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DOTA 2 Findings

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Sep 7th, 2022
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  1. CreateNavObstacle(boolean) : "Create Nav Obstacle" : "1" : "Create a navigation obstacle to assist NPC pathfinding"
  2. activity(string) : "Activity or Sequence"
  3. attachment(model_attachment) : "Attachment"
  4. input SetForceAim(integer) : "Force this NPC to aim or not aim. Parameter: 0 - Return to AI, 1 - Force Aiming, 2 - Force Not Aiming. Note that an NPC forced to Not Aim may be non-functional in combat."
  5. input SetForceWalkRun(integer) : "Force this NPC to walk or run. Parameter: 0 - Return to AI, 1 - Force Walk, 2 - Force Run."
  6. message CSGOUserCmdPB {
  7. name(resource:model) : "Model Name"
  8. npc_lock_delay(float) : "NPC Lock Delay" : "0" : "Optionnal per NPC override of the same parameter defined in the lock trigger."
  9. optional .CBaseUserCmdPB base = 1;
  10. optional .CMsgQAngle ang_camera_angles = 3;
  11. optional .CMsgQAngle view_angles = 2;
  12. optional .CMsgVector shoot_position = 3;
  13. optional .CMsgVector target_head_pos_check = 9;
  14. optional .CMsgVector target_pos_check = 10;
  15. optional bool in_shop = 5;
  16. optional float player_tick_fraction = 7;
  17. optional float render_tick_fraction = 5;
  18. optional float time = 1;
  19. optional int32 attack1_start_history_index = 6 [default = -1];
  20. optional int32 attack2_start_history_index = 7 [default = -1];
  21. optional int32 attack_start_history_index = 3 [default = -1];
  22. optional int32 execute_ability_indices = 4;
  23. optional int32 player_tick_count = 6;
  24. optional int32 render_tick_count = 4;
  25. optional int32 target_ent_index = 8;
  26. parent(bool) : "Parent When Created" : "1"
  27. repeated .CSGOInputHistoryEntryPB input_history = 2;
  28. stop_immediately(bool) [group="Sequence"] : "Sequence Change Stop Is Instant" : "0"
  29. tags(string) [group="Sequence"] : "Tags"
  30. use_layer_sequence(bool) [group="Sequence"] : "Use Layer Sequence" : "0"
  31. + optional float camera_roaming_speed = 6;
  32. +Base Properties
  33. +Collection Options
  34. @@ -53,18 +53,26 @@ message CCitadelUserCmdPB {
  35. @ModelAnimEvent = AE_CL_CREATE_ANIM_SCOPE_PROP
  36. A transform which was the parent of a mesh without explicit skinning defined in the source geometry file
  37. AUTH_PHYS_WHEEL_JOINT
  38. Aggregate has GPU culling disabled: map needs to be rebuilt
  39. Allows cameraman_override to have effect. When this is set, the primary interactive caster will have all the relevant fields present in all network packets, in every snapshot. This allows the secondary cameraman (-interactivecaster that connects to a tv port) to override those fields some seconds later regardless of whether they changed originally or not.
  40. AngularMotorLambda
  41. Any meshes in the rendermesh file which have no skinning will skinned to their transform and that transform will be made into a bone. Has no effect unless the model has animation
  42. BaseVehicleCameraData_t
  43. BaseVehicleControlsData_t
  44. BaseVehiclePhysicsAeroData_t
  45. BaseVehiclePhysicsData_t
  46. BaseVehiclePhysicsDrivetrainData_t
  47. BaseVehiclePhysicsTireModelData_t
  48. BaseVehiclePhysicsWheelData_t
  49. Bot script ID to use for local games.
  50. BuoyancyFactor
  51. CINE_MOVETO_CUSTOM
  52. CINE_MOVETO_RUN
  53. CINE_MOVETO_TELEPORT
  54. CINE_MOVETO_WAIT
  55. CINE_MOVETO_WAIT_FACING
  56. CINE_MOVETO_WALK
  57. CPU Baked Lighting
  58. CPU Baked Lighting AO
  59. CPU Baked Lighting Albedo
  60. CPU Baked Lighting Direct
  61. CPU Baked Lighting Only
  62. CPU RT Baked Lighting
  63. CPU RT Baked Lighting AO
  64. CPU RT Baked Lighting Albedo
  65. CPU RT Baked Lighting Direct
  66. CPU RT Baked Lighting Indirect Only
  67. CPU RT Baked Lighting Only
  68. CPU RT Spherical Harmonics
  69. CRnRope
  70. CRnVehicle
  71. CRnVehicleAero
  72. CRnVehicleAero RnVehicleRefl_t::m_Aero
  73. CRnVehicleArtificalForces
  74. CRnVehicleArtificalForces RnVehicleRefl_t::m_ArtificialForces
  75. CRnVehicleBodies
  76. CRnVehicleDrivetrain
  77. CRnVehicleKeyframer
  78. CRnVehicleKeyframer::RnAngularMotor_t
  79. CRnVehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_PitchMotor
  80. CRnVehicleKeyframer::RnAngularMotor_t RnVehicleKeyframerRefl_t::m_RollMotor
  81. CRnVehicleKeyframer::RnLinearConstraint1_t
  82. CRnVehicleKeyframer::RnLinearConstraint1_t RnVehicleKeyframerRefl_t::m_LinearConstraint
  83. CRnVehicleSuspension
  84. CRnVehicleTire
  85. CRnVehicleTires
  86. CRnWheelJoint
  87. CRtxSampledRenderer-m_hOutputImage
  88. CRtxSampledRenderer-m_hVarianceImage
  89. CWaterLevelChangeGameSystem
  90. Canadian_Aboriginal
  91. Chammer_gizmo_compute_matrix
  92. Converts upward contact force on the vehicle chassis (which reduces available tire grip) into an artificial thrust force to help the vehicle get unstuck when high-centered.
  93. D_AGGREGATE_INSTANCING
  94. D_SUN_SHADOW_CASCADE_SIZE
  95. D_SUN_SHADOW_DEPTH_COMPARES
  96. Disable global fade for the entity using this model, if the entity supports it.
  97. Disable in low quality mode
  98. Disk-shaped light
  99. Distance at which each part of the prop starts to fade. Only applies if Cull Distance > 0. Positive values are absolute values, while negative values are relative to the cull distance. For example Cull Distance = 100, Start Fade Distance = -30 means the object will start fading at 70 units away and will disappear when 100 units away.
  100. Do not render when using the lowest quality video settings. This object is a non-essential detail.
  101. DriveTorqueScaleAtLowSpinAngVel
  102. Drivetrain-limited top speed in kilometers per hour (not incorporating drag or other losses)
  103. Drivetrain-limited top speed in kilometers per hour when the car is in reverse (not incorporating drag or other losses)
  104. DrivetrainLimitedTopSpeed
  105. DrivetrainLimitedTopSpeedReverse
  106. Emissive Lighting
  107. Enable Steering Limit
  108. Enable Suspension Limit
  109. EnsureModsVisibleForAssets
  110. F_BLOOD_USE_UV2
  111. FeetSettings
  112. Foot "%s" doesn't have ankle bone "%s" set.
  113. Foot "%s" doesn't have auto level %s set.
  114. Foot "%s" doesn't have ball offset < %7.2f %7.2f %7.2f > set.
  115. Foot "%s" doesn't have heel offset < %7.2f %7.2f %7.2f > set.
  116. Foot "%s" doesn't have toe bone "%s" set.
  117. Foot "%s" doesn't have trace height %7.2f set.
  118. Foot "%s" doesn't have trace radius %7.2f set.
  119. Foot Length
  120. Fraction of top speed above which we use the limited steering range (between the low and high speed thresholds, we blend the range)
  121. Fraction of top speed above which we use the scaled steering rise/fall rates (between the low and high speed thresholds, we blend the rates)
  122. Fraction of top speed below which we use the base steering rise/fall rates (between the low and high speed thresholds, we blend the rates)
  123. Fraction of top speed below which we use the full steering range (between the low and high speed thresholds, we blend the range)
  124. Friction coefficient at full sliding
  125. Friction scale to use on a surface that exceeds the max drivable angle
  126. FrictionScale
  127. Front downforce scale from squared velocity along each axis (X: Longitudinal, Y: Lateral, Z: Vertical). Negative values generate lift.
  128. Gameplay Identifier
  129. Generates a turn layer from a 3 frame animation
  130. GrenadeLauncher.Fire_Sticky
  131. HEVSuit.PlugDetach
  132. HeightCorrection
  133. How far away from the center of mass are the downforce forces applied, as a fraction of the maximum extent in that direction?
  134. How far away from the center of mass is the linear drag applied, as a fraction of the maximum extent in the front (positive) or rear (negative) direction?
  135. If not using a fixed up direction, provides an inital up direction which will be used to determine the orientation of first element on the path, after that the elements will incrementally update to follow the path and may not match this direction. If Use Fixed Up direction is specified, then all elements will use this direction to deterime their up direction.
  136. If the desired camera pitch is more downward than the current pitch, we'll wait this long before we start to adjust the camera.
  137. If the desired camera pitch is more upward than the current pitch, we'll wait this long before we start to adjust the camera.
  138. If the desired camera pitch is within the deadzone, we'll wait this long before restoring the camera to 0 pitch.
  139. If the entity using this model derives from BaseAnimating will AddEffects( EF_SHADOW ) to the entity on spawn
  140. If the pitch is greater than this angle (i.e. the player is looking down) they will begin treading water when they walk down a slope and enter chest-height water. 0 = look at horizon, -90 is look straight up.
  141. If true this geometry is not important for precomputed lighting
  142. If true this geometry is used as an occluder for precomputed visibility
  143. If true this geometry will be baked into the world geometry of the map so that the model is not referenced at runtime.
  144. If true this will not be merged with other geometry during map compile (reduces rendering efficiency).
  145. If true, the parent element will be discarded there is no state with the specified name. If false, and there is no state with the specified name then no changes are made.
  146. If true, this geometry renders into baked cube maps
  147. If true, treat the specified up direction as fixed up direction to apply to all elements placed on the path. If false the up direction is just an initial direction.
  148. If we're below this speed and not pushing any controls, we'll automatically apply the brake
  149. If we're below this speed and we're holding down the brake button, we'll switch to reverse
  150. Initial slope of the linear portion of the slip curve (delta mu / delta slip)
  151. LV_HIGHEST_VERBOSITY
  152. LV_MORE_DETAILED
  153. LatEffectiveFrictionCoeff
  154. LatEffectiveMass
  155. LatImpulse
  156. LatNormalizingFactor
  157. LatSlip
  158. Lateral thickness of the tire
  159. LateralEffectiveFrictionCoeff
  160. LateralParams
  161. LateralSlip
  162. Linear drag scale along each axis (X: Longitudinal, Y: Lateral, Z: Vertical). Multiplied by squared velocity along that axis to get the drag force.
  163. LinkAngularVelocity
  164. LinkCapsule
  165. LinkCount
  166. LinkIndexInWorld
  167. LinkInertiaInv
  168. LinkLinearVelocity
  169. LinkLocalInertia
  170. LinkLocalInertiaInv
  171. LinkLocalMassCenter
  172. LinkMassCenter
  173. LinkMassInv
  174. LinkOrientation
  175. LinkPosition
  176. LoggingSystem_SetChannelIndent
  177. LongEffectiveFrictionCoeff
  178. LongEffectiveMass
  179. LongImpulse
  180. LongNormalizingFactor
  181. LongSlip
  182. LongitudinalEffectiveFrictionCoeff
  183. LongitudinalParams
  184. LongitudinalSlip
  185. MOVELINEAR_AUTHORED_AT_CLOSED_POSITION
  186. MOVELINEAR_AUTHORED_AT_OPEN_POSITION
  187. MOVELINEAR_AUTHORED_AT_START_POSITION
  188. Max angle (from horizontal) of a drivable surface that should use tire friction
  189. Max steering range at high speed, as a fraction of the full steering range
  190. MaxBrakeTorque
  191. MaxDriveTorque
  192. MaxDriveTorqueReverse
  193. Maximum brake torque delivered to this wheel
  194. Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is in reverse
  195. Maximum drive torque (in Newton-meters) sent to this wheel when the vehicle is moving forward
  196. Maximum updates per second that the server will allow
  197. Min Steering Angle
  198. Min Suspension Offset
  199. Minimum time between attempts to flip the vehicle
  200. Minimum time in seconds that must elapse before printing prediction error summary. 0 to disable.
  201. Minimum updates per second that the server will allow
  202. ModelInstance
  203. Must run with -shaderstats to use mat_shading_complexity!
  204. NPC_Houndeye.Item_Attach
  205. Name of the physics body for this wheel
  206. New Sound Event Name, ideally some form of "Owner_Subowner.Descriptor_Action"
  207. NextBotGroundLocomotion
  208. PATTACH_ABSORIGIN
  209. PATTACH_ABSORIGIN_FOLLOW
  210. PATTACH_CENTER_FOLLOW
  211. PATTACH_CUSTOMORIGIN
  212. PATTACH_CUSTOMORIGIN_FOLLOW
  213. PATTACH_CUSTOM_GAME_STATE_1
  214. PATTACH_EYES_FOLLOW
  215. PATTACH_HEALTHBAR
  216. PATTACH_INVALID
  217. PATTACH_MAIN_VIEW
  218. PATTACH_OVERHEAD_FOLLOW
  219. PATTACH_POINT
  220. PATTACH_POINT_FOLLOW
  221. PATTACH_RENDERORIGIN_FOLLOW
  222. PATTACH_ROOTBONE_FOLLOW
  223. PATTACH_WATERWAKE
  224. PATTACH_WORLDORIGIN
  225. Physical Specular + Diffuse
  226. Physical Specular Only
  227. RESOURCE_TYPE_PANORAMA_TYPESCRIPT
  228. RNTOOLQUERY_ROPE
  229. RNTOOLQUERY_VEHICLE
  230. RN_DRAW_ROPES
  231. Rate at which the brake input decreases when the user is not pressing the brake button
  232. Rate at which the brake input increases when the user is pressing the brake button
  233. Rate at which the steering input decreases when the user is not pressing a steering button
  234. Rate at which the steering input increases when the user is pressing the left or right steering button
  235. Rate at which the throttle input decreases when the user is not pressing a throttle button
  236. Rate at which the throttle input increases when the user is pressing a throttle button
  237. Ray trace world build failed; skipping rendering
  238. Rear downforce scale from squared velocity along each axis (X: Longitudinal, Y: Lateral, Z: Vertical). Negative values generate lift.
  239. Red is the filter we shipped in HL:A (gaussian, with input erraneously squared), green is gaussian, blue bicubic, teal is tent, -4 to 4
  240. Restricts spectator modes for dead players
  241. RnVehicleBodiesRefl_t
  242. RnVehicleBodiesRefl_t RnVehicleRefl_t::m_Bodies
  243. RnVehicleDrivetrainRefl_t
  244. RnVehicleDrivetrainRefl_t RnVehicleRefl_t::m_Drivetrain
  245. RnVehicleDrivetrainWheelRefl_t
  246. RnVehicleDrivetrainWheel_t
  247. RnVehicleKeyframerRefl_t
  248. RnVehicleRefl_t
  249. RnVehicleSuspensionRefl_t
  250. RnVehicleSuspensionRefl_t RnVehicleRefl_t::m_Suspension
  251. RnVehicleSuspensionWheel_t
  252. RnVehicleTireContactPatchRefl_t
  253. RnVehicleTireContactPatch_t
  254. RnVehicleTireModelParams_t
  255. RnVehicleTireModelParams_t RnVehicleTireRefl_t::m_LateralParams
  256. RnVehicleTireModelParams_t RnVehicleTireRefl_t::m_LongitudinalParams
  257. RnVehicleTireRefl_t
  258. RnVehicleTiresRefl_t
  259. RnVehicleTiresRefl_t RnVehicleRefl_t::m_Tires
  260. RnVehicleWheelBodyRefl_t
  261. RnVehicleWheelBody_t
  262. RollDampingRatio
  263. RollFrequency
  264. RollMotor
  265. Rtx_Path_Tracing
  266. Rtx_Visualization
  267. STYLE_SELECTOR
  268. Scale on the gravity force applied to the vehicle's bodies
  269. Scale on the steering rise and fall rates at high speeds
  270. Scale on the torque at low wheelspeeds, to help the wheels get unstuck from obstacles
  271. SceneSystem/Aggregates/Draw Aggregates
  272. SceneSystem/Aggregates/Show GPU Culled Meshes
  273. SceneSystem/Aggregates/Show GPU Queries
  274. SceneSystem/LightCookieAllocGranularity
  275. SceneSystem/LightCookieMinAllocSize
  276. Should gameplay code manually control the vehicle's roll angle?
  277. Should our gravity scale affect the vehicle's keyframed lean angle? More physically correct, but means the lean will behave differently depending on the gravity scale.
  278. SinMaxDrivableAngle
  279. Specifies an offset to use when determing the Nth position to place an element at. For example if placing at every third position with an offset of 0, an element will appear at positions 1, 4, 7, and so on. But if an offset of 2 is set instead of 0, then an element will appear at positions 3, 6, and 9 and so on.
  280. Specifies the method to use to determine which positions this element should be placed at along the path.
  281. Specifies the name of the material group (skin) to use when displaying the specified model.
  282. Specifies the path positions at which this element may appear.
  283. Specifies the spacing between positions. For example, a value of 1 will place the element at very position, 2 every other position, 3 every third position
  284. Speed at which our tire friction calculations are fully blended in
  285. Speed at which we start blending between the standard friction constraints and our tire friction calculations
  286. SteeringInput
  287. SteeringLimitRange
  288. SteeringMotorFrequency
  289. SunLightShaderParamsCB
  290. SuspensionLimitRange
  291. SuspensionRestLoad
  292. TUBE
  293. TUBE_WITH_END_CAPS
  294. The Type of movement needed to traverse this navlink in a backwards direction.
  295. The Type of movement needed to traverse this navlink.
  296. The maximum angle (in degrees) we allow the player to steer
  297. There must be at least this much difference between the current and desired camera pitch angle before we start to adjust the camera.
  298. This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
  299. This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
  300. This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
  301. Time in which the camera tries to reach 63% of its target pitch angle
  302. ToolsStallMonitorInternal_BeginScope
  303. ToolsStallMonitorInternal_EndScope
  304. ToolsStallMonitor_IndicateActivity
  305. Tube light with end caps
  306. Tube light without end caps
  307. UNDER_WATER_NON_TRANSITION
  308. UNDER_WATER_TRANSITION
  309. ValveBiped.Bip01_Head
  310. VehiclePassengerInternalInfo_t
  311. Velocity delta to apply in the direction away from the player when flipping a vehicle
  312. WL_Count
  313. WL_FullyUnderwater
  314. Warn if lag compensated head hitbox position doesn't match that on client.
  315. Water: Level %0.3f
  316. WaterLevel_t
  317. WindStrengthFreq
  318. World.Acid_Geyser_Loop
  319. You can get type declarations on any of these scopes:
  320. ability.aoe
  321. ability.caster
  322. ability.caster.
  323. ability.caster.attach_attack1
  324. ability.target
  325. ability.target.attach_hitloc
  326. acknowledge_range
  327. animgraph_enable_dirty_netvar_optimization
  328. animgraph_force_full_network_updates
  329. bIsSpinMotorEnabled
  330. bIsSteered
  331. bIsSteeringLimitEnabled
  332. bIsSteeringMotoEnabled
  333. bIsSuspensionLimitEnabled
  334. can_player_pickup_piece
  335. enable_steering_limit
  336. enable_suspension_limit
  337. fan_push_player
  338. fire_extinguishes_under_water
  339. fl_override_timing_value
  340. gfx_graph_lightmap_filter_kernels
  341. gfx_make_gpu_scrambled_halton_code
  342. hammer_overlay_draw_projection_triangles
  343. hitbox shell thickness
  344. light_probe_atlas_x
  345. light_probe_atlas_y
  346. light_probe_atlas_z
  347. light_probe_size_x
  348. light_probe_size_y
  349. light_probe_size_z
  350. local_player_controller_team
  351. local_player_pawn_changed
  352. m_Drivetrain
  353. m_LateralTireParams
  354. m_LongitudinalTireParams
  355. m_PassengerEntered
  356. m_PassengerExited
  357. m_bApplyAirAbsorption
  358. m_bCanFreeze
  359. m_bGravityScaleAffectsLeanAngle
  360. m_bHasRevealedAnonymizedEnemyPlayerInfofs
  361. m_bStartingRoom
  362. m_fRegeneratedHealth
  363. m_flBrakeFallRate
  364. m_flBrakeRiseRate
  365. m_flDrivableSurfaceLateralCollisionScale
  366. m_flDrivableSurfaceLongitudinalCollisionScale
  367. m_flDriveTorqueScaleAtLowSpinAngVel
  368. m_flDrivetrainLimitedTopSpeedKPH
  369. m_flDrivetrainLimitedTopSpeedReverseKPH
  370. m_flEyePitchAngleToTreadWaterAtChestHeight
  371. m_flFlipFromSidewaysAngularVelocityDelta
  372. m_flFlipFromSidewaysVerticalVelocityDelta
  373. m_flFlipFromUpsideDownAngularVelocityDelta
  374. m_flFlipFromUpsideDownVerticalVelocityDelta
  375. m_flFlipPushVelocityDelta
  376. m_flFractionOfTopSpeedForHighSpeedFOV
  377. m_flFractionOfTopSpeedForStandardFOV
  378. m_flFullSlidingSlip
  379. m_flHighCenteredThrustScale
  380. m_flHighSpeedFOVScale
  381. m_flHighSpeedFractionForSteeringRangeScale
  382. m_flHighSpeedFractionForSteeringRateScale
  383. m_flLastChargeUseTime
  384. m_flLinearDragLeverAsFractionOfExtent
  385. m_flLowSpeedFractionForSteeringRangeScale
  386. m_flLowSpeedFractionForSteeringRateScale
  387. m_flLowSpinAngVelThreshold
  388. m_flMaxBrakeTorqueNm
  389. m_flMaxDrivableAngle
  390. m_flMaxDriveTorqueNm
  391. m_flMaxDriveTorqueReverseNm
  392. m_flNonDrivableSurfaceFrictionScale
  393. m_flNonDrivableSurfaceLateralCollisionScale
  394. m_flNonDrivableSurfaceLongitudinalCollisionScale
  395. m_flRoomRadius
  396. m_flThickness
  397. m_flThrottleFallRate
  398. m_flThrottleRiseRate
  399. m_flTimeBeforeResolvingDownwardPitchViolation
  400. m_flTimeBeforeResolvingUpwardPitchViolation
  401. m_flTimeBeforeRestoringCameraToZeroPitch
  402. m_flTireFrictionBlendMaxWheelSpinAngVel
  403. m_flTireFrictionBlendMinWheelSpinAngVel
  404. m_hDynamicPropSpawnGroupHandle
  405. m_nEndingRoomID
  406. m_nStartingRoomID
  407. m_unWeight
  408. m_vAngularDragParams
  409. m_vFrontDownforceParams
  410. m_vecRooms
  411. m_vecSmoothedVelocity
  412. m_vecWheels
  413. materials/default/default_tintmask.tga
  414. materials/dev/cull_aggregate_fragments.vmat
  415. materials/dev/downsample_bloomthreshold.vmat
  416. materials/dev/downsample_depth_cs.vmat
  417. materials/dev/generate_relaxed_cones.vmat
  418. materials/dev/nonmsaa_resolve.vmat
  419. materials/dev/rtx/debug_visualization.vmat
  420. materials/dev/rtx/pathtracer.vmat
  421. materials/dev/visualize_aggregate.vmat
  422. materials/dev/vrad3/lightmap_generate_small_chart_samples.vmat
  423. materials/skybox/light_test_sky_sunny_b.vmat
  424. materials/skybox/tests/src/lightingtest_sky_sunny_b_exr_f437e7bd.vtex
  425. max_bounces
  426. max_usable_charges
  427. message CSGOInputHistoryEntryPB {
  428. metal
  429. min_steering_angle
  430. min_suspension_offset
  431. nav_water_init
  432. navspace_create_flight_connections
  433. no_forced_fade
  434. nothing to repeat
  435. npc_ability_name
  436. num_chronod
  437. projectile.position
  438. r_character_decal_renderdoc_capture
  439. r_character_decal_resolution
  440. r_fallback_texture_orange
  441. rtx_force_default_hitgroup
  442. sc_aggregate_gpu_culling
  443. sc_aggregate_gpu_culling_show_culled
  444. sc_aggregate_gpu_culling_show_queries
  445. sc_aggregate_gpu_occlusion_culling
  446. scripts/navlinks.vdata
  447. scripts/npc_units.vdata
  448. side_movement
  449. spec_goto
  450. spec_player
  451. textures/dev/scrambled_halton.vdata
  452. tools/images/modeldoc_editor/outliner_icon_animgameplaytiming.png
  453. tools/images/modeldoc_editor/outliner_icon_animturn.png
  454. tools/images/modeldoc_editor/outliner_icon_ikchainjoint.png
  455. tools/images/modeldoc_editor/outliner_icon_mesh_parent_transform.png
  456. vecTires
  457. vecWheelBodies
  458. vecWheels
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