Continuously turns the player character leftwards. +use Prompts the player character to use whatever is in front of him. +walk Enables walking while moving forward. -attack Triggers the primary fire for the player character's equipped weapon. -attack2 Triggers the secondary fire for the player character's equipped weapon. -attack3 Triggers the tertiary fire for the player character's equipped weapon. -attack4 Triggers the quaternary fire for the player character's equipped weapon. -backward Moves the player character backward while active. -crouch Prompts the player character to crouch. -forward Moves the player character forward while active. -jump Prompts the player character to jump. -left Moves the player character left while active. -reload Triggers the reload for the player character's equipped weapon. -right Moves the player character right while active. -sprint Enables sprinting while moving forward. -turn_down Continuously turns the player character leftwards. -turn_left Continuously turns the player character leftwards. -turn_right Continuously turns the player character leftwards. -turn_up Continuously turns the player character leftwards. -use Prompts the player character to use whatever is in front of him. -walk Enables walking while moving forward. asset_clear_unused Clears all unused assets from memory. asset_clear_unused_materials Clears all unused materials from memory. asset_clear_unused_models Clears all unused models from memory. asset_clear_unused_textures Clears all unused textures from memory. bind Binds a key to a command string. Usage: bind bind_keys Prints a list of all bindable keys to the console. cl_debug_netmessages Prints out debug information about recent net-messages. cl_entities Prints a list of all current clientside entities in the world. cl_find Finds similar console commands to whatever was given as argument. cl_gpu_timer_queries_dump Prints all timer query results to the console. cl_list Prints a list of all clientside console commands to the console. cl_send Sends a text message to the server and displays it in the console. Usage: cl_send cl_send_udp Sends a text message to the server via UDP and displays it in the console. Usage: cl_send_udp cl_steam_audio_reload_scene Reloads the steam audio scene cache. clear Clears everything in the console. clear_cache Clears all of the cached engine files. closeserver Closes the server (if active) and drops all connected clients. connect Attempts to connect to the specified server. Usage: connect or connect or without arguments to re-try the last attempt. crash Forces the engine to crash. credits Prints a list of developers. debug_ai_schedule Prints the current schedule behavior tree for the specified NPC on screen. debug_ai_schedule_print Prints the current schedule behavior tree for the specified NPC. debug_aim_info Prints information about whatever the local player is looking at. debug_audio_aux_effect Applies a global DSP effect. Usage: debug_audio_aux_effect debug_audio_sounds Prints information about all active server- and clientside sounds to the console. debug_dump_shader_code Dumps the glsl code for the specified shader. debug_font Displays the glyph map for the specified font. If no arguments are specified, all available fonts will be listed. Usage: debug_font debug_font_glyph_map Displays the glyph map for the specified font. debug_glow_bloom Displays the scene glow texture on screen. Usage: debug_glow_bloom <1/0> debug_gui_cursor Prints information about the GUI element currently hovered over by the cursor. debug_hdr_bloom Displays the scene bloom texture on screen. Usage: debug_hdr_bloom <1/0> debug_hitboxes Displays the hitboxes for the entity under the crosshair, or the entity with the given name (If it was specified.). debug_light_shadowmap Displays the depth map for the given light on screen. Call without arguments to turn the display off. Usage: debug_light_shadowmap debug_light_sources Prints debug information about all light sources in the scene. debug_lightmaps Displays the lightmaps for the loaded level. debug_nav_path_end Sets an end point for a navigation path. Use debug_nav_path_start to set the start point. The path will be drawn in the scene once both points have been set. debug_nav_path_start Sets a start point for a navigation path. Use debug_nav_path_end to set the end point. debug_particle_alpha_mode Specifies the blend mode arguments for particle systems that use the 'custom' alpha mode. Argument order: . Blend factor options: zero, one, src_color, one_minus_src_color, dst_color, one_minus_dst_color, src_alpha, one_minus_src_alpha, dst_alpha, one_minus_dst_alpha, constant_color, one_minus_constant_color, constant_alpha, one_minus_constant_alpha, src_alpha_saturate, src1_color, one_minus_src1_color, src1_alpha, one_minus_src1_alpha Operation options: add, subtract, reverse_subtract, min, max debug_pbr_ibl Displays the irradiance, prefilter and brdf map for the closest cubemap. debug_prepass Displays prepass buffers to screen. debug_profiling_physics_end Prints physics profiling information for the last simulation step. debug_profiling_physics_start Prints physics profiling information for the last simulation step. debug_profiling_print Prints the last profiled times. debug_render_depth_buffer Draws the scene depth buffer to screen. debug_render_info Prints some timing information to the console. debug_render_memory_budget Prints information about the current GPU memory budget. debug_render_memory_stats Prints statistics about the current GPU memory usage. debug_render_octree_dynamic_find Finds the specified entity in the octree for dynamic objects. debug_render_octree_dynamic_print Prints the octree for dynamic objects to the console, or a file if a file name is specified. debug_render_octree_static_print Prints the octree for static world geometry to the console, or a file if a file name is specified. debug_render_scene Displays scene to screen. debug_render_stats Prints information about the next frame. debug_render_validation_error_enabled Enables or disables the specified validation error. debug_ssao Displays the ssao buffers to screen. debug_steam_audio_dump_scene Saves the steam audio scene as OBJ file. debug_texture_mipmaps Displays the mipmaps of the given texture. Usage: debug_texture_mipmaps debug_textures Prints information about the currently loaded textures. debug_water Displays the reflection, refraction and refraction depth map for the given water-entity on screen. Call without arguments to turn the display off. Usage: debug_light_water disconnect Disconnects from the server (if a connection is active), or closes the game if in single player mode. drop Drops the player's active weapon. echo Prints something to the console. Usage: echo ent_create Creates and spawns a new entity with the given class name at the position in the world the player is looking at. Usage: ent_create ent_input Triggers the given input on the specified entity. Usage: ent_input ent_remove Removes the specified entity, or the entity the player is looking at if no argument is provided. Usage: ent_remove ent_scale Changes the scale of the specified entity. Usage: ent_input entities Prints a list of all current serverside entities in the world. exec Executes a config file. Usage exec exit Exits the game. find Finds similar console commands to whatever was given as argument. flashlight Toggles the flashlight. fps Prints the current fps to the console. getang Prints the current angles of the local player to the console. getcamang Prints the current angles of the camera to the console. getcampos Prints the current position of the camera. getpos Prints the current position of the local player to the console. give_ammo Gives the local player the specified ammunition. give_weapon Gives the local player the specified weapon and deploys it. godmode Toggles god mode. Requires cheats to be enabled (Or single player mode running). heartbeat Instantly sends a heartbeat to the master server. help Find help about a convar/concommand. hurtme Applies the specified amount of damage to self. keymappings Prints a list of all active key bindings to the console. kick Kicks the specified player for the given reason. Usage: kick list Prints a list of all serverside console commands to the console. list_maps Prints a list of all available list to the console. listmaps   load   loc_reload Reloads all localization files. log Adds the specified message to the engine log. Usage: log . lua_compile Opens the specified lua-file and outputs a precompiled file with the same name (And the extension '.clua'). lua_exec Opens and executes a lua-file on the server. lua_exec_cl Opens and executes a lua-file on the client. lua_help Prints information about the specified function, library or enum (or the closest candiate). Usage: lua_help . lua_reload_entities Reloads the scripts for all registered lua entity classes. lua_reload_entity Reloads the scripts for the given entity class. Usage: lua_reload_entity lua_reload_weapon Reloads the scripts for the given weapon class. Usage: lua_reload_weapon lua_reload_weapons Reloads the scripts for all registered lua weapon classes. lua_run Runs a lua command on the server lua state. lua_run_cl Runs a lua command on the client lua state. lua_run_gui Runs a lua command on the GUI lua state. map Loads the given map immediately. Usage: map map_build_reflection_probes Build all reflection probes in the map. Use the '-rebuild' argument to clear all current IBL textures first. Use 'debug_pbr_ibl' to check the probes after they have been built. map_rebuild_lightmaps Rebuilds the lightmaps for the current map. Note that this will only work if the map was compiled with lightmap uvs. nav_generate Generates a navigation mesh for the current map and saves it as a navigation file. nav_reload Reloads the navigation mesh for the current map. next_weapon Switches to the next weapon in the player's inventory. noclip Toggles noclip mode. Requires cheats to be enabled (Or single player mode running). notarget Toggles notarget mode. Requires cheats to be enabled (Or single player mode running). previous_weapon Switches to the previous weapon in the player's inventory. quit Exits the game. rcon Sends the given command to the server and runs it serverside. Usage: rcon reloadmaterial Reloads the given material (and textures associated with it). Usage: reloadmaterial reloadmaterials Reloads all loaded materials and textures. render_api_info Prints information about the current render API to the console. save   screenshot Writes the contents of the screen into a .tga-file in 'screenshots/'. The name of the file will start with the map's name, or 'pragma' if no map is loaded. After the name follows an ID which is incremented each time. You can use 'screenshot 1' to take a screenshot without the GUI (Ingame only). setang Changes the angles of the local player. Requires cheats to be enabled. Usage: setang setpos Changes the position of the local player. Requires cheats to be enabled. Usage: setpos shader_list Prints a list of all currently loaded shaders shader_optimize Uses LunarGLASS to optimize the specified shader. shader_reload Reloads a specific shader, or all registered shaders if no arguments are given. Usage: shader_reload sound_play Precaches and immediately plays the given sound file. Usage: sound_play sound_stop Stops all sounds that are currently playing. startserver Starts an internet server. Requires a running game. status Prints information about the current connection to the console. strip_weapons Strips all weapons from the local player. suicide Commit suicide. sv_debug_netmessages Prints out debug information about recent net-messages. sv_send Sends a text message to all connected clients and displays it in the console. Usage: sv_send sv_send_udp Sends a text message to all connected clients via UDP and displays it in the console. Usage: sv_send_udp thirdperson Toggles between first- and third-person mode. toggle Toggles the specified console variable between 0 and 1. toggleconsole Toggles the developer console. udm_convert Converts a UDM file from binary to ASCII or the other way around. udm_validate Validates the specified UDM file. unbind Unbinds the given key. unbindall Unbinds all keys. version Prints the current engine version to the console. vk_dump_extensions Dumps all available vulkan extensions to 'vk_extensions.txt'. vk_dump_features Dumps all vulkan features to 'vk_features.txt'. vk_dump_format_properties Dumps all vulkan format properties to 'vk_format_properties.txt'. vk_dump_image_format_properties Dumps all vulkan image format properties to 'vk_image_format_properties.txt'. vk_dump_layers Dumps all available vulkan layers to 'vk_layers.txt'. vk_dump_limits Dumps all vulkan limitations to 'vk_limits.txt'. vk_dump_memory_stats Dumps information about currently allocated GPU memory. vk_print_memory_stats Prints information about currently allocated GPU memory to the console.