You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3045482 on 2016/07/11 by Zabir.Hoque DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall. Change 3045929 on 2016/07/12 by Simon.Tovey Removing some deprecated node types from Niagara Change 3045951 on 2016/07/12 by Ben.Woodhouse D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types) Change3046019on 2016/07/12 by Chris.Bunner Fixed typo in material input name. #jira UE-5575 Change 3046053 on 2016/07/12 by Rolando.Caloca DR - Fix GL4 shutdown #jira UE-32799 Change 3046055 on 2016/07/12 by Rolando.Caloca DR - vk - Fix NumInstances=0 Change 3046063 on 2016/07/12 by Rolando.Caloca DR - vk - Added flat to uint layouts per glslang - Fix bad extension on dumped shaders Change 3046067 on 2016/07/12 by Rolando.Caloca DR - vk - Fix check when not using color RT - Added queue submit & present counters Change3046088on 2016/07/12 by Ben.Woodhouse Live GPU stats A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording. Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion) The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing) Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled Tested on PC, XB1, PS4 Change 3046128 on 2016/07/12 by Olaf.Piesche Max draw distance and fade range for lights, requested by JonL Change 3046183 on 2016/07/12 by Ben.Woodhouse PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden) Change 3046223 on 2016/07/12 by Luke.Thatcher Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components. #jira UE-32345 Change 3046228 on 2016/07/12 by Marc.Olano Add Voronoi noise to Noise material node. Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each. Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise. Change 3046269 on 2016/07/12 by Rolando.Caloca DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL) Change 3046294 on 2016/07/12 by Rolando.Caloca DR - Fix static analyisis warning C6326: Potential comparison of a constant with another constant. Change 3046295 on 2016/07/12 by Rolando.Caloca DR - Fix the previous fix Change 3046731 on 2016/07/12 by Marc.Olano Fix typo in shader random number constant: repeated extra digit made it too big. Change 3046796 on 2016/07/12 by Uriel.Doyon The texture streaming manager now keeps a set of all valid textures. This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp. #jira UE-33048 Change 3046800 on 2016/07/12 by Rolando.Caloca DR - vk - Added create image & renderpass dump Change 3046845 on 2016/07/12 by John.Billon Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations. Change 3047023 on 2016/07/12 by Olaf.Piesche Niagara: -a bit of cleanup -now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes -removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants -some code simplification -removed some deprecated structs and code used only by old content Change 3047052 on 2016/07/12 by Zabir.Hoque Unshelved from pending changelist '3044062': PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke) Change 3047727 on 2016/07/13 by Luke.Thatcher Fix Scene Capture Components only updating every other frame. #jira UE-32581 Change 3047919 on 2016/07/13 by Olaf.Piesche CMask decode, use in deferred decals, for PS4 Change 3047921 on 2016/07/13 by Uriel.Doyon "Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales. Also, several texture messages are packed on the same line if they relate to the same material. Change 3047952 on 2016/07/13 by Rolando.Caloca DR - vk - Initial prep pass for separating combined images & samplers Change 3048648 on 2016/07/13 by Marcus.Wassmer Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame Change 3049058 on 2016/07/13 by Rolando.Caloca DR - vk - timestamps Change 3049725 on 2016/07/14 by Marcus.Wassmer Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection Change 3049742 on 2016/07/14 by Rolando.Caloca DR - Fix warning Change 3049902 on 2016/07/14 by Rolando.Caloca DR - Fix typo Change 3050345 on 2016/07/14 by Olaf.Piesche UE-23925 Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit). Change 3050409 on 2016/07/14 by Olaf.Piesche Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash Change 3050809 on 2016/07/14 by Rolando.Caloca DR - vk - Remove redundant validation layers Change 3051319 on 2016/07/15 by Ben.Woodhouse Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized #jira UE-31976 Change 3051692 on 2016/07/15 by Rolando.Caloca DR - vk - Enable RHI thread by default Change 3052103 on 2016/07/15 by Uriel.Doyon Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting). #jira UE-32765 Change 3052140 on 2016/07/15 by Rolando.Caloca DR - vk - Fix shader snafu Change 3052495 on 2016/07/15 by Rolando.Caloca DR - Fix for Win32 compile #jira UE-33349 Change 3052536 on 2016/07/15 by Uriel.Doyon Fixed texture streaming overbudget warning when using per texture bias. [CL 3054554 by Gil Gribb in Main branch]
184 lines
16 KiB
INI
184 lines
16 KiB
INI
[/Script/Engine.InputSettings]
|
|
bEnableMouseSmoothing=true
|
|
bEnableFOVScaling=true
|
|
FOVScale=0.01111
|
|
DoubleClickTime=0.2f
|
|
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
|
|
bAlwaysShowTouchInterface=false
|
|
bShowConsoleOnFourFingerTap=true
|
|
bAltEnterTogglesFullscreen=true
|
|
bRequireCtrlToNavigateAutoComplete=False
|
|
+ConsoleKeys=Tilde
|
|
|
|
;-----------------------------------------------------------------------------------------
|
|
; Axis properties
|
|
;-----------------------------------------------------------------------------------------
|
|
|
|
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
|
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
|
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
|
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
|
|
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
|
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
|
|
|
|
[/Script/Engine.PlayerInput]
|
|
|
|
; --- General bindings
|
|
+DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive")
|
|
+DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True)
|
|
+DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True)
|
|
+DebugExecBindings=(Key=F2,Command="viewmode unlit")
|
|
+DebugExecBindings=(Key=F3,Command="viewmode lit")
|
|
+DebugExecBindings=(Key=F4,Command="viewmode lit_detaillighting")
|
|
+DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
|
|
+DebugExecBindings=(Key=F9,Command="shot showui")
|
|
+DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True)
|
|
+DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True)
|
|
+DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True)
|
|
+DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True)
|
|
; Please remove EnableGDT command binding after removing deprecated GameplayDebugger module (we are going to use Gameplay Debugger plugin soon)
|
|
+DebugExecBindings=(Key=Apostrophe,Command="EnableGDT")
|
|
+DebugExecBindings=(Key=Quote,Command="EnableGDT")
|
|
|
|
[/Script/Engine.Console]
|
|
HistoryBot=-1
|
|
|
|
[/Script/EngineSettings.ConsoleSettings]
|
|
MaxScrollbackSize=1024
|
|
+AutoCompleteMapPaths=Content/Maps
|
|
+ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
|
|
+ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
|
|
+ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
|
|
+ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
|
|
+ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
|
|
+ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile all the global shaders")
|
|
+ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material")
|
|
+ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Force a full rebuild of all shaders")
|
|
+ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
|
|
+ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
|
|
+ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
|
|
+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
|
|
+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
|
|
+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
|
|
+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
|
|
+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
|
|
+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
|
|
+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
|
|
+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
|
|
+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
|
|
+ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
|
|
+ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
|
|
+ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
|
|
+ManualAutoCompleteList=(Command="GetAllState",Desc="<ClassName> Log state names for all instances of classname")
|
|
+ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
|
|
+ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
|
|
+ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
|
|
+ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
|
|
+ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
|
|
+ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
|
|
+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
|
|
+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
|
|
+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
|
|
+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
|
|
+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
|
|
+ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
|
|
+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
|
|
+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
|
|
+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
|
|
+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
|
|
+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
|
|
+ManualAutoCompleteList=(Command="Stat Hitches",Desc="Stat Hitches (shows an onscreen history of hitches)")
|
|
+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
|
|
+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
|
|
+ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
|
|
+ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
|
|
+ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
|
|
+ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
|
|
+ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
|
|
+ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
|
|
+ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
|
|
+ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
|
|
+ManualAutoCompleteList=(Command="Stat COLLISION",Desc=)
|
|
+ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=)
|
|
+ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=)
|
|
+ManualAutoCompleteList=(Command="Stat AUDIO",Desc=)
|
|
+ManualAutoCompleteList=(Command="Stat ANIM",Desc=)
|
|
+ManualAutoCompleteList=(Command="Stat NET",Desc=)
|
|
+ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
|
|
+ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
|
|
+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
|
|
+ManualAutoCompleteList=(Command="ListTextures",Desc="Lists all loaded textures and their current memory footprint")
|
|
+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info all streaming textures")
|
|
+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="shows streaming info about the specified texture")
|
|
;placed here so we can type res<tab> to restartlevel as we often do that
|
|
+ManualAutoCompleteList=(Command="RestartLevel",Desc="restarts the level")
|
|
;from Audio.cpp
|
|
+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
|
|
+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
|
|
+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
|
|
+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
|
|
+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
|
|
+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
|
|
+ManualAutoCompleteList=(Command="ListSounds",Desc="Lists all the loaded sounds and their memory footprint")
|
|
+ManualAutoCompleteList=(Command="ListWaves",Desc="List the WaveInstances and whether they have a source")
|
|
+ManualAutoCompleteList=(Command="ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
|
|
+ManualAutoCompleteList=(Command="ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
|
|
+ManualAutoCompleteList=(Command="ListSoundDurations",Desc=)
|
|
+ManualAutoCompleteList=(Command="PlaySoundCue",Desc="Lists a summary of loaded sound collated by class")
|
|
+ManualAutoCompleteList=(Command="PlaySoundWave",Desc=)
|
|
+ManualAutoCompleteList=(Command="SetBaseSoundMix",Desc="<MixName>")
|
|
+ManualAutoCompleteList=(Command="DisableLowPassFilter",Desc=)
|
|
+ManualAutoCompleteList=(Command="DisableEQFilter",Desc=)
|
|
+ManualAutoCompleteList=(Command="IsolateDryAudio",Desc=)
|
|
+ManualAutoCompleteList=(Command="IsolateReverb",Desc=)
|
|
+ManualAutoCompleteList=(Command="ResetSoundState",Desc="Resets volumes to default and removes test filters")
|
|
+ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
|
|
+ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
|
|
+ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
|
|
+ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
|
|
+ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
|
|
+ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
|
|
+ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
|
|
+ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
|
|
+ManualAutoCompleteList=(Command="ShowDebug NET",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebug AI",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
|
|
+ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
|
|
+ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=)
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
|
|
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
|
|
+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
|
|
+ManualAutoCompleteList=(Command="Stat SOUNDMIXES",Desc="Shows active SoundMixes")
|
|
+ManualAutoCompleteList=(Command="Stat SOUNDWAVES",Desc="Shows active SoundWaves")
|
|
+ManualAutoCompleteList=(Command="Stat SOUNDCUES",Desc="Shows active SoundCues")
|
|
+ManualAutoCompleteList=(Command="Stat SOUNDS",Desc="<?> <sort=distance|class|name|waves|default> <-debug> <off> Shows active SoundCues and SoundWaves")
|
|
+ManualAutoCompleteList=(Command="StartMovieCapture",Desc=)
|
|
+ManualAutoCompleteList=(Command="StopMovieCapture",Desc=)
|
|
+ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
|
|
+ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
|
|
+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
|
|
+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
|
|
+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
|
|
+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
|
|
+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
|
|
+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
|
|
+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
|
|
+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
|
|
+ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
|
|
+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
|
|
BackgroundOpacityPercentage=85.000000
|
|
InputColor=(R=230,G=230,B=230,A=255)
|
|
HistoryColor=(R=180,G=180,B=180,A=255)
|
|
AutoCompleteCommandColor=(B=185,G=109,R=144,A=255)
|
|
AutoCompleteCVarColor=(B=86,G=158,R=86,A=255)
|
|
AutoCompleteFadedColor=(R=100,G=100,B=100,A=255) |