You can get Thief to dump the list of available commands, with whatever descriptions LGS decided to give them. There are two lists, a big list of commands that work in DromEd, and a much smaller list of commands that work in Thief2.exe as well.
You can get the lists by typing dump_cmd <filename> into the console in either DromEd (for the DromEd list) or Thief2.exe (for the Thief2.exe list)
Code:
game_strings_load : load [<table>]: load the specified string table(s) into its property
game_strings_dump : dump [<table>]: dump the specified string table(s) from its property
game_strings_strip : strip [<table>]: strip text values from the property corresponding to the table.
game_strings_modernize: modernize [<table>]: converts the property corresponding to the table to the hip gamestrings format.
play_cd : play a CD track
stop_cd : stop playing a CD track
light_bright : render without lightmaps
old_raycast : boolean toggle
render_backward : shows view back to front
mip_detail : MIP level slider (0-1.0)
clear_surface_cache : force surface rebuilding
fog_on : is fog being used?
fog_dist : dist at which fog is opaque
fog_r : fog red (0-255)
fog_g : fog green (0-255)
fog_b : fog blue (0-255)
show_mip : levels of detail in rendering
show_cell : show cells in rendering database
show_poly : show polygon outlines
show_poly_flags : show flag settings of polygons
show_cell_flags : show flag settings of cells
show_poly_edges : show wireframes in world
show_all_edges : show complete wireframes
wr_stats : dump all worldrep stats
wr_check_cells : do assertion checking on worldrep
cc : show cell and teleport to it
set_3d_zoom : float variable
ctimer_init : clear c-function profiling
ctimer_dump : show results of c-function profiling
dump_bsp : dump the worldrep bsp tree
show_one_cell : wireframe on given cell
cell_teleport : move editor cam to given cell
show_phys_models : boolean toggle
show_phys_bbox : boolean toggle
show_creature_joints: boolean toggle
mesh_segs_display : boolean toggle
mesh_joints_display : boolean toggle
mesh_segs_reset : function
mesh_seg_incr : function
mesh_seg_set : integer variable
lit_obj_toggle : boolean toggle
rend_objname_color : 3d obj name color
rend_name_toggle : set color, toggle name color
rend_name_types : set mask on things to draw
rend_net_name_toggle: toggle name net color
rend_net_color_set : <local>, <hosted>, <proxy>
rend_name_list : list all rendered objs to mono
test_defer : test func for uiDefer
start_pnp : Change the plug-n-play gadget
start_swap : Change the swap gadget
coord_mask : Hide/show some GFH coords
gfh_coord_edit : Text edit coord N
grid_3d : toggle grid display in 3d
grid_2d : toggle grid display in 2d
grid_3d_axis : 3d grid normal axis #
grid_move : translate 3d grid
cycle_view : change current camera
toggle_3d : change current 2d/3d mode
zoom_all : zoom all 2d cameras
zoom_2d : zoom current camera
synch_all : set all 2d synch modes
cam_swap : swap two cameras
cycle_mode : change rendering mode
set_mode : set rendering mode
toggle_synch : toggle 2d synch mode
toggle_persp : toggle 3d perspective
xmouse : auto-select camera under mouse
cam_warp : warp camera to mouse loc
toggle_mode : toggle a display aspect
solo_toggle : toggle this view being soloed
redraw_always : does the editor continually redraw
vm_refresh : redraw all views
quick_resynch : synch; redraw; then desynch
vm_win_mode : wincfg set mode
vm_layout : cycle/set vm win layout
vm_name_corner : set corner for names (-1 no draw)
vm_teleport : move camera to x,y,z
rooms_build : Convert rooms to internal rep
fix_rooms : Fix dangling room pointers
hilight_room_id : Hilight the specified room brush
edit_mode : Switch to editor mode: edit_mode <wid>,<hgt>
mono_debug : Enter monochrome debug screen
texture_pal : Bring up the texture palette
motedit : Bring up the motion editor
redraw_all : Redraw the editor screen
set : set a config var: set <var> <value>
get : Look up a config value: get <var>
eval : Exec a command with config substitution: eval <var> <cmd>
ifdef : exec a command if a config variable is defined: ifdef <var> <cmd>
ifndef : exec a command if a config variable is undefined: ifndef <var> <cmd>
unset : Unset a config variable: unset <var>
edit_links : edit_links [<src> [, <dest> [, <flavor>]]]
link_show_all : show links marked as hidden in the link editor
hilight_obj_type : hilight all instances of an archetype, including descendants
hilight_archetype : hilight all non-descendant instances of an archetype
link_group : a group of two objs get linked, select is dest, arg is relation
link_objs : link_objs src dst flavor
link_draw_on : show a kind of link in wireframe
link_draw_from : Draw only links who's source is this
link_draw_split : If link source has multple destinations, and this ID is among them, use that branch only.
link_draw_off : don't show a kind of link in wireframe
link_multi : adds a new link between two objs in a multibrush
link_chain : adds a chain of links between objs in a multibrush
lock : lock <brush type>: asks for confirmation whenever brush is changed
unlock : unlock <brush type>
unlock_all : unlocks all brushes
resize_obj_id_space : Change obj_min and obj_max on the fly.
list_obj : w/no arg, shows counts, w/args, lists all objs in id order
obj_histogram_popup : Brings up obj list sorted by usage.
obj_alpha_popup : Brings up obj list sorted alphabetically.
edit_file_vars : 0 = mission vars, 1 = gamesys vars, 2 = cmpaign vars
game_mode_edit : Edit screen mode params for game mode.
help : shows command info
run : run commands in file
dump_cmds : dump command list to file
game_mode : switch to game mode
game_quiet : switch to game mode, no sounds
quit_game : Quit the game
end_mode : End the current major mode
set : set a config var: set <var> <value>
get : Look up a config value: get <var>
eval : Exec a command with config substitution: eval <var> <cmd>
ifdef : exec a command if a config variable is defined: ifdef <var> <cmd>
ifndef : exec a command if a config variable is undefined: ifndef <var> <cmd>
unset : Unset a config variable: unset <var>
screen_dump : make a screen shot
save_cow : Save world to file
save_mission : Save mission to file
save_gamesys : Save gamesys info only
load_file : Load .MIS, .COW, or .GAM files
load_gamesys : Load .GAM file - Resets the level
set_gamesys : Set gamesys file for current mission
clear_world : Reset to the empty world
dispatch_noise : Toggle dispatch noise for hex message mask
file_menu : Bring up the file menu
new_world : Clear the world and load the gamesys
time_passes : Set whether sim time is passing
show_sim_time : Display the sim time on the status bar.
scale_sim_time : Scale the speed at which the sim runs
scale_player_speed : Scale the player's speed
halt_player : stop all player motion/controls
player_cam_control : 0 reset pos, 1 next mode, 2 detach, 3 attach, 4 save, 5 load
cam_attach : attach camera to object
add_hp : give player # hp
player_cam_save : save player camera to ARG, or drom000.cam
player_cam_load : load ARG or cam000.loc as player camera
unfly : int function
find_obj : Look up an object by name or number
destroy_obj : Destroy an object by name or number
trait_cache_params : Edit trait cache parameters
trait_cache_clear : Empty the trait cache
link_lock_count : Report the number active link queries
obj_tree : Object Hierarchy editor
edit_obj : edit an object
copy_props_to : Copy all props from selection to arg
list_props : List properties on mono
link_dump_stats : Dump tons of stats on links
find_lost_objs : Find lost objects and set their archetypes to 'missing'
purge_missing_objs : Delete all objects that inherit from 'Missing'
briefcase_save : Try to save the briefcase
briefcase_load : Try to load the briefcase
link_many : Link many concrete objects
unlink_many : Unlink many concrete objects
make_archetype : Clone a concrete into an archetype
print_gamesys_textures: Print to monolog all textures in the gamesys, and whether they are in path or not
X99_kill_old_gamesys_textures: Delete all textures in gamesys associated with files which aren't in the resource path. DANGEROUS.
move_game_camera : teleport game camera
persistent_player_pos: Toggle whether the player comes back to game mode
build_motion_database: read in motion schemas as build database
save_motion_database: save out current built motion database
script_load : Load a script file, add to mission
script_drop : drop a script file from mission.
script_drop_all : drop all script files from mission.
script_dump_files : List mission script files on mono
select_gun : select_gun <archetype> Shoot a bullet out of the player
fix_my_locks : Set all my lock joint positions appropriately.
show_image : show_image <resname>: Show an image
movie : show a movie
contrast : Set the contrast
gamma : Set the gamma
gamma_delta : Add float to gamma
gamma_up : increase gamma
gamma_down : decrease gamma
flash : Make a blinding flash
contrast_time_scale : contrast time scale
script_test : Send a 'test' message to an object
trace_add : <object> <message> <action> <line>
trace_remove : <object> <message>
trace_line : toggle a script trace line
trace_dump : show all traces
trace_dump_active : show all traces on active lines
trace_line_dump : show status of all trace lines
flip_highpoly : bool function
anim_light_reset : function
heap_alloc_cap : dump alloc cap
heap_dump_stats : dump heap stats
heap_dump_modules : dump heap usage by module
heap_dump_blocks : dump all allocated heap blocks
heap_dump_all : dump all allocated heap blocks
heap_test : validate the heap
obj_time_stats : Clear object creation time stats, and dump them to mono.
ambient_spew : boolean toggle
ambient_heartbeat : boolean toggle
ambient_show : boolean toggle
ambient_dump : function
track_obj : toggle tracking on a given obj
track_add_obj : int function
track_rem_obj : int function
time_print : set freq of time mprints
trait_cache_stats : Dump trait cache stats to mono
trait_id_stats : Get trait statistics
trait_name_stats : Get trait statistics by name
trait_max_id : Get max trait ID
trait_cache_fullness: Get cache entry count
prop_time_stats : Get property storage timing statistics.
prop_time_stats_clear: Clear property timing statistics.
prop_blame : Blame properties for memory
sparse_hash_stats : List sparse hash stats
start_ms_profile : function
hello_debugger : Hard-coded breakpoint
mclear : clear mono
mprint : print mono string
mlog : monolog state: close closes, name opens
show_stats : frame rate/scene info
stats_full : stat verbosity
time_stats : more stat fun, mprint timings
tmgr_stats : mprint texture manager stats
playtest_stats : set frequency for per frame stats
playtest_which : which: 1 heap, 2 resource, 4 looptime
looptime_cmd : 0 dump, 1 clear, 2 both, 3 on, 4 off, 5 toggle
resstats_cmd : 0 dump, 2 tracking, 3 cleartrack, 4 dump, 5 flush/dump
txm_toggle :
do_report : function
do_cur_reprt : string function
toggle_overlay : takes which to toggle
dark_version : Display version in game mode.
win_mission : Win the mission
fixup_player : Make a player starting point based on OldPlayer
metagame : Go to metagame UI.
endgame : Go to endgame mode.
mission_loop : Return to (or start) the mission loop
cret_set_debug_obj : set debug obj
cret_weap_abort : stop swing
player_weap_abort : stop swing
cret_set_focus_obj : set creature's focus obj
cret_set_focus_loc : set creature's focus loc
cret_saveload_test : test creature saveload
toggle_mot_quat_debug: toggle motion quaternion debugging
fixup_creature_phys : fix up physics for all creatures
spew_creature_standable: spew all object AIs can stand on
player_align_arrow : calc arrow alignment so straight
use_item : use item 0 = start, 1 = finish
use_weapon : weapon item 0 = start, 1 = finish
next_item : next item 1 = forward, -1 = backward
prev_item : previous item -1 = forward, 1 = backward
next_weapon : next weapon 1 = forward, -1 = backward
prev_weapon : previous weapon -1 = forward, 1 = backward
inv_select : Select an inventory object by name (or archetype name)
loot_select : Select loot in inventory
drop_item : Drop (actually, throw) your currently selected item
clear_item : Clear the player's 'current item' selection.
clear_weapon : Clear the player's 'current item' selection.
clear_weapon_and_item: Clear both the player's 'current item' and 'current weapon.'
select_newest_item : Select the most recently picked up object
player_detach_arm : toggle whether arm attached to player camera
player_spew_arm_offset: spew arm offset from camera to monochrome
main_volume : main volume 0...100
ambient_volume : ambient relative volume 0...100
main_volume_up : inc main volume
main_volume_down : dec main volume
ambient_volume_up : inc ambient relative volume
ambient_volume_down : dec ambient relative volume
debrief : Go to debrief UI.
objectives : Go to objectives UI.
automap : Display the automap
amap_visited : mark an automap location on current page visited
amap_im_everywhere : make all decals display as current location
amap_spew : boolean toggle
loadout : Go to loadout UI.
process_difficulty : Prep level for difficulty. Warning: This may destroy some objects
game_message : Display a message on the game screen
test_book : book <text>,<art>
main_menu : Go to main menu.
sim_menu : Go to sim menu.
quick_save : Save the game to the 'quick save' slot.
quick_load : Load the game from the 'quick save' slot
edit_load_game : Load a save game in editor
edit_save_game : Save a save game in editor
load_game : Go to the game load UI
save_game : Go to the game save UI
deref_containees : Remove Refs from all contained objs
test_access : string function
ai_build_path_database: Update the AI path database
ai_use_zones : Toggle use of AI zones
ai_toggle_db_lvl : Toggle LVL path db building
ai_toggle_db_highstrike: Toggle HighStrike path db building
ai_toggle_use_lvl : Toggle LVL path db usage
ai_toggle_linkopt : Toggle link optimization
ai_report_large_door_size: Report large door size
ai_repath : Force repath
ai_mode : Set AI mode
ai_draw : Draw AI debug info
ai_draw_in_game : Draw AI debug info in 3D view
ai_draw_move_goal :
ai_draw_suggestions :
ai_draw_paths :
ai_aware_of_player : Toggle AI awareness of player
aiawareofplayer : Toggle AI awareness of player
aiforgetplayer : Toggle AI forget of player
ai_forget_player : Toggle AI forget of player
aidebugmode : Tom's standard AI debug mode
ai_sleep_all : Put all AIs to sleep
ai_wake_all : Wake all sleeping AIs
ai_wake : Wake a sleeping AI
ai_check_lighting : Check AI Raw Lighting on an Obj
blame_lighting : Mprint causes of lighting on an Obj
ai_alert_watch : Watch an AIs sense/awareness
ai_flow_watch : Watch the decision flow of an AI
ai_sound_watch : Watch the sound/broadcast of an AI
ai_hear_watch : See what an AI is hearing
ai_combat_watch : Watch AI Combat
ai_path_watch : Watch AI pathfind and path progression
ai_death_watch : Watch AI death event and cause
ai_signal_watch : Watch AI signals
ai_ranged_watch : Watch AI ranged combat
ai_inform_watch : Watch AI inform stream
ai_sight_watch : Watch AI inform stream
ai_pulse_watch : Watch AI sensory pulses
ai_recover_watch : Watch AI path recovery
ai_ranged_mode_watch: Watch AI ranged modes
ai_watch : Toggle all watches on an AI
ai_trace_schedule : Trace AI scheduled run
ai_schedule : Set AI frame schedule
ai_dump_components : Dump the list of components an AI is made of
ai_dump_all : Dump all info in an AI
ai_break : Break in the debugger on run of a specific AI
ai_player_sound : Simulate player sound broadcast of specified type
ai_signal : Simulate signal broadcast of specified type
ai_set_recover_test_post:
ai_set_recover_test_dest:
ai_set_recover_test_result:
ai_test_recover :
ai_draw_cells : show AI path cells in wireframe
ai_draw_cellids : show AI path cell ids
ai_draw_links : show AI path cell links in wireframe
ai_draw_zone : show AI path zone
ai_draw_zone_type : show AI path zone type (0 N, 1 N+L, 2 H, 3 H+L)
ai_draw_room : show AI path cells in room
ai_spew_zone : spew AI path zone
ai_spew_zones : spew all AI path zones
ai_val_fpts : validate flee points
ai_draw_one_cell : path cell to highlight (0 for none)
ai_draw_cell_centers:
ai_dump_cell_connection: mono print links from cell
ai_dump_cell_vertex_data: show cell vertex list on mono
ai_conv_start : start a conversation (by objID)
ai_cam_to_cell : Send camera to AI cell
ai_print_cam_cell :
ai_test_cells :
ai_test_motion : play motion by name
ai_test :
rebuild_songs : Reparse all songs into compiled format
load_song : Load a song
play_song : Play the loaded song
stop_song : Stop the currently playing song
song_event : Send an event to the currently playing song
song_dumpmono : Dump info about current song to mono
compress_family : remove unused textures from family or <all>
texture_usage_count : get usage count for this texture
texture_wr_usage_count: get wr usage for tmap_id, or histo if 0
texture_wr_find_zero: find texture zero in the world
palmgr_count : bool function
load_family : old style single family load
add_family : add another texture family
remove_family : remove family, use <all> to clear all
load_sky : load a sky bitmap set
load_water : load a water texture
add_water : add a water texture
free_water : free a water texture
load_a_texture : load a single texture, load <fam> <txtname>
remove_a_texture : delete single, <fam> <name>
texture_zap : zap invalid textures to newval
texture_zap_all : zap all textures to newval
texture_change : swap oval,nval - modifies all faces
no_fam_compress : disallow texture space compression
family_dump : dump all current family info
secret_rem_family_name: hi dorian
sload_next_slot : set next load slot
sload_no_remap : no disk block on load
rooms_spew : Spew entire room database
spew_room_obj : List room for specified object
show_player_room : Draw the player's room obj
show_bad_rooms : Draw areas outside the room db
spew_bad_room_objs : List all rooms with bad room objIDs
door_slam_open :
door_slam_closed :
remap_room_type : Remap EAX room type
set_room_type : Set EAX room type of selected room brush
next_room : Select and go to next room brush
eax_set_archetype : Set all rooms of an archetype to an EAX value
make_sound_z : Generate a sound at 0,0,0
make_sound : Generate a sound at the player
spew_room_ai : List each AI's current room
show_sounds : Toggles visible sound display
draw_sound_path : Draw the sound prop path
clear_sound_path : Clears any drawn sound paths
spew_sounds : Spews all propagating sounds
build_ai_room_database: Build AI Room Path Database
ai_room_db_spew : Spew AI Room Path Database
physics : Activate/Deactivate physics
start_control : Start obj 3 under ctrl
stop_control : Stop control of obj 3
launch_sphere : Launch a sphere object
create_sphere : Create a sphere model
launch_obb : Launch a obb object
create_obb : Create a obb model
reset_moving_terrain: Reset all moving terrain
lock_attachments : Lock all attachments in place
auto_jiggle : Touch ObjPos of all phys objs
phys_dup : Check for duplicate physics
phys_spew_info : Spew Info on an object
phys_spew_player : Spew Info on the player
hit_rope : Hit a rope
phys_joyride :
phys_raycast :
explode_me : BOOM
loc_control_obbs : Location control all OBBs
spew_out_of_world : Spew all objs out of world
spew_awake_objects : Spew all awake objects
spew_ai_collides : Spew all objects AI collide with
init_obb_dims : Init the dims of obb(s)
init_spherehat_dims : Init the dims of sphere hat(s)
clear_phys_timers : Clear profiling timers
check_doors : Make sure door state is in sync
check_mterr : Make sure mterr state is in sync
phys_stats : Spew memory usage stats
phys_reset_listeners: Reset listener subscriptions
play_schema : Play a named schema
play_schemas : Play two schemas
destroy_schemas : Destroy all schemas
destroy_speech : Destroy all speech
destroy_sound : Destroy all schemas and speech
halt_schema : Halt the first instance of a playing schema
halt_schemas : Halt all playing schemas
zggtvrk_load_schema : Load a schema file
zggtvrk_load_schemas: Load all schemas in path (destroy first)
reload_schemas : Load all schemas in path (don't destroy)
dump_schemas : Dump schema tags DB)
ar_receptron_add : Add an act/react receptron
ar_receptron_query : Query a set of act/react receptron
ar_source_add : Add an act/react source
ar_list_receptrons : Edit an object's receptrons
ar_list_sources : Edit an object's sources
ar_stimulate : Test-stimulate an object
net_host : Host a networked game
net_client : Join a networked game
net_leave : Leave a networked game
net_state : Display networking state
net_raw_spew_on : Turn low-level network spew on
net_raw_spew_off : Turn low-level network spew off
net_raw_spew : toggle net spew
net_address : Show my net address
net_player_name : Show a player's name
dump_net_stats : dump of messaging statistics by handlerID
clear_net_stats : clear stats
net_hist_cmd : 0toggle1draw2clear3toggleold
net_xl_status : net excel status
net_xl_full : net excel full status
net_xl_packet : net excel packets
dump_net_histogram : dump of histogram (1=send, 2=receive)
reset_net_histogram : resets histogram (1=send, 2=receive)
reset_net_msg_histogram: reset msg/frame histograms
dump_net_msg_histogram: dump msg/frame histogram (1=G, 2=NG, 3=both, 0=all)
toggle_mm_indexed : toggle using indexed r3d interface
toggle_mm_sort : punt mm sort
toggle_mm_xform : punt mm transforms
toggle_mm_render : punt mm render
toggle_render_mesh : toggle render mesh
toggle_draw_lgd3d : toggle draw lgd3d
toggle_lightmap_first: toggle lightmap rendering order
toggle_d3d_buffer : toggle d3d primitive buffering
toggle_d3d_blend_trans: toggle transparent texel color search
toggle_draw_surface : toggle draw surface
toggle_hardware_lighting: toggle hardware lighting
toggle_two_pass : toggle two pass rendering
toggle_multitexture : toggle multitexture support
fast_poly_setup : do fast poly setup
slow_poly_setup : do slow poly setup
toggle_render_on_start_frame: toggle normal render loop
flash_clamp : Set flashbomb max effect time in ms
set_mesh_detail_dist: set distance at which stretchy mesh is punted
set_gamma : set gamma correction level. 1.0 = no correction
set_obj_zbias : set object rendering z bias (in bits)
set_znear : set max sorting z distance
set_zfar : set min sorting z distance
toggle_dithering : toggle dithering
toggle_antialiasing : toggle antialiasing
set_invisible : Set player invisibility
sky_setlong : Debug Sky Longitude
sky_setlat : Debug Sky Latitude
sky_dump : Dump sky mesh info
stars_spin : Spin stars
cloud_row : Debug Cloud Row
cloud_col : Debug Cloud Col
cloud_glow : Debug Glow Ix
cloud_cfg : Debug Config Ix
cloud_dump : Dump cloud deck info
mesh_nothing : Maybe later.
face_process : find textures to match speech samples.
quest_create : quest_set <name>,<value>
quest_create_mis : quest_set_mis <name>,<value>
quest_get : quest_get <name>
quest_delete : quest_delete <name>
quest_spew_sub : quest_spew_sub <objID>
quest_sub : quest_sub <objID>,<name>
quest_unsub : quest_unsub <objID>,<name>
quest_edit : quest_edit
quest_edit_mis : quest_edit_mis
ghostspew_type : integer variable
ghostspew_obj : integer variable
ghost_frame_rate : integer variable
ghost_process_rate : integer variable
ghostspew_show_hist : string function
ghostspew_clear_hist: function
delete_brush : function
insert_brush : function
new_brush : function
add_brush_num : string function
rem_brush_num : string function
tog_brush_num : string function
cycle_brush : int function
cycle_context : cycle to next like brush (vBrush or type)
cycle_highlight : cycle to next highlighted brush
cycle_near : cycle to brushes near to current brush
store_group : save cur vBrush to new ID
dissolve_group : remove group ID of vBrush
pick_group_name : pick group by name
cycle_group : move group by arg (0 is last)
brush_relative : boolean toggle
axial_scale : boolean toggle
cycle_face : int function
cycle_edge : int function
cycle_point : int function
brush_select : int function
obj_brush_select : set current brush to objID
vBrush_click : alt-click cur brush
vBrush_EOT : send to end of time
load_group : string function
save_group : string function
refresh_particle_links: Update all ParticleAttachement links
cycle_tex : int function
sky_tex : function
align_tex : function
cycle_media : int function
set_debug_tex : int function
reset_brush : function
brush_stretch : stretch current brush
brush_rotate : rotate current brush
brush_translate : translate current brush
floor_object : function
wall_object : function
ceil_object : function
fit_cameras : fit cameras to world/hot region
auto_portalize : boolean toggle
auto_roombuild : boolean toggle
go_to_meonly : function
brush_to_room : terrain->room (grow by arg on all axis)
brush_adopt : all brushes adopt from us (arg for which parameter)
spiral_serf : build spiral stair, 0 for dialog
stair_serf : build straight stair, 0 for dialog
ambient : give this three values 0-255: r g b
snap_placement : boolean toggle
clear_brushes : clear all brushes
set_medium : set brush medium
blist_dump : function
get_grid : get grid from brush
set_grid : force brush to grid
grid_toggle : turn grid on off
grid_scale : rescale the master grid
grid_abs_scale : set absolute scale of master grid
brush_go_last : move current brush to temporal last
brush_set_time : move current brush to time n
load_object : load 3d object
preload_sound : string function
preload_motion : string function
preload_stats : function
brush_color : integer variable
brush_filter : integer variable
hots_filter : boolean toggle
hots_state : int function
time_filter_lo : integer variable
time_filter_hi : integer variable
size_filter : float variable
set_brush_tx : int function
set_brush_type : int function
reset_brush_tx : int function
cam_to_brush : move camera to look at cur brush
obj_ambient : float variable
obj_diffuse : float variable
zap_brush_flags : secret clear flags stuff
loud_zap_flags : talk about flags you clear
info_window : function
lazy_update : do we update instantly, or only on new brush selection
run_cmd_script : string function
set_primal : set default primal
prim_sides : # of sides on primals
prim_type : 1=cyl, 2=pyr, 3=cpyr, 0=cube
prim_facealign : are we face aligned
cube : set cube
prim_special : set 'special' primal type
brush_to_mono : show brush info on mono
obj_split : always portal split objects
obj_re_place : replace all objects in world
passive_hotregions : are hotregions in the CSG, or just filters
show_image : load image from disk
skybox : make skyhack texures
play_sfx : string function
get_pixel_color : click on pixel, get told color
heapchk : Test the heap, if debugging heap enabled
monodebug : output mono to Windows debug stream
watch_light : integer variable
optimize : build optimized portalization
portalize : recompute world terrain
relight_level : relight the level
save_wr : save world rep to file
compress_br_ids : compact brush ids
merge_node : build faster imperfect level
optimize_bsp : boolean toggle
set_lighting_mode : Set lighting mode (0, 1, 2)
quad_lighting : oversampled raycast lighting
auto_hilight : automatically hilight any bad brushes after portalization
split_polys : force coplanar poly splits
merge_polys : merge coplanar polys
coplanar : correctly handle coplanar polys
csg_epsilon : set voodoo epsilon value
show_debug : set split# to debug, -1 for all #s
tex_scale_override : set texture scale override factor
profile : write out sProf profile
autosaves : do we autosave exit and p_portal
tjoint : fix tjoints when portalizing
undo : int function
redo : int function
hilight_by_prop : give property name, highlights obj's with it
hilight_by_prop_direct: give property name, highlights obj's with it specifically on them (not inherited)
hilight_nonaxial : highlights any terrain with non-90 angles
hilight_media : highlight terrain w/media_op of type <arg>
hilight_texture : highlight terrain w/texture id <arg>
hilight_split_obj : highlight objects crossing a portal
multibrush_the_highlight: make hilight objs the multibrush
hilight_brush : hilight current (0) or brush_id
hilight_check_snap : hilight unangled unsnapped brushes, or if (1) all unsnapped brushes
hilight_do_snap : grid snap all hilight brushes...
hilight_list : list objs, or, if arg 1, all brush ids
hilight_global : if true, we will hilight everything, else just active
hilight_autoclear : do we autoclear old hilight and make it only active
hilight_use : set which hilight bit to use (bitfield, must be just 1)
hilight_clear : clear current highlights (all if 0, else bitfields)
hilight_activate : turn on hilight bits
hilight_deactivate : turn off hilight bits
hilight_add_prop : Add a named property to all hilit objects
hilight_rem_prop : Add a named property to all hilit objects
hilight_render : boolean toggle
hilight_reinstantiate: Hilight all objects with property, then remove and readd property
line_autoremote : toggle autochannel switch in line display
line_switchchannel : set view to single channel id
line_viewchannel : set bitmask of currently visible line channels
line_loadchannel : set channel id to load to
line_clearchannel : clear all lines in channel id
line_loadfile : load a file to current line channel
cam_rotate : rotate current camera
cam_slew : slew current camera
speed_fac : set speed factor of 3d move in editor
cam_level : level current camera
cam_unroll : unroll current camera
num_scroll : scroll via numeric keypad
global_scale : zoom in/out & rescale
show_raycasts : display light raycasts
min_show : min id# raycast to show
max_show : max id# raycast to show
record_movement : show rays of samples moving
cam_spotlight : mounted spotlight toggle
blend : integer variable
test_blend : boolean toggle
traverse_log : log cell traversal to traverse.log
clear : clear framebuffer to pink
max_polys : maximum polygons to draw
show_lightmap : display light sampling
render_info : rendering stats at some volume
detail_level : mipmap detail level (0-1)
dot_clamp : mipmap orientation limit
surf_256 : surfaces are all row==256
show_span_lengths : boolean toggle
show_render_times : detailed rendering timing info
info_volume : determine amount of rendering information
portal_clip_poly : boolean toggle
portal_clip_fast : boolean toggle
poly_clip_fast : boolean toggle
always_slow_split : force split objects to do things the hard way
show_particle_counts: show count of particle sim/render
show_particle_sim : list particle objects set to always_simulate
cache_feedback : get extra surface cache info
light_scale : float variable
player_light : attach a light to the player
min_light : minimum dynamic light on a surface allowed visible
max_dist_2 : maximum distance dynamic light can reach
keep_all_lit : boolean toggle
show_cells : Display cells containing refs
span_clip : enable span clipping in the renderer
portal_model : render models through portal tmappers
full_obj_test : choose all/incomplete cell lists for object sort testing
show_split : outline objects being split
show_bbox : show bounding boxes around objects
show_bbox_2d : outline objects
disable_topsort : disable good objsort
show_shadtab : draw shading table
pick_shade_dist : pick which rule for distance
puntd3d : boolean toggle
zbuffer : boolean toggle
znup : function
zndown : function
zfup : function
zfdown : function
zlinear : function
agglight : boolean toggle
nullrast : function
palette_light : boolean toggle
skip_clip : boolean toggle
project_space : boolean toggle
linear_map : affine mapper for terrain
surface_cache : cache lit surfaces
edit_command : edit a command in the command editor: edit_command <cmd>
history_cmd : edit command from history offset