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- Found and organized by GabeFollower
- https://github.com/SteamDatabase/GameTracking-Deadlock/commit/4e1ddc369c6014d66e47ffc453c165aba7cc0a55
- https://github.com/SteamDatabase/GameTracking-Dota2/commit/a6b4d4a062da88e3a0bafb8239026947a348cd62
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- HLX Mentions
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- r_hlx_fsr3_min_reactiveness
- mod != dota && mod != hlx
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- AI / NPC Lods (Optimization)
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- scripts/ai_lod.vdata
- ai_lod
- ai_lod_auto_enabled
- ai_lod_debug_display
- Set AILOD
- Set the LOD of this NPC. Accepted values are 'eLow', 'eMedium', 'eHigh'
- ai_lod(choices) : "AI LOD" : "0" : "Determines what AI features are enabled/disabled for performance reasons" =
- [
- "-1": "Auto"
- "0" : "High"
- "1" : "Medium"
- "2" : "Low"
- "3" : "Very Low"
- ]
- enum class AILOD_t : std::uint32_t
- {
- eAuto = 0xffffffff, // MPropertySuppressEnumerator
- eHigh = 0x0, // "High - All features turned on for highest fidelity"
- eMedium = 0x1, // "Medium - Some features turned off"
- eLow = 0x2, // "Low - Lots of features turned off"
- eVeryLow = 0x3, // "Very Low - No decision making, thinks at very low rate"
- eNumLODs = 0x4, // MPropertySuppressEnumerator
- };
- struct NPCAILODDesc_t
- {
- public:
- int32_t m_nMaxNPCs;
- float m_flMinRange;
- bool m_bSensing;
- bool m_bSensingUseExactEyePosition;
- bool m_bDecisionMaking;
- bool m_bUseLocalNavigator;
- bool m_bUseAdvancedLocomotion;
- bool m_bEnableFootSweeps;
- bool m_bDetailedLookTargets;
- bool m_bShouldPlayFootstepSounds;
- bool m_bRagdollEnabled;
- bool m_bEnableFlinching;
- bool m_bEnableWarnNPCsOfIncomingFire;
- bool m_bEnableBlinking;
- };
- m_aiLOD
- m_bDynamicAILOD
- CAILODManifest_global_server
- // API Inputs
- input SetAILOD(cpp)
- ai_task
- ai_think_interval_lod_low 0.5 game Time interval between NPC thinks when set to AI LOD low.
- ai_think_interval_lod_med 0.25 game Time interval between NPC thinks when set to AI LOD medium.
- ai_think_interval_lod_very_low 1 game Time interval between NPC thinks when set to AI LOD very low.
- debug_ai_heat_sensing
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- NPC Other
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- AI_BaseNPCAPI
- AI_BaseNPC::PerformGatherConditions
- eNPCLocomotion
- Template NPC Spawner "%s" doesn't have any valid spawn destinations!\n
- Template NPC Spawner "%s" encountered invalid spawn destination "%s" at %.3f %.3f %.3f\n
- Template NPC Spawner "%s" has only %d valid spawn destinations out of %d.\n
- ai_motor_debug_hop
- ai_motor_debug_idle_turn
- ai_motor_debug_move_heading_bad_zones
- ai_motor_debug_show_current_state
- ai_motor_debug_state_deadlocks
- ai_motor_debug_stop
- AI_FacingServices
- C:\buildworker\citadel_rel_win64\build\src\game\server\ai_base\ai_facingservices.cpp
- ai_facingservices_debug_reasonablefacing
- ai_facingservices_debug_spew
- ai_facingservices_draw_entity_facing
- ai_facingservices_generated_target_min_duration
- Adds spew to the facing target for the selected NPC
- AI_FacingRequestClearBehavior_t
- AI_FacingTargetRequestSource_t
- AI_ForceFacingOwner_t
- AI_Strafing_t
- AI_StrafingRequestSource_t
- If true, the NPC will request strafing if it is supported by the animgraph. Can still be overriden by schedules.
- m_bEnableWarnNPCsOfIncomingFire
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- New NPC States (found in client.dll of Deadlock)
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- NPC_STATE_INIT
- NPC_STATE_INERT
- NPC_STATE_SYNCHRONIZED_SECONDARY
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- New Damage Types (found in client.dll of Deadlock)
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- AGE_DMG_BURN
- AGE_DMG_SONIC_SECONDARY
- AGE_DMG_SONIC_PRIMARY
- AGE_DMG_NEWTON
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Deformable Props
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- deformable
- prop_deformable
- DeformableHelper
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Hair & Shading
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- r_hair_ao true
- r_hair_indirect_transmittance true
- r_hair_meshshader 0
- r_hair_shadowcatcher true
- r_hair_shadowtile true
- r_hair_voxel_divisor 2
- r_hair_wind_global_scale 0.3
- r_hair_wind_min_noise_speed 20
- r_hair_wind_motion_scale 0.07
- r_hair_wind_noise 0.2
- r_hair_wind_noise_occlusion 1
- r_hair_wind_noise_size 10
- r_hair_wind_occlusion 2
- D_CUT_HAIR
- D_MESH_SHADER
- Hair CSM Shadow Catcher
- HairAoTexture
- HairAoVolumeTexDim
- HairLengthMask
- HairStrandDivisor
- HairAndHeadDensityTexture
- HairTangentTexture
- HairVolumeCount
- HairVolumeTexDim
- HairVolumeInfoBuffer
- HairVolumeInfoBufferCount
- HairVolumeInfoBufferInitialized
- CheckForHairMeshFilePreview()
- %s_hair_albedo
- %s_hair_combined_density
- %s_hair_tangents
- %s_hairsim_density
- SampleHairDensityTexture
- ResolvedHairCombinedDensityTexture
- ResolvedHairCombinedDensityTextureMip1
- ResolvedHairCombinedDensityTextureMip2
- ResolvedHairCombinedDensityTextureMip3
- ResolvedHairCombinedDensityTextureMip4
- ResolvedHairDensityTexture
- ResolvedHairDensityTextureMip1
- ResolvedHairDensityTextureMip2
- ResolvedHairDensityTextureMip3
- ResolvedHairDensityTextureMip4
- ResolvedHairTangentTexture
- shadowtile_hairvolumeinfo
- hairtangentaccumvolume
- %s_group%d_groom_albedo
- %s_group%d_groom_combined_density
- %s_group%d_groom_tangents
- StrandThicknessTexture
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- NAV General, Movable & Oriented (altered gravity?)
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- enable_navmesh
- enable_map_generated_navmesh
- C:\buildworker\citadel_rel_win64\build\src\navlib\nav_mesh.cpp
- C:\buildworker\citadel_rel_win64\build\src\navlib\nav_pathfind.cpp
- C:\buildworker\citadel_rel_win64\build\src\public\navlib\nav_marker.h
- C:\buildworker\citadel_rel_win64\build\src\game\server\ai_base\ai_navgoaltype.h
- point_nav_movable_mesh
- >>NAVGEN MOVABLE: point_nav_movable_mesh must point to exactly one reference entity. %d reference entities found. Skipping.\n
- >>NAVGEN MOVABLE: point_nav_movable_mesh's reference entity does not have any children. Skipping.\n
- Movable Mesh Id [%u]
- Movable Navmesh Ops
- func_mover_async_movable_navmesh_updates
- UpdateLastKnownNav
- UpdateMovableMeshTransforms
- CNavGeometryManager::UpdateMovableMeshTransform
- info_nav_oriented_mesh_debug_gen_clip
- info_nav_oriented_mesh_debug_render_clip
- AI_NavUpdateGoalFlags_t
- ai_path_draw_cached_values
- nav_draw_boundary_areas
- NavLinkManager
- NavObstacleAvoidMgr
- NavObstacleTileMgr
- NavTacticalSearchAnnotationMgr
- TASK_WAIT_FOR_NAVSPACE_BUILD
- NAV_AREA_BOUNDARY
- NAV_AREA_CONNECTED_TO_NAV_LINK_IN
- NAV_AREA_CONNECTED_TO_NAV_LINK_OUT
- NAV_AREA_HAS_TACTICAL_SEARCH_ANNOTATIONS
- NAV_AREA_NAV_LINK_TERMINUS
- m_NavAreas.Count() < CNavMarkerData::MAX_ELEMENTS
- Failed to find nearest nav area. Calling GetClosestBlock
- 32 : "Spawn Upright - Remove any pitch / roll from the initial transform" : 0
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Destructible NPCs, Ragdolls, Body Parts
- More found here - https://pastebin.com/t0thRvRD
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- AE_DESTRUCTIBLE_PART_DESTROY
- DESTRUCTIBLE_MAIN
- debug_destructible_parts
- debug_destructible_parts_enabled
- debug_destructible_parts_ttl
- destructible_parts_destroy_parts_when_gibbing
- Toggle enabling/disabling the destructible parts system for debug.
- Draw debug information for destructible parts.
- ModelAnimEvent = AE_DESTRUCTIBLE_PART_DESTROY
- [
- hit_group(string) : "Hit Group Name"
- part_index(int) : "Part to destroy up to" : "0"
- force(float) : "Force to apply if part breaks" : 0
- force_radius(float) : "Force radius to use for broken parts" : 24
- ]
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Surface Properties
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- "surfaceattribute.resonant" "Resonant"
- "surfaceattribute.occlusionFactor" "Occlusion Factor"
- "surfaceattribute.flamestyle" "Flame Style"
- "surfaceattribute.flamestyle:help" "What sort of visuals should this fire use."
- "surfaceattribute.firesound" "Burning Sound"
- "surfaceattribute.firesound:help" "What sound this makes when it's burning."
- heat_delay
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Visuals, Fog & Bloom
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- Fog Scattering %d
- FogScatteringLayer
- m_fogScatteringParams
- m_bHasFogScatteringParams
- PostProcessingFogScatteringParameters_t
- D_ENABLE_CUBEMAP_FOG
- LAYER_TYPE_FOG_SCATTERING
- EnvVolumetricFogVolume
- CubeFogParams
- CubeFogParams2
- CubeFogParams3
- CubeFogTransform
- Height of volume fog texture
- Scale global volume fog density
- m_flComputeBloomLensDirtBlackLevel
- m_flComputeBloomLensDirtStrength
- m_flComputeBloomStrength
- m_flComputeBloomThreshold
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Wind
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- WindNoiseCenterWs
- WindNoiseOcclusionScale
- WindNoiseStrength
- WindNoiseVolumeSizeWs
- WindOcclusionScale
- WindStrength
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Some kind of Fans that generate wind and interact with NPCs?
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- trigger_fan
- trigger_fan_debug
- trigger_fan_player_windblock_debug
- fan_info_fan
- fan_push_towards_info_fan
- fan_npc_force
- fan_player_windblock
- fan_force
- fan_force_curve
- fan_force_max_radius
- fan_force_min_radius
- fan_origin
- fan_origin_offset
- fan_noise_speed
- fan_noise_direction_degrees
- fan_ramp_ratio
- fan_end
- fan_falloff
- fan_particle_force_scale
- GAME_PARTICLE_MANAGER_EVENT_ADD_FAN = 36;
- message AddFan {
- optional bool active = 1;
- optional .CMsgVector bounds_mins = 2;
- optional .CMsgVector bounds_maxs = 3;
- optional .CMsgVector fan_origin = 4;
- optional .CMsgVector fan_origin_offset = 5;
- optional .CMsgVector fan_direction = 6;
- optional float force = 7;
- optional string fan_force_curve = 8;
- optional bool falloff = 9;
- optional bool pull_towards_point = 10;
- optional float curve_min_dist = 11;
- optional float curve_max_dist = 12;
- }
- GAME_PARTICLE_MANAGER_EVENT_UPDATE_FAN = 37;
- message UpdateFan {
- optional bool active = 1;
- optional .CMsgVector fan_origin = 2;
- optional .CMsgVector fan_origin_offset = 3;
- optional .CMsgVector fan_direction = 4;
- optional float fan_ramp_ratio = 7;
- optional .CMsgVector bounds_mins = 5;
- optional .CMsgVector bounds_maxs = 6;
- }
- optional .CUserMsg_ParticleManager.AddFan add_fan = 39;
- optional .CUserMsg_ParticleManager.UpdateFan update_fan = 40;
- optional .CUserMsg_ParticleManager.SetParticleClusterGrowth set_particle_cluster_growth = 41;
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Bruh
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- Experimental optimization. If you are reading this in 2026, please delete this convar.
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Other
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- mapbuilder.lightingdummy
- { m_Name = "EntityPlatformTypes_t" m_VarType = "NET_DATA_TYPE_UINT64" }, // uint8
- { m_Name = "BloodType" m_VarType = "NET_DATA_TYPE_INT64" }, // int with -1 for None
- { m_Name = "WeaponGameplayAnimState" m_VarType = "NET_DATA_TYPE_INT64" }, // int16
- { m_Name = "WeaponAttackType_t" m_VarType = "NET_DATA_TYPE_INT64" }, // int with -1 for None
- { m_Name = "loadout_slot_t" m_VarType = "NET_DATA_TYPE_INT64" }, // int with -2, -1, etc
- { m_Name = "ObserverMode_t" m_VarType = "NET_DATA_TYPE_UINT64" }, // min is zero
- World friction.
- World gravity.
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Comments
-
- Nice job Max, looking forward for your next HLX video
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