returns you to the editor. If that doesn't work you can always use
to get the command line and then type the command edit_mode.
Here is an annotated list of command line commands (you can print your own to mono with dump_cmds, but that doesn't have my annotations :
Code:
DromEd Command Definition Comment
add_brush_num string function
add_family add another texture family
add_hp give player # hp
add_water add a water texture
agglight boolean toggle
ai_alert_watch Watch an AIs sense/awareness
ai_aware_of_player Toggle AI awareness of player
ai_break Break in the debugger on run of a specific AI
ai_build_path_database Update the AI path database
ai_cam_to_cell Send camera to AI cell
ai_check_lighting Check AI Raw Lighting on an Obj
ai_combat_watch Watch AI Combat
ai_conv_start start a conversation (by objID)
ai_death_watch Watch AI death event and cause
ai_draw Draw AI debug info
ai_draw_cell_centers
ai_draw_cellids show AI path cell ids
ai_draw_cells show AI path cells in wireframe
ai_draw_in_game Draw AI debug info in 3D view
ai_draw_links show AI path cell links in wireframe
ai_draw_move_goal
ai_draw_one_cell path cell to highlight (0 for none)
ai_draw_paths
ai_draw_room show AI path cells in room
ai_draw_suggestions
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_dump_all Dump all info in an AI
ai_dump_cell_connection mono print links from cell
ai_dump_cell_vertex_data show cell vertex list on mono
ai_dump_components Dump the list of components an AI is made of
ai_flow_watch Watch the decision flow of an AI
ai_forget_player Toggle AI forget of player
ai_hear_watch See what an AI is hearing
ai_inform_watch Watch AI inform stream
ai_mode Set AI mode
ai_path_watch Watch AI pathfind and path progression
ai_player_sound Simulate player sound broadcast of specified type
ai_print_cam_cell
ai_pulse_watch Watch AI sensory pulses
ai_ranged_mode_watch Watch AI ranged modes
ai_ranged_watch Watch AI ranged combat
ai_recover_watch Watch AI path recovery
ai_repath Force repath
ai_report_large_door_size Report large door size
ai_room_db_spew Spew AI Room Path Database
ai_schedule Set AI frame schedule
ai_set_recover_test_dest
ai_set_recover_test_post
ai_set_recover_test_result
ai_sight_watch Watch AI inform stream
ai_signal Simulate signal broadcast of specified type
ai_signal_watch Watch AI signals
ai_sleep_all Put all AIs to sleep
ai_sound_watch Watch the sound/broadcast of an AI
ai_spew_zone spew AI path zone
ai_spew_zones spew all AI path zones
ai_test
ai_test_cells
ai_test_motion play motion by name
ai_test_recover
ai_toggle_db_highstrike Toggle HighStrike path db building
ai_toggle_db_lvl Toggle LVL path db building
ai_toggle_linkopt Toggle link optimization
ai_toggle_use_lvl Toggle LVL path db usage
ai_trace_schedule Trace AI scheduled run
ai_use_zones Toggle use of AI zones
ai_val_fpts validate flee points
ai_wake Wake a sleeping AI
ai_wake_all Wake all sleeping AIs
ai_watch Toggle all watches on an AI
aiawareofplayer Toggle AI awareness of player
aidebugmode Tom's standard AI debug mode
aiforgetplayer Toggle AI forget of player
align_tex function
always_slow_split force split objects to do things the hard way
amap_im_everywhere make all decals display as current location
amap_spew boolean toggle
amap_visited mark an automap location on current page visited
ambient give this three values 0-255 r g b = 20 20 20 is a good setting for most cases
ambient_dump function
ambient_heartbeat boolean toggle
ambient_show boolean toggle
ambient_spew boolean toggle
ambient_volume ambient relative volume 0...100
ambient_volume_down dec ambient relative volume
ambient_volume_up inc ambient relative volume
anim_light_reset function
ar_list_receptrons Edit an object's receptrons
ar_list_sources Edit an object's sources
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_stimulate Test-stimulate an object
auto_hilight automatically hilight any bad brushes after portalization
auto_jiggle Touch ObjPos of all phys objs
auto_portalize boolean toggle
auto_roombuild boolean toggle
automap Display the automap
autosaves do we autosave exit and p_portal
axial_scale boolean toggle
blame_lighting Mprint causes of lighting on an Obj
blend integer variable
blist_dump function
briefcase_load Try to load the briefcase
briefcase_save Try to save the briefcase
brush_adopt all brushes adopt from us (arg for which parameter)
brush_color integer variable
brush_filter integer variable
brush_go_last move current brush to temporal last
brush_relative boolean toggle
brush_rotate rotate current brush
brush_select int function
brush_set_time move current brush to time n
brush_stretch stretch current brush
brush_to_mono show brush info on mono
brush_to_room terrain-}room (grow by arg on all axis)
brush_translate translate current brush
build_ai_room_database Build AI Room Path Database
build_motion_database read in motion schemas as build database
cache_feedback get extra surface cache info
cam_attach attach camera to object
cam_level level current camera
cam_rotate rotate current camera
cam_slew slew current camera
cam_spotlight mounted spotlight toggle
cam_swap swap two cameras
cam_to_brush move camera to look at cur brush
cam_unroll unroll current camera
cam_warp warp camera to mouse loc
cc show cell and teleport to it
ceil_object function
cell_teleport move editor cam to given cell
check_doors Make sure door state is in sync
check_mterr Make sure mterr state is in sync
clear clear framebuffer to pink
clear_brushes clear all brushes
clear_item Clear the player's 'current item' selection.
clear_net_stats clear stats
clear_phys_timers Clear profiling timers
clear_sound_path Clears any drawn sound paths
clear_surface_cache force surface rebuilding
clear_weapon Clear the player's 'current item' selection.
clear_weapon_and_item Clear both the player's 'current item' and 'current weapon.'
clear_world Reset to the empty world
cloud_cfg Debug Config Ix
cloud_col Debug Cloud Col
cloud_dump Dump cloud deck info
cloud_glow Debug Glow Ix
cloud_row Debug Cloud Row
Code
compress_br_ids compact brush ids
compress_family remove unused textures from family or {all}
contrast Set the contrast
contrast_time_scale contrast time scale
coord_mask Hide/show some GFH coords
coplanar correctly handle coplanar polys
copy_props_to Copy all props from selection to arg
create_obb Create a obb model
create_sphere Create a sphere model
cret_saveload_test test creature saveload
cret_set_debug_obj set debug obj
cret_set_focus_loc set creature's focus loc
cret_set_focus_obj set creature's focus obj
cret_weap_abort stop swing
csg_epsilon set voodoo epsilon value
ctimer_dump show results of c-function profiling
ctimer_init clear c-function profiling
cube set cube
cycle_brush int function
cycle_context cycle to next like brush (vBrush or type)
cycle_edge int function
cycle_face int function
cycle_group move group by arg (0 is last)
cycle_highlight cycle to next highlighted brush
cycle_media int function
cycle_mode change rendering mode
cycle_near cycle to brushes near to current brush
cycle_point int function
cycle_tex int function
cycle_view change current camera
dark_version Display version in game mode.
debrief Go to debrief UI.
delete_brush function
deref_containees Remove Refs from all contained objs
destroy_obj Destroy an object by name or number
destroy_schemas Destroy all schemas
destroy_sound Destroy all schemas and speech
destroy_speech Destroy all speech
detail_level mipmap detail level (0-1)
disable_topsort disable good objsort
dispatch_noise Toggle dispatch noise for hex message mask
dissolve_group remove group ID of vBrush
do_cur_reprt string function
do_report function
door_slam_closed
door_slam_open
dot_clamp mipmap orientation limit
draw_sound_path Draw the sound prop path
drop_item Drop (actually, throw) your currently selected item
dump_bsp dump the worldrep bsp tree
dump_cmds dump command list to file
dump_net_histogram dump of histogram (1=send, 2=receive)
dump_net_msg_histogram dump msg/frame histogram (1=G, 2=NG, 3=both, 0=all)
dump_net_stats dump of messaging statistics by handlerID
dump_schemas Dump schema tags DB)
eax_set_archetype Set all rooms of an archetype to an EAX value
edit_command edit a command in the command editor edit_command {cmd}
edit_file_vars 0 = mission vars, 1 = gamesys vars, 2 = cmpaign vars
edit_links edit_links [{src} [, {dest} [, {flavor}]]]
edit_load_game Load a save game in editor
edit_mode Switch to editor mode edit_mode {wid},{hgt}
edit_obj edit an object
edit_save_game Save a save game in editor
end_mode End the current major mode
endgame Go to endgame mode.
eval Exec a command with config substitution eval {var} {cmd}
explode_me BOOM
face_process find textures to match speech samples.
family_dump dump all current family info
fast_poly_setup do fast poly setup
file_menu Bring up the file menu
find_lost_objs Find lost objects and set their archetypes to 'missing'
find_obj Look up an object by name or number
fit_cameras fit cameras to world/hot region
fix_my_locks Set all my lock joint positions appropriately.
fix_rooms Fix dangling room pointers
fixup_creature_phys fix up physics for all creatures
fixup_player Make a player starting point based on OldPlayer
flash Make a blinding flash
flash_clamp Set flashbomb max effect time in ms
flip_highpoly bool function
floor_object function
fog_b fog blue (0-255)
fog_dist dist at which fog is opaque
fog_g fog green (0-255)
fog_on is fog being used?
fog_r fog red (0-255)
free_water free a water texture
full_obj_test choose all/incomplete cell lists for object sort testing
game_message Display a message on the game screen
game_mode switch to game mode
game_mode_edit Edit screen mode params for game mode.
game_quiet switch to game mode, no sounds
game_strings_dump dump [{table}] dump the specified string table(s) from its property
game_strings_load load [{table}] load the specified string table(s) into its property
game_strings_modernize modernize [{table}] converts the property corresponding to the table to the hip gamestrings format.
game_strings_strip strip [{table}] strip text values from the property corresponding to the table.
gamma Set the gamma
gamma_delta Add float to gamma
gamma_down decrease gamma
gamma_up increase gamma
get Look up a config value get {var}
get_grid get grid from brush
get_pixel_color click on pixel, get told color
gfh_coord_edit Text edit coord N
ghost_frame_rate integer variable
ghost_process_rate integer variable
ghostspew_clear_hist function
ghostspew_obj integer variable
ghostspew_show_hist string function
ghostspew_type integer variable
global_scale zoom in/out & rescale
go_to_meonly function
grid_2d toggle grid display in 2d
grid_3d toggle grid display in 3d
grid_3d_axis 3d grid normal axis #
grid_abs_scale set absolute scale of master grid
grid_move translate 3d grid
grid_scale rescale the master grid
grid_toggle turn grid on off
halt_player stop all player motion/controls
halt_schema Halt the first instance of a playing schema
halt_schemas Halt all playing schemas
heap_alloc_cap dump alloc cap
heap_dump_all dump all allocated heap blocks
heap_dump_blocks dump all allocated heap blocks
heap_dump_modules dump heap usage by module
heap_dump_stats dump heap stats
heap_test validate the heap
heapchk Test the heap, if debugging heap enabled
hello_debugger Hard-coded breakpoint
help shows command info
hilight_activate turn on hilight bits
hilight_add_prop Add a named property to all hilit objects
hilight_archetype hilight all non-descendant instances of an archetype
hilight_autoclear do we autoclear old hilight and make it only active
hilight_brush hilight current (0) or brush_id
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_check_snap hilight unangled unsnapped brushes, or if (1) all unsnapped brushes
hilight_clear clear current highlights (all if 0, else bitfields)
hilight_deactivate turn off hilight bits
hilight_do_snap grid snap all hilight brushes...
hilight_global if true, we will hilight everything, else just active
hilight_list list objs, or, if arg 1, all brush ids
hilight_media highlight terrain w/media_op of type {arg}
hilight_nonaxial highlights any terrain with non-90 angles
hilight_obj_type hilight all instances of an archetype, including descendants
hilight_reinstantiate Hilight all objects with property, then remove and readd property
hilight_rem_prop Add a named property to all hilit objects
hilight_render boolean toggle
hilight_room_id Hilight the specified room brush
hilight_split_obj highlight objects crossing a portal
hilight_texture highlight terrain w/texture id {arg}
hilight_use set which hilight bit to use (bitfield, must be just 1)
history_cmd edit command from history offsetThief2.exe list
history_cmd edit command from history offset
hit_rope Hit a rope
hots_filter boolean toggle
hots_state int function
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}
info_volume determine amount of rendering information
info_window function
init_obb_dims Init the dims of obb(s)
init_spherehat_dims Init the dims of sphere hat(s)
insert_brush function
inv_select Select an inventory object by name (or archetype name)
keep_all_lit boolean toggle
launch_obb Launch a obb object
launch_sphere Launch a sphere object
lazy_update do we update instantly, or only on new brush selection
light_bright render without lightmaps
light_scale float variable
line_autoremote toggle autochannel switch in line display
line_clearchannel clear all lines in channel id
line_loadchannel set channel id to load to
line_loadfile load a file to current line channel
line_switchchannel set view to single channel id
line_viewchannel set bitmask of currently visible line channels
linear_map affine mapper for terrain
link_chain adds a chain of links between objs in a multibrush
link_draw_from Draw only links who's source is this
link_draw_off don't show a kind of link in wireframe
link_draw_on show a kind of link in wireframe
link_draw_split If link source has multple destinations, and this ID is among them, use that branch only.
link_dump_stats Dump tons of stats on links
link_group a group of two objs get linked, select is dest, arg is relation
link_lock_count Report the number active link queries
link_many Link many concrete objects
link_multi adds a new link between two objs in a multibrush
link_objs link_objs src dst flavor
link_show_all show links marked as hidden in the link editor
list_obj w/no arg, shows counts, w/args, lists all objs in id order
list_props List properties on mono
lit_obj_toggle boolean toggle
load_a_texture load a single texture, load {fam} {txtname}
load_family old style single family load
load_file Load .MIS, .COW, or .GAM files
load_game Go to the game load UI
load_gamesys Load .GAM file - Resets the level
load_group string function
load_object load 3d object
load_sky load a sky bitmap set
load_song Load a song
load_water load a water texture
loadout Go to loadout UI.
loc_control_obbs Location control all OBBs
lock lock {brush type} asks for confirmation whenever brush is changed
lock_attachments Lock all attachments in place
looptime_cmd 0 dump, 1 clear, 2 both, 3 on, 4 off, 5 toggle
loot_select Select loot in inventory
loud_zap_flags talk about flags you clear
main_menu Go to main menu.
main_volume main volume 0...100
main_volume_down dec main volume
main_volume_up inc main volume
make_archetype Clone a concrete into an archetype
make_sound Generate a sound at the player
make_sound_z Generate a sound at 0,0,0
max_dist_2 maximum distance dynamic light can reach
max_polys maximum polygons to draw
max_show max id# raycast to show
mclear clear mono
merge_node build faster imperfect level
merge_polys merge coplanar polys
mesh_joints_display boolean toggle
mesh_nothing Maybe later.
mesh_seg_incr function
mesh_seg_set integer variable
mesh_segs_display boolean toggle
mesh_segs_reset function
metagame Go to metagame UI.
min_light minimum dynamic light on a surface allowed visible
min_show min id# raycast to show
mip_detail MIP level slider (0-1.0)
mission_loop Return to (or start) the mission loop
mlog monolog state close closes, name opens
mono_debug Enter monochrome debug screen
monodebug output mono to Windows debug stream
motedit Bring up the motion editor
move_game_camera teleport game camera
movie show a movie
mprint print mono string
multibrush_the_highlight make hilight objs the multibrush
net_address Show my net address
net_client Join a networked game
net_hist_cmd 0toggle1draw2clear3toggleold
net_host Host a networked game
net_leave Leave a networked game
net_player_name Show a player's name
net_raw_spew toggle net spew
net_raw_spew_off Turn low-level network spew off
net_raw_spew_on Turn low-level network spew on
net_state Display networking state
net_xl_full net excel full status
net_xl_packet net excel packets
net_xl_status net excel status
new_brush function
new_world Clear the world and load the gamesys
next_item next item 1 = forward, -1 = backward
next_room Select and go to next room brush
next_weapon next weapon 1 = forward, -1 = backward
no_fam_compress disallow texture space compression
nullrast function
num_scroll scroll via numeric keypad
obj_alpha_popup Brings up obj list sorted alphabetically.
obj_ambient float variable
obj_brush_select set current brush to objID
obj_diffuse float variable
obj_histogram_popup Brings up obj list sorted by usage.
obj_re_place replace all objects in world
obj_split always portal split objects
obj_time_stats Clear object creation time stats, and dump them to mono.
obj_tree Object Hierarchy editor
objectives Go to objectives UI.
old_raycast boolean toggle
optimize build optimized portalization
optimize_bsp boolean toggle To disable the "optimization hints" (e.g. if you've changed the level radically or you've loaded a new level), run the command "bsp_optimize", setting it to 0. This is a temporary measure; eventually this data may get saved with the level.
palette_light boolean toggle
palmgr_count bool function Count # of palettes
passive_hotregions are hotregions in the CSG, or just filters
persistent_player_pos Toggle whether the player comes back to game mode
phys_dup Check for duplicate physics
phys_joyride
phys_raycast
phys_reset_listeners Reset listener subscriptions
phys_spew_info Spew Info on an object
phys_spew_player Spew Info on the player
phys_stats Spew memory usage stats
physics Activate/Deactivate physics
pick_group_name pick group by name
pick_shade_dist pick which rule for distance
play_cd play a CD track
play_schema Play a named schema
play_schemas Play two schemas
play_sfx string function
play_song Play the loaded song
player_align_arrow calc arrow alignment so straight
player_cam_control 0 reset pos, 1 next mode, 2 detach, 3 attach, 4 save, 5 load
player_cam_load load ARG or cam000.loc as player camera
player_cam_save save player camera to ARG, or drom000.cam
player_detach_arm toggle whether arm attached to player camera
player_light attach a light to the player
player_spew_arm_offset spew arm offset from camera to monochrome
player_weap_abort stop swing
playtest_stats set frequency for per frame stats
playtest_which which 1 heap, 2 resource, 4 looptime
poly_clip_fast boolean toggle
portal_clip_fast boolean toggle
portal_clip_poly boolean toggle
portal_model render models through portal tmappers
portalize recompute world terrain
preload_motion string function
preload_sound string function
preload_stats function
prev_item previous item -1 = forward, 1 = backward
prev_weapon previous weapon -1 = forward, 1 = backward
prim_facealign are we face aligned
prim_sides # of sides on primals
prim_special set 'special' primal type
prim_type 1=cyl, 2=pyr, 3=cpyr, 0=cube
print_gamesys_textures Print to monolog all textures in the gamesys, and whether they are in path or not
process_difficulty Prep level for difficulty. Warning This may destroy some objects
profile write out sProf profile
project_space boolean toggle
prop_blame Blame properties for memory
prop_time_stats Get property storage timing statistics.
prop_time_stats_clear Clear property timing statistics.
puntd3d boolean toggle
purge_missing_objs Delete all objects that inherit from 'Missing'
quad_lighting oversampled raycast lighting
quest_create quest_set {name},{value}
quest_create_mis quest_set_mis {name},{value}
quest_delete quest_delete {name}
quest_edit quest_edit
quest_edit_mis quest_edit_mis
quest_get quest_get {name}
quest_spew_sub quest_spew_sub {objID}
quest_sub quest_sub {objID},{name}
quest_unsub quest_unsub {objID},{name}
quick_load Load the game from the 'quick save' slot
quick_resynch synch; redraw; then desynch
quick_save Save the game to the 'quick save' slot.
quit_game Quit the game
rebuild_songs Reparse all songs into compiled format
record_movement show rays of samples moving
redo int function
redraw_all Redraw the editor screen
redraw_always does the editor continually redraw
refresh_particle_links Update all ParticleAttachement links
relight_level relight the level
reload_schemas Load all schemas in path (don't destroy)
rem_brush_num string function
remap_room_type Remap EAX room type
remove_a_texture delete single, {fam} {name}
remove_family remove family, use {all} to clear all
rend_name_list list all rendered objs to mono
rend_name_toggle set color, toggle name color
rend_name_types set mask on things to draw
rend_net_color_set {local}, {hosted}, {proxy}
rend_net_name_toggle toggle name net color
rend_objname_color 3d obj name color
render_backward shows view back to front
render_info rendering stats at some volume
reset_brush function
reset_brush_tx int function
reset_moving_terrain Reset all moving terrain
reset_net_histogram resets histogram (1=send, 2=receive)
reset_net_msg_histogram reset msg/frame histograms
resize_obj_id_space Change obj_min and obj_max on the fly.
resstats_cmd 0 dump, 2 tracking, 3 cleartrack, 4 dump, 5 flush/dump
rooms_build Convert rooms to internal rep
rooms_spew Spew entire room database
run run commands in file
run_cmd_script string function
save_cow Save world to file
save_game Go to the game save UI
save_gamesys Save gamesys info only
save_group string function
save_mission Save mission to file
save_motion_database save out current built motion database
save_wr save world rep to file
scale_player_speed Scale the player's speed
scale_sim_time Scale the speed at which the sim runs
screen_dump make a screen shot
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
script_load Load a script file, add to mission
script_test Send a 'test' message to an object
secret_rem_family_name hi dorian
select_gun select_gun {archetype} Shoot a bullet out of the player
select_newest_item Select the most recently picked up object
set set a config var set {var} {value}
set_3d_zoom float variable
set_brush_tx int function
set_brush_type int function
set_debug_tex int function
set_gamesys link
set_gamma set gamma correction level. 1.0 = no correction
set_grid force brush to grid
set_invisible Set player invisibility
set_lighting_mode Set lighting mode (0, 1, 2)
set_medium set brush medium
set_mesh_detail_dist set distance at which stretchy mesh is punted
set_mode set rendering mode
set_obj_zbias set object rendering z bias (in bits)
set_primal set default primal
set_room_type Set EAX room type of selected room brush
set_zfar set min sorting z distance
set_znear set max sorting z distance
show_all_edges show complete wireframes
show_bad_rooms Draw areas outside the room db
show_bbox show bounding boxes around objects
show_bbox_2d outline objects
show_cell show cells in rendering database
show_cell_flags show flag settings of cells
show_cells Display cells containing refs
show_creature_joints boolean toggle
show_debug set split# to debug, -1 for all #s
show_image show_image {resname} ; i.e. load image from disk Show an image
show_lightmap display light sampling
show_mip levels of detail in rendering
show_one_cell wireframe on given cell
show_particle_counts show count of particle sim/render
show_particle_sim list particle objects set to always_simulate
show_phys_bbox boolean toggle
show_phys_models boolean toggle
show_player_room Draw the player's room obj
show_poly show polygon outlines
show_poly_edges show wireframes in world
show_poly_flags show flag settings of polygons
show_raycasts display light raycasts
show_render_times detailed rendering timing info
show_shadtab draw shading table
show_sim_time Display the sim time on the status bar.
show_sounds Toggles visible sound display
show_span_lengths boolean toggle
show_split outline objects being split
show_stats frame rate/scene info
sim_menu Go to sim menu.
size_filter float variable
skip_clip boolean toggle
sky_dump Dump sky mesh info
sky_setlat Debug Sky Latitude
sky_setlong Debug Sky Longitude
sky_tex function
skybox make skyhack texures
sload_next_slot set next load slot
sload_no_remap no disk block on load
slow_poly_setup do slow poly setup
snap_placement boolean toggle
solo_toggle toggle this view being soloed
song_dumpmono Dump info about current song to mono
song_event Send an event to the currently playing song
span_clip enable span clipping in the renderer
sparse_hash_stats List sparse hash stats
speed_fac set speed factor of 3d move in editor
spew_ai_collides Spew all objects AI collide with
spew_awake_objects Spew all awake objects
spew_bad_room_objs List all rooms with bad room objIDs
spew_creature_standable spew all object AIs can stand on
spew_out_of_world Spew all objs out of world
spew_room_ai List each AI's current room
spew_room_obj List room for specified object
spew_sounds Spews all propagating sounds
spiral_serf build spiral stair, 0 for dialog
split_polys force coplanar poly splits
stair_serf build straight stair, 0 for dialog
stars_spin Spin stars
start_control Start obj 3 under ctrl
start_ms_profile function
start_pnp Change the plug-n-play gadget
start_swap Change the swap gadget
stats_full stat verbosity
stop_cd stop playing a CD track
stop_control Stop control of obj 3
stop_song Stop the currently playing song
store_group save cur vBrush to new ID
surf_256 surfaces are all row==256
surface_cache cache lit surfaces
synch_all set all 2d synch modes
test_access string function
test_blend boolean toggle
test_book book {text},{art}
test_defer test func for uiDefer
tex_scale_override set texture scale override factor
texture_change swap oval,nval - modifies all faces
texture_pal Bring up the texture palette
texture_usage_count get usage count for this texture
texture_wr_find_zero find texture zero in the world
texture_wr_usage_count get wr usage for tmap_id, or histo if 0
texture_zap zap invalid textures to newval
texture_zap_all zap all textures to newval
time_filter_hi integer variable
time_filter_lo integer variable
time_passes Set whether sim time is passing
time_print set freq of time mprints
time_stats more stat fun, mprint timings
tjoint fix tjoints when portalizing
tmgr_stats mprint texture manager stats
tog_brush_num string function
toggle_3d change current 2d/3d mode
toggle_antialiasing toggle antialiasing
toggle_d3d_blend_trans toggle transparent texel color search
toggle_d3d_buffer toggle d3d primitive buffering
toggle_dithering toggle dithering
toggle_draw_lgd3d toggle draw lgd3d
toggle_draw_surface toggle draw surface
toggle_hardware_lighting toggle hardware lighting
toggle_lightmap_first toggle lightmap rendering order
toggle_mm_indexed toggle using indexed r3d interface
toggle_mm_render punt mm render
toggle_mm_sort punt mm sort
toggle_mm_xform punt mm transforms
toggle_mode toggle a display aspect
toggle_mot_quat_debug toggle motion quaternion debugging
toggle_multitexture toggle multitexture support
toggle_overlay takes which to toggle
toggle_persp toggle 3d perspective
toggle_render_mesh toggle render mesh
toggle_render_on_start_frame toggle normal render loop
toggle_synch toggle 2d synch mode
toggle_two_pass toggle two pass rendering
trace_add {object} {message} {action} {line}
trace_dump show all traces
trace_dump_active show all traces on active lines
trace_line toggle a script trace line
trace_line_dump show status of all trace lines
trace_remove {object} {message}
track_add_obj int function
track_obj toggle tracking on a given obj
track_rem_obj int function
trait_cache_clear Empty the trait cache
trait_cache_fullness Get cache entry count
trait_cache_params Edit trait cache parameters
trait_cache_stats Dump trait cache stats to mono
trait_id_stats Get trait statistics
trait_max_id Get max trait ID
trait_name_stats Get trait statistics by name
traverse_log log cell traversal to traverse.log
txm_toggle
undo int function
unfly int function
unlink_many Unlink many concrete objects
unlock unlock {brush type}
unlock_all unlocks all brushes
unset Unset a config variable unset {var}
use_item use item 0 = start, 1 = finish
use_weapon weapon item 0 = start, 1 = finish
vBrush_click alt-click cur brush
vBrush_EOT send to end of time
vm_layout cycle/set vm win layout
vm_name_corner set corner for names (-1 no draw)
vm_refresh redraw all views
vm_teleport move camera to x,y,z
vm_win_mode wincfg set mode
wall_object function
watch_light integer variable
win_mission Win the mission
wr_check_cells do assertion checking on worldrep
wr_stats dump all worldrep stats
X99_kill_old_gamesys_textures Delete all textures in gamesys associated with files which aren't in the resource path. DANGEROUS.
xmouse auto-select camera under mouse
zap_brush_flags secret clear flags stuff
zbuffer boolean toggle
zfdown function
zfup function
zggtvrk_load_schema Load a schema file
zggtvrk_load_schemas Load all schemas in path (destroy first)
zlinear function
zndown function
znup function
zoom_2d zoom current camera
zoom_all zoom all 2d cameras