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- Found and organized by GabeFollower
- -----------------------------------------------------------------
- Deadlock
- -----------------------------------------------------------------
- From:
- https://github.com/SteamTracking/GameTracking-Deadlock/commit/f3ac323d5184ddb4b4ceae2abb3ed68d3a17f7f6
- To:
- https://github.com/SteamTracking/GameTracking-Deadlock/commit/996656110902a0ff1cb42de3eb979621f54799fb
- -----------------------------------------------------------------
- Dota 2
- -----------------------------------------------------------------
- From:
- https://github.com/SteamTracking/GameTracking-Dota2/commit/a8e5b8cbcd3f18323a48a299ed90aae9f22c2a33
- To:
- https://github.com/SteamTracking/GameTracking-Dota2/commit/4363cdc6567173bdfb00bce529710c9f8dfb28fa
- -----------------------------------------------------------------
- Counter-Strike 2
- -----------------------------------------------------------------
- From:
- https://github.com/SteamTracking/GameTracking-CS2/commit/9c721fe55177a7d61cc5474df7fabe05c7a71b46
- To:
- https://github.com/SteamTracking/GameTracking-CS2/commit/5d9ac5fe84a6724e96250c3836f0abb3cccf0e15
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- HLX Mentions (Refract shader?)
- https://developer.valvesoftware.com/wiki/Refract
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- mod != hlx || !m_bRefract
- [REMOVED] DMG_PHYSGUN
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Gravity, Mass & Orientation Override
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- Default Gravity Scale
- Gravity Multiplier
- m_Gravity
- m_bSetGravity
- set position to gravity vector
- local_drag1
- local_force
- local_gravity_cp
- cloth_gravity
- cloth_gravity_scale
- cloth_gravity_z
- -------------------------------------------------------------------
- mass_center_override
- mass_override
- massoverride
- PARTICLE_ORIENTATION_SET_FROM_NORMAL
- PARTICLE_ORIENTATION_SET_NONE
- Orientation Score Weight
- Relative Orientation
- orientation_relative
- relative_orientation
- Relative Position
- position_relative
- relative_position
- Set the local orientation of this entity. Use when you have a parent.
- Set the local origin of this entity. Use when you have a parent.
- Set the local scale of this entity. Use when you have a parent.
- Set the world orientation of this entity.
- Set the world origin of this entity.
- Set the world scale of this entity.
- -------------------------------------------------------------------
- DFLAG_FORCE_PHYSICS_FORCE
- How hard physics objects are pushed away from the players on the server.
- -------------------------------------------------------------------
- movable_mesh_gravity_follows_rotation
- path_gravity
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Navigation & Pathfinding, Movable & Oriented Meshes
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- m_movables
- GetNearestNav: Area[%d] is MOVABLE which is not allowed
- Oriented Mesh: YieldWait returned false. Falling back to waiting for the next job in the sequence.\n
- TEMP: Save nav link connections to movable meshes?
- What part of the body is does this navlink directly control?
- -------------------------------------------------------------------
- dimensions_filter_using_navmesh
- dimensions_filter_using_volumes
- dimensions_grid_spacing
- dimensions_height_above_floor
- dimensions_inside_threshold
- dimensions_insidesize_order
- dimensions_outside_order
- dimensions_outside_threshold
- dimensions_probe_generation_type
- dimensions_size_threshold
- pathing_filter_using_navmesh
- pathing_filter_using_volumes
- pathing_grid_spacing
- pathing_height_above_floor
- pathing_probe_generation_type
- pathing_visibility_pathrange
- pathing_visibility_radius
- pathing_visibility_samples
- pathing_visibility_threshold
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Deformables, Physical Properties
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- deformable_attach_mode
- SmartPropDeformableAttachMode_t
- deformable_attach_orientation_mode
- SmartPropDeformableOrientMode_t
- DeformableSurfaceRemeshingContext
- DEFORMABLE
- DEFORMABLE_DOCK
- If checked, this model will not deform in game when the smart prop is placed inside a dynamic deformable entity (such as func_deformable_brush).
- If the smart prop is child of a deformable entity, this setting specifies how the entity generated by this element will be attached to the deformable surface.
- If the smart prop is child of a deformable entity, this setting specifies how the entity generated by this element will be oriented relative to the deformable surface.
- -------------------------------------------------------------------
- temperature
- m_elasticity
- m_flUvDensity
- m_flBuoyancyScale
- m_flDensityMinScale
- m_flMaxSpringFrequency
- m_flMinSpringFrequency
- m_flMaxStretch
- Max Tension
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Surface Properties
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- m_flDust
- m_flFuel
- m_flLiquidContentsField
- m_flTemperature
- surfaceproperties_footsteps.txt
- "surfaceattribute.footstep_modifier" "Footstep Modifier"
- "surfaceattribute.absorptionCoefficients" "Absorption Coefficients"
- "surfaceattribute.absorptionCoefficients:help" "Octave band acoustic absorption coefficients."
- "surfaceattribute.scatteringCoefficients" "Scattering Coefficients"
- "surfaceattribute.scatteringCoefficients:help" "Octave band acoustic scattering coefficient."
- "surfaceattribute.transmissionCoefficients" "Transmission Coefficients"
- "surfaceattribute.transmissionCoefficients:help" "Octave band acoustic transmission coefficients."
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Explosion Types & Ignition
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- scripts/explosion_types.vdata
- Whether this explosion has explosive forces
- Whether this explosion relates to fire
- explosion_react
- explosion_react_random_time_scale
- ai_time_to_ignite
- ai_temp_difference_for_instant_ignite
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Liquid, Water
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- test_water
- C_INIT_CheckParticleForWater
- Liquid Contents ( negative for water, positive for oil, zero for noop )
- // MNetworkExcludeByName = "m_flWaterLevel"
- enum ParticleLiquidContents_t : uint32_t
- // MPropertyFriendlyName = "None"
- PARTICLE_LIQUID_NONE = 0,
- // MPropertyFriendlyName = "Oil"
- PARTICLE_LIQUID_OIL = 1,
- // MPropertyFriendlyName = "Water"
- PARTICLE_LIQUID_WATER = 2,
- VectorWS m_vFanOriginWS;
- Vector m_vFanOriginLS;
- Vector m_vFanEndLS;
- Vector m_vNoiseDirectionTarget;
- class C_INIT_CheckParticleForWater : public CParticleFunctionInitializer
- // "m_flWindSpeed":
- // "m_nScalarAttribute": 26,
- // "m_flWobble":
- // "m_nScalarAttribute": 27,
- // "m_bIsRadialWind": false,
- // "m_nEventType": "PARTICLE_EVENT_TYPE_MASK_COLLISION"
- // MPropertyFriendlyName = "impulse wind speed (when wind is true)"
- CPerParticleFloatInput m_flWindSpeed;
- // MPropertyFriendlyName = "impulse wobble radius"
- CPerParticleFloatInput m_flWobble;
- // MPropertyFriendlyName = "impulse is wind"
- bool m_bIsRadialWind;
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Fans, Smoke Types & Volumetric Smoke
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- GAME_PARTICLE_MANAGER_EVENT_REMOVE_FAN = 39;
- GAME_PARTICLE_MANAGER_EVENT_CREATE_SMOKE_GRID = 40;
- message CreateSmokeGrid {
- optional string vdata_name = 1;
- optional uint32 fan_type = 13;
- optional float cone_start_radius = 14;
- optional float cone_end_radius = 15;
- optional float cone_length = 16;
- optional uint32 entity_handle = 17 [default = 16777215];
- optional string attachment_name = 18;
- message RemoveFan {
- optional .CUserMsg_ParticleManager.RemoveFan remove_fan = 42;
- optional .CUserMsg_ParticleManager.CreateSmokeGrid create_smoke_grid = 43;
- -------------------------------------------------------------------
- PARTICLE_FAN_TYPE_FAN
- PARTICLE_FAN_TYPE_RADIAL
- PARTICLE_FAN_TYPE_ROTOR_WASH
- VDataChoice( scripts/smokegrid.vdata )
- Render volumetric smoke
- smoke type
- m_strSmokeType
- ParticleVolumetricSmokeCreationType_t
- ParticleVolumetricSmokeType_t
- PARTICLE_VOLUMETRIC_SMOKE_TYPE_CONTINUOUS
- PARTICLE_VOLUMETRIC_SMOKE_TYPE_EMISSION
- PARTICLE_VOLUMETRIC_SMOKE_TYPE_IMPULSE
- PARTICLE_VOLUMETRIC_SMOKE_TYPE_REPEL
- PARTICLE_VOLUMETRIC_SMOKE_TYPE_SINK
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Radial Wind
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- phys_wind_force_scale 1 (developmentonly gamedll clientdll replicated)
- m_bIsRadialWind
- impulse is wind
- m_flWindSpeed
- impulse wind speed (when wind is true)
- m_flWobble
- impulse wobble radius
- radial center point
- radial center forward
- Wind Speed, mph
- Windage Normal
- Windage Tangent
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Ragdoll Control
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- vphysics_save_ragdoll_control_t
- RagdollBodies
- ControlBodies
- ControlJoints
- PhysicsRagdollControl
- PIID_IPHYSICSRAGDOLLCONTROL
- Can't restore ragdoll control, different body count!!!\n
- m_bAllowMissingBodies
- MODIFIER_EVENT_FULL_BODY_RAGDOLL_CREATED_BROADCAST
- MODIFIER_EVENT_FULL_BODY_RAGDOLL_REMOVED_BROADCAST
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Eye Shaders (Technically new? But there are shaders for eyes in CS2 and HLA)
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- EyeShader
- EyeBallDataConstants_t
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- NPC's Speech, Faceposer, Choreo Events & Voice encoder
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- info_target_choreo
- m_hChoreoScene
- ChoreoActor
- ChoreoChannel
- ChoreoEvent
- ChoreoObjectBase
- ChoreoScene
- ChoreoSceneTypeMa
- moodsfile
- ChoreoEvent_MOOD
- moodbody
- ChoreoEvent_MOOD_BODY
- ChoreoEvent_BaseLocalEvent
- ChoreoEvent_BaseMood
- ChoreoEvent_CommonBase
- ChoreoEvent_FACE
- ChoreoEvent_SPEAK
- ChoreoEvent_INTERRUPT
- ChoreoEvent_GESTURE
- ChoreoEvent_EXPRESSION
- Starting NPC speech on NPC '%s', speech '%s'\n
- Delaying NPC speech on NPC '%s', speech '%s', for %.2f\n
- ChoreoEvent_ANIMGRAPH_CONTROLLER
- ChoreoEvent_ANIM_CLIP
- ChoreoEvent_FIRETRIGGER
- ChoreoEvent_LOCATOR
- ChoreoEvent_LOOKAT
- ChoreoEvent_LOOP
- ChoreoEvent_REQUIREMENTS
- ChoreoEvent_SECTION
- ChoreoEvent_SEQUENCE
- ChoreoEvent_STOPPOINT
- ChoreoEvent_BaseGlobalEvent
- ChoreoEvent_BaseLocalEventWithRamp
- ChoreoEvent_DISABLE_BLINK
- ChoreoEvent_FLEXANIMATION
- ChoreoEvent_IGNORE_EXTERNAL_LOOKATS
- ChoreoEvent_LOCK_FACING
- ChoreoEvent_PERMIT_RESPONSES
- InfoForResourceTypeCChoreoSceneResource
- %s playing CChoreoEvent::ANIM_CLIP but AI has forced them to do something different\n
- -------------------------------------------------------------------
- Faceposer Folder Name
- Faceposer folder name
- FaceposerFolder
- FaceposerKeys
- FaceposerMarkupBase
- -------------------------------------------------------------------
- VocoderAudioProcessor
- VoiceContainerAsyncGenerator
- VoiceContainerBase
- VoiceContainerDefault
- VoiceContainerEnum
- VoiceContainerGenerator
- VoiceContainerLoopXFade
- VoiceContainerMultiBlender
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Destructible Parts & Hit Groups
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- m_nDestructibleHitGroupsToForceDestroy
- DestructibleHitGroupToDestroy_t
- DestructiblePartDestructionRequest_t
- Destructible Hit Group Destroy
- Destroy a destructible hit group. Damage level of -1 means all damage levels, otherwise specify the last one you want to blow up.
- %s: Destructible hit group %s, part %d hit. Damage dealt: %d. Remaining health: %d. Was absorbed: %s
- "Element.CDestructiblePart:name_ref" "CDestructiblePart"
- "Element.CDestructiblePart:help_ref" "CDestructiblePart"
- "Element.CDestructiblePart:help" "Tie a hitgroup to a set of 'parts' that each have a pool of health, that can shatter breakable parts at certain thresholds, toggling body groups and do things like pass on damage to the base entity, cause death, etc."
- m_flDamageAccumulator
- m_bWasDamageSuppressed
- m_bDestroyImmediately
- SUPPRESS_DAMAGE_MODIFICATION
- SUPPRESS_EFFECTS
- SUPPRESS_HEALTH_CHANGES
- SUPPRESS_PHYSICS_FORCE
- Damage ABOVE this value is considered heavy damage
- Damage BELOW this value is considered light damage
- // MNetworkVarNames = "CDestructiblePartsComponent * m_pDestructiblePartsSystemComponent"
- int32 m_nDestructiblePartInitialStateDestructed0_PartIndex;
- int32 m_nDestructiblePartInitialStateDestructed1_PartIndex;
- int32 m_nDestructiblePartInitialStateDestructed2_PartIndex;
- int32 m_nDestructiblePartInitialStateDestructed3_PartIndex;
- int32 m_nDestructiblePartInitialStateDestructed4_PartIndex;
- // MPtrAutoallocate
- // MNetworkTypeAlias = "CDestructiblePartsSystemComponent*"
- CDestructiblePartsComponent* m_pDestructiblePartsSystemComponent;
- BaseExplosionTypes_t m_nExplosionType;
- class DestructiblePartDestructionRequest_t
- EDestructibleParts_DestroyParameterFlags m_nDestroyFlags;
- DamageTypes_t m_nDamageType;
- float32 m_flPartDamage;
- float32 m_flPartDamageRadius;
- VectorWS m_vWsPartDamageOrigin;
- Vector m_vWsPartDamageForce;
- // MPropertyDescription = "Damage reduces the part's health pool and the owner entity equally."
- // MPropertyDescription = "Damage reduces the part's health pool but not the owner entity until destroyed. (i.e., limited armour)"
- // MPropertyDescription = "Damage is completely ignored - i.e., this part ignores the health value and does not send damage to the owner entity."
- InvincibleAbsorb = 2,
- // MPropertyDescription = "Damage reduces the owner entity but not the part (health is ignored): part can only be destroyed by gibbing or procedurally."
- InvinciblePassthrough = 3,
- GAME_PARTICLE_MANAGER_EVENT_REMOVE_FAN = 39,
- DFLAG_SUPPRESS_BREAKABLES = 16384,
- DFLAG_FORCE_PHYSICS_FORCE = 32768,
- "m_flCriticalDamagePercent": 0.000000,
- // MPropertyDescription = "Name for this damage level. Presently only used for debugging/display - one day may be used in code to allow destroying by name."
- // MPropertyAttributeEditor = "ModelDocPicker( MODELDOC_PICK_TYPE_BREAKPIECE )"
- // MPropertySuppressExpr = "m_nDamagePassthroughType == InvincibleAbsorb || m_nDamagePassthroughType == InvinciblePassthrough"
- // MPropertyDescription = "% chance (0-1) of dealing 'critical' damage, which destroys this damage level, regardless of damage pass through type."
- class CDestructiblePartsComponent
- CUtlOrderedMap< HitGroup_t, CDestructiblePart > m_PartsDataByHitGroup;
- The new break piece copies all the physics joints from the non-broken piece.
- % damage reduction post armor, between 0 and -100, with -100 being 100% reduction
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- Level of Details - LODs (Optimization)
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- LOD %d (%.1f)
- LODGroupAll
- LODGroupBase
- LODGroupList
- LODGroupReplacements
- Max number of LODs
- Max total triangle count (all LODs)
- Max total vertex count (all LODs)
- Max triangle count of LOD0
- Max vertex count of LOD0
- lod0_triangle_count
- lod0_vertex_count
- lod_count
- lod_level
- SetLODSwitchThresholdFromCameraDistance
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