aas_goalAreaaas_pullPlayeraas_randomPullPlayeraas_showAreasaas_showFlyPathaas_showHideAreaaas_showPathaas_showPushIntoAreaaas_showWallEdgesaas_testaf_contactFrictionScale: scales the contact frictionaf_forceFriction: force the given friction valueaf_highlightBody: name of the body to highlightaf_highlightConstraint: name of the constraint to highlightaf_jointFrictionScale: scales the joint frictionaf_maxAngularVelocity: maximum angular velocityaf_maxLinearVelocity: maximum linear velocityaf_showActive: show tree-like structures of articulated figures not at restaf_showBodies: show bodiesaf_showBodyNames: show body namesaf_showConstrainedBodies:show the two bodies contrained by the highlighted constraintaf_showConstraintNames: show constraint namesaf_showConstraints: show constraintsaf_showInertia: show the inertia tensor of each bodyaf_showLimits: show joint limitsaf_showMass: show the mass of each bodyaf_showPrimaryOnly: show primary constraints onlyaf_showTimings: show articulated figure cpu usageaf_showTotalMass: show the total mass of each articulated figureaf_showTrees: show tree-like structuresaf_showVelocity: show the velocity of each bodyaf_skipFriction: skip frictionaf_skipLimits: skip joint limitsaf_skipSelfCollision: skip self collision detectionaf_testSolid: test for bodies initially stuck in solidaf_timeScale: scales the timeaf_useImpulseFriction: use impulse based contact frictionaf_useJointImpulseFriction: use impulse based joint frictionaf_useLinearTime: use linear time algorithm for tree-like structuresaf_useSymmetry: use constraint matrix symmetryai_blockedFailSafe: enable blocked fail safe handlingai_debugMove: draws movement information for monstersai_debugScript: displays script calls for the specified monster entity numberai_debugTrajectory: draws trajectory tests for monstersai_showCombatNodes: draws attack cones for monstersai_showObstacleAvoidance:draws obstacle avoidance information for monsters.If 2, draws obstacles for player as wellai_showPaths: draws path_* entitiesai_testPredictPathcm_backFaceCull: cull back facing polygonscm_debugCollision: debug the collision detectioncm_drawColor: color used to draw the collision modelscm_drawFilled: draw filled polygonscm_drawInternal: draw internal edges greencm_drawMask: collision maskcm_drawNormals: draw polygon and edge normalscm_testAnglecm_testBoxcm_testBoxRotationcm_testCollisioncm_testLengthcm_testModelcm_testOrigincm_testRadiuscm_testRandomManycm_testResetcm_testRotationcm_testTimescm_testWalkcom_allowConsole: allow ~ to toggle consolecom_asyncInput: sample input from the async threadcom_asyncSound: mix sound from the async threadcom_aviDemoHeightcom_aviDemoSamplescom_aviDemoTicscom_aviDemoWidthcom_compressDemoscom_compressSaveGame: compress save gamescom_fixedTiccom_forceGenericSIMD: force generic platform independent SIMDcom_guidcom_journal: 1 = record journal, 2 = play back journalcom_logDemoscom_machineSpec: hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra qualitycom_makingBuild: 1 when making a buildcom_memoryMarker: used as a marker for memory statscom_minTicscom_preciseTic: run one game tick every async thread updatecom_preloadDemoscom_purgeAll: purge everything between level loadscom_showAnglescom_showAsyncStats: show async network statscom_showDemocom_showFPS: show frames rendered per secondcom_showMemoryUsage: show total and per frame memory usagecom_showSoundDecoders: show sound decoderscom_showTicscom_skipGameDrawcom_skipRenderer: skip the renderer completelycom_speeds: show engine timingscom_timestampPrints: print time with each console print, 1 = msec 2 = seccom_updateLoadSize: update the load size after loading a map
Babe of the Week
Ada WongCortana
Princess Zelda
Outrageous Boobs
Alyx Vance
Hottest Blondes
Hottest Brunettes
Hottest Redheads

About Us | Site Map | Terms of Service | Privacy Policy | Get AOL
© 2009 AOL LLC. All Rights Reserved. AOL@games gdc © 2009 AOL LLC. All Rights Reserved.
© 2009 AOL LLC. All Rights Reserved. AOL@games gdc © 2009 AOL LLC. All Rights Reserved.





Reader Comments (0)