/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public static void Init(Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", FileHandler.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly); // The current system environment filepath (The directory of /data). // Game CVars g_fps = Register("g_fps", "40", CVarFlag.Numeric); // What tickrate to use for the general game tick. }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public static void Init(Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", FileHandler.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly); // The current system environment filepath (The directory of /data). // Network CVars n_first = Register("n_first", "ipv4", CVarFlag.Textual); // Whether to prefer IPv4 or IPv6. // Renderer CVars r_fullscreen = Register("r_fullscreen", "false", CVarFlag.Boolean | CVarFlag.Delayed); // Whether to use fullscreen mode. r_width = Register("r_width", "800", CVarFlag.Numeric | CVarFlag.Delayed); // What width the window should be. r_height = Register("r_height", "600", CVarFlag.Numeric | CVarFlag.Delayed); // What height the window should be. r_antialiasing = Register("r_antialiasing", "2", CVarFlag.Numeric | CVarFlag.Delayed); // What AA mode to use (0 = none). // UI CVars u_mouse_sensitivity = Register("u_mouse_sensitivity", "1", CVarFlag.Numeric); // How sensitive the mouse is. }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Server tserver, Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", tserver.Files.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly, "The current system environment filepath (The directory of /data)."); // TODO: Scrap this! Tags! s_debug = Register("s_debug", "true", CVarFlag.Boolean, "Whether to output debug information."); // Game CVars //g_timescale = Register("g_timescale", "1", CVarFlag.Numeric, "The current game time scaling value."); g_fps = Register("g_fps", "30", CVarFlag.Numeric, "What framerate to use."); g_maxheight = Register("g_maxheight", "5000", CVarFlag.Numeric, "What the highest possible Z coordinate should be (for building)."); // TODO: Also per-world? g_minheight = Register("g_minheight", "-5000", CVarFlag.Numeric, "What the lowest possible Z coordinate should be (for building)."); // TODO: Also per-world? g_maxdist = Register("g_maxdist", "100000000", CVarFlag.Numeric, "How far on the X or Y axis a player may travel from the origin."); // TODO: Also per-world? g_maxrenderdist = Register("g_maxrenderdist", "6", CVarFlag.Numeric, "How high a client can set their render dist to."); g_maxlodrenderdist = Register("g_maxlodrenderdist", "20", CVarFlag.Numeric, "How high a client can set their LOD render dist to."); // Network CVars n_verifyip = Register("n_verifyip", "true", CVarFlag.Boolean, "Whether to verify connecting users' IP addresses with the global server. Disabling this may help allow LAN connections."); n_chunkspertick = Register("n_chunkspertick", "2", CVarFlag.Numeric, "How many chunks can be sent in a single server tick, per player."); n_online = Register("n_online", "true", CVarFlag.Boolean, "Whether the server with authorize connections against the global server. Disable this if you want to play singleplayer without a live internet connection."); // Text CVars t_translateurls = Register("t_translateurls", "true", CVarFlag.Boolean, "Whether to automatically translate URLs posted in chat."); t_blockurls = Register("t_blockurls", "false", CVarFlag.Boolean, "Whether to block URLs as input to chat."); t_blockcolors = Register("t_blockcolors", "false", CVarFlag.Boolean, "Whether to block colors as input to chat."); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Server tserver, Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", tserver.Files.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly, "The current system environment filepath (The directory of /data)."); // TODO: Scrap this! Tags! s_debug = Register("s_debug", "true", CVarFlag.Boolean, "Whether to output debug information."); // Game CVars //g_timescale = Register("g_timescale", "1", CVarFlag.Numeric, "The current game time scaling value."); g_fps = Register("g_fps", "30", CVarFlag.Numeric, "What framerate to use."); g_maxheight = Register("g_maxheight", "5000", CVarFlag.Numeric, "What the highest possible Z coordinate should be (for building)."); // TODO: Also per-world? g_minheight = Register("g_minheight", "-5000", CVarFlag.Numeric, "What the lowest possible Z coordinate should be (for building)."); // TODO: Also per-world? g_maxdist = Register("g_maxdist", "50000", CVarFlag.Numeric, "How far on the X or Y axis a player may travel from the origin."); // TODO: Also per-world? g_renderblocks = Register("g_renderblocks", "false", CVarFlag.Boolean, "Whether to render blocks for mapping purposes."); // TODO: Also per-world? // Network CVars n_verifyip = Register("n_verifyip", "true", CVarFlag.Boolean, "Whether to verify connecting users' IP addresses with the global server. Disabling this may help allow LAN connections."); n_rendersides = Register("n_rendersides", "false", CVarFlag.Boolean, "Whether to render the side-on map view for the linked webpage."); // TODO: Also per-world? n_chunkspertick = Register("n_chunkspertick", "15", CVarFlag.Numeric, "How many chunks can be sent in a single server tick, per player."); n_online = Register("n_online", "true", CVarFlag.Boolean, "Whether the server with authorize connections against the global server. Disable this if you want to play singleplayer without a live internet connection."); // Text CVars t_translateurls = Register("t_translateurls", "true", CVarFlag.Boolean, "Whether to automatically translate URLs posted in chat."); t_blockurls = Register("t_blockurls", "false", CVarFlag.Boolean, "Whether to block URLs as input to chat."); t_blockcolors = Register("t_blockcolors", "false", CVarFlag.Boolean, "Whether to block colors as input to chat."); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Server tserver, Outputter output) { system = new CVarSystem(output); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Client tclient, Outputter output) { // TODO: Organize this mess! system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", tclient.Files.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly, "The current system environment filepath (The directory of /data)."); // TODO: Tag! s_glversion = Register("s_glversion", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What version of OpenGL is in use."); s_glrenderer = Register("s_glrenderer", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What renderer for OpenGL is in use."); s_glvendor = Register("s_glvendor", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What graphics card vendor made the device being used for rendering."); // Game CVars g_timescale = Register("g_timescale", "1", CVarFlag.Numeric | CVarFlag.ServerControl, "The current game time scale value."); g_firstperson = Register("g_firstperson", "true", CVarFlag.Boolean, "Whether to be in FirstPerson view mode."); g_weathermode = Register("g_weathermode", "0", CVarFlag.Numeric | CVarFlag.ServerControl, "What weather mode is currently shown. 0 = none, 1 = rain, 2 = snow."); // Network CVars n_first = Register("n_first", "ipv4", CVarFlag.Textual, "Whether to prefer IPv4 or IPv6."); n_debugmovement = Register("n_debugmovement", "false", CVarFlag.Boolean, "Whether to debug movement networking."); n_ourvehiclelerp = Register("n_ourvehiclelerp", "0.1", CVarFlag.Numeric, "How strongly to lerp our own vehicle's movement."); n_online = Register("n_online", "true", CVarFlag.Boolean, "Whether to only connect to servers with a valid login key. Disable this to play singleplayer without internet."); // Renderer CVars r_fullscreen = Register("r_fullscreen", "false", CVarFlag.Boolean | CVarFlag.Delayed, "Whether to use fullscreen mode."); r_width = Register("r_width", "1280", CVarFlag.Numeric | CVarFlag.Delayed, "What width the window should be."); r_height = Register("r_height", "720", CVarFlag.Numeric | CVarFlag.Delayed, "What height the window should be."); r_vsync = Register("r_vsync", "false", CVarFlag.Boolean, "Whether to use vertical synchronization mode."); r_lighting = Register("r_lighting", "true", CVarFlag.Boolean, "Whether to enable 3D lighting (Otherwise, use FullBright)."); r_brighttransp = Register("r_brighttransp", "true", CVarFlag.Boolean, "Whether transparent objects should be 'bright' or 'normal'."); r_decals = Register("r_decals", "true", CVarFlag.Boolean, "Whether to render decals at all."); r_renderwireframe = Register("r_renderwireframe", "false", CVarFlag.Boolean, "Whether to render a wireframe."); r_fov = Register("r_fov", "70", CVarFlag.Numeric, "What Field of Vision range value to use."); r_znear = Register("r_znear", "0.1", CVarFlag.Numeric, "How close the near plane should be to the camera."); r_renderdist = Register("r_renderdist", "3", CVarFlag.Numeric, "The maximum distance, in chunks, a chunk can be from you for it to render."); r_renderdist_2 = Register("r_renderdist_2", "1", CVarFlag.Numeric, "Base RenderDist + this = how far a LOD2 chunk can be from you."); r_renderdist_2h = Register("r_renderdist_2h", "1", CVarFlag.Numeric, "Base RenderDist + this = how far (Height-wise) a LOD2 chunk can be from you."); r_renderdist_5 = Register("r_renderdist_5", "2", CVarFlag.Numeric, "Base RenderDist + this = how far a LOD5 chunk can be from you."); r_renderdist_5h = Register("r_renderdist_5h", "2", CVarFlag.Numeric, "Base RenderDist + this = how far (Height-wise) a LOD5 chunk can be from you."); r_renderdist_6 = Register("r_renderdist_6", "6", CVarFlag.Numeric, "Base RenderDist + this = how far a LOD6 chunk can be from you."); r_renderdist_15 = Register("r_renderdist_15", "10", CVarFlag.Numeric, "Base RenderDist + this = how far a LOD15 chunk can be from you."); r_dof_strength = Register("r_dof_strength", "4", CVarFlag.Numeric, "How strong the Depth Of Field effect should be."); r_maxfps = Register("r_maxfps", "600", CVarFlag.Numeric | CVarFlag.Delayed, "What the FPS cap should be."); r_drawself = Register("r_drawself", "true", CVarFlag.Boolean, "Whether the player entity should be visible."); r_firemode = Register("r_firemode", "0", CVarFlag.Numeric, "What mode to display fire as (0 = simple, 1 = dense)."); r_dynamicshadows = Register("r_dynamicshadows", "true", CVarFlag.Boolean, "Whether dynamic objects should ever cast shadows."); r_ssao = Register("r_ssao", "true", CVarFlag.Boolean, "Whether SSAO (Ambient Occlusion) should be used."); r_particles = Register("r_particles", "true", CVarFlag.Boolean, "Whether to render any particle effects."); r_drawchunks = Register("r_drawchunks", "true", CVarFlag.Boolean, "Whether to draw any chunks at all."); r_drawents = Register("r_drawents", "true", CVarFlag.Boolean, "Whether to draw any entities at all."); r_lightmaxdistance = Register("r_lightmaxdistance", "35", CVarFlag.Numeric, "How far away a light can be from the camera before it is disabled."); r_shadowquality = Register("r_shadowquality", "1024", CVarFlag.Numeric, "What texture size to use for shadow maps."); r_shadowblur = Register("r_shadowblur", "0.25", CVarFlag.Numeric, "What factor to use for shadow blurring. Smaller = blurrier."); r_shadowpace = Register("r_shadowpace", "1", CVarFlag.Numeric, "How rapidly to rerender shadows, in frames."); r_shadows = Register("r_shadows", "false", CVarFlag.Boolean, "Whether to render shadows at all."); r_cloudshadows = Register("r_cloudshadows", "false", CVarFlag.Boolean, "Whether to display shadows from clouds."); r_good_graphics = Register("r_good_graphics", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether to use 'good' graphics."); // TODO: Callback to auto-set r_skybox = Register("r_skybox", "default", CVarFlag.ServerControl | CVarFlag.Textual, "What skybox to use."); r_blocktexturelinear = Register("r_blocktexturelinear", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether block textures are to use a linear blur or nearest-pixel mode."); r_blocktexturewidth = Register("r_blocktexturewidth", "256", CVarFlag.Numeric | CVarFlag.Delayed, "What texture width (pixels) block textures should use."); r_toonify = Register("r_toonify", "false", CVarFlag.Boolean, "Whether to use a 'toonify' post-processing effect."); r_transplighting = Register("r_transplighting", "true", CVarFlag.Boolean, "Whether transparent objects should be lit properly (otherwise, fullbright)."); r_transpshadows = Register("r_transpshadows", "false", CVarFlag.Boolean, "Whether transparent objects should be lit using HD shadows (Requires r_shadows true)."); r_3d_enable = Register("r_3d_enable", "false", CVarFlag.Boolean, "Whether to use 3D side-by-side rendering mode."); r_fast = Register("r_fast", "false", CVarFlag.Boolean, "Whether to use 'fast' rendering mode."); r_chunksatonce = Register("r_chunksatonce", "10", CVarFlag.Numeric, "How many chunks can render at once."); r_chunkoverrender = Register("r_chunkoverrender", "true", CVarFlag.Boolean, "Whether to render chunks more often for quality's sake, at risk of performance."); r_transpll = Register("r_transpll", "false", CVarFlag.Boolean, "Whether to use GPU linked lists when rendering transparent objects."); r_noblockshapes = Register("r_noblockshapes", "false", CVarFlag.Boolean, "Whether block shapes are disabled or not."); r_treeshadows = Register("r_treeshadows", "true", CVarFlag.Boolean, "Whether trees cast shadows."); r_godrays = Register("r_godrays", "true", CVarFlag.Boolean, "Whether to render GodRays (rays of light from the sun."); r_hdr = Register("r_hdr", "true", CVarFlag.Boolean, "Whether to render with high dynamic range adjustments enabled."); r_clouds = Register("r_clouds", "true", CVarFlag.Boolean, "Whether to render clouds."); // TODO: Inform the server of this to reduce bandwidth. r_motionblur = Register("r_motionblur", "false", CVarFlag.Boolean, "Whether to blur the screen to better represent motion."); r_plants = Register("r_plants", "true", CVarFlag.Boolean, "Whether to render small plants around the view."); r_exposure = Register("r_exposure", "1.5", CVarFlag.Numeric, "What value to scale the lighting by."); r_grayscale = Register("r_grayscale", "false", CVarFlag.Boolean, "Whether to grayscale the view."); r_vrscale = Register("r_vrscale", "1", CVarFlag.Numeric, "What scale to put everything at in VR mode."); r_fog = Register("r_fog", "false", CVarFlag.Boolean, "Whether render fog should be defaultly enabled at distance."); r_forward_normals = Register("r_forward_normals", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether forward mode rendering should calculate normal-map effects."); r_forward_lights = Register("r_forward_lights", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether forward mode rendering should calculate live lighting effects."); r_forward_shadows = Register("r_forward_shadows", "false", CVarFlag.Boolean | CVarFlag.Delayed, "Whether forward mode rendering should calculate dynamic shadow effects."); r_block_mipmaps = Register("r_block_mipmaps", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether mipmaps should be enabled for block textures."); r_slodsmoothing = Register("r_slodsmoothing", "false", CVarFlag.Boolean, "Whether to smooth out SLOD chunks."); // Audio CVars a_musicvolume = Register("a_musicvolume", "0.5", CVarFlag.Numeric, "What volume the music should be."); a_musicpitch = Register("a_musicpitch", "1", CVarFlag.Numeric, "What pitch the music should be."); a_globalvolume = Register("a_globalvolume", "1", CVarFlag.Numeric, "What volume all sounds should be."); a_globalpitch = Register("a_globalpitch", "1", CVarFlag.Numeric, "What pitch all sounds should be."); a_music = Register("a_music", "music/epic/bcvoxalia_adventure", CVarFlag.Textual | CVarFlag.ServerControl, "What music should be played."); a_quietondeselect = Register("a_quietondeselect", "true", CVarFlag.Boolean, "Whether to quiet music when the window is deselected."); a_echovolume = Register("a_echovolume", "0", CVarFlag.Numeric, "What volume to echo microphone pickup at, for audio testing purposes. Specify 0 to not listen to the microphone at all."); a_enforce = Register("a_enforce", "true", CVarFlag.Boolean, "Whether to use the audio enforcement mode."); a_left = Register("a_left", "true", CVarFlag.Boolean, "Whether to play left-channel audio (when audio enforce is enabled)."); a_right = Register("a_right", "true", CVarFlag.Boolean, "Whether to play right-channel audio (when audio enforce is enabled)."); // UI CVars u_mouse_sensitivity = Register("u_mouse_sensitivity", "1", CVarFlag.Numeric, "How sensitive the mouse is."); u_reticle = Register("u_reticle", "1", CVarFlag.Textual, "What reticle to use."); u_reticlescale = Register("u_reticlescale", "32", CVarFlag.Numeric, "How big the reticle should be."); u_showhud = Register("u_showhud", "true", CVarFlag.Boolean, "Whether to render the HUD."); u_highlight_targetblock = Register("u_highlight_targetblock", "true", CVarFlag.Boolean, "Whether to highlight the targeted block."); u_highlight_placeblock = Register("u_highlight_placeblock", "true", CVarFlag.Boolean, "Whether to highlight the targeted placement block."); u_debug = Register("u_debug", "false", CVarFlag.Boolean, "Whether to display debug information on the HUD."); u_showmap = Register("u_showmap", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a map on the HUD."); u_showrangefinder = Register("u_showrangefinder", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a range finder on the HUD."); u_showping = Register("u_showping", "true", CVarFlag.Boolean, "Whether to display the current ping on the UI."); u_showcompass = Register("u_showcompass", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a compass on the HUD."); u_colortyping = Register("u_colortyping", "false", CVarFlag.Boolean, "Whether to color the text currently being typed typed (chat, console, ...)."); u_rate = Register("u_rate", "3", CVarFlag.Numeric, "How many frames between UI updates."); }
public UnturnedFreneticCVars(UnturnedFreneticOutputter output) { System = new CVarSystem(output); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Client tclient, Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", tclient.Files.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly, "The current system environment filepath (The directory of /data)."); // TODO: Tag! s_glversion = Register("s_glversion", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What version of OpenGL is in use."); s_glrenderer = Register("s_glrenderer", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What renderer for OpenGL is in use."); s_glvendor = Register("s_glvendor", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What graphics card vendor made the device being used for rendering."); // Game CVars g_timescale = Register("g_timescale", "1", CVarFlag.Numeric | CVarFlag.ServerControl, "The current game time scale value."); g_firstperson = Register("g_firstperson", "true", CVarFlag.Boolean, "Whether to be in FirstPerson view mode."); g_weathermode = Register("g_weathermode", "0", CVarFlag.Numeric | CVarFlag.ServerControl, "What weather mode is currently shown. 0 = none, 1 = rain, 2 = snow."); // Network CVars n_first = Register("n_first", "ipv4", CVarFlag.Textual, "Whether to prefer IPv4 or IPv6."); n_debugmovement = Register("n_debugmovement", "false", CVarFlag.Boolean, "Whether to debug movement networking."); n_movement_maxdistance = Register("n_movement_maxdistance", "20", CVarFlag.Numeric, "How far apart the client can move from the serverside player before snapping to the correct location."); n_movement_adjustment = Register("n_movement_adjustment", "0.1", CVarFlag.Numeric, "How rapidly to adjust the player's position to better match the server. Smaller numbers yield quicker results."); n_movemode = Register("n_movemode", "2", CVarFlag.Numeric, "Which movement mode to use. 1 = run-and-adjust, 2 = back-trace."); n_ourvehiclelerp = Register("n_ourvehiclelerp", "0.1", CVarFlag.Numeric, "How strongly to lerp our own vehicle's movement."); n_online = Register("n_online", "true", CVarFlag.Boolean, "Whether to only connect to servers with a valid login key. Disable this to play singleplayer without internet."); // Renderer CVars r_fullscreen = Register("r_fullscreen", "false", CVarFlag.Boolean | CVarFlag.Delayed, "Whether to use fullscreen mode."); r_width = Register("r_width", "1280", CVarFlag.Numeric | CVarFlag.Delayed, "What width the window should be."); r_height = Register("r_height", "720", CVarFlag.Numeric | CVarFlag.Delayed, "What height the window should be."); r_vsync = Register("r_vsync", "true", CVarFlag.Boolean, "Whether to use vertical synchronization mode."); r_lighting = Register("r_lighting", "true", CVarFlag.Boolean, "Whether to enable 3D lighting (Otherwise, use FullBright)."); r_renderwireframe = Register("r_renderwireframe", "false", CVarFlag.Boolean, "Whether to render a wireframe."); r_fov = Register("r_fov", "70", CVarFlag.Numeric, "What Field of Vision range value to use."); r_znear = Register("r_znear", "0.1", CVarFlag.Numeric, "How close the near plane should be to the camera."); r_zfar = Register("r_zfar", "3500", CVarFlag.Numeric, "How far the far plane should be from the camera."); r_dof_strength = Register("r_dof_strength", "4", CVarFlag.Numeric, "How strong the Depth Of Field effect should be."); r_maxfps = Register("r_maxfps", "60", CVarFlag.Numeric | CVarFlag.Delayed, "What the FPS cap should be."); r_lightmaxdistance = Register("r_lightmaxdistance", "35", CVarFlag.Numeric, "How far away a light can be from the camera before it is disabled."); r_fallbacklighting = Register("r_fallbacklighting", "true", CVarFlag.Boolean, "Whether to calculate fallback block lighting (Requires chunk reload)."); r_shadowquality = Register("r_shadowquality", "1024", CVarFlag.Numeric, "What texture size to use for shadow maps."); r_shadowblur = Register("r_shadowblur", "0.25", CVarFlag.Numeric, "What factor to use for shadow blurring. Smaller = blurrier."); r_shadowpace = Register("r_shadowpace", "1", CVarFlag.Numeric, "How rapidly to rerender shadows, in frames."); r_shadows = Register("r_shadows", "false", CVarFlag.Boolean, "Whether to render shadows at all."); r_cloudshadows = Register("r_cloudshadows", "false", CVarFlag.Boolean, "Whether to display shadows from clouds."); r_good_graphics = Register("r_good_graphics", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether to use 'good' graphics."); // TODO: Callback to auto-set r_skybox = Register("r_skybox", "default", CVarFlag.ServerControl | CVarFlag.Textual, "What skybox to use."); r_blocktexturelinear = Register("r_blocktexturelinear", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether block textures are to use a linear blur or nearest-pixel mode."); r_blocktexturewidth = Register("r_blocktexturewidth", "256", CVarFlag.Numeric | CVarFlag.Delayed, "What texture width (pixels) block textures should use."); r_toonify = Register("r_toonify", "false", CVarFlag.Boolean, "Whether to use a 'toonify' post-processing effect."); r_transplighting = Register("r_transplighting", "true", CVarFlag.Boolean, "Whether transparent objects should be lit properly (otherwise, fullbright)."); r_transpshadows = Register("r_transpshadows", "false", CVarFlag.Boolean, "Whether transparent objects should be lit using HD shadows (Requires r_shadows true)."); r_3d_enable = Register("r_3d_enable", "false", CVarFlag.Boolean, "Whether to use 3D side-by-side rendering mode."); r_fast = Register("r_fast", "false", CVarFlag.Boolean, "Whether to use 'fast' rendering mode."); r_chunksatonce = Register("r_chunksatonce", "100", CVarFlag.Numeric, "How many chunks can render at once."); r_chunkoverrender = Register("r_chunkoverrender", "true", CVarFlag.Boolean, "Whether to render chunks more often for quality's sake, at risk of performance."); r_transpll = Register("r_transpll", "false", CVarFlag.Boolean, "Whether to use GPU linked lists when rendering transparent objects."); r_noblockshapes = Register("r_noblockshapes", "false", CVarFlag.Boolean, "Whether block shapes are disabled or not."); r_treeshadows = Register("r_treeshadows", "true", CVarFlag.Boolean, "Whether trees cast shadows."); r_godrays = Register("r_godrays", "true", CVarFlag.Boolean, "Whether to render GodRays (rays of light from the sun."); // TODO: Validate? r_hdr = Register("r_hdr", "true", CVarFlag.Boolean, "Whether to render with high dynamic range adjustments enabled."); r_chunkmarch = Register("r_chunkmarch", "false", CVarFlag.Boolean, "Whether to use 'chunk marching' method to render chunks (if false, uses a generic loop)."); r_clouds = Register("r_clouds", "true", CVarFlag.Boolean, "Whether to render clouds."); // TODO: Inform the server of this to reduce bandwidth. r_motionblur = Register("r_motionblur", "false", CVarFlag.Boolean, "Whether to blur the screen to better represent motion."); r_plants = Register("r_plants", "true", CVarFlag.Boolean, "Whether to render small plants around the view."); // Audio CVars a_musicvolume = Register("a_musicvolume", "0.5", CVarFlag.Numeric, "What volume the music should be."); a_musicpitch = Register("a_musicpitch", "1", CVarFlag.Numeric, "What pitch the music should be."); a_globalvolume = Register("a_globalvolume", "1", CVarFlag.Numeric, "What volume all sounds should be."); a_globalpitch = Register("a_globalpitch", "1", CVarFlag.Numeric, "What pitch all sounds should be."); a_music = Register("a_music", "music/epic/bcvoxalia_adventure", CVarFlag.Textual | CVarFlag.ServerControl, "What music should be played."); a_quietondeselect = Register("a_quietondeselect", "true", CVarFlag.Boolean, "Whether to quiet music when the window is deselected."); a_echovolume = Register("a_echovolume", "0", CVarFlag.Numeric, "What volume to echo microphone pickup at, for audio testing purposes. Specify 0 to not listen to the microphone at all."); // UI CVars u_mouse_sensitivity = Register("u_mouse_sensitivity", "1", CVarFlag.Numeric, "How sensitive the mouse is."); u_reticle = Register("u_reticle", "1", CVarFlag.Textual, "What reticle to use."); u_reticlescale = Register("u_reticlescale", "32", CVarFlag.Numeric, "How big the reticle should be."); u_showhud = Register("u_showhud", "true", CVarFlag.Boolean, "Whether to render the HUD."); u_highlight_targetblock = Register("u_highlight_targetblock", "true", CVarFlag.Boolean, "Whether to highlight the targeted block."); u_highlight_placeblock = Register("u_highlight_placeblock", "true", CVarFlag.Boolean, "Whether to highlight the targeted placement block."); u_debug = Register("u_debug", "false", CVarFlag.Boolean, "Whether to display debug information on the HUD."); u_showmap = Register("u_showmap", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a map on the HUD."); u_showrangefinder = Register("u_showrangefinder", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a range finder on the HUD."); u_showping = Register("u_showping", "true", CVarFlag.Boolean, "Whether to display the current ping on the UI."); u_showcompass = Register("u_showcompass", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a compass on the HUD."); u_colortyping = Register("u_colortyping", "false", CVarFlag.Boolean, "Whether to color the text currently being typed typed (chat, console, ...)."); }